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Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

Kullbee is sick, I like him. I could also see Wulf and Saw combo maybe working. Benthic is going to be mated to Recon Spec if anyone uses him.

Still think Saw and Zeb crew, plus an Advanced Proton Torp is going to be one hell of an impact.

My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


DA:80S++G+M++B++IPw40K(3)00/re-D+++A++/eWD233R---T(M)DM+ 
   
Made in us
Douglas Bader






FINALLY. First impressions:

S-foils: it's exactly what we had figured out already, just confirming that the extra green maneuver is the 2-banks and that the point cost is zero. And damn is it good. Losing firepower is a high price to pay, so you're going to leave them open most of the time, but even that is a solid buff. Adding a barrel roll option fixes the x-wing's biggest problem, its lack of any kind of inherent repositioning action (and complete lack if you want to keep IA). Adding the ability to swap into a t-roll is situational but useful, and the rare times you get to use it reactively are going to be awesome. On the other side green maneuvers and boosting are both good, giving you a decent "run away" option.

Refit: again, really good. The torpedo slot was worthless, especially now that you can't take guidance chips without giving up your buff patch. So you get rid of a worthless slot for a 2-3 point discount and a second modification. Obviously that's IA most of the time, but feel free to take a shield upgrade or EU/VT if you have points to burn. It's not quite an auto-take, but it's close.

Kullbee Sperado: we knew the ability from the original preview, now we know the full picture. 26 points is aggressively costed, ~1 point below the normal rate. Flipping the card is confirmed to make a difference, letting you use one side during your activation and still end the turn with the other side face up. PTL is probably a trap here, at only PS 7, so this probably means most of the time you'll be starting the turn with your s-foils closed, boosting into position, and getting full firepower for the shooting phase. Unfortunately, as I said in the original preview, this is a neat gimmick on a ship that has pilots with much higher raw power as competition. Would you take the gimmick over Wedge/Wes/Luke? I doubt it.

Leevan Tenza: awesome ability, if not for that "reduce your primary weapon value by 1" line. As it is it's pretty weak. You only get your action economy when you aren't shooting effectively, which you don't want to be doing. You might think of using it as a Corran-like option, smashing something on one turn and then turtling up while you disengage for another shot, but is a PS 5 pilot with no offensive ability really going to draw much fire anyway? Do you really want to take stress instead of k-turning? I suppose you could look at it as a cheap PS 5 generic with an EPT and a pilot ability that might once in a while be useful, but is there really a role for that? Is it better than Biggs at the same cost, even post-nerf? I'm not seeing it.

Saw Gerrera: great ability, garbage ship. The u-wing is still trash and nothing we've seen so far makes it better. A cost reduction doesn't address the fact that it's a large base ship with poor maneuverability, no repositioning action, no turret, and no ability to turn around without broadcasting your plans a turn in advance. Is a single re-roll really going to offset the dead weight that the u-wing itself is burdening your list with? No. You're better off taking a ship that can actually hurt stuff, even if it doesn't provide as nice a buff. Or, if you want a buff ship, take Fenn Rau at a cheaper point cost with a more powerful ability and a more powerful coordinate action.

Benthic Two Tubes: see above, except now you don't even get a good pilot ability. Saw gives you positive action economy, this gives you neutral. Just take Saw for +2 points if you stubbornly insist on having a u-wing. Or take Kyle instead of this weaker ripoff.

Magva Yarro: not bad, not great? 2 points is probably about the right cost, maybe a faction of a point high, but "probably adds ~2 points of value over a game" isn't enough when broken options exist. IMO there are just too many good crew options to compete with. I don't think this would be my first, or second, or even third choice, so what's the point? This just seems like filler content, unless there's a combo I'm missing.


Automatically Appended Next Post:
 Azreal13 wrote:
My personal reservation is that too many X Wing pilots have mediocre pilot skill and the game is still either spam low PS ships or take aces, with one or two exceptions.


Yeah, many of them have mediocre PS, but that's mostly because of the sheer number of x-wing pilots total. If you just want to have competitive options then the x-wing has them at both ends. On the high end you have a natural PS 9 with a great ability in Wedge, a PS 8 (easily 10 with VI) and a great ability in Wes, and a decent PS 8 in Luke. On the low end you have a PS 1 option that wastes nothing on PS but still has way better tricks than the average generic. I mean, you're talking about 19 points for a PS 1 with a 3/2/3/3 stat line and a free boost/BR action. Take your pick, high or low, they're both good.

This message was edited 1 time. Last update was at 2018/04/25 12:07:56


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
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Philadelphia PA

Well I'd been looking for a third ship for my Fenn/Norra list and looks like it's going to be a T-65.

I prefer to buy from miniature manufacturers that *don't* support the overthrow of democracy. 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

Pere I dunno if the U-wing is garbage, it's akin to the IG-2000, but it's got crew, it's only got the red stop so it's basically a big based fighter.

I think they should have given in the Auzi's firing arc though to represent door gunners. (I know space, but space suits exist in Star Wars, don't tell me they 'couldn't ' when the Auzi does the same thing. Though you're absolutely right about the broadcasting of the turn around. The title should have let it spin-a-rooni after any maneuver. I mean heck if REY in a FALCON can do it freely, the ship MADE for it, should be able to it just fine.

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Made in us
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 KingmanHighborn wrote:
Pere I dunno if the U-wing is garbage, it's akin to the IG-2000, but it's got crew, it's only got the red stop so it's basically a big based fighter.


That's why the u-wing is garbage. Brobots is a mid-tier list at best, and the u-wing is a much weaker ship. It has no repositioning action, no k-turns/s-loops, no green dice + autothrusters + evade stacking, no action economy, and no HLC. It has all of the large-base no-turret weaknesses of the aggressor but none of the things that make it even mid-tier. The u-wing plays a lot more like an imperial shuttle, a ship with efficient jousting math but very limited maneuverability and severe problems staying relevant against more maneuverable targets. Most of the time you get maybe 1-2 shots out of it on the initial pass and then it's dead weight for the rest of the game.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Villanous Scum







The wave has now been moved to on the boat, NZ distribution is still saying June 30 release. Wonder if they will have any for sale at Worlds?

On parle toujours mal quand on n'a rien à dire. 
   
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Longtime Dakkanaut




 KingmanHighborn wrote:
Pere I dunno if the U-wing is garbage, it's akin to the IG-2000, but it's got crew, it's only got the red stop so it's basically a big based fighter.


It's really nothing like the IG-2000. It's missing the cannon and Autothruster slots, doesn't really have meaningful pilot abilities, lacks the Agility of the Brobots and has no repositioning at all. About the only thing it has in common is the fixed front arc. Usually having crew would compensate, especially given how good most Rebel crew are, but in this case the options aren't brilliant, especially when you consider Rebels aren't exactly struggling for crew carriers.

I think the X-Wing fix looks pretty solid and we'll certainly see a lot more of them on the table now. One of the things with the X-Wing is it's always had a bunch of really good pilot abilities (Wedge, Janson, Biggs pre-nerf) that were often held back by the chassis. I think these fixes should remedy that sufficiently. I do have a slight concern that this makes the humble TIE fighter much worse in comparison now X-Wings get repositioning on top of their superior stats.
   
Made in us
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The U-Wing is like the 3rd try at the HWK, where FFG somehow believes its worthwhile to spend nearly a third of your points to give another ship the effect of a 3 point EPT.
   
Made in us
Decrepit Dakkanaut





Hyperspace

https://www.fantasyflightgames.com/en/news/2018/4/30/sowing-fear/





Always at the forefront of new Imperial weapons technology, Director Krennic can enhance two ships at once by assigning the Optimized Prototype condition to a friendly Imperial ship with three or fewer shields at the beginning of the game. Not only does this increase the target's shield value, it allows you to spend one die result to remove a shield from the defender. What’s more, after the ship equipped with Optimized Prototype attacks with its primary weapon, if the ship with Director Krennic is at Range 1-2, it can acquire a free target lock on the defender.


Oh mai.



Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
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Philadelphia PA

I'm thinking 2 defenders plus a reaper with Krennic? That dial isn't half bad with the s-loop.

I prefer to buy from miniature manufacturers that *don't* support the overthrow of democracy. 
   
Made in us
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Hyperspace

Could put him in a Phantom with VI/Whisper and apply Optimized Prototype to his own ship. Not sure if it'd be as good as it seems on paper, though.

(Optimized prototype doesn't state he has to put it on a different ship).



Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
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And the rest;








Very nice all in all. We ddint get a cheaper Palp carrier but Imps now has the option for PS10 coordinate which might see some utility, Krennic is even better than expected.

This message was edited 3 times. Last update was at 2018/04/30 23:58:58


On parle toujours mal quand on n'a rien à dire. 
   
Made in ca
Huge Hierodule






Outflanking

Tactical Officer looks intriguing.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

As someone that doesn't own Palp and has everything else not Raider related for Imps, I'm thinking VI RAC with Tactical Officer is going to be interesting. Maybe a high PS Bomber, but I'd rather not shuttle those.

My beloved 40K armies:
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Order of Saint Pan Thera


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Villanous Scum







Bomber was my first thought, PS8 pilot, VI, TO, title paired with RAC. Thinking about it more I am not so sure its a good idea (27pts, still out PSd by Fenn, squishy and expensive).

Loving the look of the expansion all in all though, Krennic is simply amazing and I reckon a heroes of scarif list could actually be really good.

Not sold on the whole jamming thing though if it worked on reinforce it would be a nice counter but otherwise you need to build your list around it and I am unsure if that really works.

On parle toujours mal quand on n'a rien à dire. 
   
Made in au
Liche Priest Hierophant







 Verviedi wrote:
Could put him in a Phantom with VI/Whisper and apply Optimized Prototype to his own ship. Not sure if it'd be as good as it seems on paper, though.

(Optimized prototype doesn't state he has to put it on a different ship).


Mmm with the current PS11 arms race it might not be as good as it sounds.
Doesn't mean I won't trying flying it at least once.


It'll be interesting to see how Tactical Officer is used - if at all. RAC isn't really the kind of ship that wants to use its action helping another, and Tomax is a bit too pricy to warrant disregarding his pilot ability for PS10 Coordinates.
I suppose Scimitar Shuttle as always, or maybe (read: almost definitely not) on a Gamma Veteran to try for some PTL jank?

All in all though, I'm really looking forward to this expansion, despite it being another Imperial shuttle.
   
Made in us
Douglas Bader






Ooh, the preview article for the much less interesting part of the wave. First impressions:

Generic: I stand by my opinion that this is terrifying. The dial is great (remember, you're getting a free boost "action" unless you're stressed), and certainly much better than the shuttle it competes with. Jam is scary. And now we know that the point cost is extremely efficient. With the evade action and LWF available it's beating the shuttle on HP very quickly, and between the superior dial and jam action you're no longer taking dead weight outside of carrying Palpatine.

Title: auto-take. I don't know why FFG printed the 3-banks as red and then made them white on an auto-take title, that seems like a lot of needless complexity. And it's an auto-take. The additional maneuverability is a massive net positive, especially with the jam action making overshooting and having no target in arc a much smaller problem.

Captain Feroph: meh. The ability is pretty situational, you have to jam them and not have them remove the jam token (which they will generally try to do ASAP) and get them to shoot at your reaper (granted, not hard when it is jamming stuff). To get this to trigger consistently you almost need to have multiple jamming ships. On the other hand it's a cheap EPT carrier and when you do get the ability to work it's a really powerful one. I suppose it's probably worth +2 points over the generic, if you aren't taking a better option?

Major Vermeil: well, I originally said that the value here depends on the dial, and the dial is good. +4 points over the generic for an EPT and a really strong ability? Yes please. You're jamming on most turns, and this gives you strong action economy when you do. I wouldn't build a list around Vermeil just to take Vermeil, but if you're taking a reaper this is a +4 point upgrade you should seriously consider.

Vizier: trash. You have to get a focus or evade token, which means not using the jam action, and you can only give it to a ship that does a 1-speed maneuver that most aces (IOW, the ships you want to take a support ship to buff) don't have on their dials. And to add insult to injury you have to fly your ace in tight formation. Just no.

Tactical officer: well, now the option exists. +2 points seems competitive if it's an ability you want to have, but I'm just not sure where this goes. Giving an action to another ship is neutral from an action economy point of view, and the thing that makes rebel coordinate go from neutral to win is being able to do it at PS 11 on a very cheap ship that also has a strong pilot ability. Think about it this way: how many times have you ever seen squad leader used? This is squad leader in crew form. And how many ships have a crew slot but don't want to take Palpatine or a self-buffing crew? If we ever find a good carrier for this it's going to be strong, but I'm not sure we have that yet.

ISB slicer: oh god this is scary. Remember how the one downside to jamming is that it's only neutral action economy, trading your action to deny an action 1:1? Well, now you get to trade 2:1 as long as you can get targets close together. I'm not sure this is an auto-take on a reaper since crew slots can be precious, but you're going to have to have a strong argument for not having at least one of these. And yes, "at least one" is correct. Note the absence of the "limited" rule, if you take two you can get 3:1 action economy out of jamming. Overkill and often redundant? Probably. But when it works...

Krennic: well, now we know, and damn that's a lot of value. For 5 points you get +1 HP (worth 4 points), a pseudo-FCS (worth 2 points), and the ability to trade useless blanks for shield damage (worth ??? points). That's certainly more than 5 points worth of value for your 5-point crew upgrade, it's just a question of figuring out where to put everything to make it all work. I like the idea of Krennic on Whisper, PS 9 is a drawback in the current meta but that's a lot of buffs stacking up and having Krennic as your FCS lets you take sensor jammer for even more defense. Overall it's a tricky list-building puzzle to get all the pieces lined up, but the payoff is huge if you can make it work.




Automatically Appended Next Post:
 Matt.Kingsley wrote:
RAC isn't really the kind of ship that wants to use its action helping another


IMO RAC is probably one of the better carriers, if you aren't taking RacLo. With a pilot ability that effectively replaces focus and no defensive actions (other than boosting out of arc, if you can arrange it) you're really only giving up a target lock. I'm not sure it's good enough, but it's probably less bad than you think.

This message was edited 3 times. Last update was at 2018/05/01 12:42:54


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Columbus, Oh

So.. any idea if this is still getting released with the forthcoming 2nd Edition on the horizon?

2+2=5 for sufficiently large values of 2.

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 porkuslime wrote:
So.. any idea if this is still getting released with the forthcoming 2nd Edition on the horizon?


The wave is duel edition. It contains cards and dials for both versions of the game. Should be out in June.
   
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Ship's Officer






 porkuslime wrote:
So.. any idea if this is still getting released with the forthcoming 2nd Edition on the horizon?


It's been confirmed (AFAIK) that it is in fact a dual-compatibility kit. It will come with 1st Edition and 2nd Edition versions of all the cards. Not sure whether the dials/bases will be there however - those may be in the Conversion Kit.

Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

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The Reaper isn't listed in the Empire conversion set so imagine that all the required 2nd ed stuff will be in the Reaper box.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
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I will admit, watching the one batrep from Version 2.0 with the Reaper and U-Wing, has me really tempted to jump back in. The game-bloat got real for us at some point, despite owning soooooo much of the first seven or eight waves, but the 2nd Edition U-wing looked super fun to fly.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
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Bathing in elitist French expats fumes

They did fix the timing of the flipping of the wings, which allows you to not overtly telegraph your next move too much.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Leader of the Sept







Just played my first game proxying the s-foils and t65 refit cards. I put them on Wedge. Good grief it makes a difference. Just having the barrel roll option makes him so much easier to use!

Looking forward to the games namesake actually being competitive.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
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Thought you had bumped this thread for the new article on the 2.0 Reaper;

https://www.fantasyflightgames.com/en/news/2018/6/15/transporting-terror/

On parle toujours mal quand on n'a rien à dire. 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

S-foils on Wedge made him extremely hard to hit. I had him dead to rights at least once, should have been shields down at least... one barrel roll and he's gone. The T-65 is now looking very, very good - as it should be.

(On a side note, I've never, ever seen as many green dice evades as Flinty and I rolled for the first 3 turns. It was unnatural)
   
 
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