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![[Post New]](/s/i/i.gif) 2015/12/04 17:45:55
Subject: New Ghost Preview Up
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The Daemon Possessing Fulgrim's Body
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Azreal13 wrote:
Lothal Rebels, Part One
A Preview of the Ghost Expansion Pack for X-Wing™
"We have been called criminals, but we are not. We are rebels, fighting for the people, fighting for you."
–Ezra Bridger
Lothal orphan. Mandalorian explosives expert. Lasat Honor Guard. Ill-tempered Astromech Droid. Twi'lek pilot. Jedi survivor. These are the crew of the Ghost and the protagonists of the hit show Star Wars Rebels, and they will soon arrive to your games of X-Wing™ in the Ghost Expansion Pack.
The first Standard Play expansion to incorporate materials from Star Wars Rebels, and one of the most keenly anticipated expansions in X-Wing Wave VIII, the Ghost Expansion Pack allows you to fly to battle with Kanan Jarrus, Hera Syndulla, Ezra Bridger, and the rest of Lothal Rebels. This fact, plus the fact that it introduces not just one, but two ships makes the Ghost Expansion Pack an excellent entry point for new players looking to experiment with tactics beyond the X-Wing Core Set or The Force Awakens™ Core Set.
Just as the crew of the Ghost most often conduct their missions against the Empire as an isolated Rebel cell, the Ghost Expansion Pack stands well on its own. Combined with your Core Set, this expansion provides everything you need to assemble a fun and competitive Rebel squadron. In fact, the Ghost Expansion Pack comes with so much material that we need two previews just to explore it all.
Today, though, we start by looking more closely at the expansion's two miniature starships, the VCX-100 light freighter and the attack shuttle!
Ghost and the Phantom
Foremost among all the components of the Ghost Expansion Pack are its two detailed miniature starships, both of which have been lovingly rendered at the same 1/270 scale used throughout all of X-Wing Standard Play.
Notably, rendering these ships at 1/270 scale makes the first of them, the VCX-100 freighter, a massive presence on the battlefield. The largest large-base ship currently in X-Wing, the VCX-100 is even larger than the Galactic Empire's VT-49 Decimator, and it dwarfs even some of the game's other large-base ships, like the YT-2400.
The VCX-100 from the Ghost Expansion Pack is so large that it uses a unique peg to connect to its base
This behemoth enters the game with four attack, zero agility, six shields, and a whopping ten hull. Then, its brute force can be further enhanced by a wide array of possible upgrades, including a system upgrade, turret, two torpedoes, and two crew slots. Finally, you can even equip your VCX-100 with the Ghost Title upgrade to field it in your games as though it were Hera Syndulla's signature vessel.
Named for her ability to evade Imperial sensors, the Ghost featured static jammers and baffled dampeners that meant it detected on many sensors as mere cosmic radiation. On multiple occassions, these modifications allowed Hera Syndulla and her crew to avoid getting caught in fights that they couldn't win; however, the Ghost and her crew saw their fair share of battle, as well. Accordingly, it was equipped with a nose turret gunner station underneath the cockpit and a 360-degree Dorsal Turret that was mounted midship.
The second ship in the Ghost Expansion Pack is the attack shuttle, a worthy addition to any Rebel squadron. The attack shuttle offers three attack, two agility, two shields, and two hull, as well as the focus, evade, and barrel roll actions. Notably, it is also the first Rebel ship for X-Wing Standard Play that comes without the acquire target lock action and the first ship in X-Wing for any faction to arrive without a non-unique pilot.
The attack shuttle from the Ghost Expansion Pack
Instead, the attack shuttle is reserved strictly for the crew of the Ghost, and you can even dock it to the Ghost when you give it the Phantom Title. In that case, the Phantom remains completely immune to enemy attacks until you choose to deploy it after the Ghost executes a maneuver.
By starting docked and then deploying in the heat of combat, the Phantom can slip into battle in the most surprising of fashions, especially if it's docked to the Ghost piloted by Hera Syndulla or another VCX-100 pilot with higher pilot skill than those on your opponent's ships.
The Phantom deploys from the Ghost to catch a pair of TIE fighters by surprise.
The Spark of Rebellion
"We started by wanting to fight the Empire. Somebody had to do something about the terror and injustice they're spreading across the galaxy."
―Kanan Jarrus
One ship cannot stop an Empire, not even a ship as powerful as the Ghost. But one ship can help spark a larger rebellion. And two ships, working together like the Ghost and the Phantom, can win many battles and many victories in the name of freedom.
In our next preview of the Ghost Expansion Pack, we'll look at how it brings each of the protagonists from Star Wars Rebels to life as both pilots and crew members. For now, though, it's enough to note that when you pair the expansion with either the X-Wing Core Set or The Force Awakens™ Core Set you can find any number of thematic ways to build a full, 100-point X-Wing squad based primarily around the Ghost and her crew.
One example is the squad depicted below, which pairs Hera Syndulla's Ghost with an X-wing flown by Biggs Darklighter .
Hera Syndulla with Kanan Jarrus , "Zeb" Orrelios , Reinforced Deflectors , Dorsal Turret, and Ghost (50)
Ezra Bridger with Phantom (20)
Biggs Darklighter with R2-D2 (29)
Total Squad Points: 99
The Ghost is large, powerful, and versatile. However, it is not an agile ship, so this list pairs it with Biggs Darklighter, whose ability to draw fire away from friendly ships at Range "1" can reduce the amount of damage the Ghost suffers early in the game. That means you should be able to maneuver Hera Syndulla into attack position relatively unscathed, at which point you can either choose to deploy your Phantom or keep it docked in so that your Ghost retains the more versatile attack options that the Phantom grants it.
Eventually, thanks to the fact he'll draw almost all the early fire from your opponent's list, Biggs Darklighter is likely to be shot down. At that point, your Reinforced Deflectors help to mitigate the Ghost's poor defenses, as does "Zeb" Orrelios. While he doesn't directly add to your defenses, he allows you to take better advantage of Hera's unique ability to change her maneuvers, even should those maneuvers cause you to overlap an enemy ship. So long as you can keep that ship in your firing arc, "Zeb" allows you to attack, even when your ships are touching, and any upgrade or action that allows you to keep firing with your massive primary attack of four dice plays directly into the philosophy that the best defense is a good offense.
Fight the Empire
"We started by wanting to fight the Empire. Somebody had to do something about the terror and injustice they're spreading across the galaxy."
―Kanan Jarrus
One ship cannot stop an Empire, but one ship can still make an impact, especially when that ship is the Ghost and her crew is full of individuals as spirited and talented as Hera Syndulla, Kanan Jarrus, Ezra Bridger, and their companions. Just as these characters strike blow after blow against the Empire in Star Wars Rebels, they offer you myriad ways to battle the Empire in X-Wing. After all, all six of the show's protagonists appear as both pilots and crew upgrades.
In our next preview, we'll take another, closer look at these characters and how the Ghost Expansion Pack brings them to life in your games of X-Wing!
https://www.fantasyflightgames.com/en/news/2015/12/4/lothal-rebels-part-one/
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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
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2015/12/04 18:22:13
Subject: New Ghost Preview Up
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Huge Hierodule
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Some cool stuff here.
Ezra's ability looks great, and I could see grabbing Push the Limit and Targeting Computer for a reasonably priced, efficient little jouster (Fully boosted attack roll, Plus auto-convert basically all defensive focus, for 25 points).
Zeb could be very useful on something that is not the Ghost. Grab Intimidate, and plow forewards. Throw in Anti-Pursuit Lasers for extra fun.
Kannan has a useful-looking ability. Definitely needs the right list, but he looks really useful for stress management.
Reinforced Deflectors looks like it could be plain old annoying.
Unfortunately, I am less impressed by the other two Cards.
Hera looks like another pilot with a mobility-based ability, who is held back by her low PS. If she could even take Vet Instincts, I'd see a lot more use for her. Edit: If she ends up with the same ability on the shuttle, plus an Elite Talent (Likely, since she is the high-end pilot) I could see that being the main way to run her.
Dorsa Turret is also rather underwhelming. Finally, a cheap turret with no damage cap that isn't restricted to range 1! Pity it's attack value is terrible. I'm not completely convinced that it's even a better economy turret than the Autoblaster turret, since that at least can really hurt anyone who tries to arc dodge into range 1.
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This message was edited 1 time. Last update was at 2015/12/04 18:25:49
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2015/12/04 18:24:39
Subject: New Ghost Preview Up
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Longtime Dakkanaut
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Kanaan is a pretty decent support crew, although only triggering off white maneuvers means no clearing double stress still.
Zeb is funny in a "I've got a few points left for APL and Zeb" kind of way. Pretty nice the more I think of it, since low PS blockers can't get in front of you and ships crashing into your sides or back still can't attack you. I'm pretty psyched for this expac; it's enough to move me from a pure S&V player to a hybrid finally . Automatically Appended Next Post: Hera's usefulness will depend heavily on the ghost's dial.
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This message was edited 1 time. Last update was at 2015/12/04 18:26:10
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![[Post New]](/s/i/i.gif) 2015/12/04 18:37:38
Subject: New Ghost Preview Up
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The Daemon Possessing Fulgrim's Body
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I actually think the dorsal turret fills a nice gap in that it isn't Blaster Turret.
It's pretty clear we won't get a high attack, full range turret, it just doesn't seem to be a thing the design team are going to do, and DT fills a nice gap between the likes of Ion and TLT and the likes of Autoblaster.
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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
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2015/12/04 19:00:57
Subject: Re:New Ghost Preview Up
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Executing Exarch
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Kind of liking Zeb, as it helps with my terrible Large base ships flying skills, just go in a straight line and shoot whatever you hit !
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"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." |
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![[Post New]](/s/i/i.gif) 2015/12/04 19:46:28
Subject: Re:New Ghost Preview Up
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Huge Hierodule
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Turnip Jedi wrote:Kind of liking Zeb, as it helps with my terrible Large base ships flying skills, just go in a straight line and shoot whatever you hit !
Han Solo
Intimidate
Dash Rendar
Zeb
Anti-Pursuit Lasers
53 points
I call it "I don't have to fly".
I think the real strength of Zeb is that there are not a lot of other 1-point crew slots. Bombardier is only useful on a bomber, Nien Num isn't super useful if your dial is already good, and Intel Agent only works in some list. However, with Zeb you can pop him into a spare seat, and his ability always has potential.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2015/12/04 21:01:52
Subject: New Ghost Preview Up
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Drop Trooper with Demo Charge
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Yup!
Only the Ghost, Imperial Shuttle or Aggressor can take system upgrades, and its not useful on the Aggressor due to its agility.
I'm curious to see the meta, because with Gonzanti swarms could be quite popular again, and tie swarms can pretty much ignore the Reinforced Deflectors. Depends on remaining crew and cards!
I'm not a big Rebel player so I'm not a big fan that the crew are limited to Rebel and not also the Ghost ship, just seems a bit weird to throw X-wings rebels characters in with original movie characters... but its the same with expanded universe so I'm unsure why I feel its weird... oh well!
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Life before death, Strength before weakness, Journey before destination. |
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![[Post New]](/s/i/i.gif) 2015/12/04 21:08:22
Subject: New Ghost Preview Up
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Douglas Bader
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Azreal13 wrote:I actually think the dorsal turret fills a nice gap in that it isn't Blaster Turret.
It's pretty clear we won't get a high attack, full range turret, it just doesn't seem to be a thing the design team are going to do, and DT fills a nice gap between the likes of Ion and TLT and the likes of Autoblaster.
Honestly, I don't think it fills a useful role at all. It's cheap, but not that much cheaper, and for 2-3 points you get a huge increase in power. I can't think of any situation where you'd actually want the dorsal turret over an ion turret or TLT, so that limits it to being a desperation option where you absolutely need to cut 2-3 points to make a list work. And I can't see that happening very often.
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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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![[Post New]](/s/i/i.gif) 2015/12/04 21:22:11
Subject: New Ghost Preview Up
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The Daemon Possessing Fulgrim's Body
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I think 'desperation' is a little strong. Obviously the Ion or TLT are better options, that's why they cost more points, so there's never likely to be a situation where you'd want the DT.
I'm thinking chiefly with the HWK, it really needs a turret to be in any way an offensive force, but you may be unwilling or unable to bolt on one of the better options. In the current game that gives you limited options, but this is a largely unremarkable option which is still going to do something in most situations.
Not a game changer, but a nice, cheap, no frills turret.
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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
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2015/12/04 22:10:19
Subject: New Ghost Preview Up
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Drop Trooper with Demo Charge
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Peregrine wrote:Honestly, I don't think it fills a useful role at all. It's cheap, but not that much cheaper, and for 2-3 points you get a huge increase in power. I can't think of any situation where you'd actually want the dorsal turret over an ion turret or TLT, so that limits it to being a desperation option where you absolutely need to cut 2-3 points to make a list work. And I can't see that happening very often.
Yea I would have to agree, it doesn't really fit any place. At least with Blaster Turret you have some pilots / ships that can use it pretty well with possible combos...
2 top are Scum Y-Wings (mainly Kavil) and HWK-290 (mainly Kyle Katarn)
- Scum Y-Wing because of R4 Agromech gives you a free target lock after spending the focus token
- HWK-290 with kavil / recon specialist / moldy crow combo, because you have so many focuses
Those are really the only cases I'd use the Blaster Turret, and the dorsal turret doesn't really have any synergy with any existing pilots or upgrades, like the examples above for the Blaster Turret.
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Life before death, Strength before weakness, Journey before destination. |
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![[Post New]](/s/i/i.gif) 2015/12/05 01:07:40
Subject: Re:New Ghost Preview Up
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Douglas Bader
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As for the others:
Hera and Ezra are pending judgment. The usefulness of their abilities depends heavily on how good their dials are. Hera obviously needs enough diversity of red/green maneuvers for the change to be significant, and Ezra requires enough greens to take and clear stress every turn. But they're both good abilities if the dial lives up to expectations.
Kanan is uncertain. It's a good ability, but I'm not sure that it really has a home. Do any of the ships with a crew slot really want to be taking stress? Maybe fat Han with PTL? But is it worth giving up on the other powerful crew options to add more greens? Taking him to support a different ship is kind of questionable, IMO. Ships that want to take lots of stress don't really like being tied to a formation, and it's rarely a good idea to design your list around interactions between ships since one will die and leave the other with half a role.
Zeb is mediocre at best. You get to shoot when you bump, but you don't get your action to modify dice and you don't get to choose whether or not to use the ability. It's a double-edged sword because it removes the ability to deliberately ram a ship and prevent it from shooting at you. On the other hand, he's cheap at least, so he could see some use when you can't afford a better crew option.
Reinforced deflectors is pretty weak. It's just way too inconsistent to compete with the incredibly powerful alternatives in the same upgrade slot. It's a blank card against swarms and TLTs, and even against small numbers of powerful attacks it's only giving you any benefit if you're taking a lot of damage. And it doesn't apply until after you've taken the damage, if you suffer crits or fatal damage the shield recovery will be too late to do anything about it.
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This message was edited 1 time. Last update was at 2015/12/05 01:14:53
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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![[Post New]](/s/i/i.gif) 2015/12/05 02:03:04
Subject: Re:New Ghost Preview Up
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Colonel
This Is Where the Fish Lives
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Peregrine wrote:Zeb is mediocre at best. You get to shoot when you bump, but you don't get your action to modify dice and you don't get to choose whether or not to use the ability. It's a double-edged sword because it removes the ability to deliberately ram a ship and prevent it from shooting at you. On the other hand, he's cheap at least, so he could see some use when you can't afford a better crew option.
Slight nitpick: Zeb's ship will still get an action if it doesn't collide with another ship. I think the intent is to use him to block, not ram (like Captain Oicunn).
Still mediocre at best, but at one point I can see it sneaking into the odd list here and there.
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d-usa wrote:"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people." |
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![[Post New]](/s/i/i.gif) 2015/12/05 02:12:42
Subject: New Ghost Preview Up
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Longtime Dakkanaut
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So anyone else thinking that Zeb will become a nice addition to the a blue squadron or dagger B-wing? Blue with Zeb is only 24 points and provides a great durable blocker that moves at PS 2 so will usually get an action - especially if you provide an intel agent on another B-wing.
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![[Post New]](/s/i/i.gif) 2015/12/05 02:29:43
Subject: Re:New Ghost Preview Up
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Douglas Bader
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ScootyPuffJunior wrote:Slight nitpick: Zeb's ship will still get an action if it doesn't collide with another ship. I think the intent is to use him to block, not ram (like Captain Oicunn).
Yeah, this is true, but then you're probably committed to using the low- PS version of whatever ship you put him on. Whether or not this is a problem depends on your list I guess. Automatically Appended Next Post: Sgt_Scruffy wrote:So anyone else thinking that Zeb will become a nice addition to the a blue squadron or dagger B-wing?
Probably not. Tactician b-wings are so effective that it would be hard to justify taking such a situational crew upgrade instead.
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This message was edited 1 time. Last update was at 2015/12/05 02:30:52
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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![[Post New]](/s/i/i.gif) 2015/12/05 02:36:00
Subject: Re:New Ghost Preview Up
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Longtime Dakkanaut
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Peregrine wrote: ScootyPuffJunior wrote:Slight nitpick: Zeb's ship will still get an action if it doesn't collide with another ship. I think the intent is to use him to block, not ram (like Captain Oicunn).
Yeah, this is true, but then you're probably committed to using the low- PS version of whatever ship you put him on. Whether or not this is a problem depends on your list I guess.
The VX has a System Upgrade slot, could always use Enhanced Scopes for a point to go at PS0 during activation, but PS-whatever during combat. I mean, that carries the cost of NOT getting another System Upgrade, but it's an option still.
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![[Post New]](/s/i/i.gif) 2015/12/05 02:37:20
Subject: New Ghost Preview Up
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The Daemon Possessing Fulgrim's Body
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If you really want to make Zeb work, you pair him with a ship packing Adv Sensors, but if being able to shoot a ship you're touching was really such a big thing, we'd see Arvel Crynyd a lot more often.
But the he's only a point, and he circumvents a rule which a player will often fall foul of during most games. As a card he's fine in terms of cost vs benefit, but I just don't see reason to take him, at least not until the rest of the wave is previewed.
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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
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2015/12/05 02:42:41
Subject: New Ghost Preview Up
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Douglas Bader
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Azreal13 wrote:if being able to shoot a ship you're touching was really such a big thing, we'd see Arvel Crynyd a lot more often.
Yeah. And let's not forget that, unlike Zeb, Arvel doesn't allow the other ship to shoot back.
But the he's only a point
I think the main issue is that he's a point and a crew slot. If the question was "would you pay 1 point for this" it would be appealing. But it's actually "would you pay 1 point and give up the ability to take one of the powerful alternatives", and that's a much less appealing deal. Automatically Appended Next Post: streamdragon wrote:The VX has a System Upgrade slot, could always use Enhanced Scopes for a point to go at PS0 during activation, but PS-whatever during combat. I mean, that carries the cost of NOT getting another System Upgrade, but it's an option still.
This is just way too much to invest in a situational ability. Being forced to move first, even when you'd rather just turn off the enhanced scopes, is a crippling drawback, and losing the system slot is painful when it includes such powerful options. It might technically be legal to do this, but I can't think of any reason why you'd ever want to.
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This message was edited 1 time. Last update was at 2015/12/05 02:43:59
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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![[Post New]](/s/i/i.gif) 2015/12/05 02:50:53
Subject: New Ghost Preview Up
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The Daemon Possessing Fulgrim's Body
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Peregrine wrote:But the he's only a point
I think the main issue is that he's a point and a crew slot. If the question was "would you pay 1 point for this" it would be appealing. But it's actually "would you pay 1 point and give up the ability to take one of the powerful alternatives", and that's a much less appealing deal.
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That's what I meant by..
Azreal13 wrote:
, but I just don't see reason to take him, at least not until the rest of the wave is previewed.
Every upgrade competes for limited space, that's a given, so there's nothing in the game you can simply pay points for without some sort of opportunity cost as well. We've got 3 1/2 more previews to go for this wave though, so it's tough to make any decisive calls on any of this stuff just yet, but he's certainly limited alongside the stuff we know about.
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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
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2015/12/06 07:34:51
Subject: Re:New Ghost Preview Up
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Douglas Bader
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After thinking about it more I'm liking the idea of Kanan on PTL/HLC Dash. Two actions a turn, but now instead of Kyle giving you a focus every turn you have your entire dial available and don't have to spend all of your actions on boost/BR making up for your limited greens. I'm not sure how good Dash is in a TLT-heavy metagame but if you're taking him at all it seems like a pretty good idea.
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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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![[Post New]](/s/i/i.gif) 2015/12/06 07:45:07
Subject: Re:New Ghost Preview Up
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Colonel
This Is Where the Fish Lives
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Peregrine wrote:After thinking about it more I'm liking the idea of Kanan on PTL/ HLC Dash. Two actions a turn, but now instead of Kyle giving you a focus every turn you have your entire dial available and don't have to spend all of your actions on boost/BR making up for your limited greens.
I would say that he definitely has potential riding along with Super Dash.
I'm not sure how good Dash is in a TLT-heavy metagame but if you're taking him at all it seems like a pretty good idea.
There were a couple of Dash lists in the Top 16 at Worlds so I don't think he's in too bad a place right now.
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d-usa wrote:"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people." |
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![[Post New]](/s/i/i.gif) 2015/12/06 19:20:36
Subject: Re:New Ghost Preview Up
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Huge Hierodule
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ScootyPuffJunior wrote: Peregrine wrote:After thinking about it more I'm liking the idea of Kanan on PTL/ HLC Dash. Two actions a turn, but now instead of Kyle giving you a focus every turn you have your entire dial available and don't have to spend all of your actions on boost/BR making up for your limited greens.
I would say that he definitely has potential riding along with Super Dash.
I'm not sure how good Dash is in a TLT-heavy metagame but if you're taking him at all it seems like a pretty good idea.
There were a couple of Dash lists in the Top 16 at Worlds so I don't think he's in too bad a place right now.
I think Dash has fared decently. Agility 2 helps dodge some TLT shots with a bit of luck, and he's still bulky enough to take hits. Plus, I think that it's swung this a bit towards lower PS, which Dash is great against.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2015/12/11 17:12:28
Subject: Re:New Ghost Preview Up
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Longtime Dakkanaut
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Ghost Preview part 2 is up
Movement dial:
Lots of red and a handful of green for Hera's pilot ability.
Kanan as a pilot
Ezra as crew
Sabine:
Pilot Zeb:
Chopper:
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![[Post New]](/s/i/i.gif) 2015/12/11 19:21:58
Subject: New Ghost Preview Up
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Longtime Dakkanaut
Minneapolis, MN
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Lot of interesting stress-based abilities here that can be used by existing ships.
I'm glad that the character artwork has been updated from the Rebels TV show to conform with the aesthetic of the rest of the X-Wing art.
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![[Post New]](/s/i/i.gif) 2015/12/11 19:36:05
Subject: New Ghost Preview Up
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Longtime Dakkanaut
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I feel like most of the crew cards are a direct response to the proliferation of stress causing ships/weapons seen in competitive play. Hera lets you take red maneuvers, Ezra is a faux-focus and Chopper lets you take actions in return for a point of damage, Kanan makes it easier to remove stress.
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![[Post New]](/s/i/i.gif) 2015/12/11 20:05:03
Subject: Re:New Ghost Preview Up
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Huge Hierodule
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Hmmm... Looks like, with the exception of Zeb, Kanan, and Ezra (Maybe Hera in the Shuttle) we'll mostly only see these guys as crew. They all have pretty sweet crew abilities, but their actual pilot abilities can be kinda meh.
Ezra, co-piloted by Hera with Targeting Computer looks like a good combo. With PTL, he's only 26 points, and will be a fairly efficient jouster for those points (Fully boosted attack, Focus on all evade rolls). Bit of a Weakness with how few green maneuvers he has, but with Hera he won't suffer in terms of maneuvers, and his ability means his defence won't hurt. His crew card looks like it could be decent with all the stress shenanigans the Specters are pulling.
Hera in the Shuttle is interesting, but I kinda see her suffering from the same thing as Juno Eclipse, where she is forced to choose between action economy and Pilot Skill. Being able to flip between hard 1's and a K-turn sounds amazing in a dogfight though. I can see giving her Ezra, Kanan, or Chopper to help mitigate having to take constant stress (Pity she can't take outlaw tech). Edit: Running her with the TLT is sounding better and better to me. Vet instincts, TLT, Ezra- No matter where the enemy is, when she chooses a Red maneuver, there are at least two other maneuvers she can turn to where she can hit them with the TLT. Ezra boosts both shots. Unlike most TLT users, her primary gun is even a considerable threat.
Kanan looks like the Go-to Ghost Pilot, with Recon Specialist. Being able to remove attack dice will go a long way to making the Ghost even more annoyingly tough. Plus, even if no-one shoots you, you can support someone else. Losing an attack dice vs someone like Poe sounds excruciating, so Kanan will help draw fire off of your Ace.
Sabine's another pilot with a great ability, but PS which is too low to make good use of it. Her crew card looks like fun, the main problem being that other than the Ghost, most Rebels ships can't run her and Extra Munitions, and the one ship that can already has two bombs. Still, let her fly a K-wing and you can choose from your three favorite bombs, which are now even better!
I think Zeb will be the go-to Shuttle for giving the Phantom Title, since he's the cheapest. His ability is nice on a 2-hull ship, which is terrified of "Direct Hit"s or "Major Explosion"s, but wouldn't inspire me to run him as a main pilot.
Chopper's Crew card is very interesting. Since he's free, he's an auto-take on anything that has a crew slot open when you run out of points, and his ability even outshines the one-point crew. Real Question is, is he worth a crew slot on your big ship? Maybe. I can see him be a viable Co-Pilot for Miranda Doni to help her SLAM out of tight spots vs control lists. As mentioned, I can see him being good with Dash. His pilot card looks like it'll be fun with Zeb, Enhanced Scopes, and Ion Projectors. With Ion projectors and stress, he becomes a big obstacle your opponent has to avoid. Super competitive? Probably not. Hilarious? Oooohhh yes.
Final note: They mentioned that you can shoot Torpedoes out of the Special Firing Arc on the Ghost. This probably will not come up much.
Edit:
And yes, it is now entirely possible to build a 1-ship list.
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This message was edited 3 times. Last update was at 2015/12/11 21:31:13
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2015/12/11 22:22:49
Subject: Re:New Ghost Preview Up
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Longtime Dakkanaut
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Crazy_Carnifex wrote:
Sabine's another pilot with a great ability, but PS which is too low to make good use of it. Her crew card looks like fun, the main problem being that other than the Ghost, most Rebels ships can't run her and Extra Munitions, and the one ship that can already has two bombs. Still, let her fly a K-wing and you can choose from your three favorite bombs, which are now even better!
A key thing I think is easily missed: the second part of her ability doesn't just key off of HER bombs, it keys off of ANY friendly bomb, regardless of whether or not her ship set it. A couple of TLT Y-Wings with Bomb Loadout, Extra Munitions and Proximity Mines as an escort for whatever ship you want to put Sabine herself on would be a fun (if not at all competitive) list to fly.
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![[Post New]](/s/i/i.gif) 2015/12/12 00:07:15
Subject: New Ghost Preview Up
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Fixture of Dakka
Bathing in elitist French expats fumes
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That's awesome. I love bombs. If she can give a bit of range to an already big template, I'm all for it.
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![[Post New]](/s/i/i.gif) 2015/12/12 00:49:25
Subject: New Ghost Preview Up
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Huge Hierodule
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She'll be great with Connor nets vs Aces. Guaranteed 2 damage, and Ioned with not actions.
Plus, there are the Concussion bombs which we have yet to get text for.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2015/12/12 01:17:44
Subject: Re:New Ghost Preview Up
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Longtime Dakkanaut
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Silly fun:
Gold Squadron Pilot (18)
Twin Laser Turret (6)
Bomb Loadout (0)
Extra Munitions (2)
R2 Astromech (1)
Proximity Mines (3)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
Bomb Loadout (0)
Extra Munitions (2)
R2 Astromech (1)
Proximity Mines (3)
Warden Squadron Pilot (23)
Twin Laser Turret (6)
Extra Munitions (2)
Sabine Wren (2)
Proximity Mines (3)
Conner Net (4)
Total: 100
View in Yet Another Squad Builder
Will it win tournaments? Not likely. Will it annoy the bajeezus out of people? Probably. You've got 15 hull, 10 shields. 3 TLTs, 6 Proximity Mines and 2 Connor Nets. An alternate version of the lists downgrades the TLTs on the Y-Wings to Ion Turrets (which make it a little easier to tell where your opponent is going), but ups the Proximity Mines to Connor Nets or Cluster Bombs.
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![[Post New]](/s/i/i.gif) 2015/12/12 01:36:23
Subject: Re:New Ghost Preview Up
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Douglas Bader
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My first impressions:
Dials: they're not great, but they aren't bad either. I think I'll call it a neutral point in evaluating the base ships. They do, however, give Hera a lot to work with. Changing from a 1-turn to a 3-turn in the opposite direction is a huge change of maneuver, and changing direction on green banks isn't bad.
Hera (shuttle): same as her pilot ability on the big ship, same value. One nice thing here is that she does have an EPT, so she can make that maneuver change at PS 9 if you take VI.
Hera (crew): not very impressive. You still take the stress for the red maneuver so you'll quickly end up crippling your own ship, and most of the rebel ships with crew slots don't really depend on their red maneuvers. Given the existence of much more powerful crew options I can't see her getting much use.
Kanan (VCX): not bad. A recon specialist or two lets you stock up on focus tokens, and that's a pretty big defensive buff. The main problem I see is that the Ghost is just so expensive that you won't have much room for a ship to escort in a standard 100 point game, and using his ability to defend his own ship is hindered by the fact that zero agility will let damage through even with fewer red dice.
Ezra (crew): good on his own merits, not very impressive compared to the alternative. You're essentially getting an offense-only focus for 3 points and a crew slot, while Kyle Katarn gives you a focus that can be used on offense or defense. The only time Ezra wins the comparison is when you're making multiple attacks each turn, and the only rebel ships that can do it either can't take advantage of PTL (Ghost) or don't have crew slots free (gunner YT-1300s).
Sabine (shuttle): incredibly powerful ability on a questionable ship. Free maneuvering actions are almost always good, and you even get it before you reveal your dial so you can get clear of a block. And you even get an EPT slot. The only downside is the fragile stat line and low PS making it hard to use her as a true dogfighting ace.
Sabine (crew): I guess she's the real winner here because her crew card is as good as her ship card. Trading a crew slot for a bomb slot is already a good ability, adding extra damage is just amazing. Conner nets become two automatic damage, and you don't even have to hit the second target with the net to inflict it. I don't know how often you're going to use the option, but being able to put a bomb or two on a ship that can't normally take bombs has the potential to be a sudden strategic change that your opponent has to adapt to. And forcing your opponent to come up with a new counter-strategy is always a good thing.
Zeb (shuttle): terrible PS, terrible ability. If the crit is hitting shields his ability does nothing. If it's hitting your last hull point his ability does nothing. If you get lucky enough to use his ability it will be a one-shot effect that you can never benefit from again. The only (very small) redeeming factor is that he's the cheapest shuttle option, so he may see a bit of use when all you really want is to unlock the tail arc on your real ship.
Chopper (crew): well, it's a zero-point option for a reason. Damaging your own ship to take actions is rarely going to be a good idea, but if you have an open crew slot there's no reason not to take a zero-point option.
Chopper (ship): not bad, but not good? You move before virtually every ship that takes stress voluntarily, so forget about multi-stressing Fel/Corran/etc. All you're really doing is forcing a green maneuver next turn, but that does have some value. The main problem is that the other Ghost options are just better, and I don't think putting two of them in a list is going to be a popular option.
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This message was edited 1 time. Last update was at 2015/12/12 01:43:32
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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