New details about the xwing in the transport
Thanks for that ![]()
Interesting, thanks for sharing!
I really want these named pilots, but the transport is around £40-ish. (~$80?), I don't fancy spending that for four pilots XD
An excellent read though pgarfunkle, nice one!
I like it. Those are some pretty cool pilot skills. I think Janson's ability might be the best out of all of them. It's going to be interesting to see Biggs and Janson together.
Just saw the new R2-D6 where you gain the elite pilot skill for 1 pt.
Edited by DeltmiOh Jek Porkins...
I am surprised that R3-A2 is getting little talk here. It think it is one of the most powerful astromech units in the game right now. Rookie w/R3-A2 and sniping with focus while trolling across the starfield? That is what I will be using him for.
Wow, I'm not realy sure I like any of them except for Tarn. At 23pts he'll easily fill the slot of a Red for me.
I'm surprised people aren't pooping themselves over R2-D6. You can stick an elite pilot skill on your Y-Wings, or Biggs, or...! ![]()
I'm surprised people aren't pooping themselves over R2-D6. You can stick an elite pilot skill on your Y-Wings, or Biggs, or...!
It is a 2 point tax on the EPT's. It is tough to swallow for a circumstantial card that also eats up the astromech slot.
I honestly think the two Astromechs do a great job of almost outshining the pilots (who are pretty awesome in their own right). Handing out indescriminate stress is pretty serious. May help balance push the limit a little bit away from being an auto include on so many ships.
Wow, I'm not realy sure I like any of them except for Tarn. At 23pts he'll easily fill the slot of a Red for me.
Are you kidding me? Porkins is going to be a staple in my formation. The way I roll attack dice, he'll never be stressed and I won't get damaged!
Edited by DeltmiPorkins, picture is something other then him crashing into the Darth Star ....... For shame?
Just saw the new R2-D6 where you gain the elite pilot skill for 1 pt.
That will be huge for Y-Wings. Can finally give them all EPS', another interesting fact is that as far as I know, every Rebel ship that can equip a droid has a PS2 or higher. So that droid is a big deal for rebel ships.
Jek w/R2-D2 is an interesting combo. Can use his power a lot more freely and if you do take a point of damage, can use R2 to restore the shield you lost, on the chance that you lose one. The odds are I think in your favor if you do it that way, you have a 37% chance of even getting a hit if you use his power.
Wes is interesting as a nice support type option. His ability doesn't help him much, in way it hurts him. If you shot something with a evade token it will pretty much have to use it on that attack. Focus is somewhat the same, but the target may not have anything to actually spend the focus on.
But either way at PS8 it really does a lot to set up the target for a 2nd attack that round.
I'm kinda digging Tarn provided he survives he has a great chance of doing some decent damage when he returns fire.
Some interesting abilities there definitely, however as I don't seem to be able to fly near an asteroid without rolling damage I may be leaving Porkins at home most games.
A question about Wes: I read the card as after you perform an attack you can remove..... being once the attack has been resolved as in dice rolled, modified and damage taken you can then ask your opponent to remove any one of the named tokens that remain.
However the paragraph next to the card suggests that his ability increases the chances of him causing damage.
Does this mean that you would declare the attack and ask your opponent to remove a token before rolling?
or
Is this a mistake in the article and it actually mean that Wes increases the chances of someone else who is attacking the same target landing damage as I originally read it?
Just saw the new R2-D6 where you gain the elite pilot skill for 1 pt.
That will be huge for Y-Wings. Can finally give them all EPS', another interesting fact is that as far as I know, every Rebel ship that can equip a droid has a PS2 or higher. So that droid is a big deal for rebel ships.
Jek w/R2-D2 is an interesting combo. Can use his power a lot more freely and if you do take a point of damage, can use R2 to restore the shield you lost, on the chance that you lose one. The odds are I think in your favor if you do it that way, you have a 37% chance of even getting a hit if you use his power.
Wes is interesting as a nice support type option. His ability doesn't help him much, in way it hurts him. If you shot something with a evade token it will pretty much have to use it on that attack. Focus is somewhat the same, but the target may not have anything to actually spend the focus on.
But either way at PS8 it really does a lot to set up the target for a 2nd attack that round.
I'm kinda digging Tarn provided he survives he has a great chance of doing some decent damage when he returns fire.
Unfortunately Porkins receives a damage card which will bypass the shields rather than just damage, otherwise that would be a great combo
It is a 2 point tax on the EPT's.
R2-D6 is 1 point not 2. So yes it's a 1 point tax on a EPT, but it's a fairly small price to be able to put them on some of the ships the Rebel's have. Myself my Y-Wings normally get R2 Astromech if anything because I'm trying to fill out some points. Giving up a Astromech slot to put a EPT on them is small price to pay IMO.
After reading this, I have but one thing to say:
Can the Imperials get a version of R2-D6. Please...?
On a final note, looks like Porkins might actually synergize well with his Astromech. I personally think his PS is a point too high, but whatever.
Now what EPT to put on Biggs...
Elusiveness, PTL, Veteran Instincts, Expert Handling are all I can think of...Maybe Engine + PTL
Or an EPT on Garven!
I actually came to the same question.. I have a feeling FFG meant that allies could have a better chance to hit after Wes strips away tokens. I'm thinking it's after you roll unfortunately. Who knows for certain, I'm sure FFG will address it.
Unfortunately Porkins receives a damage card which will bypass the shields rather than just damage, otherwise that would be a great combo
Yeah my bad there. Still think Jek ability is pretty cool, with a fairly small chance of rolling a hit, it gives you a lot of options. It's not something I'd use everytime, but could be huge at the right moment, even if you took the damage.
Wow. Just wow. Stress seems to be a major focus going forward. The X-wing is going to have a lot of nasty variables now.
Wes is fun. Not quite as damaging as Wedge at the same cost, but a lot more disruptive. Toss on Vet Instincts, and you can eliminate a token of your choice before most ships get to attack, or eliminate some of their defenses. Nice set up for your follow up attack.
Porkins is risky. But when it pays off, it is worth it. I think using him with R2-D2 is going to be key. Keep those shields up for when you do the k-turn. EDIT: Misread. Use the Hull Upgrade instead.
Hobbie has some fun synergy with older cards, like Dutch and the target lock Astromech. Quickly remove that stress.
Tarn will be fun. His pilot skill really synergizes with his ability. You don't want to joust him, as you will likely face the Target Lock focus combo.
Love the Astromechs. R3-A2 is going to be the bane of Push the Limit. Especially with Jek or Hobbie, who can shed stress real easily. And R2-D6 is going to see a LOT of play. Give an Elite Talent to Biggs, Garvin, Salm, Dutch, Tarn, or Hobbie? Heck yes. Too bad it's Unique. Can't wait to test them out.
Edited by Sithborghmm yes EPT on biggs will be nice. I actually have a thread buried (about 6 months ago) listing a lot of viable options.
Some interesting abilities there definitely, however as I don't seem to be able to fly near an asteroid without rolling damage I may be leaving Porkins at home most games.
A question about Wes: I read the card as after you perform an attack you can remove..... being once the attack has been resolved as in dice rolled, modified and damage taken you can then ask your opponent to remove any one of the named tokens that remain.
However the paragraph next to the card suggests that his ability increases the chances of him causing damage.
Does this mean that you would declare the attack and ask your opponent to remove a token before rolling?
or
Is this a mistake in the article and it actually mean that Wes increases the chances of someone else who is attacking the same target landing damage as I originally read it?
Yeah, looks like a mistake. It should allow your other ships an increase chance of hitting that ship because Janson's ability triggers AFTER he attacks his opponent.
I honestly think the two Astromechs do a great job of almost outshining the pilots (who are pretty awesome in their own right). Handing out indescriminate stress is pretty serious. May help balance push the limit a little bit away from being an auto include on so many ships.
This, right here. Don't like Fel? Here, add a stress token to your already turtled focus/focus/evade/stress stack. It will cool his jets real quick. This could easily be one of the more (or most) powerful cards in the game just because of action denial through other means. Ships get real predictable when they have stress tokens and ***need*** their actions.
I actually came to the same question.. I have a feeling FFG meant that allies could have a better chance to hit after Wes strips away tokens. I'm thinking it's after you roll unfortunately. Who knows for certain, I'm sure FFG will address it.
Yeah I think it is after rolling too, otherwise forget the FAQ the card text plain needs to be changed to say after declaring the target of your attack