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

By Danthrax, in X-Wing

A Scimitar Squadron TIE Bomber with two Ion Pulse Missiles, two Flechette Torpedoes and a Munitions Failsafe is only 27 points. Just gotta keep him alive...

In this situation, I agree with @Khyros. There is an extremely high chance that this ship goes down before it fires all its ordnance. Might be fun, but also dangerous competitively. It increases the reliability of each shot, but not the survivability of the ship. I would split these across 2 bombers, each with one torpedo, one missile, and Munitions Failsafe.

Some very nice stuff in here. The thought of double HLC Shuttles perpetually going "0" next to Wingman Jonus is making me all tingly inside.

Jonus can take the stress off of only one ship per turn. You'd need to at least fly a Black Squadron Pilot with Wingman nearby to take the stress off the second shuttle.

I like the idea of multiple ships with Wingman clearing each others' stress.

Black Squadron Pilot may be the new... uhm, black.

Munitions failsafe + cluster missiles:

... do not discard it unless the attack hits.

Unless which attack hits? The first? The second? Both? Any?

It is interesting that such a good EPT for Imperials is coming with the Z-95 expansion...

One card from the expansion is still unspoilt, is it not?

The maneuver dial is pretty close to the X-Wing dial. Shorter K-turn and the green banks are at a different speed. That's about it.

Imagine a pair of green squadron pilots with PTL and Wingman. 22 points each.

I'm surprised the PS4 pilot costs only one additional point. Like Bandit+VI. That also means the two unique pilots pay two points each for their abilities.

Wingman takes off stress during the combat phase, so stress stays until then, it'll make those ships that can do actions during the combat phase more potent.

I am digging the Z-95 dial, a very good dial, even though not as much green, but it's mostly white and only 1 red (k turn). It is like a tie fighter with 1 straight and 1 bank (but no 1 turn), very good dog fighter, the 1s are going to be very useful.

The PS4 have no EPT though.

This is going to be interesting, a missile platform of bandit squadron (12) + Flechette missile (2) + munitions failsafe (1) = 15 or take 15point Awing (after the Chardaan refit)? That is, after rebel aces come out.

One card from the expansion is still unspoilt, is it not?

Yeah the one between the Failsafe and Wingman upgrades.

Wingman takes off stress during the combat phase, so stress stays until then, it'll make those ships that can do actions during the combat phase more potent.

I am digging the Z-95 dial, a very good dial, even though not as much green, but it's mostly white and only 1 red (k turn). It is like a tie fighter with 1 straight and 1 bank (but no 1 turn), very good dog fighter, the 1s are going to be very useful.

The PS4 have no EPT though.

This is going to be interesting, a missile platform of bandit squadron (12) + Flechette missile (2) + munitions failsafe (1) = 15 or take 15point Awing (after the Chardaan refit)? That is, after rebel aces come out.

Except Flechettes are torps, not missiles.

Munitions failsafe + cluster missiles:

... do not discard it unless the attack hits.

Unless which attack hits? The first? The second? Both? Any?

Not quite related, but here's another interesting interaction: Munitions Failsafe + Gunner. If the shot misses, you get to keep the missile and make a primary attack. Might work nicely on the Firespray, actually... or on the Falcon.

One card from the expansion is still unspoilt, is it not?

The second upgrade from the left in the card fan:

SWX16-layout.png

Decoy, it's probably called. Yeah, they didn't tell us about that one for some reason.

At least they've started revealing the dials with the previews. That's a very nice (and long overdue) change.

Munitions failsafe + cluster missiles:

... do not discard it unless the attack hits.

Unless which attack hits? The first? The second? Both? Any?

My guess would be either. Cluster missiles (a shock - the card they refuse to errata comes up with yet another wonky interaction!) is a tremendous mess of a card, but taking the failsafe and then being able to use clusters over and over again as long as one attack misses screams to me of abuse. I have to believe that if either attack hits, the card is considered to have hit and gets discarded.

Which means they'll continuously drop it before they move every turn. Which I might add, is a bit overpowered. (or maybe lots of overpowered). It prevents head on attacks since the enemy will have to pull off beforehand... It prevents trailing since they'll just be blown up. It only leaves flanking. Unless you intentionally send a cheap ship in to trigger all of the bombs... but that seems like a waste too.

I don't see how it prevents head-on attacks. Rear attacks, sure. Unless you choose to chew the one damage or crit (depending on the bomb).

As it stands now, bombs are extremely tricky to use. Even more so than missiles. I wouldn't mind some more reliability on being able to hit something with an expensive 5 point single-use card.

Munitions failsafe + cluster missiles:

... do not discard it unless the attack hits.

Unless which attack hits? The first? The second? Both? Any?

Either. It seems fairly obvious to me that a cluster missile attack from either of the two hitting means that the attack... well... hit.

Either. It seems fairly obvious to me that a cluster missile attack from either of the two hitting means that the attack... well... hit.

It should, shouldn't it? But you know people are going to jump all over that 'loophole,' as they have with every other wonky Cluster interaction. :P

I could see them doing something similar with Bombs and Mines. Be easy enough to come up with a comparable card.

Either. It seems fairly obvious to me that a cluster missile attack from either of the two hitting means that the attack... well... hit.

It should, shouldn't it? But you know people are going to jump all over that 'loophole,' as they have with every other wonky Cluster interaction. :P

I could see them doing something similar with Bombs and Mines. Be easy enough to come up with a comparable card.

If I get a player using the logic that "since the first attack missed, Munitions comes into play" I'll counter with "well, I guess that means your second attack missed as well." Gotta use their twisted logic against them. :P

Umm, Munitions Failsafe is worthless on Blount, since he always "hits".

And the Stealth Device is not dead. Fel and Turr are going to eat Blount alive.

Yeah, Fel and Turr can easily get out of arc of him and obliterate him in one round

Wingman takes off stress during the combat phase, so stress stays until then, it'll make those ships that can do actions during the combat phase more potent.

I am digging the Z-95 dial, a very good dial, even though not as much green, but it's mostly white and only 1 red (k turn). It is like a tie fighter with 1 straight and 1 bank (but no 1 turn), very good dog fighter, the 1s are going to be very useful.

The PS4 have no EPT though.

This is going to be interesting, a missile platform of bandit squadron (12) + Flechette missile (2) + munitions failsafe (1) = 15 or take 15point Awing (after the Chardaan refit)? That is, after rebel aces come out.

Except Flechettes are torps, not missiles.

Thank you. I'm off my game lately.

Then this makes the 15point A-wing more attractive.

Edited by BattlePriest

Not a fan of Blount. He completely invalidates stealth devices - which are not cheap. Any card that invalidates another is typically risky at best. Imagine a pilot with an ability that said secondary weapons could not be fired at that ship. How fun would that be to play against using Heavy Laser Cannons or Assault Missiles?

I guess the fact that a Munitions Failsafe will never work on him should make me feel better?

Umm, Munitions Failsafe is worthless on Blount, since he always "hits".

And the Stealth Device is not dead. Fel and Turr are going to eat Blount alive.

Yeah, Fel and Turr can easily get out of arc of him and obliterate him in one round

If I was playing Blount, I would burn their 3 point Stealth Device before they had a chance to close and get of of my arc. A range 3 volley at turn 2 (or even turn 1) is all that it takes. A range 3 arc is wide enough that avoiding a volley is almost impossible when ships start head on. Generally, this is not an issue, as range 3 volleys are typically low value, but here, it can cost any opponent 3 points. The risk of losing a 3 point upgrade wihtout even having a chance to benefit from it will make most people just go for an equivalently expensive 3 point Hull Upgrade or even a 4 point Shield Upgrade.

Edited by Rapture

Not a fan of Blount. He completely invalidates stealth devices - which are not cheap. Any card that invalidates another is typically risky at best. Imagine a pilot with an ability that said secondary weapons could not be fired at that ship. How fun would that be to play against using Heavy Laser Cannons or Assault Missiles?

I guess the fact that a Munitions Failsafe will never work on him should make me feel better?

I'd welcome a pilot who said he couldn't be targeted by turrets :D

Not a fan of Blount. He completely invalidates stealth devices - which are not cheap.

He flies a ship with 4 THP and only 2 agility. Unless you roll truly terrible, he will be able to take out one stealth device at most before he gets shot to pieces by focus fire. So either you lose the one important stealth device in your squadron -in which case what the hell were you doing pushing him into Blount's firing arc- or you lose one stealth device, but the other fighters in your squadron can operate as usual.

Blount is a threat to stealth squadrons. But not a threat that can't be countered.

Edited by keroko

Not a fan of Blount. He completely invalidates stealth devices - which are not cheap.

Only if he is able to get the stealth ship in range/arc AND survive long enough to shoot. Elite ships will very often either avoid his shots entirely, or just kill the 2 agility 4 HP ship before it can fire.

Also, by the "it's not cheap" argument Blount himself isn't cheap either. In fact, you could argue that Blount costs more points than the single stealth device he shuts down, since a generic PS 6 Z-95 with no pilot ability would rarely be worth playing.

If I was playing Blount, I would burn their 3 point Stealth Device before they had a chance to close and get of of my arc.

I think you seriously underestimate the closing speed of typical stealth ships. An interceptor can go from out of range to behind you with a 5-straight followed by a boost and/or barrel roll.

A range 3 arc is wide enough that avoiding a volley is almost impossible when ships start head on.

So then why are you starting head-on with your precious stealth ship? Most things worth putting stealth devices on have PS 7+, so you shouldn't have any problem starting off to the side of Blount.

If I was playing Blount, I would burn their 3 point Stealth Device before they had a chance to close and get of of my arc.

I think you seriously underestimate the closing speed of typical stealth ships. An interceptor can go from out of range to behind you with a 5-straight followed by a boost and/or barrel roll.

Keep in mind that your opponent is also playing the game and we have to assume that he/she is not completely inept. Securing a range 3 shot without your opponent flying over your head is not something that I have actually ever seen someone have a problem with.

So then why are you starting head-on with your precious stealth ship? Most things worth putting stealth devices on have PS 7+, so you shouldn't have any problem starting off to the side of Blount.

I believe that the Headhunter dial has several turn manuvers on it. There is no way to avoid a 45 degree cone at range 3 if your opponent wants to throw some shots your way. Besides, nothing stops Blount from capitalizing on his ability through deploying at an angle in the corner. There is really no way to avoid his range 3 shot other than killing him first, but 'just kill it before it does anything' is obviously a desperate argument.

Edited by Rapture

Double post.

Edited by Rapture

I believe that the Headhunter dial has several turn manuvers on it.

Pfft. What sort of opponent would actually use his turns while you were trying to stay out of his firing arc?

Just plain rude...