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zedmeister wrote: SLAM. I like SLAM. Do you know what else had SLAM? The Missile Boat. Please FFG. Please...
This message was edited 1 time. Last update was at 2015/04/23 16:50:29
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It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos
Just in case people hadn't seen it yet. They preview two more pilots (so 3/4 have been shown) for the YV-666:
Spoiler:
as well as the maneuver dial:
Spoiler:
Overall I'm mostly underwhelmed. The only cannon you'd use is the HLC (exception noted for Bossk and the Mangler), and missiles are still mostly 'meh'. 3 crew slots is sweet, but it's pretty much the only way to customize that ship. Since it lacks a turret, the only modification I can see being used is the Engine Upgrade to try to keep it in the fight. I'm a bit miffed that Bossk is the only pilot with an EPT slot as well.
ICK, that maneuver dial is awful. I guess the S&V needed their own version of the Imperial Shuttle. Be interesting to see if there are any new crew introduced with that expansion, especially given how many crew slots it has. The Bossk/Mangler combo could be really nasty, but without a turret and no K-turn, it will be extremely easy to outmaneuver.
There is a crew card for Bossk, but it's kinda 'meh'. 2 points. If you make an attack and miss, and have no stress, you MUST acquire one stress, and receive a focus token and a weapon lock on the target.
Really only good with a Gunner so if you miss, your follow up attack is fully loaded. I guess you could use him on a Moldy Crow HWK, but why?
Edited to add Bossk's crew card link.
This message was edited 1 time. Last update was at 2015/06/16 17:36:52
Actually, the TIE in Wave 7 is the only ship I am interested in. The scum fighter fills a valuable niche, but without knowledge of the online game, it looks like any random Babylon 5 fighter craft. Especially in the most drab and boring colors possible, short of the HWK.
I actually hope they have these early at GenCon, as I will have my buddy ninja shop me the Punisher on Thursday while my wife and I are still driving there. For our fun games at home I field an unofficial mixed Imp/Reb fleet as pirates(http://www.dakkadakka.com/dakkaforum/posts/list/650311.page), and for the exact reasons some people have posted about it's looks I really want one. Our fluff is that my pirates get the majority of their ships from looted battlefield debris, and rather than a factory-made model, my Punisher will be the result of when their crazy mechanic (Think Scooter from Borderlands) went, "Hey Boss, we have parts from four different TIE Bombers here, but only enough collective systems for one useable ship. What sounds cooler - a working Bomber......or a super-deluxe bomber, with four bomb bays! It's be like a zoom-bang apocalypse in a can!"
I also like how it looks to push the limits of the size of ship on a fighter base. It looks pretty beefy and seems to really overhang the base.
I actually think there are much better ship designs on Shapeways that would fill the role of the Kyraxicalifragilistic fighter and look better. I actually thought about using these as not-Xwings for my squadron.
This message was edited 3 times. Last update was at 2015/06/16 21:19:53
"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."
AegisGrimm wrote: Actually, the TIE in Wave 7 is the only ship I am interested in.
Me too, but mainly because of whatever TIE only upgrade card it's going to have in it.
“Good people are quick to help others in need, without hesitation or requiring proof the need is genuine. The wicked will believe they are fighting for good, but when others are in need they’ll be reluctant to help, withholding compassion until they see proof of that need. And yet Evil is quick to condemn, vilify and attack. For Evil, proof isn’t needed to bring harm, only hatred and a belief in the cause.”
-PS2 guy is 1 point cheaper than an X-wing, meaning you can run 5 in a list.
-Like the Scyk, the second generic is PS5 and has an EPT -Trades its speed 3 for speed 1 turns, and its speed 1 straight for a speed 5 k-turn.
- The new EPT, "Lightning Reflexes", allows you to turn any non-red maneuver into a K-turn once per game.
Lightning Reflexes is a little better than that, it's a K Turn and a Segnors loop at any speed the ship can do, and because the stress is assigned after the Check step, there's scope for shenanigans.
We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark
The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.
The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox
Azreal13 wrote: Lightning Reflexes is a little better than that, it's a K Turn and a Segnors loop at any speed the ship can do, and because the stress is assigned after the Check step, there's scope for shenanigans.
It will be especially funs on Juno
"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED."
I wouldn't put a one-trick-pony card like that anywhere Juno (though I haven't yet decided whether she's better with Predator or PtL).
I don't think I'd use it anywhere other than Black Squadron pilots, for that single-turn 'Surprise!' moment that might swing something your way.
“Good people are quick to help others in need, without hesitation or requiring proof the need is genuine. The wicked will believe they are fighting for good, but when others are in need they’ll be reluctant to help, withholding compassion until they see proof of that need. And yet Evil is quick to condemn, vilify and attack. For Evil, proof isn’t needed to bring harm, only hatred and a belief in the cause.”
I think lightning reflexes will be an extremely useful card for cheap ept generics. Obviously I'm not throwing that onto Soontir Fel anytime soon, but a Black Squadron TIE? Or a KFC 9000 space superiority fighter? Hell yeah I'll use it.
Inertial dampeners is already seen as an extremely powerful card, and it competes with stuff like feedback array and glitterstim. This is just another tool in the chest. For the , firespray , kyxakdnenKdn fighter, and anything else that gets an illicit/ept, its going to be an extremely potent combo that's dirt cheap, at least for when you can't afford more expensive stuff.
Seriously, lightning reflexes practically doubles your maneuver dial. On high PS pilots it makes it almost impossible for the enemy pilots to get on your tail.
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
chaos0xomega wrote: I dont understand the point of the Twin Laser Turret... I mean, I get what it does, but I dont understand why you would pay 6 points for it...
They mention it in there for one of their pilots, but I suspect it's also for combining with other cards that "when you deal damage blah blah blah" and letting them trigger twice or something.
It's also the first turret weapon that can fire to range 3, so there's that.
It's also 2 attacks, so you can force them to use up Focus or Evade tokens or the like.
This message was edited 1 time. Last update was at 2015/06/29 19:05:26
chaos0xomega wrote: I dont understand the point of the Twin Laser Turret... I mean, I get what it does, but I dont understand why you would pay 6 points for it...
Better damage than an ion turret, none of the "lose your action and you don't get to shoot at all" problem of the blaster turret, and the ability to shoot at range 3. It's going to be a really powerful option, especially on Salm/Kavil/etc, and probably make the blaster turret obsolete.
Bombing after your maneuver is going to be really powerful. Normally all you have to do to avoid getting bombed is to stay away from the back of ships with bombs, and if you ever end the turn in that position you at least know that a bomb is coming next turn and have the opportunity to avoid it. A higher-PS k-wing, on the other hand, essentially gets to drop its bomb a turn earlier, into places that would normally be safe.
Conner nets are awesome. What's the biggest problem for "normal" bombs? High-PS pilots that can boost/BR away from the bomb and avoid damage. But those ships are terrified of conner nets. Drop one on Soontir Fel and he's immediately ioned for next turn, loses his action this turn, loses 1/3 of his HP with no ability to stop it, and is an incredibly predictable target for the rest of your ships to finish him off.
I can't wait to use the PS 8 k-wing. Drop a high-PS proton bomb, SLAM away and grab a free target lock, and then deliver a focus + evade + extra die kill shot next turn. It covers both of Corran's weaknesses: Vader/Fel/etc die to conner nets, and swarms die to proton bombs.
Plasma torps are interesting. It's clearly a great alpha strike weapon, for a modest point cost. Not an auto-include, but I can see it getting some use.
This message was edited 1 time. Last update was at 2015/06/29 19:19:08
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.
chaos0xomega wrote: I get that it has interactions with other cards and abilities, I just don't see it being worth 6 points.
Try it and see. Ion turrets cost 5 points and are worth it on every ship with a turret slot so far, and blaster turrets cost 4 points and would be worth it on every turret ship so far if they didn't have to worry about losing the ability to shoot if you lose your action. 6 points is within the demonstrated "fair price" range for turrets, and the extra cost is IMO at least in theory justifiable given its huge advantages over the other turrets.
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.
chaos0xomega wrote: I get that it has interactions with other cards and abilities, I just don't see it being worth 6 points.
Take a Y Wing with BTL-A4 and the stress Droid. Throw this turret on it. A target at range 2-3 can be stressed 3 TIMES. That is why its 6 points.
Not to mention combinations with other abilities like tactician and gunner of course.
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
chaos0xomega wrote: I get that it has interactions with other cards and abilities, I just don't see it being worth 6 points.
Take a Y Wing with BTL-A4 and the stress Droid. Throw this turret on it. A target at range 2-3 can be stressed 3 TIMES. That is why its 6 points.
Not to mention combinations with other abilities like tactician and gunner of course.
Even on its own you're attacking twice, potentially forcing your opponent to use Focus or Evade tokens that might otherwise get saved for harder hitting ships; any ship with a stealth device for instance.
Plus just attacking at range 3 is HUGE for a BTL-A4 Y-Wing who previously had to be at minimum range 2 to really benefit from their title. Granted, now they would have that Range 1 bubble where the title doesn't function, but I'd happily trade the range 3 bubble for the range 1 bubble.
Heck, I'm even considering throwing it on stock hawks. A spice runner is only 16pts. You could slap a TLT, greedo, and something fun like a deadman's switch on it and have a surprising solid little 25pt ship. Not the most competitive thing in the world, but if it can make that piece of crap usable think of how it'll do on ships that are actually GOOD.
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
Bombing after your maneuver is going to be really powerful. Normally all you have to do to avoid getting bombed is to stay away from the back of ships with bombs, and if you ever end the turn in that position you at least know that a bomb is coming next turn and have the opportunity to avoid it. A higher-PS k-wing, on the other hand, essentially gets to drop its bomb a turn earlier, into places that would normally be safe.
Conner nets are awesome. What's the biggest problem for "normal" bombs? High-PS pilots that can boost/BR away from the bomb and avoid damage. But those ships are terrified of conner nets. Drop one on Soontir Fel and he's immediately ioned for next turn, loses his action this turn, loses 1/3 of his HP with no ability to stop it, and is an incredibly predictable target for the rest of your ships to finish him off.
I can't wait to use the PS 8 k-wing. Drop a high-PS proton bomb, SLAM away and grab a free target lock, and then deliver a focus + evade + extra die kill shot next turn. It covers both of Corran's weaknesses: Vader/Fel/etc die to conner nets, and swarms die to proton bombs.
Plasma torps are interesting. It's clearly a great alpha strike weapon, for a modest point cost. Not an auto-include, but I can see it getting some use.
Re: bombing after maneuver. Can Scum get anything that isn't immediately given to someone else? Bombing after maneuver used to be the prevue of the "Genius" droid, which is Limited AND doesn't let you escape your own bomb. Yes, it will be awesome though.
I do look forward to trying Emon with Conner nets. Too bad he can't really make use of Extra Munitions at all.
I like the look of it. Although, I seriously have to wonder about FFG sometimes. The ship where the maneuver dial is most interesting (Due to SLAM) is also the one where they don't show it.
Crazy_Carnifex wrote: I like the look of it. Although, I seriously have to wonder about FFG sometimes. The ship where the maneuver dial is most interesting (Due to SLAM) is also the one where they don't show it.
And I suspect that's deliberate. FFG always leaves something out of their previews so that there's a surprise left when the ship is finally released.
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.
I'm beginning to wonder if the K-wing may be the first ship where PS4>PS2. Reason being that most ships tend to run PS 2 to save points. The K-wing, on the other hand, wants to move after your opponents swarm to help place the seismic charges/proton bombs, and any generic will cost in the mid-30's anyways. So PS4 guarantees you to move second, and drop your bomb where it's needed most, but doesn't cost that much more.
This message was edited 1 time. Last update was at 2015/07/01 00:36:04
Crazy_Carnifex wrote: I'm beginning to wonder if the K-wing may be the first ship where PS4>PS2. Reason being that most ships tend to run PS 2 to save points. The K-wing, on the other hand, wants to move after your opponents swarm to help place the seismic charges/proton bombs, and any generic will cost in the mid-30's anyways. So PS4 guarantees you to move second, and drop your bomb where it's needed most, but doesn't cost that much more.
Maybe throw a Navigator in the Crew slot so you can change course if your opponent doesn't go where you think they were going to go? I can see the K-Wing being a pretty fun ship to fly.
Crazy_Carnifex wrote: I'm beginning to wonder if the K-wing may be the first ship where PS4>PS2. Reason being that most ships tend to run PS 2 to save points. The K-wing, on the other hand, wants to move after your opponents swarm to help place the seismic charges/proton bombs, and any generic will cost in the mid-30's anyways. So PS4 guarantees you to move second, and drop your bomb where it's needed most, but doesn't cost that much more.
Maybe throw a Navigator in the Crew slot so you can change course if your opponent doesn't go where you think they were going to go? I can see the K-Wing being a pretty fun ship to fly.
I'd want to see the maneuver dial first, but yeah, the BUFF is the ship I'm most excited about this wave.