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X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 00:23:41


Post by: ingtaer


https://www.fantasyflightgames.com/en/news/2017/3/14/swm-up-close-and-personal/

2 Rebel Hammerhead corvettes and 1 Imperial Light Carrier, also introduces boarding mechanics.

For X-Wing;
https://twitter.com/TheBoardRoomGC/status/841804076958408704/photo/1

TIE/ag, Scurrg H-6 (Rebel and Scum) and Wookie gunship.

Cant do pics at work sorry.


Automatically Appended Next Post:
TIE/ag;
att-2
agi-2
hull-4
shield-1

Focus, target lock and b-roll.
4 pilots at PS 2,4,5,7.

Includes TLT by the looks of it.


Automatically Appended Next Post:
Wookie gunship has reinforce! The H-6 has five pilots but both reb and scum dials.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 00:48:53


Post by: Peregrine


What a disappointing wave for X-Wing. The H-6 isn't bad, and scum need a heavy bomber, but god the other two suck. The gunship is just stupid, and the TIE is another bottom of the barrel EU design instead of the assault gunboat. I'd almost rather have no releases at all than more of this garbage.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 00:52:38


Post by: Tamereth


When I saw hammerhead I got excited at the thought of a new epic ship, then realized it was for armada.

Really feels like they are scrapping the barrel for ships with the x-wing releases. I don't have any desire for these EU ships.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 00:53:12


Post by: captain bloody fists


Helping a fellow southern hemispherer out...


Automatically Appended Next Post:
Me personally i like the idea of the TIE/AG. nice to have a small turret ship for my imperials.

[Thumb - 17310388_10155140768663270_9108712238865741770_o.jpg]
[Thumb - 17240479_10155140768393270_1063186953089324442_o.jpg]
[Thumb - 17310319_10155140768258270_315105960636170164_o.jpg]


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 01:10:58


Post by: Azreal13


So we have

Aggressor 2,2,4,1
Obviously has a turret upgrade and includes TLT
Missile slot and includes a double missile slot upg, so presumably 2.
A new double sided EPT called Intensity

H6 numbers aren't clear except 1Ag, presumably 5 Sh as that's Howe many tokens there are.
Cad Bane crew
A title that looks like it modifies upgrade slots
Missile, system bomb and crew slots, think I can see torp as well

Auzituck ?,1,6,3
2 crew slots
New crew Wookie Commander, double crew requirement
EPT "Selfless?"
Has the reinforce action

That's about all I can decipher

Not massively whelmed.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 01:14:35


Post by: Crazy_Carnifex


I like the Armada releases. The Hammerhead is awesome (although not including the Lightmaker is a severe oversight). I love that they are adding dual slot cards to Armada. Admiral Sloane looks nasty, and it's cool to get Leia as a Commander (I think that this makes her the first Character to appear on multiple cards). A little annoyed that FFG is double packing the Hammerhead, as this means that getting multiple copies of cards will probably be even more prohibitive.

X-wing stuff... A bit less enthusiastic about. Scuurg is cool, especially since we are getting a ship that is dual-faction from the get-go (Looks like there will be one rebel ace and generic, and two of each for Scum). The TIE Wotsit isn't the worst design, but there are still other ships we want (Missile Boat) which should have been given priority. The Wookie Ship? Terrible design, and while adding brace is interesting, it doesn't interact with any previous mechanics, so I'm a little worried that FFG may just be adding mechanics for the sake of adding "new" stuff, instead of just giving it evade like a normal ship.

Edit: The C-Roc is more exciting for X-wing.

Also, Leia's ability seems to be that when you use a command dial, if you have not resolved another command, you get the benefits of the command token as well, but cannot resolve any other commands this round (Rebel Equivalent of Tarkin Bucks, anyone?).


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 01:28:03


Post by: NH Gunsmith


Really trying to care about this wave... but I doesn't. I would have rather had the TIE Reaper... or really anything else. Sure, it is cool to get an Imperial small based ship with a turret, but meh.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 01:38:25


Post by: ingtaer


Imperial TLT spam coming up! Got a native barrel roll, the cheapest generic is 17pts. There is a lot italic text for that EPT, looks like five words? Dual card ...

H6, 5 shield, 5 hull. PS 1,3,5,6 and 8?, looks like 24pts for the ps1 scum. Focus, Target lock (though no token shown) and barrel roll. I would guess it has a turret slot as the new turret from the aggressor is also in the fan (top, second from left).

The wookie has commandoes as double crew and an auxiliary fire arc. PS1 cost 24, also PS3, 5 and 7. I think its the first rebel ship to not have a target lock as well.



X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 01:47:24


Post by: Peregrine


ingtaer wrote:
I think its the first rebel ship to not have a target lock as well.


The shuttle from the Ghost doesn't have a TL either. It's pretty forgettable, so it probably won't matter much on the new ship either.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 02:22:36


Post by: KingmanHighborn


I like the new tie and the bomber, but I correct me if I'm wrong, but didn't the wookies get squashed hard by the imperials? I didn't think outside of a few outliers like Chewy most of their race was in chains by the time the civil war started up.....unless this is a ship we might be seeing in the Last Jedi...


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 02:32:02


Post by: Peregrine


 KingmanHighborn wrote:
I like the new tie and the bomber, but I correct me if I'm wrong, but didn't the wookies get squashed hard by the imperials? I didn't think outside of a few outliers like Chewy most of their race was in chains by the time the civil war started up.....unless this is a ship we might be seeing in the Last Jedi...


It's from the Rebels cartoon.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 03:09:35


Post by: KingmanHighborn


Ah...okay, there's my problem in having not seen it. I'm only just now getting into it.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 03:31:41


Post by: Crazy_Carnifex


 KingmanHighborn wrote:
Ah...okay, there's my problem in having not seen it. I'm only just now getting into it.


Don't Worry. I've seen it, and I still don't remember it.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 03:42:58


Post by: Mathieu Raymond


Very excited by the Armada release!


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 08:45:23


Post by: Turnip Jedi


Looks like a cheap wave, a Scum bomber might be fun but as ever Sabine and K-Wings are just so much better options, I doubt that'll change


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 09:08:39


Post by: ingtaer


Squinting at the H-6 does it look to anyone else that there is only one rebel pilot (the PS8 one), I also just noticed that its a small base ship.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 10:04:24


Post by: FakeBritishPerson


 Crazy_Carnifex wrote:
 KingmanHighborn wrote:
Ah...okay, there's my problem in having not seen it. I'm only just now getting into it.


Don't Worry. I've seen it, and I still don't remember it.

As have I, and I had to wookiepedia it


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 13:59:36


Post by: Mathieu Raymond


ingtaer wrote:
Squinting at the H-6 does it look to anyone else that there is only one rebel pilot (the PS8 one), I also just noticed that its a small base ship.


That would probably be Nym, then.

Wasn't the H-6 supposed to be a stolen prototype that never made it into production with the Empire, or somesuch? I was also surpised that it is on a small base. If the PS1 pilot begins at 26 points... that's E-Wing expensive territory. It had better be amazing.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 14:02:47


Post by: Crazy_Carnifex


Actual Article Up!

https://www.fantasyflightgames.com/en/news/2017/3/15/independent-operations/

Auzituck has a 180 degree front arc (Which affects the Reinforce token)
Wookie Commandoes allow you to re-roll [eyeball] results when attacking.


Scurg Has Firepower 3, 5 Hull and 5 Shield, with the generic costing 24pt. Looks like the PS 8 for both factions is "Captain Nym"









I like the look of the Synched Turret. Could be useful for ships like the Ghost, Kavil or HWK's to give them a non-TLT gun. Scum HWKs especially may enjoy not having a range 1 donut hole. Having to target lock sucks, but at least you don't need to spend it. Unguided Rockets could be a decent addition to any ship that has a pair of unused missile slots, simply for being a 2pt piece of ordinance. I'd maybe slap it on a TIE Bomber that I'm already running Torps on, but there are so many restrictions that I don't really see the point.

Unguided Rockets and Wookie Commandoes are really restricted in their ride choices (Only 3 ships each in standard games). Wookies have the Azituck, YT1300, and Ghost, while the Rockets have the new TIE, the Bomber and the Punisher. Worth noting that both can be taken on Epic ships as well, and I also feel that could be the best place for Wookie Commandoes (Letting the Tantive IV re-roll a lot of dice for 1pt).


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 14:19:54


Post by: Riquende


Unintentionally, it seems I'm now just boycotting buying any further Imperials until the gunboat happens. I'm just completely underwhelmed by everything going back several waves.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 14:27:44


Post by: ingtaer


I am liking all this a lot more now, the H-6 especially. Have a feeling that the bomb generator is gonna be fun.
The never ending rockets are limited to 3 ships currently? Thinking that's intended as a punisher fix.
I think FFG are being a bit optimistic saying that the wave will be available late second quarter.
Looks like the sensor in the H-6 allows you to make a mine field?

Automatically Appended Next Post:
Whats with all the desire for an Imperial gun/missile boat? I had look on the wiki and don't get the appeal, although the SLAM would be fun.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 14:33:33


Post by: Mathieu Raymond


OTOH, Imperials now have access to the joy that is the TLT Spam, on a 3 AGI ship. Nicely done, FFG.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 15:02:13


Post by: Riquende


ingtaer wrote:
Whats with all the desire for an Imperial gun/missile boat? I had look on the wiki and don't get the appeal, although the SLAM would be fun.


Gunboats don't (or shouldn't) have SLAM.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 15:42:19


Post by: Peregrine


ingtaer wrote:
Whats with all the desire for an Imperial gun/missile boat? I had look on the wiki and don't get the appeal, although the SLAM would be fun.


If you played the X-Wing and TIE Fighter PC games (and if you haven't, what is wrong with you) you'd remember the gunboat as the terrifying executioner of rebels. Sure, the TIE defender was the god-ship, but only the protagonist got to fly it. The gunboat was the standard-issue nightmare that could end you at any time, with a hyperdrive to deliver it anywhere it wanted to appear. "Sensors detect 4 new gunboats at 10km." MISSILE LOCK. MISSILE LOCK. MISSILE LOCK. MISSILE LOCK. MISSILE LOCK. Restart mission. That is, if they didn't just jump in and immediately annihilate whatever it was you were supposed to be escorting. And it looks really good IMO.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 16:14:31


Post by: NH Gunsmith


Is it now a possibility of running TIE Bombers without Jonus, and having them run around with Unguided Rockets and either Guidance Chips or Lightweight Frame?


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 17:06:50


Post by: Riquende


I don't think Unguided rockets and Guidance chips work together (with a good fluff justification!)

I missed on first reading that you don't discard the UR card. I'd be tempted with Tomax, Crackshot and these; but it's vulnerable to anything that denies the focus token (weaponised stress, bumping, having to do a BR, having to do a red move etc) and I don't think it's strong enough to build a list around powering it from a 3rd party.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 18:19:21


Post by: NH Gunsmith


 Riquende wrote:
I don't think Unguided rockets and Guidance chips work together (with a good fluff justification!)

I missed on first reading that you don't discard the UR card. I'd be tempted with Tomax, Crackshot and these; but it's vulnerable to anything that denies the focus token (weaponised stress, bumping, having to do a BR, having to do a red move etc) and I don't think it's strong enough to build a list around powering it from a 3rd party.


The way I am reading it, it does as long as I spend a focus it allows the dice to be modified.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 18:43:41


Post by: LunarSol


 NH Gunsmith wrote:
 Riquende wrote:
I don't think Unguided rockets and Guidance chips work together (with a good fluff justification!)

I missed on first reading that you don't discard the UR card. I'd be tempted with Tomax, Crackshot and these; but it's vulnerable to anything that denies the focus token (weaponised stress, bumping, having to do a BR, having to do a red move etc) and I don't think it's strong enough to build a list around powering it from a 3rd party.


The way I am reading it, it does as long as I spend a focus it allows the dice to be modified.


That's a unique interpretation. I can twist the sentence to make it work but I sincerely doubt its at all the intention, particularly since you have to have a focus token in the first place to fire the shot which essentially would mean you can always modify it.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 18:58:01


Post by: Turnip Jedi


 NH Gunsmith wrote:
 Riquende wrote:
I don't think Unguided rockets and Guidance chips work together (with a good fluff justification!)

I missed on first reading that you don't discard the UR card. I'd be tempted with Tomax, Crackshot and these; but it's vulnerable to anything that denies the focus token (weaponised stress, bumping, having to do a BR, having to do a red move etc) and I don't think it's strong enough to build a list around powering it from a 3rd party.


The way I am reading it, it does as long as I spend a focus it allows the dice to be modified.


I think the wording means that the only way you can modify is via use of Focus to turn eyeballs to hits, I really can't see these being used, yep it upguns bombers and punishers to 3 dice, but generic interceptors have always had 3 and better dials and survival possibilty yet dont see play, add to that all the token draining in the game like Hotshot Co Pilot etc and this is quite a poor weapon


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 19:38:40


Post by: Tagony


Agreed with the others about armada. I really like this wave. The hammerhead I will use for the sole purpose of ramming, even if I lose every game. The thing that sucks about them is that you to use an upgrade card to really make the ramming potent. The imperial ship adds a lot of new flavor too with removing defense tokens. All and all, good looking and neat new flavor.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 20:39:43


Post by: NH Gunsmith


 Turnip Jedi wrote:
 NH Gunsmith wrote:
 Riquende wrote:
I don't think Unguided rockets and Guidance chips work together (with a good fluff justification!)

I missed on first reading that you don't discard the UR card. I'd be tempted with Tomax, Crackshot and these; but it's vulnerable to anything that denies the focus token (weaponised stress, bumping, having to do a BR, having to do a red move etc) and I don't think it's strong enough to build a list around powering it from a 3rd party.


The way I am reading it, it does as long as I spend a focus it allows the dice to be modified.


I think the wording means that the only way you can modify is via use of Focus to turn eyeballs to hits, I really can't see these being used, yep it upguns bombers and punishers to 3 dice, but generic interceptors have always had 3 and better dials and survival possibilty yet dont see play, add to that all the token draining in the game like Hotshot Co Pilot etc and this is quite a poor weapon


Ah, upon reading it again, I do believe you guys are correct. I don't think Guidance Chips will work with it.


Automatically Appended Next Post:
I see your point about token draining, but if your running five Bombers with Unguided Missiles and Lightweight Frame, is it too big of a deal if one or MAYBE two is forced to fire it's primaries instead during a turn? I plan to explore this more since I already have four Bombers. It would be fun to find a better way to use them instead of running them in a brick formation like I do now if I use all four.

I have noticed that they can get some work done as Gamma Squadron Veterans with Guidance Chips, Deadeye, Extra Munitions and Plasma Torpedoes by themselves. I would like to see if that is solely due to rolling four dice with the torpedoes, having the free dice mod from the chips, and the extra shield stripped on a hit. Or if just sheer weight of three dice attacks at different attack angles can be as effective. I understand that the Bombers will never be a top tier ship, but I absolutely love them. And when I do run a pure Bombers list, only three of the four can have Plasma Torpedoes if I want to put Deadeye on them and take Jonus.

Now, I love the idea of a bunch of stripped down TIE Bomber missile boats. I would like to get a fifth one in there using the new missile. I am tempted to try out the new missile on Gamma Squadron Pilots but I really want to slap Lightweight Frame on them to help offset being forced to use my focus for attacks. It is also a toss up of taking Seismic Charges on all the Bombers with the new missiles as well, but then I would lose the potential defense bonus of Lightweight Frame for Bombs that I might not get to use. Hmm, it is a tough decision on how to use Unguided Missiles.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/15 23:57:11


Post by: Peregrine


First impressions:

Auzituck: boring jousting ship. Plenty of HP with reinforce, a 3-dice gun with a 180* arc, and not much else. Maybe it's better than b-wings in a BBBBZ type list? Maybe not? Either way I can't get excited about this, at all.

Wookiee commandos: trash. Spending two crew slots to re-roll eyes, and only on defense? No thank you. Wired isn't even a good EPT and it works on both offense and defense for the same cost. Maybe there will be a situation where you throw this on a ship that otherwise wouldn't be using its crew slots, but I can't imagine ever wanting to take this.

Scurg H-6: now we're getting somewhere. Scum need a heavy bomber like the k-wing, and now they get it. No SLAM, but a decent stat line and upgrade bar. So it's going to be much less effective at dropping conner nets, but maybe useful with other bombs, and a better jousting ship? The pilot abilities and details of the new upgrades are probably going to be the deciding factor on whether this is a legitimate competitor to Sabine k-wings or just an interesting idea to speculate about but never use like poor Emon.

Havoc: a zero-point title that actually forces an interesting choice on whether to take it or not! In pure slot efficiency terms trading a crew slot for FCS/AS and a salvaged astromech is probably a fair deal. FCS + R4-B11 is an obvious (and painful) combo, and this thing has the HP to survive a few Genius drops. The issue of course is with the rebel version, where Sabine is such an obvious choice otherwise. Want that FCS/AS slot? No Sabine for you. As painful as it is, I like that the choice exists.

Bomblet generator: based on the fluff and existence of unguided rockets this is clearly some form of unlimited bombs. Hard to say more without any other information, but it's an interesting idea. Double bomb slots and extra munitions is usually enough, but you could go really aggressive with dropping bombs if you don't even have to think about the possibility of running out. It's probably going to take up double bombs, but if it isn't H-6 only Sabine k-wings can take one and still have a pair of conner nets available.

Mine-something: pretty clearly "discard any number of bomb tokens to place them during setup". Depending on the point cost and limits on where you place the bombs this could either be terrible or amazing. You might completely cripple your opponent as soon as the game begins, or you might spend a bunch of points to get bomb deployment that is less effective than an advanced SLAM k-wing. But it has the potential to be a game-changing upgrade.

TIE aggressor: UGH. Another bottom of the barrel EU TIE design that would be better of forgotten, instead of the assault gunboat. It's an imperial y-wing, garbage base stats and the assumption that you're taking it as a missile/turret platform. Needless to say this means that it will carry a TLT, and with lightweight frame it looks like it will do so pretty efficiently. Are you excited about all three factions having the ability to bring the endless fun of TLT spam? I know I am!

Synced turret: why does this exist? TLT is just so much better for a small point increase. The target lock requirement is obnoxious, the firepower is limited, and really just take a TLT. Even an ion turret is going to do about as much damage at the same ranges, and have the brutal punishment of ion tokens.

Unguided rockets: another trash upgrade from a disappointing ship. You effectively increase your primary weapon value to 3, except it doesn't get a bonus die at range 1, can't be used if you don't have a focus token, can't be modified by re-rolls/expertise/etc, and only makes up for these crippling drawbacks with the ability to ignore the bonus die at range 3. At that point just take a ship with a natural 3-dice gun and do it right. The closest thing to a viable use for this is the Tomax + crack shot combo, and even that is pretty bad. Unless one of the unique pilots has a specific interaction with this card it's a complete waste of paper.

Intensity: we only have the "spend a focus/evade token at the end of the turn to flip this" drawback side, but presumably the benefit side gives some kind of action economy in exchange for flipping at end of turn. Perhaps an interesting alternative to PTL? It's clearly worse if you're taking actions every turn, but for a "hit and run" type ship where you wreck something and then disengage for a couple turns it might be interesting.



Automatically Appended Next Post:
 NH Gunsmith wrote:
I see your point about token draining, but if your running five Bombers with Unguided Missiles and Lightweight Frame, is it too big of a deal if one or MAYBE two is forced to fire it's primaries instead during a turn?


Yes, because at that point you could just take a swarm of LWF TIE strikers or autothruster interceptors instead. They have less raw HP, but far better maneuverability to avoid damage and they get a 3-dice gun at all times.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/16 00:09:05


Post by: streamdragon


Is that first slot on the H-6 a turret slot?


X-wing wave 11 and Armada wave 6 announced @ 2017/03/16 00:29:13


Post by: NH Gunsmith


 Peregrine wrote:


Automatically Appended Next Post:
 NH Gunsmith wrote:
I see your point about token draining, but if your running five Bombers with Unguided Missiles and Lightweight Frame, is it too big of a deal if one or MAYBE two is forced to fire it's primaries instead during a turn?


Yes, because at that point you could just take a swarm of LWF TIE strikers or autothruster interceptors instead. They have less raw HP, but far better maneuverability to avoid damage and they get a 3-dice gun at all times.


Hah, I already have five Strikers, I just love the Bomber, and they drop their ordnance load so quickly they way I run them now that I am excited that between Ordnance Failure not being in the Force Awakens damage deck, and an upgrade that allows them to dump missiles on missiles on missiles. Never said it was top tier or logical, just fun.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/16 00:37:20


Post by: Peregrine


 streamdragon wrote:
Is that first slot on the H-6 a turret slot?


Yes.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/16 01:12:25


Post by: Crazy_Carnifex


 Peregrine wrote:

Wookiee commandos: trash. Spending two crew slots to re-roll eyes, and only on defense? No thank you. Wired isn't even a good EPT and it works on both offense and defense for the same cost. Maybe there will be a situation where you throw this on a ship that otherwise wouldn't be using its crew slots, but I can't imagine ever wanting to take this.


It looks like a card custom-designed for the Wookie Gunship. It works when attacking, not defending, so the idea seems to be to Reinforce, then Re-roll when attacking. This configuration comes out to exactly 25 points, meaning that you can run 4 Wookie Gunships. This is basically the only place it may see use.


Havoc: a zero-point title that actually forces an interesting choice on whether to take it or not! In pure slot efficiency terms trading a crew slot for FCS/AS and a salvaged astromech is probably a fair deal. FCS + R4-B11 is an obvious (and painful) combo, and this thing has the HP to survive a few Genius drops. The issue of course is with the rebel version, where Sabine is such an obvious choice otherwise. Want that FCS/AS slot? No Sabine for you. As painful as it is, I like that the choice exists.


I suspect that there might be some bombspam list somewhere that involves Sabine in one ship, Havoc on another for Rebels.


Synced turret: why does this exist? TLT is just so much better for a small point increase. The target lock requirement is obnoxious, the firepower is limited, and really just take a TLT. Even an ion turret is going to do about as much damage at the same ranges, and have the brutal punishment of ion tokens.


Well, this does do more damage VS Agility 2- ships than an ion cannon, saves a point, and has potential to work with some ships like Kavil or Scum HWK's. Unlike the Dorsal or Blaster Turret, this is a viable option if you are short on points for a TLT. Not great, but not trash. I know that I have some lists where the 2-point savings may allow me to buy something else that more than compensates. It has also gotten me to take a look at Han [Crew] as a semi-viable choice for an oddball list.


Unguided rockets: another trash upgrade from a disappointing ship. You effectively increase your primary weapon value to 3, except it doesn't get a bonus die at range 1, can't be used if you don't have a focus token, can't be modified by re-rolls/expertise/etc, and only makes up for these crippling drawbacks with the ability to ignore the bonus die at range 3. At that point just take a ship with a natural 3-dice gun and do it right. The closest thing to a viable use for this is the Tomax + crack shot combo, and even that is pretty bad. Unless one of the unique pilots has a specific interaction with this card it's a complete waste of paper.


Alternative Text would read: TIE Bomber/TIE Punisher only. This ship is not trash post Alpha-strike. It's a 2-point upgrade to make any bomber you run not dead weight by turn 4. Taking it as your only missile is foolish. Using it to move a Bomber from "Useless" to "Underwhelming" after firing torpedoes is a good idea.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/16 05:56:07


Post by: Crazyterran


What we needed in our imperial olives was five punishers with ion turrets*, clearly.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/16 08:34:02


Post by: Peregrine


 Crazy_Carnifex wrote:
It looks like a card custom-designed for the Wookie Gunship. It works when attacking, not defending, so the idea seems to be to Reinforce, then Re-roll when attacking. This configuration comes out to exactly 25 points, meaning that you can run 4 Wookie Gunships. This is basically the only place it may see use.


Yeah, but in that case the value is coming from "1-point upgrade that matters at all" rather than the upgrade being good. It's a very limited effect, but I suppose if you've only got one point and your only upgrade slots are 2x crew then it's better than taking a single intelligence agent or whatever. If the base cost was less and you could afford better crew upgrades in a 4-gunship list you'd probably never waste space on the commandos.

I suspect that there might be some bombspam list somewhere that involves Sabine in one ship, Havoc on another for Rebels.


Possibly, if you're committed to a 3K list. But I'm not sure how the points are going to work out, with the Havoc costing more than a k-wing.

Well, this does do more damage VS Agility 2- ships than an ion cannon, saves a point, and has potential to work with some ships like Kavil or Scum HWK's. Unlike the Dorsal or Blaster Turret, this is a viable option if you are short on points for a TLT. Not great, but not trash. I know that I have some lists where the 2-point savings may allow me to buy something else that more than compensates. It has also gotten me to take a look at Han [Crew] as a semi-viable choice for an oddball list.


I actually dispute the extra damage. Yeah, the average math for the dice rolls might be a little better, but that ion token making your target predictable tends to translate into more damage next turn. Maybe there's a niche role use where that 1-2 points you save over ion or TLT buys you something really amazing, and you aren't willing to accept the range limits of an autoblaster turret, but that doesn't seem like it will be very common. TLTs are just too good for such a small point increase.

Alternative Text would read: TIE Bomber/TIE Punisher only. This ship is not trash post Alpha-strike. It's a 2-point upgrade to make any bomber you run not dead weight by turn 4. Taking it as your only missile is foolish. Using it to move a Bomber from "Useless" to "Underwhelming" after firing torpedoes is a good idea.


The problem is that bombers don't usually survive long enough for that to matter. It's a fragile ship with nasty ordnance, you kill it ASAP (and if you don't that bomber already earned its points back). And if you're confident in your ability to keep the bomber alive for more than two missile shots you might as well spend another 4 points for two more 4-dice shots instead of 2 points for two 3-dice shots. The chances of getting more than four good shots with a bomber just aren't high enough to worry about what happens once that last missile is gone.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/16 23:44:14


Post by: Tamereth


Synched Turret + deadeye = win. If that onyx squadron has the elite talent slot needed and comes in at 20 points that means four of them is doable in a list.

The trick would be to get your targets in arc more often than not for the re-rolls, so the manoeuvre dial would be important.

No love for the model, but I see possibilities.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/17 08:48:23


Post by: Graphite


I rather like the Wookie model and the bomber. The TIE looks like yet another variation on "Let's cut random bits out of the wings, that'll make it look different".

Having Chewbacca in the Falcon supported by his Wookie pals would certainly be cool. Most things are improved by more Wookies.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/17 10:53:22


Post by: Peregrine


 Tamereth wrote:
Synched Turret + deadeye = win. If that onyx squadron has the elite talent slot needed and comes in at 20 points that means four of them is doable in a list.


I'm not really seeing the win here. At 5 points for the turret + deadeye you almost have a TLT, and at 25 points you're paying enough to buy a ship with a natural 3-dice gun and the ability to stack focus + re-roll with predator. Is the mediocre out-of-arc ability really worth suffering a poor stat line? I mean, at 25 points I can't think of a single situation where I'd rather have that than Omega Leader, just to give the obvious example. And if you're going to spam them I'd much rather have the TLT + LWF option.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/17 12:04:39


Post by: Tamereth


TLT does at most 2 points of damage a turn, and given how easy it is for ships to be rolling high numbers of defence dice or stack tokens (or both) it rarely does that these days. I'd rather take one attack with a high chance of doing damage. That it also has the 360` arc as a back up against arc dodgers is icing on the cake.
Yes you can take a natural 3 dice attack ship with predator, but it doesn't have that 360` failsafe.
A lot depends on the dial, and as I said if the onyx squadron even has the elite talent slot to make it possible, most turret ships don't have one. Needing a target lock would reduce the usefulness a lot, and make the re-rolls redundant.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/17 12:50:28


Post by: Mathieu Raymond


Errr... I don't know if you tried the TLT spam against the token stack of token stacks, Palp Defenders (pre-nerf). It was the easiest of wins.

You're right, a single TLT does at most 2 points of damage a turn, but rather reliably. That's 8 points of damage, and all of those rolls force your opponent to spent tokens, bits at a time. You're getting 8 attacks against a single target, good luck using Palpatine now...


X-wing wave 11 and Armada wave 6 announced @ 2017/03/17 16:07:32


Post by: Turnip Jedi


 Mathieu Raymond wrote:
Errr... I don't know if you tried the TLT spam against the token stack of token stacks, Palp Defenders (pre-nerf). It was the easiest of wins.

You're right, a single TLT does at most 2 points of damage a turn, but rather reliably. That's 8 points of damage, and all of those rolls force your opponent to spent tokens, bits at a time. You're getting 8 attacks against a single target, good luck using Palpatine now...


exactly this TLT's are as I've said before depressingly consistent at just grinding things down, yes it only plinks away 1 at a time but having it split over two rolls means more chances for the green dice to betray you, the S will reliably land 2-3 but most token stackers can soak that for either 0 or 1, same as TLT, but the TLT then has another shot and assuming unmodified red will eventually trump green, that said the Synched might be worth testing on a BTL stresshog


X-wing wave 11 and Armada wave 6 announced @ 2017/03/17 20:52:48


Post by: NH Gunsmith


Well than, the real question is what can each faction do to fight the upcoming wave of more TLT's?


X-wing wave 11 and Armada wave 6 announced @ 2017/03/17 21:44:21


Post by: Turnip Jedi


Bring big solid Bricks ? Or Autothrusters, they tend to let you win a TLT race


X-wing wave 11 and Armada wave 6 announced @ 2017/03/17 22:41:32


Post by: captain bloody fists


Or, like I did on Thursday, I ran D title tractor beam defenders against a tlt spam list. They can't hit you with the tlt if youbdestroy them first....


X-wing wave 11 and Armada wave 6 announced @ 2017/03/18 05:15:45


Post by: KingmanHighborn


Bum rush em'. Most things that have TLT are slow, or have cruddy dials, making it easy to nestle inside that range 1 spot it can't hit. This is why I started running my Ys with one autoblaster turret and one tlt to complement each other. It's worked out better for me then both being either or.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/18 06:47:31


Post by: locarno24


 Peregrine wrote:
 Tamereth wrote:
Synched Turret + deadeye = win. If that onyx squadron has the elite talent slot needed and comes in at 20 points that means four of them is doable in a list.


I'm not really seeing the win here. At 5 points for the turret + deadeye you almost have a TLT, and at 25 points you're paying enough to buy a ship with a natural 3-dice gun and the ability to stack focus + re-roll with predator. Is the mediocre out-of-arc ability really worth suffering a poor stat line? I mean, at 25 points I can't think of a single situation where I'd rather have that than Omega Leader, just to give the obvious example. And if you're going to spam them I'd much rather have the TLT + LWF option.


especially as you wont get the syched turret rerolls without a target lock...

the scurrg should make for a nice heavy fighter, too. Synched turret isnt really a turret - I mean, it is, but a three dice normal attack which is goingto trigger autothrusters is okay but essentially it's not much better than a blaster turret. Inaide your arc of fire, its essentially the predator eliye upgrade in a turret slot: assuming the higher ps generic scurrg has an EPT, synched turrets and either long range scanners or k4 droids might be interesting....


X-wing wave 11 and Armada wave 6 announced @ 2017/03/18 07:58:12


Post by: Turnip Jedi


 captain bloody fists wrote:
Or, like I did on Thursday, I ran D title tractor beam defenders against a tlt spam list. They can't hit you with the tlt if youbdestroy them first....


yep spanking one of the TLT ships off the table ASAP is one of the best ways to deal with the spam, will be interesting to see if TIE/D title sees more play following the X/7 fix


X-wing wave 11 and Armada wave 6 announced @ 2017/03/18 10:47:10


Post by: captain bloody fists


I would say so, It's still a lethal ship with the D title on.

I know I'll be running it next weekend in a non standard tournament along side a phantom (of which you may also start to see more of as well).


X-wing wave 11 and Armada wave 6 announced @ 2017/03/19 15:17:14


Post by: AegisGrimm


I'll be getting both Wave 6 models for Armada for sure. My 60-year old father is surprisingly into it, and it gives us something do do together when I need to escape the kids.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/19 23:18:42


Post by: Mathieu Raymond


Does your father have you purchase both fleets, or does he own his how ships and squadrons?


X-wing wave 11 and Armada wave 6 announced @ 2017/03/20 19:41:18


Post by: Grey Templar


 KingmanHighborn wrote:
I like the new tie and the bomber, but I correct me if I'm wrong, but didn't the wookies get squashed hard by the imperials? I didn't think outside of a few outliers like Chewy most of their race was in chains by the time the civil war started up.....unless this is a ship we might be seeing in the Last Jedi...


The Wookies have been pretty oppressed by the Empire, but I don't believe Kashyyk was ever under total control. The Wookies could still manufacture their own stuff in isolated areas. A good chunk of their species was enslaved, but not the entirety.

And enough Wookies are tooling around the Galaxy for there to be outside manufacturing locations. And wookies affiliated with the Rebellion might be manufacturing stuff. They are quite tech-savvy as a species.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/20 20:32:18


Post by: locarno24


http://starwars.wikia.com/wiki/Auzituck_anti-slaver_gunship

you'd laugh at the idea of wooden spaceships if it wasn't for the sort of bloody trees they grow on kashyyk....


X-wing wave 11 and Armada wave 6 announced @ 2017/03/20 20:35:38


Post by: Grey Templar


Wood is airtight and can be quite strong depending on the type. Its pretty reasonable that you could make a space ship out of it.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/20 21:57:53


Post by: captain bloody fists


Wooden ships remind me of a book series called "Saga of seven Suns" by Kevin J Anderson. they had sentient tree ships.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/20 22:06:52


Post by: Grey Templar


The only real problems I can see with making a ship out of wood would be,

1) You're not going to be able to travel between space and a planet's surface. Reentry friction is going to burn it up.

2) In the event of some impacts, the wood would be prone to fractures leading to air leaks. And replacement parts could be difficult to manufacture.

So wood wouldn't be a particularly ideal material from a repair and maintenance viewpoint, but it would at least fit the basic requirements.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/20 22:19:44


Post by: ingtaer


Isnt the interior made of wood? like the internal bulk heads and panneling of rooms, cant see any issues with that and would expect every luxury yacht to have the same.


Automatically Appended Next Post:
Yep, just checked the link. The whole ship is not wooden.


X-wing wave 11 and Armada wave 6 announced @ 2017/03/20 23:31:26


Post by: AegisGrimm


 Mathieu Raymond wrote:
Does your father have you purchase both fleets, or does he own his how ships and squadrons?


Nah, I own both fleets. More for me, my precious! In order to get any gaming done, other than with my buddy who owns lots of his own X-Wing ships, I always end up buying and painting multiple armies. It's been that way for 20 years.

Also my fleets are an investment for when my son's older and I do my damnedest to get him into gaming. It helps that my goal is to get most of my ships for 30-40% off you less it's a splurge of a 20 dollar ship or squadrons from the LGS.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/22 22:30:30


Post by: Matt.Kingsley


Heh, just when I posted about being a bit sad that we hadn't have any more indepth info yet.

Huh, so that's what the other side of Intensity does. That's kind of cool, I suppose.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/22 23:32:45


Post by: Crazy_Carnifex


Intensify looks cool. The rest of the expansion looks like a pain in the .

Lt Wotsit makes life miserable for aces.

PS5 generic TLT's makes life miserable for everyone else.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/22 23:48:36


Post by: Matt.Kingsley


And because of all that I'm glad my plan to buy 4 of these buggers on release is looking like it's a good idea lol.

Now I can't wait to see the dial. It's a TIE so we know it isn't going to be bad... but how good is it?


X-wing wave 11 and Armada wave 6 announced @ 2017/05/23 00:33:25


Post by: Grey Templar


My guess is it's dial will be similar to the TIE Advanced. With the change of having a 1 Green straight, no 5 straight white(maybe a Red), and it's 3 straight will probably be White.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/23 00:37:31


Post by: Matt.Kingsley


I don't know, I'd expect the 3 Straight to be green like every other Imperial ship (except the Firesray and Punisher), but yeah that sounds like something that would make sense.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/23 00:49:29


Post by: Crazy_Carnifex


Intensity with Poe could be fun. Now you get your focus, and boost as well, without stress. Poe will have his focus at the end of the turn, so will always flip the card. You still run into the problem with Hot shot copilot, plus unlike PTL Poe you can't stack target lock+focus.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/23 03:52:17


Post by: chromedog


 Crazy_Carnifex wrote:
 KingmanHighborn wrote:
Ah...okay, there's my problem in having not seen it. I'm only just now getting into it.


Don't Worry. I've seen it, and I still don't remember it.


First episode (Spark of Rebellion) wookiee rescue and all that. 39:30 or so into the episode (so near the end).

Blink and you miss it.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/23 03:58:54


Post by: ingtaer




Not sure about this ship overall, I like the dual missiles and Intensity (gonna be fun on Jake and looking forward to trying it on a Viper) LWF is good, not sure about synched turret (locked down Y-Wing?).

Edited for stupidity.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/23 04:05:53


Post by: Grey Templar


I will likely be parking Intensity on Vader from now on. It's also cheaper than Predator too which is nice.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/23 08:33:47


Post by: Wolf


Hmmmm i like the look of the Agressor, looking forward to seeing the dial.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/24 01:31:20


Post by: Mathieu Raymond


 Grey Templar wrote:
I will likely be parking Intensity on Vader from now on. It's also cheaper than Predator too which is nice.


That's... devious. I'm not sure it's going to save Vader, but it could be fun.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/24 04:08:35


Post by: Grey Templar


I've been having success with Vader. He's solid, just waiting for something to come along and buff him. Intensity could be that thing, though I would also like a way to get another Mod on his ship.


X-wing wave 11 and Armada wave 6 announced @ 2017/05/24 18:26:55


Post by: Apostasus


I could see intensity making the defender /D title a bit more playable too (making up for the lack of native evade action)... it's probably not enough to help Valen Rudor or the other TAPs tho'...


X-wing wave 11 and Armada wave 6 announced @ 2017/07/06 23:14:57


Post by: ingtaer


The last bits for this wave have been leaked, cant post pics because I am technically incompetent (thought it was posting from work before, but no its just that I suck)!

Lok Revenant and Wookiee Liberator both 26 with EPTs.

R4-E1 (salvaged mech, unique); You can perform actions (torpedo and bomb) even if you are stressed. After performing an action this way you may discard this card to remove one stress. 1pt.

Cruise Missile (missile); Attack, target lock. 1 red dice at range 2-3. Discard this card to attack. You may roll additional attack dice equal to the speed of the manoeuvre you executed this round to a maximum of four additional. 3pts.

Aggressor dial;

White 1 banks, green forward.
White 2 turns, green banks and forwards.
White 3 turns and banks, green forward.
White 4 forward. Red K.

Damn sight better than I was expecting and that new droid has the potential to be horrible.




X-wing wave 11 and Armada wave 6 announced @ 2017/07/06 23:34:33


Post by: Vargas79


Cruise missiles look like a excellent value.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/06 23:48:51


Post by: Matt.Kingsley


Aggressor dial is about what I expected, though I had hoped it had a 5 Straight of some description.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/07 00:14:06


Post by: Mathieu Raymond


What kind of actions are related to torpedoes, though? Aside from Seismic Torpedoes?


X-wing wave 11 and Armada wave 6 announced @ 2017/07/07 00:27:10


Post by: Matt.Kingsley


 Mathieu Raymond wrote:
What kind of actions are related to torpedoes, though? Aside from Seismic Torpedoes?

I can't recall of any others myself.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/07 00:55:12


Post by: ingtaer


That's all as it currently stands, guess its for future proofing. Bombs though could be nasty. Toilet seat with Cad, EM, R4-E1, Burnout SLAM, Conner Net etc. Just what the game required is bombing slooping toilet seats who care even less about stress than normal.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/07 14:08:50


Post by: Mathieu Raymond


I'm not sure Burnout SLAM is that big a deal, unless you also want to splurge on Advanced SLAM, in this particular case. But yes, a red Sloop right in the face of an enemy and dropping the delicate gift of a Cluster Mine is going to be delicious.

Darn it, I'm trying to focus on Rebels and Scum seems to try to suck me back in all the time.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/10 08:58:23


Post by: LunarSol


Cruise Missiles just require a Lock, they don't spend it, correct? Mildly curious about trying it out on the Raider.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/10 11:43:14


Post by: ingtaer


That's right and at three points it an absolute steal.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/10 16:03:43


Post by: Grey Templar


 LunarSol wrote:
Cruise Missiles just require a Lock, they don't spend it, correct? Mildly curious about trying it out on the Raider.


Yup. In-fact, most missiles actually do not spend target locks.

Of the 10 missile cards currently in the game,

3 are Attack[Focus]: XX-23 S-thread Tracers, Unguided Rockets, and Proton rockets. None of these require you to spend the focus token either.

Of the 7 which are Attack[target lock]: Only cluster missiles, concussion missiles, and assault missiles spend target locks.

So only 3/10 missiles actually spend anything to fire. The rest require you to have a target lock or a focus token, but do not require you to spend it to fire.


Automatically Appended Next Post:
 LunarSol wrote:
Cruise Missiles just require a Lock, they don't spend it, correct? Mildly curious about trying it out on the Raider.


Not as great an idea as it sounds on a ship that typically only moves at speed 1. Since you never discard the card, you might as well go with something a little stronger like a torpedo.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/11 00:17:53


Post by: LunarSol


 Grey Templar wrote:

Automatically Appended Next Post:
 LunarSol wrote:
Cruise Missiles just require a Lock, they don't spend it, correct? Mildly curious about trying it out on the Raider.


Not as great an idea as it sounds on a ship that typically only moves at speed 1. Since you never discard the card, you might as well go with something a little stronger like a torpedo.


It doesn't really need to go speed 1 though. It doesn't really need energy when its relying on ordinance tubes (speed 4 still gives it enough to fire its gun twice). Ram that thing up there at speed 4 and see how it goes.

Realistically, the problem is turning, but I'm curious to try it none the less. I got a Raider build I'm pretty happy with at 127 points with the things, which is a pretty great deal as far as I'm concerned.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/13 23:19:41


Post by: Mathieu Raymond


 Grey Templar wrote:
I've been having success with Vader. He's solid, just waiting for something to come along and buff him. Intensity could be that thing, though I would also like a way to get another Mod on his ship.


I saw someone playtest Vader with intensity. It was a bit mortifying. We still had no idea Cruise Missiles existed at the time, too. So I can only imagine the kind of alpha strike he's going to be able to pull.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/13 23:32:44


Post by: Matt.Kingsley


So with these now officially out in the wild, has anyone used or faced any Wave 11 stuff yet?

I've been itching to use my 4 Aggressors personally (that arrived on my doorstep 4 days early lol) but have been too busy to play.
And before people ask, no I'm not planning on just spamming 4 TLTs .


X-wing wave 11 and Armada wave 6 announced @ 2017/07/14 02:23:23


Post by: Mathieu Raymond


I have a tourney this Sunday (cashing in some overtime that my wife owes me) and I was thinking of tbe following:

Nym
Havoc title
Genius
Bomblet Generator
Adv Sensors
VI
AB Turret

Contracted Scout
Cad Bane
R4-E1
Extra Munitions
Cluster Mines
Lone Wolf

Syndicate Thug
TLT
Unhinged Astromech

I know, I will die a fiery death to Cruise Missiles. I just don't want to play *that* list at the moment.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/14 04:16:52


Post by: FakeBritishPerson


Just picked my Scurrg today, pumped to use it, happy it has two sets of cruise misses. not sure what I'm going to do yet, aside from bomblet spam, but I am happy with it so far, either going to fly something on Sunday or Tuesday, so I'll get something working then. Might bring the Rebel Nym with Cruise Missiles, TLT, possibly Tycho with Cruise missiles as well, but I've got time to work something out


X-wing wave 11 and Armada wave 6 announced @ 2017/07/14 07:03:53


Post by: captain bloody fists


 Matt.Kingsley wrote:
So with these now officially out in the wild, has anyone used or faced any Wave 11 stuff yet?

I've been itching to use my 4 Aggressors personally (that arrived on my doorstep 4 days early lol) but have been too busy to play.
And before people ask, no I'm not planning on just spamming 4 TLTs .


We have our store champs on next weekend. i'm hoping to get a few games in and test the Aggressor and see if it's viable


X-wing wave 11 and Armada wave 6 announced @ 2017/07/14 08:21:39


Post by: ingtaer


Looking at running this for our champs on the 30th;
Captain Nym (Scum) — Scurrg H-6 Bomber 30
Stay On Target 2
Extra Munitions 2
Cruise Missiles 3
Bomblet Generator 3
Fire-Control System 2
"Genius" 0
Guidance Chips 0
Havoc 0
Ship Total: 42
 
Fenn Rau — Protectorate Starfighter 28
Push the Limit 3
Autothrusters 2
Concord Dawn Protector 1
Ship Total: 34
 
Quinn Jast — M3-A Interceptor 18
Deadeye 1
Cruise Missiles 3
Guidance Chips 0
"Heavy Scyk" Interceptor (Missile) 2
Ship Total: 24

Had a couple of run throughs on vassal and it seems to work okay, the cruise missiles seem to really mess with peoples targeting priority (or people really hate Sycks). Stay on Target has been surprisingly useful to catch people with bombs thought about midlinking but don't think it serves as well. Thoughts?


X-wing wave 11 and Armada wave 6 announced @ 2017/07/14 12:38:21


Post by: Mathieu Raymond


People do hate Scyk, but it is also the squishiest of your ships, so no big surprise that it gets targeted first. If I could get rid of a target toting Cruise Missiles with a couple of bad green dice rolls, I'd do it in a beat.


Automatically Appended Next Post:
By the way, what convinced me that Cad Bane was a good crew was our Store Championship (in which I placed third, we're doing top four in 2 weeks) where I was vying for first place. I laid the perfect cluster mines just in the path of a 3 HP HWK-290. Could not have done better. Triggers all three. He only got one damage... from Sabine. All 6 dice were blanks and eyes.

Supposedly, there is only a 1.5% chance of this happening.


X-wing wave 11 and Armada wave 6 announced @ 2017/07/18 19:06:40


Post by: easypeasylemonsquezy


Thoughts on a build for Nym (Scum)

Captain Nym PS8
Accuracy Corrector [3 Points]
Autoblaster Turret [2 Points]
Stay on Target [2 Points] or VI [1 Point]
"Genius"
•Bomblet Generator [3 Points]
•Havoc
Total 39-40 points

Ignores the bomb, and could pretty easily do 4 damage to a high agility ship, maybe get cad bane in one of his buddies.



X-wing wave 11 and Armada wave 6 announced @ 2017/07/19 12:39:40


Post by: Mathieu Raymond


I used Adv. Sensors, and AC is a better use of that slot. I could generally get at least one hit on my own or with a TL, but those 2 hits are necessary.

And VI will really allow you to fine tune your position.

I had Cad Bane on a Contracted Scout... it was "meh" I still placed 4th, but the games were grinds.


Automatically Appended Next Post:
Apparently, Dengar and Nym are a good team.