4 wave 4 pilots I hadn't seen yet!

By Rakky Wistol, in X-Wing

Corran Horn: At the start of the activation phase you may perform one attack. You cannot attack again this round.

That's my guess.

I hope not, that'll be too broken, especially with its upgrade slots... droids and systems...

Imagine also having "Opportunist" as the EPT at range 1... the enemy ship does not have focus or evade, +1 attack... easily 5 damage dice if that is the case. Cheaper and better version of the HLC.

Edited by BattlePriest

I'm going to throw my hat in the ring on some guesses here.

Coran Horn: At the start of the end phase you may perform a second attack. You cannot attack next turn.

That's my guess. If this is the case FCS would be sick on him.

I'm going to throw my hat in the ring on some guesses here.

Coran Horn: At the start of the end phase you may perform a second attack. You cannot attack next turn.

That's my guess. If this is the case FCS would be sick on him.

Hmm though this seems very possible they had no token/rule card when showing preview for the ships, and you could easily have a auto 1 turn kill on a interceptor or Tie Fighter (with FCS like you said)

But so far all the guess on Coran are likely to be very good Tie-Intercepter counters!

Everything seems to be an interceptor counter lately. Imperial aces isn't even that impressive.

Man, a white sharp 1 on the Phantom. sharp 1 with 4 attack dice, that thing is going to be hard to deal with.

Oops on the k-turn. I rad something about it here and then my eyes totally tricked me into actually seeing it that way...

Edit: and going back over it, it even misread that wrong...

I'm embarrassed.

I think it's probably confirming the suspicion that the defender is fast as hell but turns like a dog; Green Straight 5, Red Turn 1, and no evade action on the bar seem a fairly consistant picture to me.

Edited by Magnus Grendel

Looks like the Phantom has got the Fighter dial ... just a bit slower maybe; min straight 1, max straight 4

BTW: the Phantom is equipped with 5 laser cannons - so attack 4 is quite matching with the background :)

I think the Defender adds a stress token to a damaged ship.

I think the Defender adds a stress token to a damaged ship.

This ability would be awesome together with an ion cannon or the new ion missiles.

Am I the only one that is shocked by the fact both E-wing and Headhunter do not have any green 1 banks?

Actually not. Actually I'm fine with any drawbacks on the E-Wing and the Z-95.

The rebels have too many competitive ships compared to the Empire :P

At the end the Empire is down to the Tie Fighter Swarm as the only solid choice to take to tourneys - and now the Z-95 swarm will probably beat the Tie Fighter swarm?? ... What is left for the imperial players?

So the Defender's dial and the Phantom's cloak should be pretty decent then.... or the Empire is ****** up.

I'm still hoping for EPT slots for the PS3 Defender pilots - just like the A-Wings have them.

Like I miss the EPT on the Gamma Tie Bombers ... which would had been make bombers competitive.

Actually not. Actually I'm fine with any drawbacks on the E-Wing and the Z-95.

The rebels have too many competitive ships compared to the Empire :P

At the end the Empire is down to the Tie Fighter Swarm as the only solid choice to take to tourneys - and now the Z-95 swarm will probably beat the Tie Fighter swarm?? ... What is left for the imperial players?

So the Defender's dial and the Phantom's cloak should be pretty decent then.... or the Empire is ****** up.

I'm still hoping for EPT slots for the PS3 Defender pilots - just like the A-Wings have them.

Like I miss the EPT on the Gamma Tie Bombers ... which would had been make bombers competitive.

Viable non-swarm Imperial builds include, but are not limited to:

* 2 Firesprays + 1 escort

* 1 Lambda + 4 TIE Fighters

* 3 TIE Bombers + 2 TIE Interceptors

* 2 Lambdas + 2 TIE Interceptors

* Vader + 2 TIE Interceptors

The swarm is strong, flexible, and relatively easy to build (not easy to fly). That means it takes up a disproportionate amount of the metagame, but it by no means makes it the only Imperial build--it's not even the only competitive Imperial build.

Faction balance is really fine.

I think Rexler might specify that the damage you deal need to go to the "Hull" of the defender. Otherwise it could simply say "an attack that hits". The fact that they had to specify damage in some way means that simply a hit is not necessarily good enough, so I'm leaning toward the previous suggestions that indicate it may be the ability to flip a damage face-up.

I believe Rexler's ability is:

After you perform [an attack that]
deals at least one [Damage card to the]
defender, you [may receive one Stress]
token to [flip one card.]

Basically taking stress to turn a Damage into a Crit.

Edited by Veldrin

Corran Horn: At the start of the activation phase you may perform one attack. You cannot attack again this round.

That's my guess.

I hope not, that'll be too broken, especially with its upgrade slots... droids and systems...

Imagine also having "Opportunist" as the EPT at range 1... the enemy ship does not have focus or evade, +1 attack... easily 5 damage dice if that is the case. Cheaper and better version of the HLC.

And expensive. Looking at over about 40 points or more to do that if you also have a sensor and astromech. But one of the best strategies to this game is setting up to do things out of the predictable order, IE damage in the activation phase. One of the reasons that Bombs are so good if you practice deploying them. Same thing here. It also leaves him a sitting duck during the combat phase unless he uses his maneuver to bug out.

Am I the only one that is shocked by the fact both E-wing and Headhunter do not have any green 1 banks?

The Z95 is too clunky, the E-wing is too fast.

Am I the only one that is shocked by the fact both E-wing and Headhunter do not have any green 1 banks?

I would venture a guess that they have 2 green banks instead. Not sure why...

Am I the only one that is shocked by the fact both E-wing and Headhunter do not have any green 1 banks?

I would venture a guess that they have 2 green banks instead. Not sure why...

I have the completely original idea that the Z-95 is too clunky and the E-wing is too fast. ;)

I believe Rexler's ability is:

After you perform [an attack that]

deals at least one [Damage card to the]

defender, you [may receive one Stress]

token to [flip the card.]

Basically taking stress to turn a Damage into a Crit.

This makes sense. The damage CARD implies that it is a hit to the hull, so yeah that works.

I believe Rexler's ability is:

After you perform [an attack that]

deals at least one [Damage card to the]

defender, you [may receive one Stress]

token to [flip the card.]

Basically taking stress to turn a Damage into a Crit.

This makes sense. The damage CARD implies that it is a hit to the hull, so yeah that works.

It's a good idea, but there's a grammatical problem--"at least one Damage card" is essentially plural, so "flip the card" doesn't make sense. If I'm attacking an unshielded Falcon that whiffs on the defense roll, what happens if it takes 3 damage cards?

The swarm is strong, flexible, and relatively easy to build (not easy to fly). That means it takes up a disproportionate amount of the metagame, but it by no means makes it the only Imperial build--it's not even the only competitive Imperial build.

Faction balance is really fine.

For what it is worth, I don't take my Imperials to tournaments unless I am trying to have fun and fly something I haven't before, or I take a Tie Swarm. Everything else in the Imperial arsenal is too fragile, too costly, or wouldn't compare to the Tie Swarm in dmg and defense output.

Rebels are just more reliable in the health, defense (not relying on agility), and damage output to make me want to choose Imperials over the Rebels. Of the last 6 tournaments I have won, I have only taken Imperial pilots once, and it was with a Tie Swarm. I can't get Imperials to win reliably because one round of bad rolling will leave the fleet crippled. A bad round of rolling with Rebels hurts, but isn't game ending.

The swarm is strong, flexible, and relatively easy to build (not easy to fly). That means it takes up a disproportionate amount of the metagame, but it by no means makes it the only Imperial build--it's not even the only competitive Imperial build.

Faction balance is really fine.

For what it is worth, I don't take my Imperials to tournaments unless I am trying to have fun and fly something I haven't before, or I take a Tie Swarm. Everything else in the Imperial arsenal is too fragile, too costly, or wouldn't compare to the Tie Swarm in dmg and defense output.

Rebels are just more reliable in the health, defense (not relying on agility), and damage output to make me want to choose Imperials over the Rebels. Of the last 6 tournaments I have won, I have only taken Imperial pilots once, and it was with a Tie Swarm. I can't get Imperials to win reliably because one round of bad rolling will leave the fleet crippled. A bad round of rolling with Rebels hurts, but isn't game ending.

We're getting off-topic, but this is what initially attracted me to the Firespray. It has an X-wing dial with a more flexible K-turn, X-wing stats but with twice the hit points, and it gains a crew slot and an extra 90 degrees or so of firing arc.

So if you like the Empire but don't like how fragile Imperial lists can feel, try flying two Bounty Hunters with Recon Specialists, and garnish with any 28 points you like. There is definitely a learning curve, but it's a whole different Empire...

I believe Rexler's ability is:

After you perform [an attack that]

deals at least one [Damage card to the]

defender, you [may receive one Stress]

token to [flip the card.]

Basically taking stress to turn a Damage into a Crit.

This makes sense. The damage CARD implies that it is a hit to the hull, so yeah that works.

It's a good idea, but there's a grammatical problem--"at least one Damage card" is essentially plural, so "flip the card" doesn't make sense. If I'm attacking an unshielded Falcon that whiffs on the defense roll, what happens if it takes 3 damage cards?

OK, change it to "flip one card"

We're getting off-topic, but this is what initially attracted me to the Firespray. It has an X-wing dial with a more flexible K-turn, X-wing stats but with twice the hit points, and it gains a crew slot and an extra 90 degrees or so of firing arc.

So if you like the Empire but don't like how fragile Imperial lists can feel, try flying two Bounty Hunters with Recon Specialists, and garnish with any 28 points you like. There is definitely a learning curve, but it's a whole different Empire...

I would take equal points worth of X-Wings over bounty hunters any day of the week. Why? Because I can take a B-Wing to fly right behind the X-Wing too. Plus that is only one ship amongst the entire fleet and even then, I still find trouble with them flying along with Tie Fighters. You would never see that in the movi9es. Bounty Hunters were lone wolves. Kath had her posse but Fett never flew wingman with Krassis. Meh.

Well, there's your "never before seen manuever". Red 1 turn. :huh:

You haven't seen the B-Wing dial? :blink:

Oh, yeah....B-wings. Forgot about those. Being a strictly Imperial player, B-wings usually die so fast I never see much of their dial. :D