XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

I would agree earlier, but I've recently once again played TIE Figher campaign and the key issue is Gunboat is a bloody large target, difficult not to hit, but nice to fly.

A barrell roll would be very good, possibly with no cost rise.

BTW What do you think about my ideas for TIE Vanguard? - https://community.fantasyflightgames.com/topic/219996-custom-card-league-submit-your-entries-now/?p=2234683

Disagree, Gunboat should be THE Imperial small base ship with no repositioning, like it's big daddy, the magnificent white space bison.

Yea, barrel roll seems wrong.

If the Bomber can BR, so can my GUNBOAT.

If the Bomber can BR, so can my GUNBOAT.

Disagree.

TIE Bomber is only slow and unwieldy...for a TIE. It's actually a moderately maneuverable starfighter overall. This is evidenced by the fact that it has a 2 agility. Lower than most other TIEs, but higher than something like a Y-Wing.

Also X-wing has tarred ALL TIE's (with the sole exception of the TIE FA/TASS) with barrel roll, it's their schtick. But the Gunboat, as so many have noted is not a TIE.

Edited by DariusAPB

Anything can barrel roll, if handled expertly.

I see what you did there.

No to primary 4. It only had a single laser on it. It's main weapon(s) were the insane amount of missile it could throw. Primary of 1, but with a special title/system (like the Advanced ATC) that says you do not discard you TL or something when firing ord.

Ideally, its primary weapon would be missiles, with the laser cannon as a secondary. However, I don't see how to write the rules for that and get them to fit on a card. :)

OOOO, May equip Ordnance Tubes.

No to primary 4. It only had a single laser on it. It's main weapon(s) were the insane amount of missile it could throw. Primary of 1, but with a special title/system (like the Advanced ATC) that says you do not discard you TL or something when firing ord.

Ideally, its primary weapon would be missiles, with the laser cannon as a secondary. However, I don't see how to write the rules for that and get them to fit on a card. :)

OOOO, May equip Ordnance Tubes.

Missile Boat, Epic only, 1 Epic point, 80 points starting price.

Three small based ship soloing an entire fleet :D

Edited by FTS Gecko

Also X-wing has tarred ALL TIE's (with the sole exception of the TIE FA/TASS) with barrel roll, it's their schtick. But the Gunboat, as so many have noted is not a TIE.

B-wing =1 Agi = BR

GUNBOAT = 1 Agi =/= BR ???

(I would still give GUNBOAT 2 Agi because once it got behind anything other than A-wings or the Super TIEs it stayed on that tail)

Anything can barrel roll, if handled expertly.

Space Cow disagrees.

Also X-wing has tarred ALL TIE's (with the sole exception of the TIE FA/TASS) with barrel roll, it's their schtick. But the Gunboat, as so many have noted is not a TIE.

B-wing =1 Agi = BR

GUNBOAT = 1 Agi =/= BR ???

(I would still give GUNBOAT 2 Agi because once it got behind anything other than A-wings or the Super TIEs it stayed on that tail)

So maybe it is more the question of a properly designed dial? I have to admit it is hard to balance this thing.

BTW What do you think about my ideas for TIE Vanguard?

I like the base ship.

Put Advanced Sensors in the System slot and it serves as a TIE/rc or as the actual TIE Vanguard.

Put a Fire Control System in the System slot and it serves as a TIE/fc.

Thanks! I'll reduce the cost of more expensive pilots. Frankly it is hard to find a justification for their cost with this 1 primary. Moving after the enemy matters, but in this case it shouldn't cost that much.

Anything can barrel roll, if handled expertly.

Space Cow disagrees.

You can't expertly handle a Space Cow though, you can only fly casual.

Or allow it to perform two secondary attacks a round.

Thus make it able to fire two missiles (with one target lock) or missile and cannon.

Talking about me?

x_wing_miniatures_game___assault_gunboat

That Alpha Strike talent would make Tomax Bren crazy broken. :D

(And I still think the gunboat deserves 2 agility... )

Would it be? I guess Tomax can't use any two missiles/torpedoes because most need Target Lock.

No to primary 4. It only had a single laser on it. It's main weapon(s) were the insane amount of missile it could throw. Primary of 1, but with a special title/system (like the Advanced ATC) that says you do not discard you TL or something when firing ord.

Ideally, its primary weapon would be missiles, with the laser cannon as a secondary. However, I don't see how to write the rules for that and get them to fit on a card. :)

What about the first native attack 0 ship but with a lot of ordinance slots/cannon slot and a cheap cost?

Missile boat should have 1 attack. It has 1 cannon.

Also X-wing has tarred ALL TIE's (with the sole exception of the TIE FA/TASS) with barrel roll, it's their schtick. But the Gunboat, as so many have noted is not a TIE.

B-wing =1 Agi = BR

GUNBOAT = 1 Agi =/= BR ???

(I would still give GUNBOAT 2 Agi because once it got behind anything other than A-wings or the Super TIEs it stayed on that tail)

Yes, that's = good dial.

But try to avoid the enemy in a Gunboat. It is certainly much harder than it is with a X-Wing.

If the Bomber can BR, so can my GUNBOAT.

There is nothing in the Gunboat design that indicates it could BR. It's not about speed or maneuverability, but how the maneuvering jets are distributed in the hull.

If the Bomber can BR, so can my GUNBOAT.

There is nothing in the Gunboat design that indicates it could BR. It's not about speed or maneuverability, but how the maneuvering jets are distributed in the hull.

They don't use those in Star Wars, though. Even stranger, those are considered an upgrade.

I mean, what about the TIE Bomber indicates it could barrel roll? Not a **** thing.

From all the way back on page one; Gunboats try to barrel roll, but don't have much luck (around 4 minutes 20 in)

Edited by FTS Gecko

You can't expertly handle a Space Cow though, you can only fly casual.

It's okay to handle it expertly if you don't mind looking like you're trying to keep your distance.

From all the way back on page one; Gunboats try to barrel roll, but don't have much luck (around 4 minutes 20 in)

One a little bit after the one your talking about was a little bit more successful with their corkscrew... For a little longer.

From all the way back on page one; Gunboats try to barrel roll, but don't have much luck (around 4 minutes 20 in)

"Command, what are your orders?"

"DIE, IMPERIAL DOGS!"

"uh okay then"

I've made slight changes to the TIE Vanguard if anyone is interested.

Mainly cost reduction + one, general use electronic warfare pack which works best with TIE Vanguard but can be used with limited success by for example TIE Phantom or TIE/x1 TIE Advanced.

So I've been working on pilot cards for an Imperial version of HotAC over on this thread (pg 11 has them). Made a missile boat card already, but need to make one for the GUNBOAT (and the Avenger while I'm at it). I'm leaning towards 2/2/4/2 w/ cannon and missile. I'm not 100% on board with having 2 missiles. I gave the missile boat 3 missile for the campaign (EM is a mod in HotAC) but can change it up for 2 missile+2 torps or something, but 3 missile feels better IMO. But that means where to go with the gunboat?

Edited by Salted Diamond

So I've been working on pilot cards for an Imperial version of HotAC over on this thread (pg 11 has them). Made a missile boat card already, but need to make one for the GUNBOAT (and the Avenger while I'm at it). I'm leaning towards 2/2/4/2 w/ cannon and missile. I'm not 100% on board with having 2 missiles. I gave the missile boat 3 missile for the campaign (EM is a mod in HotAC) but can change it up for 2 missile+2 torps or something, but 3 missile feels better IMO. But that means where to go with the gunboat?

Something tells me that if the TIE Defender could carry 8 missiles and this game represents that with a single missile icon, the gunboat should have 2 icons, if only because by lore, it could carry double that amount.

However 2 missile icons aren't as useful in this game as having 1 missile and 1 torpedo (If only for Extra Munitions). Although that could also be fixed with something like that Torpedo Loadout card someone proposed before.

The Gunboat, the Misthunter, and the B-Wing are all basically the same archetype of ship. With slight variations, but at large, quite comparable. We could/should get inspiration from those ships when thinking on what upgrades the gunboat should have.

  • By the name of it, the gunboat should clearly sport a cannon upgrade, just like the B-Wing. (The Misthunter kind of gets a cannon too, but not really. Instead it gets Illicit) As I said in another post, maybe instead of a cannon upgrade, it could equip a cannon that costs 3 or less for fulfilling a utility role, without actually having a cannon slot? Somehow the prospect of seeing gunboats with HLC doesn't really fit well in my head-lore.
  • Both the MH and the BW have a crew upgrade that the gunboat cannot have by lore, and both have attack 3 while, for the same reason, the gunboat has attack 2. This should translate in some other benefit, like a reduction in cost or an awesome better dial, or some other trick that I cannot think of right now.
  • The B-Wing has two torpedo slots. Nowadays, with Extra Munitions, that is better value than 2 missile slots. So perhaps either the gunboat gets 1 torpedo and 1 missile slot, or it gets a Torpedo Loadout upgrade card that uses up a missile slot and gives a torpedo slot.
  • B-Wing and MH have 8 hitpoints behind 1 agility. I think your choice of 6 hitpoints behind 2 agility is fitting, although maybe I would have gone for 3 hull/3 shields instead to make it as symmetrical as the lambda shuttle is with its hitpoints.
  • The B-Wing has barrel roll, while the MH has evade. Either the gunboat gets another discount or trick, or it should get also some action other than Focus or Target Lock. Both Barrel Roll and Evade are useful for this archtype, one for knife-fighting, the other for extra tankiness. If we opt not to give it any of these actions, neither Boost (other actions like Cloak, or SLAM don't fit by the lore), perhaps the mentioned double tap upgrade (title?) could balance it out.
  • Finally, both B-Wing and MH have a Systems upgrade icon. I don't see why the gunboat shouldn't have one. Especially if it won't have crew, Barrel Roll or Evade.
Edited by Azrapse