Hello,
Just for information, last E-wing info added to the Fab's Squadrons generator.
http://fabpsb.free.fr/gindex.php
bye
Hello,
Just for information, last E-wing info added to the Fab's Squadrons generator.
http://fabpsb.free.fr/gindex.php
bye
I think it's safe to say it will be somewhere between the X and A wing dials.I really want to know the dial...
Here's hoping for a one straight on an A-wing dial without green hard turns, but with all green banks and straights.
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No ship thus far has had all 3 speeds of all turns+banks. Several come close though... /ln /in AW are just missing the 1 bank... XW, YW, FS, /sa, /x1 are just missing the 1 turn... YT, BW are just missing the 3 turn. HWK + Lambda are missing 1 turn and 3 turn.
I doubt they'll give a ship all 6 of those possibilities, especially a ship that "has more green than red," unless it has a severely handicapped straight selection, which doesn't make sense in game/universe.
Tie Defender does. Aye, two of the three turns are red, but its koiogran is white.
He could also potentially be a good use of Expose depending on the dial. 4 + 4 > 3F + 3... especially if coupled with the FCS and it's actually 4 + 4TL > 3F + 3TL. (And 4TL > 3FTL in the event that you already had a TL). Though I don't know what I think reducing his agility, he'd have to be primarily out of arcs, though he'd be an amazing closer like that.
Interesting thought, although note that the scale only tips in favor of Expose at range 2-3. At range 1, 5 + 5 = 4F + 4
Ah, but I was discussing w/ a FCS...
So 5 + 5TL vs. 4F + 4TL... 2.50 + 3.75 = 6.25 vs. 3 + 3 = 6... So it still comes out ahead. And even if you manage to have a TL to begin with... 5TL + 5TL vs. 4FTL + 4TL = 3.75 + 3.75 = 7.5 vs. 3.75 + 3.00 = 6.75... Expose comes out ahead (assuming a FCS) in every scenario. At some point though I'll have to do the math on the weighted probability of having the focus for both the first and second attack, which might make it a bit better... (57% chance to spend the F, 42% to keep it for the second attack... (assuming 3 dice)... means that the second attack should actually be 3.28, which brings the damage up to 6.28 in the first scenario, and 7.03 in the second... which means that expose still isn't that good).
Regardless of the slight damage increase I can't see using expose on a 40+ point ship. You just can't afford to take the agility loss on a ship that has to survive a while to earn back its points. And if you are only using expose when you're out of arc of everything then you're probably not using it often enough to justify the cost.
Also, don't forget that expose costs 4 points and your EPT, while focusing is free. So you have to compare it to the final result with 4 points in other upgrades, not the naked ship.
So the only unpublished article is for the Phantom, then they can unleash the wave, yes?
I'm sad they didn't show the dial. To me that's where the money is!
And then get the hell out of dodge, while turtling up for defense... Talk about hit and run tactics... I suppose this is the answer to the Defender who will be just K turning all the time.
God help him of he gets Ioned by a Defender though after that round. 1 forward, going nowhere, can't even fire if he gets a shot. I'm going to enjoy doing that slowly, and over and over again.
Though i really have to wonder if this will really break the feel of flying TIEs. TIEs that can use awesome luck to survive being wiped out in a single shot, only to have to repeat the feat again and fail. Kinda bogus feeling when you think about it, really. Feels like it will take the fun out of it.
Though i really have to wonder if this will really break the feel of flying TIEs. TIEs that can use awesome luck to survive being wiped out in a single shot, only to have to repeat the feat again and fail. Kinda bogus feeling when you think about it, really. Feels like it will take the fun out of it.
Oh I don't think so. Coran is nearly 3 TIEs without upgrades. Sure he's got the ability to swoop in and hammer one, but likely he'll be hurt pretty bad in the process. He only gets one volley before they get to respond.
Hm. That was unnecessarily anticlimactic.
If they weren't going to show the dial anyway, why not just pocket those few bits of unseen info for a later worthwhile article?
Anticlimactic?! Tell that to my underpants!
I guess I just have a hard time getting excited, until I know how it flies.
More greens than reds tell me nothing. It puts it on the level of the HWK for all I know.
Meh no biggies, I can wait for the Assault on Imdaar Alpha for the actual story.
Anybody think Coran is going to be too predictable? From his ability you only have one way to fly him. Shoot twice and bug out. Your opponent will know exactly what you are going to be doing with him. I think Brath will get way more play. Coran will be reserved for epic play where points aren't so valuable.
Anybody think Coran is going to be too predictable? From his ability you only have one way to fly him. Shoot twice and bug out. Your opponent will know exactly what you are going to be doing with him. I think Brath will get way more play. Coran will be reserved for epic play where points aren't so valuable.
I don't think predictable is the right word. He's the most manuverable non turret ship in a lot of ways, because he can afford to leave the fight. Yes, you'll be using his ability at every opportunity, but that isn't predictibility. It's a survival trait. Assuming the E-wing has an X-wing esque dial with higher speeds and more green he's going to ba able to put the hurt on a lot of people. What he will be is a big target. Fortunatley he'll be really good at screwing up everyone's formations if they try to hunt him.
I would like to point out that Corran's ability is OPTIONAL. And he's only paying 1 point for it, so it's not like if you don't use it, you've wasted a ton of points - you just paid to get a high PS E wing w/ an EPT. But when you DO use it, it's brutal. So while he might be "predictable" after he takes his double shot, he's anything but predictable up to that point. Finally, if you ionize him and he's going to be in a bad position, then you don't have to do his second action.
I think he'll be best used with FCS and just a regular focus action. If you have your focus at the end of the round, take another shot hoping to spend the token.
He might be a bit, but as Khyros so wisely puts it. You don't have to shoot twice, in fact there will be times in which you don't have a 2nd shot at all. You kill your target with the first shot and there's no one else in range/arc. Or maybe your next move will give you a great shot so you save it.
It's a 'logical fallacy' of sorts in X-Wing that you have to use a given ability every time. Just like you have to take a green maneuver when ever you have stress...
Also being predictable doesn't mean much when you just killed the only 2 fighters that would of had a shot at him next turn.
I usually try to keep ships as cheap as possible, but with Corran you might even think about putting R5-P9 to replenish shields in between your shooting rounds. Might make him extremely tough to take down. R2-D2 is an option too, but green maneuvers are more predictable.
Anyone thought about how frickin' durable knave squad with R2-D2 / R5-P9, AdvS, shield upgrade is? Hello Endgame (near-) invulnerability. Sure it's 37/38 points, but might still make an impact.
Sure it's 37/38 points, but might still make an impact.
I'm of the opinion that there's 2 ways to run a E-Wing.
One is you run them semi-cheep in a 100 point list, because even with few upgrades they're still pretty tanky. 3 Agl 3 Shields and 2 hull will survive a fair number of shots.
Two is in a epic game, where you take 3-4 of them and load them for bear. Sure they'll eat up 110-140 points, but I'm betting they'll earn those back.
I might try Corran with Expose+FCS and team him up with someone that gives an action. (Dutch, Airen, Lando, Kyle or Tycho with PtL and Squad Leader)
The turn you attack, you take the expose action and get a focus or target lock action from one of your teamates. First attack with 4 dice+focus or TL, you gain a target Lock, make the second attack with 4 dice+TL. Next Round you go into evasive maneuver. Rinse and repeat.
If the greens are good on the Dial, I might pair him with R2D2; if not, R2F2 for the defensive turn. That's if I have the points to give him an astromech.
Edited by Red CastleAnybody think Coran is going to be too predictable? From his ability you only have one way to fly him. Shoot twice and bug out. Your opponent will know exactly what you are going to be doing with him. I think Brath will get way more play. Coran will be reserved for epic play where points aren't so valuable.
I think the ability shouldn't be used every round, a lot of the time it won't even provide much of a benefit.
All it does it let you take a shot at the end phase in return for a PS8 shot next turn. If Corran is higher PS that your opponents ships (which he often will be), the only difference is the positioning and token situation. Now, when his ability pays off it will be awesome, as it can give you a considerable advantage whenever you happen to be in range one, or have caught someone like Fel without any tokens left etc. But if you have reason to believe your shot next turn at PS8 will be as good or better than the end phase shot, it's probably best left unused.
I think the ability shouldn't be used every round, a lot of the time it won't even provide much of a benefit.Anybody think Coran is going to be too predictable? From his ability you only have one way to fly him. Shoot twice and bug out. Your opponent will know exactly what you are going to be doing with him. I think Brath will get way more play. Coran will be reserved for epic play where points aren't so valuable.
All it does it let you take a shot at the end phase in return for a PS8 shot next turn. If Corran is higher PS that your opponents ships (which he often will be), the only difference is the positioning and token situation. Now, when his ability pays off it will be awesome, as it can give you a considerable advantage whenever you happen to be in range one, or have caught someone like Fel without any tokens left etc. But if you have reason to believe your shot next turn at PS8 will be as good or better than the end phase shot, it's probably best left unused.
There will be turns where it is better not to use the second attack, but those turns will be when nobody is left in arc.
Might make someone like Dreis more valuable to him. He could actually recieve a focus from Dreis to use in the second combat round, since Dreis will fire after him.
That isn't true at all. It allows him, when equipped right, to make stronger attacks while focusing on defensive actions, and lets him focus on positioning for long term benefit rather than short term maintenance of attack arcs, as well as attacking when almost everyone will be short on defensive measures.
I think the ability shouldn't be used every round, a lot of the time it won't even provide much of a benefit.Anybody think Coran is going to be too predictable? From his ability you only have one way to fly him. Shoot twice and bug out. Your opponent will know exactly what you are going to be doing with him. I think Brath will get way more play. Coran will be reserved for epic play where points aren't so valuable.
All it does it let you take a shot at the end phase in return for a PS8 shot next turn. If Corran is higher PS that your opponents ships (which he often will be), the only difference is the positioning and token situation. Now, when his ability pays off it will be awesome, as it can give you a considerable advantage whenever you happen to be in range one, or have caught someone like Fel without any tokens left etc. But if you have reason to believe your shot next turn at PS8 will be as good or better than the end phase shot, it's probably best left unused.
There will be turns where it is better not to use the second attack, but those turns will be when nobody is left in arc.
There are plenty of situations where the 2nd attack wouldn't be worth using. If the attack can't be modified, but the available targets have focus or evade it will often no be worth it. If the 2nd attack is at range 3, but next turns shots will likely be at range one, it will be worth saving the shot. If there's a strong chance that you will have a solid shot next round without sacrificing positioning it's worth saving the attack. Of course, there will also be times where the attack is worth taking because next turn is less certain, or you have a decent chance of killing a higher PS ship, or if you are sure you can avoid arcs next turn etc. The ability is really good, but that does not mean it should be used every single time it is available. It is one of the more interesting choices in when to use an ability in the game.
Right, it will be completely situational to use the second attack, but I would like to think that you are going to do it more often than not. If you got a ship in your arc and you can throw red dice at it, you will probably be doing it. Now if you got an interceptor at range 3 behind an asteroid, yeah I'm going to wait. But if I got Howlrunner at range 3 with SD, I'm going to at least try and strip that. She might not be in my arc next turn, or I might be action denied with my 8 PS.
I think his ability is going to severely limit how you use him. Because if I'm an Imperial player and I can shoot Coran, I'm going to be shooting at him. I know he has the chance of blasting two Tie Fighters out of the game in one turn. So you can't keep Coran in the fight the entire time or he'll be the first to go.
There are plenty of situations where the 2nd attack wouldn't be worth using. If the attack can't be modified, but the available targets have focus or evade it will often no be worth it. If the 2nd attack is at range 3, but next turns shots will likely be at range one, it will be worth saving the shot. If there's a strong chance that you will have a solid shot next round without sacrificing positioning it's worth saving the attack. Of course, there will also be times where the attack is worth taking because next turn is less certain, or you have a decent chance of killing a higher PS ship, or if you are sure you can avoid arcs next turn etc. The ability is really good, but that does not mean it should be used every single time it is available. It is one of the more interesting choices in when to use an ability in the game.That isn't true at all. It allows him, when equipped right, to make stronger attacks while focusing on defensive actions, and lets him focus on positioning for long term benefit rather than short term maintenance of attack arcs, as well as attacking when almost everyone will be short on defensive measures.I think the ability shouldn't be used every round, a lot of the time it won't even provide much of a benefit.Anybody think Coran is going to be too predictable? From his ability you only have one way to fly him. Shoot twice and bug out. Your opponent will know exactly what you are going to be doing with him. I think Brath will get way more play. Coran will be reserved for epic play where points aren't so valuable.
All it does it let you take a shot at the end phase in return for a PS8 shot next turn. If Corran is higher PS that your opponents ships (which he often will be), the only difference is the positioning and token situation. Now, when his ability pays off it will be awesome, as it can give you a considerable advantage whenever you happen to be in range one, or have caught someone like Fel without any tokens left etc. But if you have reason to believe your shot next turn at PS8 will be as good or better than the end phase shot, it's probably best left unused.
There will be turns where it is better not to use the second attack, but those turns will be when nobody is left in arc.