New Tantive IV preview article is up — last before it officially releases

By Danthrax, in X-Wing

The pictures never match the article huh? I wonder if the guys are is purposely blocking the transport to give the corvette the whole spotlight.

On a side note, can you just run one half the corvette?

And I only count six Tie fighters against a 300 point list...how the Rebel ships are oriented those Ties won't last a round.

They must have been playing with TIE Phantoms and taking the "cloak" action quite literally.

Unrelated, I really wish they had show the dial, so we know how much energy it regenerates. Energy is King on Huge ships, it is like a "core stat". I would expect it to be more than the GR-75, but perhaps not, based on other comments.

The pictures never match the article huh? I wonder if the guys are is purposely blocking the transport to give the corvette the whole spotlight.

On a side note, can you just run one half the corvette?

And I only count six Tie fighters against a 300 point list...how the Rebel ships are oriented those Ties won't last a round.

They must have been playing with TIE Phantoms and taking the "cloak" action quite literally.

Unrelated, I really wish they had show the dial, so we know how much energy it regenerates. Energy is King on Huge ships, it is like a "core stat". I would expect it to be more than the GR-75, but perhaps not, based on other comments.

A text description from memory was leaked in the thread about the Han and Leia cards. I think it has no 1 straight, it has a 4 straight that generates 1 energy, and I think its 1 banks and 2 straight generate 3 energy.

[edit] Here we go: http://community.fantasyflightgames.com/index.php?/topic/106362-new-tantive-iv-crew-cards/?p=1086602

sorry, cant get hold of him now so no photo, but from memory, it was 1 bank for 3 energy, 2 forward for 3 energy, 2 bank for 2 energy, 3 forward for 2 energy and 4 forward for 1 energy.

Edited by Danthrax

The pictures never match the article huh? I wonder if the guys are is purposely blocking the transport to give the corvette the whole spotlight.

On a side note, can you just run one half the corvette?

Nope, you are required to run both of the cards and pay the full 90 point minimum.

Ah, thanks. So it has 1 more energy than the GR-75 for every maneuver, but looses the 1 straight so it is still capped at 3 per turn. While it would be nice to have 4 per turn on a 1 straight, that gives you 3 different maneuvers that all yield max energy, which makes for more versatile tactics.

(edited to remove hypothetical, confirmed dial)

Edited by MajorJuggler

sorry, cant get hold of him now so no photo, but from memory, it was 1 bank for 3 energy, 2 forward for 3 energy, 2 bank for 2 energy, 3 forward for 2 energy and 4 forward for 1 energy.

If true, it would have 1 more energy than the GR-75 for every maneuver, but looses the 1 straight so it is still capped at 3 per turn. While it would be nice to have 4 per turn on a 1 straight, that gives you 3 different maneuvers that all yield max energy, which makes for more versatile tactics.

Engineering team means the straight does give one more than the banks. For only four points that upgrade seems mandatory.

Edited by dvor

For only four points that upgrade seems mandatory.

It's at least a no brainer IMO. More energy = more options.

So they say it can possibly take up to four attack per round, but 3 of those cost at least one energy. How often are you going to be able to do that. I don't know. I am liking the Tantive more than the Transport simply because I would rather kill my enemies than screw with them. Sure the Tantive is going to cost three times as much the transport.

But I am super psyched. I have been saving b-day money since January to buy this thing.

The secondary weapons have to be charged. When you receive energy, you can then assign it to some cards that require it to activate (any card with a purple number, including all of the secondary weapons), and this energy is stored IN ADDITION to the energy on your ship card used for actions and other cards. Therefore, you spend your first turn charging your weapons, then your next turn for other energy-consuming actions and the like.

Sensor Team is going to be lovely with a Weapon Engineer.

EDIT: And that will be fun with Han Solo's crew card.

There must be one at least one more team. The Tantive IV title adds a fourth crew slot, but the three listed are all either Limited or don't benefit from multiples.

According to the other topic, http://community.fantasyflightgames.com/index.php?/topic/106362-new-tantive-iv-crew-cards/ there are 6 crew and 3 teams, meaning that the Tantive IV can equip more teams than we actually have available. Meaning there are more on the way! Eventually...

Yeah, 4 points for an extra energy each turn is absolutely worth it!

Also, kinda cool that all the crew cards are headed by women. Kinda neat for equal opportunity~ :D

Not to piss anyone off, but 100% female =/= "equal" ... it's a bias... Just sayin'...

to be fair, Sensor team MAY have a male alien in it... And Gunnery team appears to have two :P "Team" usually means more than one person involved. But hey, Who doesn't want an all-female crewed blockade runner? :lol:

Would explain the accuracy penalties wouldn't it? *ducks*

I bet the nail salon takes up a full quarter of the Aloha deck...*ducks* :D

Assuming my goal is to crash the Tantive into as many ships as possible, you better believe I'm taking an all female crew... *ducks* :D

So they say it can possibly take up to four attack per round, but 3 of those cost at least one energy. How often are you going to be able to do that. I don't know. I am liking the Tantive more than the Transport simply because I would rather kill my enemies than screw with them. Sure the Tantive is going to cost three times as much the transport.

But I am super psyched. I have been saving b-day money since January to buy this thing.

The secondary weapons have to be charged. When you receive energy, you can then assign it to some cards that require it to activate (any card with a purple number, including all of the secondary weapons), and this energy is stored IN ADDITION to the energy on your ship card used for actions and other cards. Therefore, you spend your first turn charging your weapons, then your next turn for other energy-consuming actions and the like.

Once energy is on a upgrade card, you can no longer use it for anything but that upgrade. Those secondary weapons are not general-purpose energy storage.

So they say it can possibly take up to four attack per round, but 3 of those cost at least one energy. How often are you going to be able to do that. I don't know. I am liking the Tantive more than the Transport simply because I would rather kill my enemies than screw with them. Sure the Tantive is going to cost three times as much the transport.

But I am super psyched. I have been saving b-day money since January to buy this thing.

The secondary weapons have to be charged. When you receive energy, you can then assign it to some cards that require it to activate (any card with a purple number, including all of the secondary weapons), and this energy is stored IN ADDITION to the energy on your ship card used for actions and other cards. Therefore, you spend your first turn charging your weapons, then your next turn for other energy-consuming actions and the like.

Once energy is on a upgrade card, you can no longer use it for anything but that upgrade. Those secondary weapons are not general-purpose energy storage.

Correct. Not what I meant. I meant that once they are charged, you then have a turn or two that frees up the energy on the primary ship card for other use. Then, once you use up the energy for secondaries, you can charge them again. The energy on these cards can only be used for the function of these cards, but it does not count against the energy total on the ship card.

Once energy is on a upgrade card, you can no longer use it for anything but that upgrade. Those secondary weapons are not general-purpose energy storage.

All true, but you know that you will be firing those weapons, so anything you can do to fully charge up your ship and delay combat until you are fully charged is to your advantage. With 3 lasers, you're looking at 6 energy on weapons and 5 on the ship. That's 11. At 4 energy per turn MAX, that's 3 turns to charge up. There is certainly a strategy and benefit to setting up on the far side of the 3x6 board if you place at later PS than you opponent, to buy precious time.

i figure since you will mostly be using energy for firing guns the Gas Supply is probably a good bet for emergenices. I also like either the ionization reactor for or backup shield generator, thought they are obviously both very different.

i figure since you will mostly be using energy for firing guns the Gas Supply is probably a good bet for emergenices.

That idea already crossed my mind.

If you want the extra energy to charge your weapons, you have to use it one round in advance. So the gas supply may be better spend on other stuff. Like comms booster, gunnery team or pilot ability.

Engineering team = Straight on my Transport!

So they say it can possibly take up to four attack per round, but 3 of those cost at least one energy. How often are you going to be able to do that. I don't know. I am liking the Tantive more than the Transport simply because I would rather kill my enemies than screw with them. Sure the Tantive is going to cost three times as much the transport.

But I am super psyched. I have been saving b-day money since January to buy this thing.

Will be interesting to see how it works on on the battlefield... At first glance looks pretty balanced...

Cost will be more then 100pts (108-124) for those 4 attacks. Hull/Shield=24.

If you figure the 'vetter cost is 4 beefy ships easy (4 attacks), each with 6 Shield/Hull and min of 3 dice attacks... Not a terrible trade off.

The single turbo lasers, I don't see being too useful. Expensive at 2 energy and the defender doubles their def dice. Probably better in mirror matches. I would think the Quads will be a more consistent weapon for an attack 'vette build.

Only issue is 75% of offensive power is gone if the fore section is taken out.

The single turbo lasers, I don't see being too useful. Expensive at 2 energy and the defender doubles their def dice. Probably better in mirror matches. I would think the Quads will be a more consistent weapon for an attack 'vette build.

These will be far more useful once there are other big ships to shoot at.

Even then, they're going to be hell against low-agility ships like shuttles, or B-wings, and YT-1300s in mirror matches.

The thing I want the single turbolasers for most, is to stop Tie Bombers at range 4-5. Those are going to be a big threat to a Vette.

Somehow I hadn't realized that the CR90 doesn't come with the Recover action, so the backup shield generator seems crucial for it.

EDIT: And yeah, getting some Range 4-5 target locked shots with Single Turbolasers will be handy against Bombers. You may even get lucky and strip them of their secondary weapons.

Edited by PhantomFO

Somehow I hadn't realized that the CR90 doesn't come with the Recover action, so the backup shield generator seems crucial for it.

cr90-corvette-fore.pngcr90-corvette-aft.png

[edit] Yup that's a Recover action on the Aft section.

Edited by MajorJuggler

Or is it reinforce... gah have to go check the rules...

The arrow with 2 circles is Reinforce, the 'soccer ball*' one is Recover.

That said, Recover is a action you preform in the activation phase. Backup Shield Generator isn't a action and you do it at the end of the turn.

*Football for those across the pond.

Edited by VanorDM

So if you do a recover action, do you think we get to choose what how many shields from both sections we gain back?

As I understand it, I have no idea what i am talking about, so I will shut up now. ;)

Edited by Forgottenlore

So if you do a recover action, do you think we get to choose what how many shields from both sections we gain back?

As I understand it, with the recover action you choose 1 section and all the energy you have left goes into repairing that sections shields.

Pretty sure you can allocate the shield as you choose. IE, if you have 4 energy to spend, you can spread the shields out 2 and 2.

Engineering team = Straight on my Transport!

Transports can't equip team upgrades.

As I understand it, with the recover action you choose 1 section and all the energy you have left goes into repairing that sections shields.

That's not what the rules say in the huge ship rules PDF.

For ships with multiple Ship cards, for each energy token removed, the ship recovers one shield on either of its section.

Edited by VanorDM