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![[Post New]](/s/i/i.gif) 2016/06/02 10:51:17
Subject: Wave 9 Leaked Pics
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Unhealthy Competition With Other Legions
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So what we've got here is:
Rebel: ARC-170
Imperial: Special Forces TIE
Scum (small): Protectorate Starfighter (Fang)
Scum (large): Shadow Caster
EDIT: All pics uploaded.
Note: Mobile Firing Arc...WHAT?
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This message was edited 2 times. Last update was at 2016/06/02 11:10:59
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![[Post New]](/s/i/i.gif) 2016/06/02 11:43:19
Subject: Wave 9 Leaked Pics
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Growlin' Guntrukk Driver with Killacannon
Scotland, but nowhere near my rulebook
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Well... there goes the "no prequel ships" thing...
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![[Post New]](/s/i/i.gif) 2016/06/02 12:17:33
Subject: Wave 9 Leaked Pics
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Tail-spinning Tomb Blade Pilot
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Yet still no naboo starfighter. Sad panda.
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Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun. |
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![[Post New]](/s/i/i.gif) 2016/06/02 12:26:32
Subject: Wave 9 Leaked Pics
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Battleship Captain
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https://www.fantasyflightgames.com/en/news/2016/6/2/stay-in-attack-formation/
Note that the ARC-170 may be a 'clone wars ship' but it's emphatically a rebel ship in this case; there are NO generic pilots, these are apparently the only four surviving ARC-170s....
The auto-include titles are interesting. Essentially, the ARC-170 is a 3-dice attack ship with a 2-dice attack tailgun. Also, Nora Wexley with Push The Limit (or any source of free focus) is going to be hell in a head-on pass - three primary dice, one free 'focus result' and a focus token in your back pocket? Nice.
The dial sounds....okay. I'm guessing the 'six low speed maneuvers' which are green are speed 1 and 2 banks and straights. "Seven higher speed manoeuvres" is interesting, though. Speed 3 straights and banks, speed 3 turns, and what? Speed 2 hard turns? if they're making a big deal about it being slow (and it's essentially an x-foiled Y-wing, it should be!) then speed 4 and even 5 straights, even red, seems unlikely....
Shara Bey seems okay. Her crew slot is begging for a Weapons Engineer, I think - that lets you set up two locks for other ships at PS6, especially with a Targeting Astromech. Pairing Shara and Nora could result in extreme unpleasantness.
The Special Forces TIE.... I'm not a fan of adding more PS9 pilots, but I guess the Rebellion has a PS9 Poe, so it's not too bad. It looks rather similar in theory to a First Order version of the T-70; three attack dice, three hull, three shields, two agility. Swap astromech for systems and you're good. The lack of evade kills Comms Relay, so it'll be interesting to see what else comes out of the tech slot's bag of tricks. also nice to see another copy of wired in a non core set.
The Mandalorian Fighter? Damn. Head on passes, boys! Concord Dawn Protector is essentially reverse autothrusters.....which is nice because you can in theory take autothruster too (the other one's a title). Pair it with Fenn Rau, and at range 1 in a head-to-head pass, you get an extra green dice AND a free evade result. Plus a 5-dice red attack of your own. And (unlike Talonbane Cobra) in a ship with Boost and Barrel Roll, he can use his PS9 to make sure he actually gets there.
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This message was edited 4 times. Last update was at 2016/06/02 12:42:21
Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/06/02 13:15:03
Subject: Wave 9 Leaked Pics
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Martial Arts SAS
United Kingdom
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Arc 170? Holy cow, I never thought they would do it but now they have, I'm going to need about 10 of them. Easily my favourite fighter in the Star Wars canon.
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This message was edited 1 time. Last update was at 2016/06/02 13:45:00
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![[Post New]](/s/i/i.gif) 2016/06/02 13:19:00
Subject: Wave 9 Leaked Pics
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Unhealthy Competition With Other Legions
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Siygess wrote:Arc 170? Holy cow, I never thought they would do it but now they have, I'm going to need about 10 of them. Easily my favourite fighter in the Star Wars cannon.
You mean "canon".
The only cannon around here is the one FFG is aiming straight at my bank account.
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![[Post New]](/s/i/i.gif) 2016/06/02 13:23:52
Subject: Wave 9 Leaked Pics
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Battleship Captain
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I'm going to need about 10 of them
You'll need a maximum of four. As noted - like the attack shuttle, all four pilots are unique.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/06/02 13:34:21
Subject: Re:Wave 9 Leaked Pics
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Colonel
This Is Where the Fish Lives
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Full article:
Stay in Attack Formation
Set your course. Fly at the enemy. Take aim, and fire!
Fantasy Flight Games is proud to announce the upcoming release of four new Wave IX starship expansions for X-Wing™!
Even as Wave IX introduces a wealth of starfighters and pilots taken from The Force Awakens, Star Wars Rebels, and the new canon, it reinforces the game's emphasis on skillful maneuvering and the importance of catching your enemies squarely in your firing arc.
ARC-170 Expansion PackSpecial Forces TIE Expansion PackProtectorate Starfighter Expansion PackShadow Caster Expansion Pack
Between these four expansions, you will find zero turrets. Instead, you will find two auxiliary firing arcs, one mobile firing arc, and a starfighter with zero shields… whose pilots practice flying straight at their foes. And there is plenty more to this wave than just its ships. You will also meet Poe's mother, discover new First Order tech, welcome a handful of Mandalorians to the Scum faction, and gain the ability to fly Sabine Wren as a Scum bounty hunter.
ARC-170 Expansion Pack
The Rebel Alliance recovered, repaired, and retrofitted a handful of ARC-170 starfighters during the Galactic Civil War. Though somewhat antiquated, the ship was still a force to be reckoned with, featuring powerful cannons, heavy shielding, and a tail gunner.
The ARC-170 Expansion Pack introduces this starfighter to X-Wing as a somewhat sluggish vessel with six hull, three shields, and one agility. It flies well at slower speeds, but struggles at higher speeds, featuring six green maneuvers at speeds "1" and "2," even while four of its seven higher-speed maneuvers are red.
Meanwhile, as with all the ships in Wave IX, the ARC-170 rewards you for catching your foes within its firing arc, even if that arc is its auxiliary arc. Even though the ARC-170's primary weapon boasts an unmodified value of just "2," you can give it an Alliance Overhaul to boost its attacks from its primary firing arc by one die or to change one BOOM result to a KABOOM whenever you perform an attack from its auxiliary firing arc.
Additionally, the expansion comes with four ship cards that introduce four new aces, including Poe Dameron's mother Shara Bey , who flew as Green Four during the Battle of Endor. Its nine new upgrades allow you to take advantage of the unique pairing of crew and astromech upgrade slots.
Special Forces TIE Expansion Pack
Only the First Order's most elite pilots were authorized to fly this specialized two-seater TIE craft. Outfitted with enhanced shields, weapons, and sensor systems, each Special Forces TIE fighter had a dual heavy laser turret mounted to the bottom of its fuselage. In conjunction with a warhead launcher, this turret made the fighter's weapons far more threatening than the standard TIE/ fo fighter's and granted the ship an extra measure of defense against threats to its rear.
Although it looks almost identical to the TIE/ fo fighter, the Special Forces TIE is an entirely different vessel, trading away a point of agility in favor of two extra points of shields, and boasting an entirely different maneuver dial.
Moreover, while both ships feature a primary attack value of "2," the comparison between the two ships' offensive capabilities quickly breaks down. First of all, the Special Forces TIE can equip a missile upgrade. Then, more importantly, the Special Forces TIE can equip the Special Ops Training Title for free. Like the Alliance Overhaul for the ARC-170, this upgrade allows you to add an attack die to any attack you make from your primary firing arc. On the other hand, if you choose to forsake the extra attack die, your Special Ops Training makes it possible for you to take shots from both your primary and auxiliary firing arcs in the same round.
To ensure that your squad benefits as much as possible from your Special Forces TIE and Special Ops Training, the Special Forces TIE Expansion Pack introduces four new pilots, including two unique aces, and five upgrades. Notably, since the Special Forces TIE features slots for both a systems and tech upgrades, you will find new cards for both these slots included in the pack.
Protectorate Starfighter Expansion Pack
Also known as the "Fang fighter," the Concord Dawn Protectorate starfighter was a fast and sleek Mandalorian vessel custom-built for fighter combat. Equipped with a hidden torpedo launcher and pivot wings that provided vector thrust control, the Protectorate starfighter lent itself well to its pilots' aggressive approaches. They leveraged their ship's unmatched agility and narrow attack profile to execute the deadly head-on charges of the Concordia Face Off maneuver.
Pulled from Star Wars Rebels and the pages of Star Wars: Kanan, the Protectorate starfighter enters X-Wing as one of the most potent—and most deceptively simple—vessels in the Scum and Villainy fleet. It boasts a healthy and aggressive stat line of three attack, three agility, and four hull, and it grants its pilots access to the focus, target lock, barrel roll, and boost actions.
But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.
Shadow Caster Expansion Pack
The signature starship of the young and ambitious bounty hunter Ketsu Onyo, the Shadow Caster was agile and powerful, but lightly shielded, trading heavy ray shielding for speed. In addition to its laser cannons and swivel-mounted, pilot-operated turret, the craft was equipped with a powerful multi-directional tractor beam.
Both the Shadow Caster and Ketsu Onyo make their way from Star Wars Rebels to X-Wing with the Shadow Caster Expansion Pack. They arrive to the Scum and Villainy faction along with four ship cards and twelve upgrades that afford you myriad options for outfitting your Shadow Caster with different crew and illicit upgrade combinations.
Importantly, the Shadow Caster Expansion Pack also introduces some new rules and possibilities to your X-Wing battles. Instead of a full 360-degree turret, the expansion's Lancer-class pursuit craft comes with a mobile firing arc. Indicated by a token that lays over the ship's base, this mobile firing arc can occupy any of the four quadrants indicated on the ship's base, and a pilot can use the rotate arc action to move it to any other quadrant.
This affords the Shadow Caster some of the advantages of a turret even while preserving a distinctive—and more point-efficient—playstyle, and as you might expect, each of the expansion's three unique pilots can put this mobile firing arc to good use, including the new Scum version of Sabine Wren.
Additionally, the Shadow Caster Expansion Pack and its upgrades allow you to litter the battlefield with debris tokens, upgrade your Shadow Caster with the abilities of each IG-2000 in your squad, and force your opponents to suffer the lingering effect of tractor beam tokens that are not removed during the end phase. In other words, the expansion is going to ensure the Scum faction stays updated with all the most devious tricks.
Meet the Enemy Head-on!
Will Wave IX and its starship expansions prove to be the perfect balance of innovation and classic design? Only time will tell, but for now, we know that it promises to add plenty of excitement through its variety, even as it keeps your X-Wing dogfights squarely focused on the basic principles of maneuvering, aiming, and firing.
Auxiliary firing arcs. Mobile firing arcs. Ships that want to fly into their enemies' firing arcs. Ordnance and upgrades that can literally change the shape of the battlefield. New aces pulled from the expanded Star Wars canon. Wave IX is coming, and there is only one good way to meet it—head on.
Look for Wave IX and its expansions to arrive at retailers late in the third quarter of 2016. Until then, keep your eyes open for more previews and other X-Wing news!
Additional images from the article:
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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) 2016/06/02 13:39:10
Subject: Re:Wave 9 Leaked Pics
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Unhealthy Competition With Other Legions
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FFG: "You want us to fix the Kirahxz and the Starviper? DONE!"
<<dramatically reveals Fenn Rau>>
Seriously though, I hope we get a Scum Veterans/Aces pack at some point.
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![[Post New]](/s/i/i.gif) 2016/06/02 13:49:08
Subject: Wave 9 Leaked Pics
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Loyal Necron Lychguard
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Alright, so first and foremost, I love the Arc-170. I loved it in the prequels, and I would love to fly it on the table. However, I'm sad there is no generic pilot, but they seem cheep enough to be able to run 3 of them together. Cannot wait. Special Forces TIE, well we all saw that coming. However, it seems rather balanced in my opinion. Less agility, for a few more shields, and some interesting upgrade options. The Protectorate Starfighter seems awesome. Though Fenn is the same cost as Talonbane, I believe, with better actions, 1 more agility, and a pretty awesome ability. That kinda makes me sad, as it seems to make Talonbane obsolete, but I can say I'm looking forward to running a couple of these ships. Shadow Caster looks awesome. I haven't gotten that far in season 2 of Rebels yet, so seeing Sabine's name on the card threw me for a loop, but that's not a bad thing. I like the Rotational tractor beam mechanic, and I feel that will reward better flying. All-in-all, pretty stoked for this wave. Ooooohhh the options!
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This message was edited 1 time. Last update was at 2016/06/02 13:56:53
40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/06/02 13:52:30
Subject: Wave 9 Leaked Pics
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Martial Arts SAS
United Kingdom
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Silly phone autocorrect. Indeed, the other canon. I'm still going to buy a gazillion of these (e.g. more than 4) to use in my next Star Wars RPG campaign. Obviously these are more expensive per model than the old WotC ones but.. not by as much as you'd think:
http://www.ebay.co.uk/itm/Star-Wars-Starship-Battles-17-60-ARC-170-STARFIGHTER-30923-/311617828680?hash=item488ddeb748:g:~8kAAOSwr7ZW7q2x
What they have done with the unique pilots is interesting, though. A good way to represent the rarity of the ships in the GCW period.
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![[Post New]](/s/i/i.gif) 2016/06/02 14:41:08
Subject: Re:Wave 9 Leaked Pics
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Longtime Dakkanaut
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House Griffith wrote:FFG: "You want us to fix the Kirahxz and the Starviper? DONE!"
<<dramatically reveals Fenn Rau>>
Seriously though, I hope we get a Scum Veterans/Aces pack at some point.
I have accepted that FFG never intended to go back to those ships. They were there purely to give S&V a start.
krodarklorr wrote:
Shadow Caster looks awesome. I haven't gotten that far in season 2 of Rebels yet, so seeing Sabine's name on the card threw me for a loop, but that's not a bad thing. I like the Rotational tractor beam mechanic, and I feel that will reward better flying.
What I find odd is they link the Sabine card, but she's not actually IN the line up.
As for the mobile arc, I think they did it purely so they weren't releasing two scum turret ships in a row. Lots of people complain about turret ships even being a thing, which is why FFG made a deal about there being no turrets in this wave at the start of the article. This "solution" is ripped straight from the FFG forums, where someone suggested every turret should work this way. (i.e., you should have to spend an action to position it). Honestly, I think it's likely to be a pretty bad mechanic, where PTL becomes a necessity on any ship with a mobile arc.
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![[Post New]](/s/i/i.gif) 2016/06/02 15:00:58
Subject: Wave 9 Leaked Pics
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Longtime Dakkanaut
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Those all look very cool.
Couple remind me a little of similar ships from sci-fi tv shows like Buck Rogers fighters from the 80s and the USS Defiant from DS9
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This message was edited 1 time. Last update was at 2016/06/02 15:01:42
Thread Slayer |
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![[Post New]](/s/i/i.gif) 2016/06/02 15:03:18
Subject: Wave 9 Leaked Pics
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Regular Dakkanaut
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Consider Ruthlessness on Quickdraw.
Potentially 3 extra free damage to distribute how you want in 1 round of shooting (fwd attack, aux attack, shield gone attack).
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This message was edited 1 time. Last update was at 2016/06/02 15:04:00
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![[Post New]](/s/i/i.gif) 2016/06/02 15:14:21
Subject: Wave 9 Leaked Pics
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Longtime Dakkanaut
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KellyJ wrote:Consider Ruthlessness on Quickdraw.
Potentially 3 extra free damage to distribute how you want in 1 round of shooting (fwd attack, aux attack, shield gone attack).
4. Nothing in the title limits you to once per round. So you can shoot front, shoot back, lose a shield, shoot front and shoot back.
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![[Post New]](/s/i/i.gif) 2016/06/02 15:15:18
Subject: Re:Wave 9 Leaked Pics
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Unhealthy Competition With Other Legions
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Lol.
PEWPEWPEW x 4
Consider: Quickdraw, PTL, Electronic Baffle.
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This message was edited 1 time. Last update was at 2016/06/02 15:19:37
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![[Post New]](/s/i/i.gif) 2016/06/02 16:43:39
Subject: Wave 9 Leaked Pics
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Longtime Dakkanaut
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Why PTL / Baffle?
You can get a System Upgrade on the SF, so an FCS will practically be mandatory on Quickdraw!
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![[Post New]](/s/i/i.gif) 2016/06/02 16:51:47
Subject: Wave 9 Leaked Pics
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Veteran Wolf Guard Squad Leader
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streamdragon wrote:Why PTL / Baffle?
You can get a System Upgrade on the SF, so an FCS will practically be mandatory on Quickdraw!
What about accuracy corrector?
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![[Post New]](/s/i/i.gif) 2016/06/02 16:57:57
Subject: Wave 9 Leaked Pics
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Huge Hierodule
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I like this wave. ARC is a nice ship, easily one of the high points of the prequels. I think bringing it in as an aces-only ship is a nice compromise of "Ship is really cool" vs "Ship wasn't widely used". Provides a nice mechanical counterpart to the TIE/Special Forces.
Like the TIE/sf. The Protector ship looks friggin amazing.
Not so sold on the shadow caster. The mobile arc gives it a bit of an advantage over the Firespray, but I'm not sure by how much. Still, Ketsu+Shadowcaster could really murder high agility aces (potentially putting two tractor beam tokens on it).
Glad to see more PS9's. Empire haven't had a new one since wave 2, and Fenn Rau definitely deserves it.
Also, I don't know if anyone else noticed it, but there appears to be a "Vector Thrusters" card in the ARC pack, which gives a ship barrel roll. Only restriction seems to be "Small Ship Only"
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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) 2016/06/02 17:00:19
Subject: Wave 9 Leaked Pics
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Stern Iron Priest with Thrall Bodyguard
UK
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Tie sf is disappointing there's no real reason to take one over a defender.
No evade and 1 less agility makes it DoA.
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![[Post New]](/s/i/i.gif) 2016/06/02 17:27:33
Subject: Wave 9 Leaked Pics
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Unhealthy Competition With Other Legions
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streamdragon wrote:Why PTL / Baffle?
You can get a System Upgrade on the SF, so an FCS will practically be mandatory on Quickdraw!
Because unless it gets FAQ'd, you can PTL, pick up stress, baffle it away by dumping a shield, which then triggers Quickdraw's pilot ability to shoot his primary weapon in the activation phase.
So essentially, at the cost of a shield on a ship that will die anyway, you get to choose when to shoot (twice) versus shooting once and waiting for an opponent to strip a shield.
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This message was edited 1 time. Last update was at 2016/06/02 17:31:47
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![[Post New]](/s/i/i.gif) 2016/06/02 17:47:08
Subject: Wave 9 Leaked Pics
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The Daemon Possessing Fulgrim's Body
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The TIE/SF appears to have a Sys Upg called Collision Detector, which appears to interact with barrel rolls and obstacles.
I'm also guessing that the Tech upgrade is a defensive equivalent of Weapons Guidance (i.e. spend a Focus to make a blank an evade.)
The Protectorate SF has an EPT called Fearless
Shadow Caster has Gyroscopic Targetting, Black Sun Slicer (Team?) and (Rigged?) Cargo (Hold?)
Let speculation as to game effect commence!
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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) 2016/06/02 18:25:28
Subject: Wave 9 Leaked Pics
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Huge Hierodule
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Azreal13 wrote:The TIE/ SF appears to have a Sys Upg called Collision Detector, which appears to interact with barrel rolls and obstacles.
I'm also guessing that the Tech upgrade is a defensive equivalent of Weapons Guidance (i.e. spend a Focus to make a blank an evade.)
The Protectorate SF has an EPT called Fearless
Shadow Caster has Gyroscopic Targetting, Black Sun Slicer (Team?) and (Rigged?) Cargo (Hold?)
Let speculation as to game effect commence!
I'm guessing that the rigged cargo hold is what allows you to put debris onto the field. The IG-88 crew card is what allows you to share the ability of Agressors (Nice, opens up the Aggressor for more non Brobot lists). Fearless will key off of range 1, since one of the obscured pilots appears to key off of red maneuvers (giving you a pair of focus tokens when you do so).
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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) 2016/06/02 18:39:48
Subject: Re:Wave 9 Leaked Pics
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Colonel
This Is Where the Fish Lives
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streamdragon wrote:What I find odd is they link the Sabine card, but she's not actually IN the line up.
They stealth edited the article to add the picture of her card in the card fan. She was probably a last minute addition.
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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) 2016/06/02 20:12:18
Subject: Wave 9 Leaked Pics
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Huge Hierodule
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I'm going to go out oon a limb here, and guess that fearless is the "Protector" title, but offensive (text looks similar). So, At range 1, with both ships in arc of each other? Add a [hit] result.
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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) 2016/06/02 21:54:32
Subject: Wave 9 Leaked Pics
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Inspiring SDF-1 Bridge Officer
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Love the look of the shadow caster - and !!!YES!!! An ARC-170.
...Just after I bought a bunch of the micro-machines/action fleet to stat up my own 'cuz I never thought they would do them...
I'm hopeful we might see some of the other Clone Wars ships - crossing my fingers for a V-19 Torrent someday.
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It never ends well |
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![[Post New]](/s/i/i.gif) 2016/06/02 22:39:52
Subject: Wave 9 Leaked Pics
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Missionary On A Mission
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Having seen the Shadow Caster and its rotatable turret indicator i seriously think that this should have been the case with large turret ships from the get go. It would have added a randomness (for a better word) to having predicted where your opponents ship would be and would seem more realistic for a gunner sitting the seat trying to get a bead on the enemy.
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: 4500pts
Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts |
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![[Post New]](/s/i/i.gif) 2016/06/03 00:17:07
Subject: Wave 9 Leaked Pics
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Been Around the Block
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Crazy_Carnifex wrote:I'm going to go out oon a limb here, and guess that fearless is the "Protector" title, but offensive (text looks similar). So, At range 1, with both ships in arc of each other? Add a [hit] result.
Fearless has an ept symbol on it, title is Concord Dawn Protector.
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![[Post New]](/s/i/i.gif) 2016/06/03 00:55:58
Subject: Wave 9 Leaked Pics
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The Daemon Possessing Fulgrim's Body
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He meant in effect, rather than slot wise, I think.
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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) 2016/06/03 06:12:08
Subject: Re:Wave 9 Leaked Pics
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Douglas Bader
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First impressions:
ARC-170: not bad, not impressive. It seems like it has solid stats as an efficient b-wing type ship, but it probably shares the b-wing's problem with doing anything really fun: once you start putting points into upgrades you end up with a 40+ point ship with one green die for defense. The 2-dice tail gun is probably mostly a gimmick. You obviously won't turn down shots when you have them, but don't expect a whole lot of results from it.
Shara Bey: too expensive. Weapons engineer is mandatory to even think about making her effective enough, and then you're paying 31 points for your support ship.
Norra Wexley: too expensive. To get any use out of her pilot ability you're going to need some kind of action economy, and that means spending even more points. When you're paying 29 points for the ship before upgrades that's just too much. And PS 7 is a huge drawback, especially when you're almost certainly going to need your EPT for action economy instead of VI.
Vect*** Thrusters: surprised we haven't seen this yet. Clearly says "add barrel roll to your action bar", but how useful it is depends on what the point cost ends up being. Small ship only is a pretty huge restriction, no barrel rolling YT-1300s or brobots allowed.
Se**** Torpedoes: seems to be some kind of "not actually a secondary weapon but works like one" torpedo that fires as an action. Depending on the cost and exact rules this could be really nasty. Fragile high-PS aces like Soontir Fel really don't like the idea of being shot without any ability to use their defensive tokens or maneuvering actions.
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TIE/sf: well, FFG is officially conceding that the T-65 is garbage by printing a strictly better ship. The secondary arc double shot thing is probably mostly a gimmick, most of the time a 3-dice shot is better than two 2-dice shots. But even just treating it as a 3-dice primary it's still a pretty solid stat line and the upgrade bar is good. But is it good enough to compete with TIE defenders in a similar role and point range? The lower agility and loss of evade tokens or cannon double taps doesn't seem like a fair trade for a marginal rear arc, and the upgrade slots add quite a few points.
Quickdraw: PS 9 obviously has value, but the pilot ability isn't all that impressive. You're using it a maximum of three times per game, less if you lose more than one shield at a time (likely with only two green dice and no evade tokens) or take damage with no targets in arc. It's better than nothing, but PS 9 is the primary appeal here I think. And people proposing the PTL + electronic baffle combo to shoot in the action phase are insane, paying points to kill yourself is not a good plan.
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Protectorate Starfighter: too much of a suicide ship IMO. The stat line is decent, if not spectacular, when you aren't making use of the range-1 gimmicks. But to really make it work you have to put it in a very dangerous position where lots of things can go wrong. On the other hand, if FFG doesn't screw up the dial like they did with the poor scyk, scum might finally have a decent "interceptor" ship. You don't have evade tokens outside of the suicide joust, but you do have both boost and barrel roll. If it gets the green hard turns an "interceptor" needs it could fill the role.
Concord Dawn Protector: technically this isn't an auto-include like the ARC-170 and TIE/sf titles, but at only a single point you're almost always going to take it. An automatic evade result on top of whatever you get from your dice makes the range-1 joust almost a sensible idea. And if you manage to get outside of their arc to deliver your kill shot, well, you only spent one point on the redundant defensive upgrade.
Fenn Rau: if this thing is going to be good Fenn is probably the pilot. PS 9 is obviously good, rolling 5 dice in the suicide joust (6 with an APT!) gives you a reasonable shot of making it work, and you even get to effectively negate your opponent's range-1 bonus.
Kad Solus: two focus tokens on a red maneuver sounds good on paper, but a ship with boost + barrel roll that needs to be at range 1 to use its abilities is almost certainly using PTL to get there. IOW, his pilot ability is effectively blank. And PS 6 is a pretty big issue as well, especially if the current high-PS metagame continues to exist. I think in the end the Soontir Fel effect for this ship is just as decisive as it is with TIE interceptors: the PS 9 pilot is great, and if you're taking any of the others why aren't you taking the PS 9 one instead?
Fearless: seems to be an inverse of the title card, add a hit result in the suicide joust. Unfortunately, unlike the title card, it's garbage. You need your EPT for PTL, and adding an extra attack die is almost always worse than just getting out of your opponent's arc and putting four red dice into their side. Obviously it helps if you can't manage to dodge their arc and have to take the suicide joust, but you're giving up a lot for a situational benefit.
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Shadow Caster: and here we have the most complicated ship of the wave. So, the mobile arc thing is just plain worse than having a turret. You seem to save a few points compared to an equivalent ship with a real turret, but you lose so much damage by having to spend actions to turn your arc that it's just not worth it. If you're dealing with this inefficiency you'd better make good use of the special abilities involving the mobile arc. The shield/hull ratio is bad, but having the second green die and the evade action is good. No maneuvering actions (and only getting boost from a modification) hurts a lot when you don't have a 360* turret. Crew and double illicit isn't a bad upgrade bar, but it's not great. I think a lot of the final verdict depends on how good the dial is. With a good dial it could be fun, if it gets a limited dial then it's probably going straight to the garbage pile.
Ketsu Onyo: speaking of "mobile arc abilities making up for the lack of a true turret". Tractor beaming at PS 9999 without even rolling to hit is pretty powerful, even if range 1 is a bit of a limit. PS 7 seems like an issue, but it does bring up an interesting trick: move her into position to block a ship (especially easy against the Inquisitor, with his limited dial), deny your target's actions, then tractor beam them out of contact for a kill shot. Good in theory? Yeah. Good in practice? Depends on the dial, I think. With no maneuvering actions your ability to set it up is going to be kind of limited, and that dial had better be good enough to make up for it.
Sabine Wren: not a bad ability, but how is she going to use it effectively? Adding additional results (seeing a theme with this wave?) is even more powerful than "normal" dice modification. But with no EPT you're not getting any action economy, so spending an action to keep the mobile arc positioned correctly means not having a focus token to turn that eye into an evade. Sabine is going to be doing a lot of drugs I think, so you'd better hope for lots of green maneuvers. But even if she has enough greens to cover her drug problems PS 5 is a big drawback for an in-arc ship.
Shadow Caster: it's 3 points, but it's an auto-take. Remember how the mobile arc sucks compared to a true turret unless you're getting a lot out of special mobile arc abilities? Well, here's a powerful one. Bolting a tractor beam onto your primary gun is pretty good. Even if you can't arrange your own PS to take advantage of the agility penalty (though, remember that hint at tractor beam tokens that don't go away at the end of the turn) being able to put an enemy ship on a rock is still a very useful thing. And, if nothing else, you're still shooting your primary weapon without losing anything.
IG-88: can't see the rules text, but the article says you get to share IG-88 pilot abilities. This is a huge restriction in list building, but an equally huge reward for doing it. Imagine PTL/EU Dengar getting an evade token from every boost, or HLC scyks getting a "gunner" effect (lol yeah right, even I can't say that seriously). Of course if FFG is really evil they're going to make it IG-88C so you can't get those free evade tokens, and everyone will cry.
Ri*** Cargo***: obviously some form of "drop the debris field like a mine" as an illicit upgrade. Scary as hell for aces if the debris field works like normal debris fields, you're immediately taking stress and possibly damage, and you might take even more stress when you move if it's lined up right. And, unlike bomb slots, illicit slots are really common. Depending on the exact details this could be a major factor in the metagame.
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