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Made in ca
Huge Hierodule






Outflanking

Preview for the Gozanti is up, and it's got some neat stuff.

https://www.fantasyflightgames.com/en/news/2015/11/20/epic-tactics/









Looks like a lot of Cards that will end up making big ships a lot more useful.

Edited 11/27/15
https://www.fantasyflightgames.com/en/news/2015/11/27/swarm-tactics/




This message was edited 2 times. Last update was at 2015/11/27 17:25:11


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

Automated Protocols will be a mandatory upgrade on the GR-75 and Gozanti. The GR-75 especially would benefit from being able to use it's card actions (e.g, Slicer Tools), instead of having to spend it's only action on reinforce or recover each turn just to stay alive.

Ordnance Tubes is going to be a big deal. Not only does it give them access to powerful range 2-3 hardpoint weapons, but they don't even cost any energy to fire. I do think that Weapon Engineer and Automated Protocols will be critical to getting that combo to work, since you'll still need target locks to fire your Missiles and Torpedoes. In particular, I hope this makes the Huge ships a more credible threat to fighters.

It's cool that the Gozanti can carry several different types of TIE ships. Do we know whether the docking mechanic will let them pop out from any side of the ship? I haven't seen any rules summaries about that yet.

I await the new TIE fighter pilots - as far as I know, only one has been spoiled. Guess we'll find out about those next week.

This message was edited 1 time. Last update was at 2015/11/20 18:13:32


 
   
Made in us
Loyal Necron Lychguard





Virginia

Oh yeah, I'm going to really enjoy Huge Ships even more...

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ca
Huge Hierodule






Outflanking

I'm thinking that Assault Missiles, Proton Torpedoes, Homing Missiles and Cluster Missiles will be amazing on a Raider with the Impetuous title. Assault Missiles help handle swarms, Proton Topedoes convert a focus and blank result with ordinance experts, Homing Missiles do not burn your target lock, and Cluster Missiles work great up close (Normally the Raiders weakness).

Imagine, if you will, this turn:

Target Lock two ships.
Fire Assault missiles at a swarm. Ordinance experts gives lets you convert a blank to a hit. You spend 1 energy to use Gunnery Team on the other blank.
Fire Homing Missiles at your other target. Convert a blank with Ordinance Exerts or Gunnery Team if unused. You do not need to spend your target lock.
Fire Proton Torpedoes at the second target. Convert an eyeball to a Crit, and a blank to a hit. This kills the target.
Acquire 2 Locks with Impetuous and Weapon Engineer.
Spend Target Locks while performing two primary attacks.

Total Energy Used: 3, allowing you to recover it with any Speed 1 maneuver, any straight maneuver with Engineering team, or with Tibanna Gas.

Raider (Impetuous)
Ordinance Tubes
Assault Missiles
Proton Torpedoes
Homing Missiles
Ordinance Experts
Gunnery Team
Engineering Team
Weapons Engineer
Shield Technician*
Tibanna Gas Supply
Backup Shield Generator*

146 points. Items marked with (*) are not essential, but are there to help the ship last. Ordinance can be switched up depending on what exactly you want to do.

Edit: I also get the Feeling that you could turn the Gozanti into an obnoxiously tough ship.

Gozanti- 64pt
Automated Protocools
WED-15
Shield Tech
Dual Laser Turret
Gunnery Team
Backup Shield Generator
Tibanna Gas

Discard Damage with the WED-15, Brace or Recover Shields, and then regen a shield at the end of the round. For Added fun, replace the Gunnery Team with Ordinance Experts and fly it next to the Impetuous as close Support.

This message was edited 2 times. Last update was at 2015/11/20 22:11:17


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

I'm assuming no but do docked ships give their ranged pilot bonuses? Such as Captain Jonus (re-roll 2 secondary weapon dice) docked to the Gonzanti with Ordnance tubes or a hardpoint... that'd be nice!




Life before death, Strength before weakness, Journey before destination. 
   
Made in us
Douglas Bader






Interesting. Definitely some powerful upgrades in there for epic ships, but they're modifications so you have to make some tough choices about which one to take.

 easypeasylemonsquezy wrote:
I'm assuming no but do docked ships give their ranged pilot bonuses? Such as Captain Jonus (re-roll 2 secondary weapon dice) docked to the Gonzanti with Ordnance tubes or a hardpoint... that'd be nice!


Unknown, AFAIK. We haven't seen the rules for docked ships yet.


Automatically Appended Next Post:
 Crazy_Carnifex wrote:
I'm thinking that Assault Missiles, Proton Torpedoes, Homing Missiles and Cluster Missiles will be amazing on a Raider with the Impetuous title. Assault Missiles help handle swarms, Proton Topedoes convert a focus and blank result with ordinance experts, Homing Missiles do not burn your target lock, and Cluster Missiles work great up close (Normally the Raiders weakness).


I think the hard part here is going to be managing the target locks. You need a TL for each shot (except with homing missiles, but then you're shooting with weaker dice modification than the other missiles), and failing to set up your TL means missing your shot entirely instead of shooting less effectively like with conventional guns. Moving after all other ships helps, but having such low PS gives you a lot of potential for locking the wrong ship and having a higher-PS ship finish it off. On the other hand, unlike the CR90, the Raider wants to be up close so trading your range 3-5 guns for range 2-3 missiles isn't as big a deal.

This message was edited 1 time. Last update was at 2015/11/20 22:50:33


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 ca
Huge Hierodule






Outflanking

 Peregrine wrote:


Interesting. Definitely some powerful upgrades in there for epic ships, but they're modifications so you have to make some tough choices about which one to take.


I think that it'll break down as:
Gozanti/Transport with cheap support upgrade/Jam Action: Probably less than 50 pt total. Automated Protocols is a no-brainer, allowing you to brace or recover while still using your support ability.
Corvete I think will be all about the Generators, since it prefers long-range shooting over tops, as you mentioned, and needs more energy to keep the guns running.
Raider will depend on which title you want. Impetuous will love Torps, since they are low energy and it can gain more target locks as it kills stuff. Instigator will likely like Protocols, since it loves Recovering. Others will likely run Generators, for the same reason as the Corvette.

 Crazy_Carnifex wrote:
I'm thinking that Assault Missiles, Proton Torpedoes, Homing Missiles and Cluster Missiles will be amazing on a Raider with the Impetuous title. Assault Missiles help handle swarms, Proton Topedoes convert a focus and blank result with ordinance experts, Homing Missiles do not burn your target lock, and Cluster Missiles work great up close (Normally the Raiders weakness).


I think the hard part here is going to be managing the target locks. You need a TL for each shot (except with homing missiles, but then you're shooting with weaker dice modification than the other missiles), and failing to set up your TL means missing your shot entirely instead of shooting less effectively like with conventional guns. Moving after all other ships helps, but having such low PS gives you a lot of potential for locking the wrong ship and having a higher-PS ship finish it off. On the other hand, unlike the CR90, the Raider wants to be up close so trading your range 3-5 guns for range 2-3 missiles isn't as big a deal.


I think that's another thing that will help with the Impetuous. Even if I lose both Target Locks, I can potentially try to kill something with my Primary Gun. If I do, I Immediately get two locks on something. So It will be weaker than if I don't kill my targets, early on, but I still have a chance to re-target lock and not waste shoots.

This message was edited 1 time. Last update was at 2015/11/21 00:30:51


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Loyal Necron Lychguard






South Dakota

 Crazy_Carnifex wrote:


Raider (Impetuous)
Ordinance Tubes
Assault Missiles
Proton Torpedoes
Homing Missiles
Ordinance Experts
Gunnery Team
Engineering Team
Weapons Engineer
Shield Technician*
Tibanna Gas Supply
Backup Shield Generator*

146 points. Items marked with (*) are not essential, but are there to help the ship last. Ordinance can be switched up depending on what exactly you want to do.

That's a ship that I want to try and fly!

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My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
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"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in ca
Huge Hierodule






Outflanking

For real comedy, Try:

Raider
Impetuous
Ordinance Tubes
Cluster Missiles
Cluster Missiles
Cluster Missiles
Darth Vader

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in ca
Ghastly Grave Guard





Canada

Dammit, I really wish I had enough money for all the huge ships. Although that might start a more dangerous collecting addiction; why have 1 Corvette and 1 Transport when I could have 3 and 5?!
   
Made in gb
Battleship Captain





I think the hard part here is going to be managing the target locks. You need a TL for each shot (except with homing missiles, but then you're shooting with weaker dice modification than the other missiles), and failing to set up your TL means missing your shot entirely instead of shooting less effectively like with conventional guns. Moving after all other ships helps, but having such low PS gives you a lot of potential for locking the wrong ship and having a higher-PS ship finish it off. On the other hand, unlike the CR90, the Raider wants to be up close so trading your range 3-5 guns for range 2-3 missiles isn't as big a deal.

Agreed. I think Homing missiles - despite their lower punch - are going to be tempting for precisely this reason. After all, you can always take the crew card to make up for their lack of accuracy.

More importantly, if planning on a sizeable bomber block anyway (ordnance works a lot better in epic than in regular games, where you can afford to put together a 'proper' alpha strike) - it also means you can consider having jonus flying wing on a capital ship...

On a related note, the 'capital ships move last' means TIE bombers launching off a Gozanti should be very nice indeed. The classic problem is getting into short-ish range and getting actions for their target locks - a carrier can deploy a pair of bombers and let them set up target locks at an effective "PS12", then provide a one die blank-to-hit dice mod as they let rip with cluster missiles. Even against epic-scale targets, that's gonna sting.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
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 Lord Corellia wrote:
Dammit, I really wish I had enough money for all the huge ships. Although that might start a more dangerous collecting addiction; why have 1 Corvette and 1 Transport when I could have 3 and 5?!


Yep. Started getting the Big ships. Mistakes were made. Then I messed up my order and now I have 4 Gozantis on the way.
I guess Christmas will come a little early for my 9YO boy and 11 YO Girl who also play X-Wing...with a left over should the 5 YO ever decide to join the Dark Side of the family.
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

A few people on the FFG forum pointed out that Automated Protocols technically doesn't work, since Huge ships can't perform free actions. Kind of a humorous oversight on FFG's part (I expect a day 1 errata about that).

   
Made in us
Longtime Dakkanaut






Haven't they said that specific rules on cards override rule book rules though?
   
Made in ca
Huge Hierodule






Outflanking

 DanielBeaver wrote:
A few people on the FFG forum pointed out that Automated Protocols technically doesn't work, since Huge ships can't perform free actions. Kind of a humorous oversight on FFG's part (I expect a day 1 errata about that).



Whoops! Not a big issue, but funny.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

 streamdragon wrote:
Haven't they said that specific rules on cards override rule book rules though?

So does Squad Leader work as a method of giving Huge ships free actions? And if it doesn't, then why is Automated Protocols different?

I would genuinely like that clarified, as we're going to be doing some Epic play soonish and want to understand the rules interactions. Is this a flub on FFG's part, or am I misinterpreting the rules?

This message was edited 3 times. Last update was at 2015/11/23 17:26:51


 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Maybe it's because it's so obvious to people with brains better than mine, but I've not seen anyone mention that Chiraneau means you can drop all 4 of your TIEs in the same turn?

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Made in ca
Huge Hierodule






Outflanking

 DanielBeaver wrote:
 streamdragon wrote:
Haven't they said that specific rules on cards override rule book rules though?

So does Squad Leader work as a method of giving Huge ships free actions? And if it doesn't, then why is Automated Protocols different?

I would genuinely like that clarified, as we're going to be doing some Epic play soonish and want to understand the rules interactions. Is this a flub on FFG's part, or am I misinterpreting the rules?


It's someone at FFG missing one line of the Epic rules. I expect a day 1 errata creating a term for a "free" action that is not a "Free Action".

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Loyal Necron Lychguard






South Dakota

 DanielBeaver wrote:
 streamdragon wrote:
Haven't they said that specific rules on cards override rule book rules though?

So does Squad Leader work as a method of giving Huge ships free actions? And if it doesn't, then why is Automated Protocols different?

I would genuinely like that clarified, as we're going to be doing some Epic play soonish and want to understand the rules interactions. Is this a flub on FFG's part, or am I misinterpreting the rules?


This is specifically what the rule about the Huge Ships not getting free actions was meant to prevent. We don't want barrel rolling huge ships.

Like DanielBeaver pointed out, we'll see a day 1 errata for JUST THIS CARD.


Automatically Appended Next Post:
 Azreal13 wrote:
Maybe it's because it's so obvious to people with brains better than mine, but I've not seen anyone mention that Chiraneau means you can drop all 4 of your TIEs in the same turn?


That is true... I missed that. I'm expecting to run a Gozanti with 3 AC Tie Advanced and Vader if I don't run a torpedo Raider. Looks like I'll be running an Epic Team event at the end of January.

This message was edited 2 times. Last update was at 2015/11/23 17:56:07


DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

 Azreal13 wrote:
Maybe it's because it's so obvious to people with brains better than mine, but I've not seen anyone mention that Chiraneau means you can drop all 4 of your TIEs in the same turn?

Yep, that seems to be the primary intended use. It does come at the cost of one of your actions, which is steep - for example, you couldn't perform a target lock action, so your ordanance tubes might not be able to fire that turn. We don't know yet if the TIEs can fire on the same turn they are deployed. If they can, then I'm going to have some fun using it as a mobile bunker for TIE Bombers

The other uses would be to ram ships who fly too close, or to re-position your ship after you move to get your guns into range. That could be useful on something like a Raider with close-ranged weapons.

This message was edited 1 time. Last update was at 2015/11/23 19:10:41


 
   
Made in gb
Battleship Captain




I would assume they can (until we see details).
The Hound's Tooth title specifically states that the Nashtah Pup cannot fire on the turn it deploys.

If not firing on the turn you deploy was part of the core rules for deploying ships, I wouldn't expect to see that statement there.

It makes sense, anyway - the TIE fighters start the game docked and deploy in the activation phase, whilst the Nashtah Pup only pops into existence during the combat phase, potentially after its own pilot skill 'slot'.

If taking Chiraneau to 'clear the decks' you wouldn't be taking ordnance tubes, though. Probably just a dual laser turret, because you're going to be flying your not-especially-agile carrier into the middle of the enemy.
Plus automated protocols - assuming it does what it's clearly meant to (I agree - we'll probably see the free actions statement become "cannot receive free actions from other ships" - to give you a reinforce as you pile in.

An initial maneuver of your choice, deploy one fighter '3' forward and one '2' bank, and then move with chiraneau and deploy one '3' forward and one '3' bank, and you can put a nice spread of fighters in the air.

If they get their action plus attacks, that should make a nice mess if we're talking bombers....





Termagants expended for the Hive Mind: ~2835
 
   
Made in ca
Huge Hierodule






Outflanking

Put pictures of new TIE Fighters in the OP. Looks like swarm is going to be exciting again.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in gb
Veteran Wolf Guard Squad Leader






Scratch that, read the card wrong

This message was edited 1 time. Last update was at 2015/11/27 18:30:21


 
   
Made in gb
Multispectral Nisse




Luton, UK

Terrible name aside, "Youngster" throws up some interesting combo possibilities. and is worth keeping an eye on for future EPT 'action' cards.

I like Wampa's ability, but I think you probably might need to stack into ensuring that crit, my first thought is Palpatine but it's not a great use for him (unless you're pushing the last damage onto Fel etc). I do wish they'd called him "Wampa One" though.

Why is "Chaser" being chased on his card?

“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.” 
   
Made in ca
Huge Hierodule






Outflanking

To me, it looks like "Wampa" may be a case of something you grab if you have a couple points over an academy pilot, but not enough for and FO, Dark Curse or a Kitted out black squadie (both cost 14pt base, and PS 4). Otherwise it looks like you just have to build around him too much.

Same deal with Chaser- nifty ability to pick up, but I'd not expect greatness.

Edit: Let's look at the Cards available to Youngster

Squad Leader: Useful for action shenanigans. Imagine Putting Vet Instincts on Howlrunner- now you can give Extra actions to PS 9 pilots. Could be useful.
Expert Handling: Not hugely useful, since TIEs already can barrel roll. But could be useful in a more elite list to give them an ability to remove Target locks.
Marksmanship: Spreading the cost across several TIEs makes it less of a bad choice.
Daredevil: Killing your own ships is still terrible, even when the cost is reduced.
Expose: Like marksmanship, spreading the cost around makes it more useful. The thought of a swarm being able to grab a bunch of extra attack dice sounds fun.

This message was edited 1 time. Last update was at 2015/11/27 20:33:30


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Douglas Bader






IMO 'Wampa' is actually rather terrifying. You need to roll a crit, but when you do it's automatic damage against Corran/Fel/etc and those ships don't have the raw HP to cope with automatic damage. For very few points compared to a basic academy pilot you get a must-avoid threat against some of the game's toughest targets.

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
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

 Peregrine wrote:
IMO 'Wampa' is actually rather terrifying. You need to roll a crit, but when you do it's automatic damage against Corran/Fel/etc and those ships don't have the raw HP to cope with automatic damage. For very few points compared to a basic academy pilot you get a must-avoid threat against some of the game's toughest targets.


And seeing how a lot of people put Stealth Device on Fel to make him even harder to hit...he's gonna start seeing less use when this guy hits the table. Which is nice, since Fel is almost an auto-take for Empire if not taking a TIE swarm.

Reality is a nice place to visit, but I'd hate to live there.

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Made in us
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 timetowaste85 wrote:
And seeing how a lot of people put Stealth Device on Fel to make him even harder to hit...he's gonna start seeing less use when this guy hits the table. Which is nice, since Fel is almost an auto-take for Empire if not taking a TIE swarm.


Just to clarify, if you're suggesting that stealth on Fel will be a liability because the new pilot auto-hits and discards it then it doesn't work that way. Just like other non-attack damage effects (bombs, obstacles, etc) it is not an attack. If you're suggesting that the preference for stealth over hull/shield upgrades will hurt Fel by giving him a lot fewer HP to take automatic damage on then yes, that's a relevant factor. But I don't think it's going to result in too much of a hit to Fel's popularity, Vader Decimators and mangerl/VI Ten Numb are even more of a hard counter to Fel and haven't done much to keep him out of the metagame or force Fel players to take hull/shield upgrades over the default stealth/autothrusters combo. 'Wampa' is a very good deal for 14 points, but it's not going to change the metagame.

This message was edited 1 time. Last update was at 2015/11/27 22:59:29


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 gb
Battleship Captain




Indeed. I'd still take wampa, because an opponent will still be nervous around him - but it's more an ability that's awesome every few games rather than something you rely on. If taking younger with Marksmanship, cool, but that ability still isn't devastating.

Black squadron pilots with expose, howlrunne , and access to crack shot are going to be scary as hell though.

chaser is essentially "I had a point spare".

Scourge can be nice. My though is giving him decoy - that way he gets to fire after the swarm as he really wants to.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

Yup... with those Tie Fighter pilots, 2 tie fighters and a to scale large ship that I wont use very often... definitely buying!

Hell I would of probably no matter what.... damn you FFG!!!

Youngster is a must take for any swarm, so many potential cards to use too and at 15 points its well priced for ps 6.

Wampa is just terrifying against any low health ship especially Interceptor aces, biggest downside is no elite pilot skill, making that crit a bit hard to get.

The other two are solid as well but no big effects to meta.




Automatically Appended Next Post:
For Youngster I wonder if something like crack shot would work.... would all other ships only be able to do it once, or would it force the discard, or could it be reused as long as Youngster doesn't use it?....

Obviously going to be FAQ'd but one can wish !!!

This message was edited 2 times. Last update was at 2015/11/29 06:32:27


Life before death, Strength before weakness, Journey before destination. 
   
 
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