Z-95 Headhunter preview article up on FFG's site

By Danthrax, in X-Wing

Question for the masses:
Generally, players don't equip more than one ordnance upgrade on a ship, because of the risk they'll be destroyed before they can use it. Since this card lets you keep it if it fails, will it coax people into equipping multiple missiles/torpedoes? It's a one point card for the whole ship, which means your return is greater with more ordnance. If you have 4 bombers, each with one assault missile and one ordnance upgrade, you've increased the cost of those assault missiles AND used your modification. Just curious, Sound off.

I'm certainly going to try it. My bombers so far have suffered a lot because of bad rolls on their one-shot missiles. But I'm not sure how well it will work... part of the reason people don't equip a lot of ordnance is because its incredibly expensive for a one-shot attack. Which means people weigh the points spend on a missile against the points spend on increasing the continuous attack or survivability of fighters. The later is more persistently useful and so often finds favor.

I believe Wingman could be used on Shuttles to allow for more shenanigans. Every Wave of ships FFG gives us really opens up the meta game. Can't wait to see the article on the other 3 ships....

Wingman is going to make Jan Ors even better!

She still can't give 2 attacks, so it's not that much better really.

Well, range considerations aside, you could certainly use it to step up the effectiveness of the extra die--from 0.5 hits to 0.75, or from 0.75 to 0.94. But I think putting Cracken's effect in terms of teamwork with Jan is burying the lede, because he's got so many applications...

I still fail to see how this specifically makes Jan any more useful. Yes, she can now shred stress if she stays R1 from a Z95 so she doesn't have to do a green. But besides that, and the occasional double stress due to flechette / kath, I don't see how she benefits from wingman. It's not that it doesn't help her, but rather I just don't see how it helps her more than anyone else.

Well... I got so excited that I totally misread "Wingman" as "Cracken". I agree with you about Wingman plus Jan--I don't really see the interaction.

I suppose pulling stress off Jan makes sure she gets her chance to grant a bonus...? Although that presumes you're keeping a ship with an EPT at Range 1 from Jan, and if I'm running Jan I'd really rather have her at least Range 2 from basically everything else.

Wingman is going to make Jan Ors even better!

She still can't give 2 attacks, so it's not that much better really.

Yeah but it will make her at least a little better. There are other possibilities as well, but Jan is just one option of many. Good upgrade.

I know it won't actually work like this... but could you imagine if the Seismic Charge and Proton Bomb would work with Munitions Failsafe? would be epic.

So cool to see this information coming out this early! Can't wait to try these ships and upgrades out!

Edited by JFunk

I believe Wingman could be used on Shuttles to allow for more shenanigans. Every Wave of ships FFG gives us really opens up the meta game. Can't wait to see the article on the other 3 ships....

Or Wingman on someone flying with Yorr...

And let's remember that this is actually a huge boost to the Empire:

* A lot of the complaints about R3-A2 and other stress effects are handled ably by Wingman, and Black Squadron Pilot has the cheapest Wingman user in the game. (BSP + Wingman with Captain Yorr?)

* Munitions Failsafe is a huge boon for the TIE Bomber, which is much more likely to carry multiple bits of ordnance than any other ship.

* Kath Scarlet + Proton Torpedoes + Munitions Failsafe: you're very likely to crit. If you miss, your target picks up a stress, and you can keep it around for another shot.

* For that matter, anybody with Flechette Torpedoes + Munitions Failsafe: if you miss, you can keep the torpedoes. We are all R3-A2 now.

UNACCEPTABLE! REBELS ONLY!

So much for Stealth Device as a viable upgrade when faced with Blount.. I don't mind when they create abilities to counter other cards and abilities, but new abilities that completely NERF upgrades are just dumb..

That's just target priority. Kill Blount before he rips through all your stealth ships. With 4 THP and 2 agility, killing him in one turn is hardly impossible.

Yorr + One (or 2!) nearby wingmen will definitely see some use. However:

1.- Most of the empire's stress is generated on the combat phase, and wingmen won't be able to help with those.

2.- Many abilities don't work if Yorr takes stress.

3.- Yorr stress capacity is tightly limited.

I know it won't actually work like this... but could you imagine if the Seismic Charge and Proton Bomb would work with Munitions Failsafe? would be epic.

I can't see why it wouldn't.

I'm digging Wingman. I love the idea of a multiplayer (3+) game going on with a person on either team who basically only acts as a full support character.

Munitions failsafe seems pretty cool as well. Makes me actually want to put missiles and stuff on my ships more.

I'm not sure how I feel about Blount. Seems like a direct contradiction to stealth device... they may as well have said, "Any attack causes the enemy to discard any stealth devices."

2 reasons why Munitions Failsafe doesn't work with the bombs: 1) They aren't secondary weapons. 2) They don't attack, thus cannot "hit".

Yorr + One (or 2!) nearby wingmen will definitely see some use. However:

1.- Most of the empire's stress is generated on the combat phase, and wingmen won't be able to help with those.

2.- Many abilities don't work if Yorr takes stress.

3.- Yorr stress capacity is tightly limited.

This will let the Royal Guards, for example, use PtL to get into position with a BR/Boost or TL&F (if they take TC too) and then let a Wingman soak the stress so they can Kturn or PtL again next round easily. Be creative.

* Munitions Failsafe is a huge boon for the TIE Bomber, which is much more likely to carry multiple bits of ordnance than any other ship.

they still will get shot at and have a chance of getting dropped quick as they will be a MUCH bigger threat. BUT if you have other ships to support him, then they can chew up the attackers a bit.

I'm digging Wingman. I love the idea of a multiplayer (3+) game going on with a person on either team who basically only acts as a full support character.

Munitions failsafe seems pretty cool as well. Makes me actually want to put missiles and stuff on my ships more.

I'm not sure how I feel about Blount. Seems like a direct contradiction to stealth device... they may as well have said, "Any attack causes the enemy to discard any stealth devices."

I agree. If you don't score damage it should effect Stealth just like hitting a rock or damage from Assault missiles splash, bombs ect. Easy FAQ Fix here. Lets see if they do it. You can see the idea was that an Assault Missile could splash a swarm without needing to make a perfect hit and threw the 4+ dodge dice lol.

Edited by DavidWa

I know it won't actually work like this... but could you imagine if the Seismic Charge and Proton Bomb would work with Munitions Failsafe? would be epic.

I can't see why it wouldn't.

You're never actually making an attack with Seismic Charge, so I wouldn't allow it.

edit: Ninja'd

Edited by Bohrdumb

I agree. If you don't score damage it should effect Stealth just like hitting a rock or damage from Assault missiles splash, bombs ect.

They clearly intend for him to be able to strip a Stealth Device off, even if he doesn't hit.

Because first, that's how the rules work. A hit removes Stealth Device.

Second because it even mentions it in the article...

Moreover, Lieutenant Blount is a potent answer to all those Imperial squads that equip “Howlrunner” or Soontir Fel with a Stealth Device. Even without a missile, he can strip those ships of their extra agility and set them up for later hits from his squadmates.

So no FAQ needed. Blount will remove SD from any ship he attacks.

And, holy crap, http://xwing-builder.co.uk/build has it all loaded already. Colour me impressed.

Yet still no flechette torpedoes or A-wing title. <_<

Edited by Disgruntled

Cracken with a low cost elite pilot talent will a rookie or blue squadron pilot in lots of builds, really looking forward to him. Blount + assault missile is a solid counter to specific strategies without putting out too many squad points towards a 'counter'. Very solid pair of pilots

I'm suddenly thinking Grey Squadron Y-Wing + R2D6 + Wingman would be a good, solid way to fly it. Add an Ion for 5 more, and you've got a 28pt 8-hit ship with a 360-arc move inhibiting shot at PS4.

. I agree with you about Wingman plus Jan--I don't really see the interaction.

I suppose pulling stress off Jan makes sure she gets her chance to grant a bonus...? Although that presumes you're keeping a ship with an EPT at Range 1 from Jan, and if I'm running Jan I'd really rather have her at least Range 2 from basically everything else.

The HWK dial man - now Jan can have Chewie , and pull a 3 left bank for a stress, be destressed and use her ability - The HWK just got more maneuverable - sure it kills your action still, but if you need that HWK to be in motion, Jan has an option.

I'm suddenly thinking Grey Squadron Y-Wing + R2D6 + Wingman would be a good, solid way to fly it. Add an Ion for 5 more, and you've got a 28pt 8-hit ship with a 360-arc move inhibiting shot at PS4.

I don't see how Wingman makes the PS on a ship that will only do 1 damage any better.

I wonder what the thought process on Blount was.
I mean, I get it that they wanted an answer to Stealth Device.

But how does one justify his ability in relation to "real life?"

Every time Blount shoots, no matter what he shoots, at least a tiny particle of what he is shooting (lasers, missiles, torpedoes, whatever) will make contact? Even if it does no damage?

So there is Blount. Chillin' in his Headhunter. Probably eating a Snickers or something.

Suddenly, enemy TIE FIGHTER appears!

Blount shoots cluster missiles. Misses every one.
"It's okay guys!!! I still hit it!! That Tie fighter flew right into the exhaust from the missile! We're good!"

*round of applause*

:huh:

Munitions failsafe is what Bomber Pilots have been waiting for!

I'll take 4, one for each bomber thanks :)