Apparently no mention of Armada Wave 3 at In Flight. There were some intimations of something FFG is not quite allowed to talk about yet causing a delay in the X-Wing cycle ... ahem Episode VII ... so maybe that's why. But I suspect FFG wants to announce something tomorrow as well so don't give up on it just yet!
Starting to get the feeling that we're never going to see those.
Buying one of those would probably complete my collection as it's the only rebellion era EU ship left that I'm waiting for (although I'd jump at the chance for Legacy TIE Predators). This is actually the third small/medium wave that I have almost no interest in (my last ship purchase was the YT-2400).
In any case, thanks for posting the update, Manchu.
I must admit I'm not au fait with most of these, although there are some pretty nice designs. Quite clunky and 70's sci-fi looking, which I always think is Star Wars at its best.
Agent Kallus would be an auto-include in my force simply on account of those mutton chops !
Manchu wrote: I'm eager to learn more about the Jumpmaster's asymmetric maneuver dial.
Same. Man, Dengar's Pilot Ability is pretty nice. Extra attack each round if someone attacks you. Doesn't even have to be a primary weapon attack and he's got two torp slots.
Edit: his movement dial will especially be interesting considering his salvaged astromech slot!
Dengar is BRUTAL! I think he might be the best pilot that exists. That guy is foul. Give him a co-pilot for the re-rolled failed hits and his boosted attacks? Mother of God...just wrong.
Damn it! After being totally underwhelmed with the previous wave, I think I'll get almost everything on offer here! LOVE the Mist Hunter design, I may have to buy a few and paint them differently.
Manchu wrote: Apparently no mention of Armada Wave 3 at In Flight. There were some intimations of something FFG is not quite allowed to talk about yet causing a delay in the X-Wing cycle ... ahem Episode VII ... so maybe that's why. But I suspect FFG wants to announce something tomorrow as well so don't give up on it just yet!
They said that they'd have some kind of product out for Star Wars toy day (September 4th) according to Team Covenant's twitter. Hoping it's something X-Wing or Armada related.
timetowaste85 wrote: Dengar is BRUTAL! I think he might be the best pilot that exists. That guy is foul. Give him a co-pilot for the re-rolled failed hits and his boosted attacks? Mother of God...just wrong.
Dengar's Pilot Ability makes Bossk's Crew card suddenly viable. Attack at your PS9, and if you miss you get a target lock and a focus token. If they attack back and are in your arc, you get a fully loaded attack back. Might stop some attacks entirely if they fear the reprisal shot enough.
Automatically Appended Next Post: Courtesy of Crazy Carnifex:
Okay, Here's a squint-at-the-screen breakdown for anyone who's eyes aren't as good as mine:
Ghost Pack (VCX-100, Attack Shuttle)
Looks like a first for X-wing, with the ability to run named pilots on two different types of ships. It also looks like they all get a crew card as well. Hara at least gets two pilot cards, and since they both have identical pilot skills, I'm assuming the same goes for the PS3, 4, and 5 guys. Hara's VCX ability seems to key off of taking either green or red maneuvers, and looks like it allows you to rotate your dial to another maneuver with some shared trait (Colour? Speed? Bearing?). It is unclear if the Attack shuttle has the same or different pilot ability.
There's also a symbol in the Auxillary arc of the VCX- based off the phrasing of the Ghost/Phantom cards, I suspect that the Auxillary arc cannot be used if the Attack shuttle is not docked.
Finally, we see new turret, bomb set, and possibly elite pilot talent.
TIE Advanced Prototype
The TIE V-1 title is really good. For one point, you get the ability where, when you perform acquire a target lock, you get an evade token. This will key off of the new thread tracers, or just a normal target lock action. So while the Prototype Advanced doesn't get an evade action, it gets the token easily.
It also comes with a new modification, which also arrives with the Jumpmaster. It keys off of attacking with a missile secondary, and allows you to change a hit to something something primary something. Could this be a missile-based variant of the A4 title?
G1-A
Zuckuss lets you roll an additional attack die, but your opponent gets an additional defence die.
Title lets you barrel roll, but you must equip a tractor beam.
Kid_Kyoto wrote: So is Rebels worth getting when it comes out on DVD?
If you like the Clone Wars you'll probably like Rebels. It took a few episodes to start finding it's feet but was really moving along nicely by the end of the season. The mini-movie that just car out, Siege of Lothal, was really good too.
I'm definitely excited to see these ships in X-Wing and will be picking them up whenever they come out.
Kid_Kyoto wrote: So is Rebels worth getting when it comes out on DVD?
I have been enjoying it, yes. Like Thanatos73 said, it starts out a bit rough, but it does get steadily better and better. It has some nice callbacks to the OT, and the Lando episode is a pretty great one.
I will say that Ezra, the main character, took a while to grow on me. I think that has more to do with this voice actor than anything else.
The Inquisitor seems decent, but did the Imperials really need an A-Wing? I imagine it will have a similar dial to the Awing.
And the Rebels ship, damn. That's a pretty good ship, but let's see the dial and the pilot abilities!
I feel that the Inquisitor will find a place next to Fel and Vader for High-end Imperial Pilots, but with more of an emphasis on long-range sniping. Normal prototype, meanwhile, will get some good action economy with the Target Lock+Evade title.
So I was reading the FF articles and noticed something. The Jumpmaster 5000 / Punishing One has a shield value of 4, and yet it comes with 7 shield tokens.
Also, new EPT it looks like. I can't see existing ones that start with R. At least, that looks like an 'R'.
streamdragon wrote: So I was reading the FF articles and noticed something. The Jumpmaster 5000 / Punishing One has a shield value of 4, and yet it comes with 7 shield tokens.
Also, new EPT it looks like. I can't see existing ones that start with R. At least, that looks like an 'R'.
I noticed that too. Maybe some new mod that increases shields by up to 3 randomly? I can only imagine the price (especially given the 12 point title).
More likely, they just screwed up when they set up the pic layout.
I am really looking forward to the Ghost pack. This is definitely a Gencon wave, not the K-wing and Punisher.
As to the question of Rebels- if you were to toss Firefly, Star Wars, and Cowboy Bebop into a furnace, and pull forth the fused alloy, then cleaned it for a young audience, you would get Rebels.
Spoiler:
Technically it is Ezra's story, but Kanaan is a far more fascinating character, and quite the exploration of what motivates a Jedi after the Revenge of the Sith.
Sorry, I probably should spoiler that bit. I'm about to let everyone in on the secret.
Man, I feel like they are really missing out on not making the Wild Karrde as a huge ship for S&V. I know it's an EU ship, but it did take down a Victory-class Star Destroyer. So you know the ship has the power to pack a punch.
streamdragon wrote: So I was reading the FF articles and noticed something. The Jumpmaster 5000 / Punishing One has a shield value of 4, and yet it comes with 7 shield tokens.
Also, new EPT it looks like. I can't see existing ones that start with R. At least, that looks like an 'R'.
I noticed that too. Maybe some new mod that increases shields by up to 3 randomly? I can only imagine the price (especially given the 12 point title).
More likely, they just screwed up when they set up the pic layout.
My guess is it's the unique Gonk droid. Gonks are power droids; giant walking battery. Whether he's crew or a salvaged astromech upgrade is anyone's guess, as the card is sitting between some R series droid and Boba Fett!
streamdragon wrote: So I was reading the FF articles and noticed something. The Jumpmaster 5000 / Punishing One has a shield value of 4, and yet it comes with 7 shield tokens.
Also, new EPT it looks like. I can't see existing ones that start with R. At least, that looks like an 'R'.
I noticed that too. Maybe some new mod that increases shields by up to 3 randomly? I can only imagine the price (especially given the 12 point title).
More likely, they just screwed up when they set up the pic layout.
My guess is it's the unique Gonk droid. Gonks are power droids; giant walking battery. Whether he's crew or a salvaged astromech upgrade is anyone's guess, as the card is sitting between some R series droid and Boba Fett!
streamdragon wrote: So I was reading the FF articles and noticed something. The Jumpmaster 5000 / Punishing One has a shield value of 4, and yet it comes with 7 shield tokens.
Also, new EPT it looks like. I can't see existing ones that start with R. At least, that looks like an 'R'.
I noticed that too. Maybe some new mod that increases shields by up to 3 randomly? I can only imagine the price (especially given the 12 point title).
More likely, they just screwed up when they set up the pic layout.
My guess is it's the unique Gonk droid. Gonks are power droids; giant walking battery. Whether he's crew or a salvaged astromech upgrade is anyone's guess, as the card is sitting between some R series droid and Boba Fett!
Sneaky FFG. Sneaky.
After the YT-1300 discussion down in the FF section, I'm also kind of curious if we're about to see our second ship with different stats for different pilots. I kind of hope not.
Looks like the Ghost has PW 4, can attack twice out of two arcs while the Phantom is docked, and the Phantom can be run entirely independently from the Ghost. Not sure how much is news, but those things were new to me.
Interesting insight into how hard they work on keeping the game balanced, Scyk, Defender and X Wing fans, they hear you!
I love this game, and I'm super excited about the releases that are going to be coming out with this in later 2015. Please, oh please....do Star wars proud further FFG!
Man this is looking to be a sweet wave. I'm honestly most excited for the imperial epic ship surprisingly. This is what we should have gotten first, before the raider in my opinion. Plus more TIE pilots! Never can have enough of those, one of my favorite ships.
I'm also digging the look of the transport, that illicit cloaking device is pretty crazy. Think about it, Z95's cloaking as dirt cheap blockers, talonbane cobra with a cloaking device (6 evade dice at range 3!) Or you can even cloak a hwk 290 like torkhil MUX to keep him alive longer when you expect him to draw fire because of his ability. So many shenanigans possible there.
Not terribly excited about the Rebels designs, but they definitely fit in and bring new things to the table, so I'm happy to see them all the same, even if I may not buy them.
Only thing I'm annoyed about is no Rogue Squadron box. We're at wave 8 and STILL don't have a rogue squadron upgrade, generic, or title card.
MrMoustaffa wrote: Man this is looking to be a sweet wave. I'm honestly most excited for the imperial epic ship surprisingly. This is what we should have gotten first, before the raider in my opinion. Plus more TIE pilots! Never can have enough of those, one of my favorite ships.
I'm also digging the look of the transport, that illicit cloaking device is pretty crazy. Think about it, Z95's cloaking as dirt cheap blockers, talonbane cobra with a cloaking device (6 evade dice at range 3!) Or you can even cloak a hwk 290 like torkhil MUX to keep him alive longer when you expect him to draw fire because of his ability. So many shenanigans possible there.
Not terribly excited about the Rebels designs, but they definitely fit in and bring new things to the table, so I'm happy to see them all the same, even if I may not buy them.
Only thing I'm annoyed about is no Rogue Squadron box. We're at wave 8 and STILL don't have a rogue squadron upgrade, generic, or title card.
Honestly, I expect FFG has an X-wing fix lined up and ready to fire, but are just waiting for the go-ahead from the mouse to release tie-ins to the sequels.
I especially love how the Phantom comes with the Ghost.
The Ghost supposedly attaches to the Phantom and can be deployed that way. Same with the Imperial Assault Carrier. You can physically attach either 2 or 3 tie fighters to it and deploy them during the game somehow.
MrMoustaffa wrote: Man this is looking to be a sweet wave. I'm honestly most excited for the imperial epic ship surprisingly. This is what we should have gotten first, before the raider in my opinion. Plus more TIE pilots! Never can have enough of those, one of my favorite ships.
I'm also digging the look of the transport, that illicit cloaking device is pretty crazy. Think about it, Z95's cloaking as dirt cheap blockers, talonbane cobra with a cloaking device (6 evade dice at range 3!) Or you can even cloak a hwk 290 like torkhil MUX to keep him alive longer when you expect him to draw fire because of his ability. So many shenanigans possible there.
Not terribly excited about the Rebels designs, but they definitely fit in and bring new things to the table, so I'm happy to see them all the same, even if I may not buy them.
Only thing I'm annoyed about is no Rogue Squadron box. We're at wave 8 and STILL don't have a rogue squadron upgrade, generic, or title card.
Honestly, I expect FFG has an X-wing fix lined up and ready to fire, but are just waiting for the go-ahead from the mouse to release tie-ins to the sequels.
It's talked about in the video I posted, the X Wing, Defender and SCYK are all in line for the Aces type treatment, just awaiting the release window opportunity to do so, which may or may not be down to Ep VII or simply because of the lead times involved in pre-paints.
EDIT Actually, it may be slightly inaccurate to say they're in line for the Aces treatment, there may be no new models, but he's explicit in the sense that he knows those ships need some love.
Well, Xisor is an end game ship, his big flaw has always been that he's been too fragile to make it that far, now it will be practically impossible to kill him.
Xizor, Autothrusters, Virago, Cloak plus EPT and System to taste could be really, really, strong, and near invincible until he was the last ship, and then super tough.
I've always thought of Xizor as playing mind games. You can shoot him, you need to shoot him, but he's slippery and he can just shrug off the damage onto a mook. So maybe you should go for a different target? But those three red dice ... Making him harder to hit could downshift the mind games.
I've always approached it as there's no point attacking him til his escort's dead, but using him, if he gets caught out of formation, he's dead, which a cloak would mitigate.
Like I said, I've no clear idea, but it feels like there's something there (perhaps for the Viper in general, rather than just Xizor?)
Yeah, probably suits here better, probably more of an out and out brawler than Xizor, I just struggle with her PS5, as locally we seem to play more elite pilots that tends to expose her a little, and VI removes the opportunity to equip something more interesting.
Ive been more successful (virtually undefeated, with the exception of one demo game I played with a new player in which I wasnt particularly trying to hard to win) playing S&V than I have been either Rebels or Imperials, and my typical builds rely heavily on Starvipers and Scyks. Either my meta sucks or y'all are doing it wrong.
Am I missing a trick with the new cloaking device card? I'd love to put it on my HWK to keep it alive longer in my HWK / Scyk / Scyk / Z95 list but it seems like there is a good chance you will loose the card after a turn or two of use?
Anyone ever noticed roughly how long things remain "on the boat" until they start shipping? I'll be passing my local Indy (50 miles away!) next week and if there's a chance Wave VII may have landed by then I'll be quite excited!
Siygess wrote: Am I missing a trick with the new cloaking device card? I'd love to put it on my HWK to keep it alive longer in my HWK / Scyk / Scyk / Z95 list but it seems like there is a good chance you will loose the card after a turn or two of use?
Nope, if anything you're looking at it more closely than most are.
You have focus as 2/8 results on a die, so there's a 1/4 chance it'll burn out any turn. I wouldn't consider it more than a one time use card, and then count every use you get afterwards as a bonus. It's really just a nice trick to keep in your back pocket, and something to play mind games with your opponent, like inertial dampeners
The ghost is pw 4 and can attack twice with the shuttle equipped?
It's either going to be very expensive points wise and/or have a terrible dial. Which wouldn't make sense, since Hera makes that thing out fly the nimble and agile tie fighters.
I suppose cartoon to game doesn't necessarily need to translate.
Crazyterran wrote: The ghost is pw 4 and can attack twice with the shuttle equipped?
It's either going to be very expensive points wise and/or have a terrible dial. Which wouldn't make sense, since Hera makes that thing out fly the nimble and agile tie fighters.
I suppose cartoon to game doesn't necessarily need to translate.
That new big ship for the rebels looks scarrry.
Its attack 4 but its a large ship with no turret. The Ghost being docked essentially give it a rear arc, which seems almost essential (seeing as its unlikely the dial will be as good as IG-88, and that ship hasn't broken the game by any means). It also lets you fire a turret upgrade as well - the main issue I can see is how expensive this thing is going to get - its AG 0, so the high PS to arc dodge will be important (40pts for the PS7 one), then you pay for the attached ship (going to be at least 15pts considering its a standalone ship with better PS than a Z-95) and then you pay for the turret on top of that (which you won't be using to full effectiveness without the attachment). You are looking at upwards of 60pts even before adding crew or EPTs (possibly the first single ship list?) so it needs to be very strong. The main thing I'm interested to see is how the attached ship functions when the big ship is destroyed - if its like the YV-666 (Bossk) and it spawns when you die then its much more interesting, otherwise you are potentially paying a huge tax to make use of all those abilities.
Crazyterran wrote: The ghost is pw 4 and can attack twice with the shuttle equipped?
It's either going to be very expensive points wise and/or have a terrible dial. Which wouldn't make sense, since Hera makes that thing out fly the nimble and agile tie fighters.
I suppose cartoon to game doesn't necessarily need to translate.
That new big ship for the rebels looks scarrry.
Its attack 4 but its a large ship with no turret. The Ghost being docked essentially give it a rear arc, which seems almost essential (seeing as its unlikely the dial will be as good as IG-88, and that ship hasn't broken the game by any means). It also lets you fire a turret upgrade as well - the main issue I can see is how expensive this thing is going to get - its AG 0, so the high PS to arc dodge will be important (40pts for the PS7 one), then you pay for the attached ship (going to be at least 15pts considering its a standalone ship with better PS than a Z-95) and then you pay for the turret on top of that (which you won't be using to full effectiveness without the attachment). You are looking at upwards of 60pts even before adding crew or EPTs (possibly the first single ship list?) so it needs to be very strong. The main thing I'm interested to see is how the attached ship functions when the big ship is destroyed - if its like the YV-666 (Bossk) and it spawns when you die then its much more interesting, otherwise you are potentially paying a huge tax to make use of all those abilities.
Another thing that would make it really usefl is if you were able to borrow the shuttles pilot ability with Ghost- giving a reason to run named shuttles.
Azreal13 wrote: Ghost has its own Pilot cards, it can be run independently, so it wouldn't surprise me if you can buy pilots separately for both.
That's not even the question. The question they've been pondering is will docking provide any benefit beside the extra arc and attack., like combined named pilot Skills.
Azreal13 wrote: Ghost has its own Pilot cards, it can be run independently, so it wouldn't surprise me if you can buy pilots separately for both.
That's not even the question. The question they've been pondering is will docking provide any benefit beside the extra arc and attack., like combined named pilot Skills.
Yeah, anyone asking that question probably hasn't thought about it hard enough before asking it.
There'll be a variety of crew and pilot cards, but it's fairly obvious to me that won't be happening, it doesn't work mechanically or narratively.
A second arc, a second attack and a second ship if needed seems a compelling enough package to me.
I'm not sure I am in love with Wave 8 quick at a glance, but feel compelled to place my usual order of "Two of everything". Since the wife and I both play, the everything x2 has served us pretty well and means we end up with plenty of the upgrade cards we might want or need.
That said, I love the "docking/launching" idea shown on Ghost and the Gozanti. That could be really fun, and is certainly thematic.
Azreal13 wrote: Ghost has its own Pilot cards, it can be run independently, so it wouldn't surprise me if you can buy pilots separately for both.
That's not even the question. The question they've been pondering is will docking provide any benefit beside the extra arc and attack., like combined named pilot Skills.
Yeah, anyone asking that question probably hasn't thought about it hard enough before asking it.
There'll be a variety of crew and pilot cards, but it's fairly obvious to me that won't be happening, it doesn't work mechanically or narratively.
A second arc, a second attack and a second ship if needed seems a compelling enough package to me.
But is there any reason to run the most expensive Phantom pilots, or just schlep on the cheapest guy to get the Aux Arc?
Azreal13 wrote: Ghost has its own Pilot cards, it can be run independently, so it wouldn't surprise me if you can buy pilots separately for both.
That's not even the question. The question they've been pondering is will docking provide any benefit beside the extra arc and attack., like combined named pilot Skills.
Yeah, anyone asking that question probably hasn't thought about it hard enough before asking it.
There'll be a variety of crew and pilot cards, but it's fairly obvious to me that won't be happening, it doesn't work mechanically or narratively.
A second arc, a second attack and a second ship if needed seems a compelling enough package to me.
But is there any reason to run the most expensive Phantom pilots, or just schlep on the cheapest guy to get the Aux Arc?
No idea as we don't know what their skills are. However one thing I'm wondering is if the crew assigned to the Phantom is usable by the Ghost while the Phantom is docked. One thing I'm hoping for is that the one crew slot on the Phantom adds to the two crew slots on the Ghost while it's docked. Then, when you deploy the Phantom, you pick one of the crew to deploy with it.
I don't think the stats of the Phantom pilot will matter at all while it's docked; the title card specifically says that the Ghost makes an attack using the special (rear) arc.
Now, some pilots may have a "while you are docked on the Ghost" pilot ability, but I think that would actually be kind of weak. It would discourage separating the Ghost from the Phantom, which I would hope is something FF would try to avoid. Make it an actual choice instead.
Azreal13 wrote: Ghost has its own Pilot cards, it can be run independently, so it wouldn't surprise me if you can buy pilots separately for both.
That's not even the question. The question they've been pondering is will docking provide any benefit beside the extra arc and attack., like combined named pilot Skills.
Yeah, anyone asking that question probably hasn't thought about it hard enough before asking it.
There'll be a variety of crew and pilot cards, but it's fairly obvious to me that won't be happening, it doesn't work mechanically or narratively.
A second arc, a second attack and a second ship if needed seems a compelling enough package to me.
But is there any reason to run the most expensive Phantom pilots, or just schlep on the cheapest guy to get the Aux Arc?
No idea as we don't know what their skills are.
They didn't have the pilot cards nor the Phantom cards out at GenCon, so I can't say.
streamdragon wrote: I don't think the stats of the Phantom pilot will matter at all while it's docked; the title card specifically says that the Ghost makes an attack using the special (rear) arc.
Now, some pilots may have a "while you are docked on the Ghost" pilot ability, but I think that would actually be kind of weak. It would discourage separating the Ghost from the Phantom, which I would hope is something FF would try to avoid. Make it an actual choice instead.
Which is exactly why it may have some sort of 'ghost can use the phantoms pilot skill while docked'. Would be easy enough as a Ghost title. And wouldn't be too off the wall, considering IG-88.
Azreal13 wrote: I'd guess it'll be a crew card, and like R2 will likely be so,e sort of beneficial effect with a chance of something bad happening!
Looking on FFg's site, there's an upgrade card with Choppers picture on it. Notably, its name is "CH???. Looking at the Ghost, the PS4 pilot's name is also "CH????, so I think Chopper gets both. It looks like all the characters get a crew cards, and either a Ghost or Phantom card, with the exception of Hera, who gets all three (There is also a generic VCX-100).
I have been wanting a Gozanti for ages, to give a big ship to my pirate squadron for epic games against my buddy. The Reb transport just never really appealed to me.
We have gotten a special deal on a few of the X-Wing Miniature Game releases that come out on August 25th. From now until their release, these four releases will be specially priced so you can save extra! This is a special PreOrder pricing only good until the release date of August 25th and no extra discounts apply.
SKU Name MSRP TheWarStore
FFG SWX31 Star Wars X-Wing Expansion Pack: Hounds Tooth ~ AUG 25 $39.95 $27.57
FFG SWX32 Star Wars X-Wing Expansion Pack: Kihraxz Fighter ~ AUG 25 $14.95 $9.99
FFG SWX33 Star Wars X-Wing Expansion Pack: K-Wing ~ AUG 25 $19.95 $13.77
FFG SWX34 Star Wars X-Wing Expansion Pack: TIE Punisher ~ AUG 25 $19.95 $13.77