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Made in us
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Hyperspace

https://www.fantasyflightgames.com/en/news/2018/2/13/save-the-dream/





Exciting. Looks like there's a new Palp-carrier in town, as well as what may very well be the long-awaited T-65 fix.



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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Oooh, I like the look of the Saw's renegades ships
   
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Excited to finally see S-Foils. Not super excited at the method of delivery, but kind of neat I guess. I'd be super excited to see X-Wings really define rebels though, enough I'd probably care about playing rebels again.
   
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Lincolnton, N.C.

I like the Reaper, just hate that it's a small base small that's going to be Silencer priced.

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Where is my scum Falcon?????????????!!!!!!!!!!!!!!!!!!1111!!!!!

Now that's out of my system, hurray X-Wing fix! Boo its in a massively expensive box with a U-Wing of all things (surprised there is no K2 in there). Oh and there is another Imperial shuttle, whats that the fourth?

Krennic looks decent but not really 5pt decent, I like the majors ability as well.
The only x-wing that I can make out is Kullbee Sperado that flips his s-foils after doing a boost or barrel roll...

Edit; 5x PS1 X-wing pilot cards? That has to be a mistake with only 3 base chits, if not x-wing swarm incoming?

This message was edited 1 time. Last update was at 2018/02/14 00:23:23


On parle toujours mal quand on n'a rien à dire. 
   
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Huntsville, Texas

Well dangit. I haven't been interested in a lot of the ships coming out, but the TIE Reaper truly has me interested.

I am interested to see what happens with the T-65. That ship has needed some serious love for a long time.
   
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Well the fix looks to be a dual card (open s-foils/closed s-foils) one of which will give boost and/or barrel roll and the other makes 3 turns have the option of being Trolls (apparently, I cant make that out). The other part of the fix is the Renegade Refit which allows for two mods(?).
Providing those are both free and combined with IA/FAA should actually really work to fix the T-65, not sure about how good the 20pt version will be but I suppose it allows one to fly XXXXX, just needs a free astromech now.

On parle toujours mal quand on n'a rien à dire. 
   
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Been Around the Block




Hmm looks like we getting a large base X-wing now, I mean when was the last time a U-wing had 2 shields and 3 hull, with a ps 7 pilot.
   
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Huntsville, Texas

Miradorm wrote:
Hmm looks like we getting a large base X-wing now, I mean when was the last time a U-wing had 2 shields and 3 hull, with a ps 7 pilot.


Hah! Good catch!
   
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Brisbane, Australia

Can't wait to get my hands on the TIE Reaper. While it isn't exactly the ship I wanted the most out of all the Imperial options (I mean, do we really need another shuttle?), it's a cool ship and might even be a proper contender as a new Palp mobile.

At first I didn't even realise it was small ship at first, because of course I'd expect it to be large based on its size. I suppose like the Silencer they felt that a small base was best for its manoeuvrability.



Also it's nice to see that the X Wing might finally get a proper fix. Hopefully the U Wing is better off too, though I feel if it does become useful it will only be because of the new pilots (if at all). I doubt the new system upgrade will be taken on it much.

Multiple thin coats are always better than one thick coat.
 
   
Made in ca
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Outflanking

Look Closely at the Servo S-foils and Renegade Retrofit- Both cards list T-65 X-wing as a requirement, so brace for errata.

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Miradorm wrote:
Hmm looks like we getting a large base X-wing now, I mean when was the last time a U-wing had 2 shields and 3 hull, with a ps 7 pilot.

And the X-Wing silhouette on the tile!
   
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 ingtaer wrote:
Krennic looks decent but not really 5pt decent


Got to disagree here. Krennic is really, really good. The +1 HP on an ace alone is close to worth it, you get automatic damage, and there's still half the card hidden with the potential of even more benefits.

Laying low in a blood filled trench
Kill time 'til my very own death
On my face I can feel the falling rain
Never see my friends again

In the smoke, in the mud and lead
Smell the fear and the feeling of dread
Soon be time to go over the wall
Rapid fire and end of us all


SELL ME YOUR FORGEWORLD ATLAS 
   
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Am I right in thinking that you could spend a blank die result to trigger Krennic?

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

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 Flinty wrote:
Am I right in thinking that you could spend a blank die result to trigger Krennic?


Correct. Starting to see the power?

Laying low in a blood filled trench
Kill time 'til my very own death
On my face I can feel the falling rain
Never see my friends again

In the smoke, in the mud and lead
Smell the fear and the feeling of dread
Soon be time to go over the wall
Rapid fire and end of us all


SELL ME YOUR FORGEWORLD ATLAS 
   
Made in gb
Shas'o Commanding the Hunter Kadre







 Peregrine wrote:
 Flinty wrote:
Am I right in thinking that you could spend a blank die result to trigger Krennic?


Correct. Starting to see the power?


But it "only" works against shields so it must be rubbish

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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The problem with such things as always is what do you run him on? That 5pt cost suddenly becomes a quarter or a third of your points to use, how often is he going to be more worth while than Palp? The limit on ships is good but basically means that he will be used on defenders and advanced, cant see the point on much else (maybe phantom but doubtful). Of course though it does depend upon the rest of the text...

This message was edited 2 times. Last update was at 2018/02/15 03:06:41


On parle toujours mal quand on n'a rien à dire. 
   
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Assuming there is no more text (because it is possible) then Krennic's best use will be with ships you can't afford to run Palp with.

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 Peregrine wrote:
 Flinty wrote:
Am I right in thinking that you could spend a blank die result to trigger Krennic?


Correct. Starting to see the power?


So say you had a Hit, Crit and Miss and the opponent had 1 shield left. You'd spend the miss to remove the shield and make sure the Crit goes in?
   
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 VictorVonTzeentch wrote:
 Peregrine wrote:
 Flinty wrote:
Am I right in thinking that you could spend a blank die result to trigger Krennic?


Correct. Starting to see the power?


So say you had a Hit, Crit and Miss and the opponent had 1 shield left. You'd spend the miss to remove the shield and make sure the Crit goes in?


That's right.


Automatically Appended Next Post:
 Matt.Kingsley wrote:
Assuming there is no more text (because it is possible) then Krennic's best use will be with ships you can't afford to run Palp with.


Just thinking about the options that you can use the condition on;
Gunboat, bomber, puinsher and aggressor (ability is primary only so not much point).
Both Advanced.
Defender.
TIE fighter, intercpetor and striker.
Phantom.
Reaper.

So which of these would you run with Kennric? Pure Sabbac could be fun, Soontir? Realistically its going to be Darth or one of three defenders.

This message was edited 1 time. Last update was at 2018/02/15 01:09:20


On parle toujours mal quand on n'a rien à dire. 
   
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Queen Creek, AZ

What about Decimator Rear Admiral Chiraneau with Expose and Expiramental interface + Krennic+ Gunner and whatever else you want to take.

Use Optimised to remove 1 Shield and lets say they dodge the rest then use gunner to hit again.

I'm disappointed in getting another troop carrier, are these ships from the Han movie or the Last Jedi?
   
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No they are from Rogue One.

Its worth noting that optimised cant be used on a ship with 4+ shields.

On parle toujours mal quand on n'a rien à dire. 
   
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Lincolnton, N.C.

Tie Phantom and Tie Reaper I'm hoping will be a ball of fun.

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 Flinty wrote:
 Peregrine wrote:
 Flinty wrote:
Am I right in thinking that you could spend a blank die result to trigger Krennic?


Correct. Starting to see the power?


But it "only" works against shields so it must be rubbish
There are a few specific lists that it'll be dead weight against. Namely, TIE Swarm don't care

It'll work really well on Omega Leader that's for sure.
   
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Huntsville, Texas

Wait a minute, why is the TIE Reaper in a box instead of a larger sized blister?! I am not paying $30 for that ship if that's the case.

Edit. Well, after looking at it's size I can see why it might not fit in a blister. The likely $30 price tag is a bit much for me though.

Has anybody been able to get a closer look or make out the T-65 titles? Those may actually make me start playing Rebels with a squad of T-65's and A-Wings.

This message was edited 1 time. Last update was at 2018/02/15 06:14:30


 
   
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 ZebioLizard2 wrote:
 Flinty wrote:
 Peregrine wrote:
 Flinty wrote:
Am I right in thinking that you could spend a blank die result to trigger Krennic?


Correct. Starting to see the power?


But it "only" works against shields so it must be rubbish
There are a few specific lists that it'll be dead weight against. Namely, TIE Swarm don't care

It'll work really well on Omega Leader that's for sure.


No it wont because its Galactic Empire ships only. Unless you meant against him?

This message was edited 2 times. Last update was at 2018/02/15 06:49:05


On parle toujours mal quand on n'a rien à dire. 
   
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Ok, first impressions, now that I've had some sleep (damn you night shift):

S-foils: oh hello x-wing fix. The main problem with the x-wing is that it's a pure jousting ship, with no maneuvering actions unless you spend even more points and give up IA. This seems to fix it, giving you a choice between boost and additional green maneuvers at the cost of primary weapon damage, or (probably) barrel roll and the option to turn turns into t-rolls. Either way you have a lot more ability to reposition and take advantage of higher PS. I suspect this is going to be the change the x-wing needed, and probably make them viable. Even if you just keep the card on the "open" side that extra maneuverability buff is still a big advantage.

Title: it allows you to take a second modification (so you can take s-foils and a "normal" modification), but there's hidden text. Assuming FFG doesn't get the point cost wrong here this completes the buff picture. It's a complex mess involving too many cards to fit all the rules text, but I'll take it.

Kullbee Sperado: meh. You can do some cute tricks with s-foils (start closed to take advantage of the green maneuver, boost, flip to open to get your primary weapon back, PTL to barrel roll), but the problem is that the x-wing is a ship with some incredibly powerful pilot abilities that has been held back by the weak stat line. Now the base ship is viable, so any x-wing pilot has some really tough competition. Would you really take s-foil tricks over the raw power of PS 9/11 Wedge and his "if I see it, I kill it" pilot ability? Over the terrifying control ability of Wes + R3-A2? Even Luke + R2-D2 might be a viable option. It just seems like poor Kullbee is caught in the awkward middle ground of being too expensive to take as cheap filler but not strong enough to compete with the aces you can buy for a few points more.

PS 1 generic: speaking of spam, say hi to generic filler. This is at least dropping to 21 points for a 3/2/3/3 stat line with free boost/BR option, and that looks pretty solid. If it hits 20 points, cheap enough to get a full five in a list, things have the potential to get interesting. Either way it's still a significant buff, as paying for PS 2 is a bad investment. Strip down to PS 1, save the point(s), maximize efficiency on a ship that is going to be pretty efficient at jousting.

Targeting scrambler: meh. It's a zero-point upgrade with approximately zero points worth of value that eats up your FCS/AS slot. You're almost never going to use this if you have a shot, or even the potential of a shot (remember, you have to commit to it before you set your dials), because shooting is way more valuable than maybe preventing a single ship (which may not even be shooting at this particular target) from modifying its dice. Obviously it's better than nothing if you're going to leave the slot empty otherwise, and it probably has a home on the Palpatine shuttle (since it never gets to shoot after the first turn anyway), but it's a very niche upgrade.

Saw Gerrera: very good. Remember how Vader is a pretty good deal, trading 2 HP for 1 HP on your target? Saw costs 1 point vs. 3 points, and should normally trade at 1:1, possibly even better if you're modifying multiple dice. Using him on a regen ship is probably a bit too much of a gimmick when regen ships generally deserve high-point crew investments, but as a cheap buff to a generic? Absolutely yes.

Mag-something: after defending, get a target lock on the attacker. Meh. It's action economy, but it's action economy you have limited control over. Every play with Tarn Mison? Remember how inconsistently his pilot ability ever benefits you? Same thing is likely here. If it's cheap it might be a decent throw-in sometimes, but expect limited return.

TIE Reaper: yeah, this is terrifying. Remember how many people take control ships like stresshogs or Wes? Now you don't even have to get a target in arc, you just spend an action to take away their action. Lightweight frame is pretty much stapled to the card, giving you a 3/2/4/2 stat line, and suddenly you have a ship that is contributing way more as a Palpatine carrier than the dead weight shuttle. The dial looks like it's going to be a limiting factor (depending on the exact rules on the TIE striker style title card), much like the shuttle, but jamming out of arc instead of doing nothing is a major buff. And ordnance lists are going to hate this. Because the jam token stays on your ship until you get a token to cancel it the reaper can jam you at PS 1, then your PS 11 ace can't fire ordnance this turn. I don't know that it's an auto-take, but it sure seems to have a lot of potential.

Major Vermeil: really depends on the dial. If this is a ship you can consistently get shots with then wow, great pilot ability. Jam something and take a free focus action, winning the action economy war instead of breaking even. On the other hand, if this is a ship like the shuttle where getting a target in arc with an effective shot is rare, you're spending a lot of points over the PS 1 generic for essentially zero benefit. Could be great, could be unplayable.

Director Krennic: as mentioned previously, seems to be a very strong option. You're committed to taking a ship with a crew slot, but there are good options for that. And once you do you have a major buff to an ace. The HP buff alone is borderline worth the 5 points by itself, and on top of that you get automatic damage plus whatever is on the rest of the card. But what about Palpatine? Can it beat Palpatine as an ace buff? {whynotboth.gif}. RAC exists, use him.

Death Troopers: trash. Spend both your crew slots and 2 points, commit to formation flying, and what do you get? An effect that essentially says "you must shoot the TIE reaper first". Well, ok, but the jam action and whatever buff crew you put on it already say that, so you're paying points to add nothing to the ship. And what else are you going to put it on? A decimator? Also a "must kill first anyway" threat most of the time. A shuttle? I suppose you've now got a 23-point Biggs clone, that is much less effective than pre-nerf Biggs, but that seems pretty underwhelming. I'd be surprised if this sees any play.

Laying low in a blood filled trench
Kill time 'til my very own death
On my face I can feel the falling rain
Never see my friends again

In the smoke, in the mud and lead
Smell the fear and the feeling of dread
Soon be time to go over the wall
Rapid fire and end of us all


SELL ME YOUR FORGEWORLD ATLAS 
   
Made in us
Beautiful and Deadly Keeper of Secrets





 ingtaer wrote:
 ZebioLizard2 wrote:
 Flinty wrote:
 Peregrine wrote:
 Flinty wrote:
Am I right in thinking that you could spend a blank die result to trigger Krennic?


Correct. Starting to see the power?


But it "only" works against shields so it must be rubbish
There are a few specific lists that it'll be dead weight against. Namely, TIE Swarm don't care

It'll work really well on Omega Leader that's for sure.


No it wont because its Galactic Empire ships only. Unless you meant against him?
It's Imperial which includes the FO and Galactic Empire subfactions, even then you could just use an Empire ship to take him otherwise.
   
Made in au
Preparing the Invasion of Terra






Brisbane, Australia

 ZebioLizard2 wrote:
 ingtaer wrote:
 ZebioLizard2 wrote:
 Flinty wrote:
 Peregrine wrote:
 Flinty wrote:
Am I right in thinking that you could spend a blank die result to trigger Krennic?


Correct. Starting to see the power?


But it "only" works against shields so it must be rubbish
There are a few specific lists that it'll be dead weight against. Namely, TIE Swarm don't care

It'll work really well on Omega Leader that's for sure.


No it wont because its Galactic Empire ships only. Unless you meant against him?
It's Imperial which includes the FO and Galactic Empire subfactions, even then you could just use an Empire ship to take him otherwise.

Krennic's text only allows the condition card to be put onto Galactic Empire ships.

So while you can put Krennic on any Imperial ship (First Order or Galactic Empire) you can only apply his Condition Card to those from the Galactic Empire.
So he does nothing for Omega Leader.

Multiple thin coats are always better than one thick coat.
 
   
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Ahhh I couldn't see that very well.

Ahh well, Soontir Fel is a good target as any then!
   
 
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