Rebel Aces!!

By CrookedWookie, in X-Wing

Anyone seen the b wing title that grants a crew slot? That is filth

Canon though. There was a two man B-Wing.

Also, I'm just excited at the possibility of using Jan as a pilot with Kyle as a crew member.

But seriously, this needs to be the last rebel set released for SOME time. A transport, the Tantive IV, and now Rebel Aces?

C'mon FFG. Ante it up with the imps.

Wow! Very nice stuff!

I'm surprised by 2 things though:

1. You only need a PS2 to get the Prototype veteran to get the 0-costed upgrade, I thought being elite and all, the requirement will be at least PS4. (The Imperial 'version' needed to be PS6, just saying)

2. The Chardaan Refit -2 point cost, that's insane. I know that a lot of republic players are complaining that the A-wings are overcosted; but why don't we apply the logic that people are doing for the E-wing to Tie Defender? To get to the stats of the A-wing, you need to upgrade 1 shield and upgrade 1 hull to shield, which means +4 and +1 points respectively, which is +5 altogether. A Tie fighter costs 12 points +5 points = 17points, which is consistent with the upgrade cards. Then the A-wing have better more actions, upgrade slots for options and way better dial. Hence why I am surprised.

So that means a possibility for a "fix" to the Imperial ships such as the Tie Advanced and others?

Edited by BattlePriest

Yeah, that's why I said he can't do both in the same turn :)

Oh yeah. Read fail!

I'm guessing the "Add a Crewman slot" takes up the Sensors slot, as we've already got an "Add an EPT" that takes up an Astromech, and a "Subtract 2 points" that takes up a missile.

I'm guessing the "Add a Crewman slot" takes up the Sensors slot, as we've already got an "Add an EPT" that takes up an Astromech, and a "Subtract 2 points" that takes up a missile.

Huh? Prototype Veteran isn't an Astromech upgrade.

I'm guessing the "Add a Crewman slot" takes up the Sensors slot, as we've already got an "Add an EPT" that takes up an Astromech, and a "Subtract 2 points" that takes up a missile.

doesn't have an icon in the lower corner which means it's a modification or title

A-wing love! I cannot wait to get my little mitts on all this goodness. They're prob making the rebels (more) OP because they do win the galactic battle of good vs. evil in the end. Why don't y'all come on over to the new rebublic before things gets nasty? (j/k)

However, I really can get over the fact they made A-wings relevant again while also giving them at least one awesome new pilots and some sweet gear in the process. I'll be getting at least 3 of these.

Curious, why do people get multiples of Imp and Rebel Aces? Is it ultimately just for the upgrades at the end of the day? Because once you get the new pilots, the others are already found in the regular expansions. Same for the miniatures themselves essentially. So people just want 6 or 8 Prototype Veterans or something? I feel like the average list doesn't use 4 of something and swarms rarely have 8 EPT slots available. What am I missing?

Combination of the upgrades and the repainted minis. The repaints are a very strong factor in this Aces pack.

Curious, why do people get multiples of Imp and Rebel Aces? Is it ultimately just for the upgrades at the end of the day? Because once you get the new pilots, the others are already found in the regular expansions. Same for the miniatures themselves essentially. So people just want 6 or 8 Prototype Veterans or something? I feel like the average list doesn't use 4 of something and swarms rarely have 8 EPT slots available. What am I missing?

For the Aces sets, it would be so you have multiple copies of the repainted ships.. unless you paint your own... the cards are another aspect...

Curious, why do people get multiples of Imp and Rebel Aces? Is it ultimately just for the upgrades at the end of the day? Because once you get the new pilots, the others are already found in the regular expansions. Same for the miniatures themselves essentially. So people just want 6 or 8 Prototype Veterans or something? I feel like the average list doesn't use 4 of something and swarms rarely have 8 EPT slots available. What am I missing?

For the Aces sets, it would be so you have multiple copies of the repainted ships.. unless you paint your own... the cards are another aspect...

Yea, I tried repainting, I failed miserably, ruined 3 sculpts with horrible painting. ha ha.

I'm guessing the "Add a Crewman slot" takes up the Sensors slot, as we've already got an "Add an EPT" that takes up an Astromech, and a "Subtract 2 points" that takes up a missile.

Huh? Prototype Veteran isn't an Astromech upgrade.

I refer to R2-D6, from the Rebel Transport expansion.

Curious, why do people get multiples of Imp and Rebel Aces? Is it ultimately just for the upgrades at the end of the day? Because once you get the new pilots, the others are already found in the regular expansions. Same for the miniatures themselves essentially. So people just want 6 or 8 Prototype Veterans or something? I feel like the average list doesn't use 4 of something and swarms rarely have 8 EPT slots available. What am I missing?

For me it's to get multiples of the repaints mostly. There are also upgrades I wouldn't mind having multiples of as well. I also got two imperials aces boxes so I could field my four interceptor force of two sabers and two royals with matching colors because I like to waste my money.

A-wing love! I cannot wait to get my little mitts on all this goodness. They're prob making the rebels (more) OP because they do win the galactic battle of good vs. evil in the end. Why don't y'all come on over to the new rebublic before things gets nasty? (j/k)

However, I really can get over the fact they made A-wings relevant again while also giving them at least one awesome new pilots and some sweet gear in the process. I'll be getting at least 3 of these.

In a game like this they can't make one side stronger than the other, game balance is ultimately important in this aspect.. kidding aside, it's one part of the equasion...

I think A wings needed a boost, but I do feek they went overboard, some of this would have suited the Interceptors as well...

I'm guessing the "Add a Crewman slot" takes up the Sensors slot, as we've already got an "Add an EPT" that takes up an Astromech, and a "Subtract 2 points" that takes up a missile.

Huh? Prototype Veteran isn't an Astromech upgrade.

He's talking about R2-D6 that comes with the Rebel Transport expansion.

EDIT: Ninja'd... again... :-)

Edited by ziggy2000

Okay a lot to process... like many, I play both side, so I'm really happy for the A-Wing. It needed the love. Like many, I don't really get why they went with the B-Wing, it is already a very good ship that didn't need the boost, I would have prefered if they went with the Y-Wing or, double A-Wing. But then again, there is nothing that says that Aces pack is exclusivly for ships that need some love.

Engine25 is right about Kyle ability, at least that's what I also read. My guess is assign a focus token to a friendly ship. So, combining him with Keyan will be devastating, and pairing him with Jake will make him use his barrel roll or boos ability, both are PS7, so it makes sense that they designed them to work together. We will have an action feast for the rebels. Keylan ability is sick, and I'll be frank, it bothers me. Not because it's OP, but because it feeds on what's suppose to be a penality. At least with Fel, while it was driven by the need to get a stress token, you still had to make a green maneuver next turn. On Keylan, You want the stress token so you'll take EPT that gives you one as a suppose drawback, like the currently overuse PtL, use the ability, and remove the drawback before you have to move. With what we saw from the transport preview, I thought that they wanted to make stress even more scary and something you should be afraid of, not something you want to get.

From the latest preview, I feel like they give a lot of love to the rebel side, which is not a bad thing, the more option you get, the more fun it is to build squad. But while you have more and more possibilty/variety with the rebels, I feel like Imperials is still stuck, from a competitive point of view, to swarm. Tie Fighter is good in numbers, Tie Bomber is meh, Tie Interceptor need skill to fly right and still can get blown away from one shot, Lambda is 50/50 depending on your playstyle, Tie Advanced is the Tie Advanced, Firespray is really good.

Imperial Aces brought good pilots but each had their drawback:

-Jax prevent the use of focus or evade, powerful! but he needs to be in range 1, a place an Interceptor don't want to be.

-Tetran Cowell can do a Koiogran 1-3 or 5 and choose his speed once he reveal the maneuver. Very good, works like navigator and can do a speed 1 k-turn. But it's still a red maneuver so when he'll use it, he won't have an action.

-Kir Kanos can use an evade in attack for a success in range 2-3. But he can't take a EPT so he can't have evade and focus at the same time, and it's from range 2-3, so 4 dice+evade is out of the question.

-Lorrir can use bank 1 when barrel roll. Wow! Wow! But, he's PS5, so won't see where everybody is, get stress while doing so, and he can't take a EPT, so no, focus or boost at the same time.

So every pilots is really nice, but they all have drawback, so it force the player to think how to maximize his skills.

Now for the rebels:

-Jake can boost or barrel roll when you take a focus. Since taking a focus is always a good choice, it basically gives you an action for no drawback, maybe 2 actions if you have Kyle or Garven in your squad.

-Keyan use a stress token as if it was a focus token. So you basically remove a penality and use it as a free focus token. Only thing to worry about is having someone to shoot at.

-Wes remove a token from the defender after attacking so is great to set a second attacker, regardless of if it was successful or not.

-Other X-Wing pilots have skills more situationnal to gain target lock or remove stress token.

-Droids that give stress, EPT or double action

So, the more the game grow, the more it looks like the rebel side is the easy mode and the Empire the Hard mode. And I might be alone here, but I don't want the defender or the Phantom to be solution. I want them to be an option, but not a must to have a chance against the rebels without playing the swarm. Time will tell, but FFG lost a couple of points with those last preview.

Curious, why do people get multiples of Imp and Rebel Aces?

I got 3 Imperial Aces to bring my Interceptors up from a half-squadron of 6 to a full squadron of 12 — 181st with 3 ace pilot bloodstripes and either 3 attached Royal Guard or merely 3 decoy Guard-painted ships to lure those gullible Rebels into yet another trap. ^,^

I'm sure this was already mentioned but I didn't feel like reading the whole thing before I posted but...

it seems like the rebels just got 2 things that would be great for imps. first of all I remember someone saying they wanted the equivalent of R2-D6 for imperials as a modification or something and now the rebels get it again as a free non unique title for the a-wing. also the rebels get an astromech that can deal out stress and there was concern that it would make interceptors who rely on actions to try to keep out of firing arc worthless. and now the b-wing gets a guy who can spend his stress to do an offensive focus.

what is this?!

It seems the B-Wing buff is pure marketing. People are digging into the B-Wing it now, so give people who may prefer a bulky tank playstyle over the nimble A-Wings HAVE to buy this expansion. Both types of players gain from this pack, even if they won't use a good chunk of it.

I have faith in FFG to not let things get out of control, but even I'm raising an eyebrow at this one.

Even looked at from just a basic game comparison (so we don't count the two rebel epic ships) they will now have additional pilots for three of their ships (Xwing, Awing, and Bwing) and two of those ships had a lot of nice options as is, but these pilots are meta changing even if they don't prove to be overpowered. In addition, they've given an option to strengthen the weakest rebel ship, which means that every single rebel ship is now a solid ship.

Meanwhile, the imperials get some interesting new pilots to just one ship and only one provides an interesting possible change to the meta.

I still think FFG will get this right, and I feel like we'll have to see an imperial capital ship of some sort with fighter upgrades/interesting pilots. I hope.

Edited by AlexW

I think that Farlander will have to have eye results to use his skill, not just be able to attack. That adds an element of risk to using him. I can't see it triggering just because you can attack.

Thats it! I've had it! I'm making my own Y-wing aces!

Leiaywing_zps10779b6d.jpg

Weird.

Not mentioning wave 4, we have:

Rebel Transport + X-Wing with X-Wing pilot(s)

Tantive IV + X-Wing with X-Wing Pilot(s)

and now Rebel Aces with A-Wing Pilots + B-Wing Pilots.

Vs.

Imperial Aces with Tie Intercepter pilots.

Seem a bit off balance to anyone else? I mean, it's cool that they are releasing announcing lots of new stuff, but... I wouldn't mind some more Imperial stuff... even if it is just more pilots for the Imperial ships we already have.

Since when does the Tantive come with X-Wing Pilots? Last time I checked that's not a thing.

I have faith in FFG to not let things get out of control, but even I'm raising an eyebrow at this one.

Even looked at from just a basic game comparison (so we don't count the two rebel epic ships) they will now have additional pilots for three of their ships (Xwing, Awing, and Bwing) and two of those ships had a lot of nice options as is, but these pilots are meta changing even if they don't prove to be overpowered. In addition, they've given at option to strengthen the weakest rebel ship, which means that every singl rebel ship is now a solid ship.

Meanwhile, the imperials get some interesting new pilots to just one ship and only one provides an interesting possible change to the meta.

I still think FFG will get this right, and I feel like we'll have to see an imperial capital ship of some sort with fighter upgrades/interesting pilots. I hope.

They definitely will. They want our dollars and if people stop playing for whatever reason they lose. They'll send some epic stuff the imperial way.

I think that Farlander will have to have eye results to use his skill, not just be able to attack. That adds an element of risk to using him. I can't see it triggering just because you can attack.

What makes yo think that. We already know that you can spend a target lock and not reroll any dice. How would this be any different.

Edited by Forgottenlore