So how about the E-wing?

By R22, in X-Wing

With the cloaking device spoiled for the TIE Phantom and proving pretty popular, how far do people think FFG will take the E-wing being "a cross between the X-wing and A-wing." With the Phantom being uber maneuverable (nevermind the cloaking and +4 attack), and the TIE/D paired having a the white K-turn, do you think the E-wing will have anything special about it? Or does its multiple upgrade options "equate" to those specialties? I know FFG doesn't have to make each release a 1-for-1 instance of dynamic equivalency. Maybe the meta is shifting to better reflect individual Imperial tech against sturdy Rebel teamwork?

do you think the E-wing will have anything special about it?

I think we know enough about the E-Wing to say it won't have any special rules or anything included in in it. But it does have a lot of actions and upgrade possibilities which makes it very configurable. Which fits in with the over all fluff of Rebels making the most possible use of what they have.

Its an upgraded X-wing. Not much else to it.

Im curious to see what new upgrades it will bring to the table, It definitely is the ship im looking forward to the most. Just like the way it looks. and i dont know squat about EU.

Empire requires alot of mass produced different Ties for situations, Rebels just make everything customizable (sorta like Clan omni mechs in battletech lol)

The E will just be mod'ed to heck and back and that will account for the Imps getting new shenigans

Well we pretty much already know what most of it will bring.

R7-T1 has been released. Other then that it comes with Outmanuver, AdvSensors, Flachette Torps and a R7 Astromech.

The only thing we really don't know is what Outmanuever, the R7 Astromech and the other named pilot will do. But clearly the E-Wing isn't going to bring anything new on the order of the Cloaking Device.

Which doesn't mean it won't be a great ship, I think it could become a staple part of a 3 Ship Rebel list.

The E Wing has some very interesting upgrade options that we've never seen before.

Astromech+Sensors+Torps, and a rebel ship with three evade and the evade action. That's new enough for me

I'm most excited about the E-wings manuever dial. I'm hoping it and the Tie Phantom can both haves 1'sacross the board without any reds. They would be the first small ships to have that level of manueverability.

I am definitely looking forward to see the completed version of Corran Horn's pilot card. It appears as though he can make an attack in the activation phase. So, picture this. Points are not considered here, but it looks like he'll cost upwards of 35? Naked.

Corran Horn

+ Push the Limit

+ Fire Control System

First round, focused or locked attack against an enemy. Free target lock. Next turn, make your target locked attack, then GTFO! You bug out full speed and turtle up (focus/evade). Come around again in a turn or two, wash, rinse, repeat.

The E Wing has some very interesting upgrade options that we've never seen before.

Astromech+Sensors+Torps, and a rebel ship with three evade and the evade action. That's new enough for me

Does the Emperor know you frequent these civilian boards, in support of the Rebellion's ships no less, Admiral?

imo the E-wing seems to have the most potential of all the wave 4 ships. It's a solid ship with no upgrades that compares well to its peers, and has a wide variety of powerful (and potentially fun) upgrade combinations available.

Empire requires alot of mass produced different Ties for situations, Rebels just make everything customizable (sorta like Clan omni mechs in battletech lol)

The E will just be mod'ed to heck and back and that will account for the Imps getting new shenigans

Inner Sphere Tech all the way!

Also yeah, most likely the E-wing will just be a high point replacement for an X-wing if you run it. You might be able to run 3 E-wing formation with light upgrades. Going to be so very expensive though, and without Hull Upgrade, it will be one hull down from the Defender.

The E Wing has some very interesting upgrade options that we've never seen before.

Astromech+Sensors+Torps, and a rebel ship with three evade and the evade action. That's new enough for me

A-wing has three green and the evade action to be fair.

I think the E-wing is just going to be a very good all around ship without the gimmick of cloaks and easy Kiograms.

How's this for something "new"..

Ewing + r2f2 + PLT + Stealth Upgrade

At range 3, behind an astroid, that is 7 green dice with either a focus or evade token. 6 without an astroid is still pretty sick.

Ewing is going to be a phenomenal ship.

Was reading theorists article on Interceptors, and was thinking put an engine upgrade then with PTL you can pull some of the same fun and games as you can with those.

Looking forward to the new ships though.

How's this for something "new"..

Ewing + r2f2 + PLT + Stealth Upgrade

At range 3, behind an astroid, that is 7 green dice with either a focus or evade token. 6 without an astroid is still pretty sick.

Ewing is going to be a phenomenal ship.

How's this for something "new"..

Ewing + r2f2 + PLT + Stealth Upgrade

At range 3, behind an astroid, that is 7 green dice with either a focus or evade token. 6 without an astroid is still pretty sick.

Ewing is going to be a phenomenal ship.

That averages 4 evades against the first attack, and just under 3 thereafter. While good it is regrettably touchable...(It will murder Tie Swarms though...)

How do you figure? Sure you aren't always at range 3 and stealth will wear off. But mid game, range 2 you still have 4 defense dice with the droid AND a evade token.. I also think getting that first hit (naturally) to take stealth off would be difficult. Opening salvo even range 2 will be 5 dice + focus or evade. Thats nothing to scuff at IMO.

Your action is R2F2. and a single focus/evade. That leaves you with 3/8ths of your dice as actual results. and 5/8ths on one attack.

That means that on 7 dice, with focus you average 4.375 dice, and 2.625 evades without. If you want the exact unrounded math. You'll do very well against Tie fighters and other 2 dice ships. But once you hit 3 dice ships with Focuses and Target locks you will get hit.

And that's at range three through an asteroid. At Range 2 without an asteroid you have an average of 3.125 evades with focus and 1.875 without. Without a focus you don't stand a chance of dealing with sustained focus token focus fire.

Edited by Aminar

Thanks for the explanation. Pretty disappointing how crappy green die are in comparison to red ones, then.

Thanks for the explanation. Pretty disappointing how crappy green die are in comparison to red ones, then.

Yeah... I understand why they did so, as overly defensive games suck. But I would have liked to see the extra blank be an extra focus or an icon that allowed you to reroll one of their dice or something. Or if you could bank evade results as evade tokens for later. There are tons of ways to up a ships firepower, and maybe 5 overpriced or temporary ways to increase defense.

New mechanic: fried pilot. Seriously, don't put a super-heated gun a foot away from his head.

Thanks for the explanation. Pretty disappointing how crappy green die are in comparison to red ones, then.

It's not that defense dice are particularly bad compared to attack dice; it's that modified dice are very powerful in comparison to unmodified dice.

There are a lot of things that make attack more effective than defense in X-wing, but the raw statistical difference between attack and defense dice is pretty small potatoes. The principal differences are these, IMO:

  • "Luck" is asymmetric on attack and defense. A lucky attack roll (meaning one arbitrarily far to the right of the median) has to be met with a lucky defense roll, but a lucky defense roll can be wasted.
  • The action economy favors attackers, who can easily match multiple ships' worth of actions against the defender's single portion.
Edited by Vorpal Sword

E-wings look like really good ships. Until you have to pay the points for them... not so much then.

I'm still buying 4! :D

Thanks for the explanation. Pretty disappointing how crappy green die are in comparison to red ones, then.

It's not that defense dice are particularly bad compared to attack dice; it's that modified dice are very powerful in comparison to unmodified dice. There are a lot of things that make attack more effective than defense in X-wing, but the raw statistical difference between attack and defense dice is pretty small potatoes. The principal differences are these, IMO:
  • "Luck" is asymmetric on attack and defense. A lucky attack roll (meaning one arbitrarily far to the right of the median) has to be met with a lucky defense roll, but a lucky defense roll can be wasted.
  • The action economy favors attackers, who can easily match multiple ships' worth of actions against the defender's single portion.

Good points. Still a new player so getting used to dice relationship. Do you think defense die will ever get modifiers? I would love to see more defense added to the game. Though I'm too new to know if that would cause negative ramifications.

I'm always a defensive minded player in games and wish there was a little bit more equality in those terms. Not equal, cause obviously ships need to go boom.

Simply put, the best defensive strategy is to never be in firing range.