XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

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?

The gunboat should be on par with the B-wing/Y-wing on the stat line. 2/1/4/4 Cannon, Missile seems like the right place to start testing the GB at about 19-21 pts so you can staple on a Mangler or Ion and still run 4. Hybridize the B/Y dials for less speed than the Y but more than the B.

Rather than evasion I would give the GB a double tap. Fire a primary and secondary. I would like to see something unique and to me that would be to roll all the dice for both attacks in 1 pool. If the combined attack hits then you can assign damage from each as desired.

IE, I fire an Ion and primary, roll 5 dice at range 2 and say I roll hit, hit, crit, blank, blank and the defender rolls evade. The attack hit so I can assign any 3 dice to the ion, cancelled hit and two blanks while keeping a hit, crit for the primary. The defender still suffers the ion token as the combined attack was a hit.

Edited by Jetfire

I recall the gunboat being able to carry a lot of torps.

We need space bombs lol

What would the missile boat have is the gunboat is 2/1/4/4 cannon+missileX2? Was the missile boat any more manuvable? Would having the gunboat have 1 evade dice, but more greens on the dial even out?

What would the missile boat have is the gunboat is 2/1/4/4 cannon+missileX2? Was the missile boat any more manuvable? Would having the gunboat have 1 evade dice, but more greens on the dial even out?

MB would be something close to 1/3/2/4 missilex2, system with a title that forces a TB equip like MH title. The MB was much faster and more maneuverable and had SLAM so I would not give it too much dial speed, sort of like a cross between an A-wing speeds 1-3 and a K-wing cut off at 3 speed. Less greens than the A-wing though and make the 1 turns red. Probably should have a 3 K.

Edited by Jetfire

The Missile Boat and the Gunboat only have three things in common:

  • They look kind of similar, like all TIEs do.
  • Their names sound kind of similar, like all TIEs do.
  • They are made by the same manufacturer, like all TIEs do.

But actually, they are vastly different ships.

While the Gunboat is something comparable to a B-Wing/Mist Hunter, I wouldn't qualify the Missile Boat as anything less than an Epic ship on a small base.

The Missile Boat had a speed and maneuverability comparable to that of a TIE Defender, with similar shields (there is a typo everywhere stating that the TIE Defender had 200 SDB. False, it had 100SDB, the same as the Gunboat, and less than the Missile Boat that had 120 SDB, or a B-Wing that had 125SDB).

It had also SLAM and was equipped with 80 missiles.

It had a single laser cannon that was there basically for blowing up mines, or for feeding the SLAM system.

In this game, the Missile Boat should have stats like 1/3/3/4, have Target Lock, Focus, SLAM, and perhaps an Advanced SLAM kind of upgrade that gives it a free Boost after a SLAM.

Also, it should be able to equip an Enhanced Tractor Beam (although no general cannon slot), that gives a free Target Lock on the defender whenever you attack with it.

It could usually equip two different loadouts of warheads to make up for those 80 possible units. So I would give it 1 torpedo slot and 1 missile slot, and a title that allows it to ignore the discarding instructions when attacking with secondary weapons.

In the short time that a skirmish like the ones in this game should take, it would be impossible for the Missile Boat to run out of warheads.

If used as an AI unit for the HotAC campaign, the Missile Boat should also get a free missile or torpedo attack whenever it hits with the Enhanced Tractor Beam attack. Also, it should be a "boss fight" by itself, and the rebel players should not be expected to defeat it, only survive until some other condition is met.

Edited by Azrapse

What would the missile boat have is the gunboat is 2/1/4/4 cannon+missileX2? Was the missile boat any more manuvable? Would having the gunboat have 1 evade dice, but more greens on the dial even out?

MB would be something close to 1/3/2/4 missilex2, system with a title that forces a TB equip like MH title. The MB was much faster and more maneuverable and had SLAM so I would not give it too much dial speed, sort of like a cross between an A-wing speeds 1-3 and a K-wing cut off at 3 speed. Less greens than the A-wing though and make the 1 turns red. Probably should have a 3 K.

I don't recall it being that weak in the hull. I did the opposite 1/2/4/2 for it w/ TL+focus+SLAM. Missile X3+system, although I could see an argument for missile X2+torp X2

If used as an AI unit for the HotAC campaign, the Missile Boat should also get a free missile or torpedo attack (without having to have target lock) whenever it hits with the Enhanced Tractor Beam attack.

It's not for AI for a HotAC, it is for a playable ship for a Imperial HotAC.

Edited by Salted Diamond

TBH I don't really think that the mechanics of XWM could to the Missile Boat justice.

Gunboat and DX9 though.

It's not for AI for a HotAC, it is for a playable ship for a Imperial HotAC.

Well, in that case you must either really nerf it until it is a shadow of what it supposedly should be (kind of like the unfixed TIE Defender), or allow it only in custom missions where it blows up rebel transports and corvettes like if they were academy pilots.

Of course, giving it an infinite warhead and a "may fire two warheads per turn" mechanic of some kind...

It'd be a hard counter to Brobots and U-boats.

You could do missilebot easy. Give it slam and an upgrade that lets it fire secondary weapons while under a weapons disabled token (when you slam perform a boost action instead. When given a weapons disabled token you may still attack using equipped secondary weapons)

It's not for AI for a HotAC, it is for a playable ship for a Imperial HotAC.

Well, in that case you must either really nerf it until it is a shadow of what it supposedly should be (kind of like the unfixed TIE Defender), or allow it only in custom missions where it blows up rebel transports and corvettes like if they were academy pilots.

I don't think it needs to be nerfed too bad. It's rather similar to the TIE punisher really (how I've been using my shapeways model, as Redline). Just needs to be balanced correctly, like the defender. Good stats, but a point cost and dial to match

missile%20boat%20card_zpsnv8paulu.png

Edited by Salted Diamond

Of course, giving it an infinite warhead and a "may fire two warheads per turn" mechanic of some kind...

It'd be a hard counter to Brobots and U-boats.

Cross-linked missiles:

Once per turn. When discarding an equipped [missile] or ordinance token to perform an attack you may discard another equipped [missile] with the same name. If you do, you may perform that attack again.

Of course, giving it an infinite warhead and a "may fire two warheads per turn" mechanic of some kind...

It'd be a hard counter to Brobots and U-boats.

I had an idea for this that was like extra Munitions:

Cross-linked missiles:

Once per turn. When discarding an equipped [missile] or ordinance token to perform an attack you may discard another equipped [missile] with the same name. If you do, you may perform that attack again.

What about a title/system "When instructed to spend/dicard a TL to fire a (missile)(torpedo), you do not spend/discard the TL" Poor wording I know, but you get the idea.

I wouldn't qualify the Missile Boat as anything less than an Epic ship on a small base.

Which is silly.

Even though the Missile Boat carries the payload of capital ship, it still only fires 2 missiles at a time. And it still only has a starfighter's health.

So while the thing might have unlimited missiles in terms of gameplay, it's still going to die before it gets to shoot very many times. Or else it spends a lot of time arc dodging and SLAMming around the table, in which case it's still not shooting very much.

TBH I don't really think that the mechanics of XWM could to the Missile Boat justice.

Well, that's probably true. Because the true power of the Missile Boat was to sit stopped in space just outside of the range of the Calamari Cruiser's guns, line up your shot, call in your reload ship, and while it's docked reloading your Missile Boat, you fire and endless stream of torpedoes at Cruiser until it dies.

Edited by DarthEnderX

Of course, giving it an infinite warhead and a "may fire two warheads per turn" mechanic of some kind...

It'd be a hard counter to Brobots and U-boats.

I had an idea for this that was like extra Munitions:

Cross-linked missiles:

Once per turn. When discarding an equipped [missile] or ordinance token to perform an attack you may discard another equipped [missile] with the same name. If you do, you may perform that attack again.

What about a title/system "When instructed to spend/dicard a TL to fire a (missile)(torpedo), you do not spend/discard the TL" Poor wording I know, but you get the idea.

Basically it gave the Missileboat a 4 attack, but required a target lock at all times.

Concussion Missile Launcher Pods

Missileboat Only.

[missile ]

4atk

Range 1-3

Attack: Target Lock

No further text.

Gunboat%20card_zpsqxhl8psf.png

Another idea for the misisle boat. I did missile X3. What about a missile boat only missile upgrade that takes 2 missile slots (like the defender X/7 takes a cannon+missile) but it says you do not discard secondary weapon cards? Similar to FourDogs above, but gives the unlimited missile that fits? Combine with a FCS and you pretty much have the missile boat, but not too much IMO.

V3znBQ0.jpg

V3znBQ0.jpg

Perfect, this and the torpedo loadout card (missile, you gain a torp) from earlier would fit both ships perfectly IMO.

*edit* found the torpedo loadout card, was on the 1st page. Although I think this should also be 2 missile to if we should prevent it's use on A-wing and Z-95's*

x_wing_miniatures_game___custom_upgrade_

Edited by Salted Diamond

So it needs three missiles to be functional?

So it needs three missiles to be functional?

Yes, but I gave my missile boat card 3 missiles (and the gun boat has 2 for the torpedo loadout) This will limit it's use those ships "designated" to work with it.

Edited by Salted Diamond

You could do missilebot easy. Give it slam and an upgrade that lets it fire secondary weapons while under a weapons disabled token (when you slam perform a boost action instead. When given a weapons disabled token you may still attack using equipped secondary weapons)

I think you could safely allow the ship to perform a full slam then fire a missile. I think you could give the ship two options for missiles, either TL and attack twice or SLAM and attack once.

MB title 1: Slam Blam

After performing a SLAM action you may discard a missile card to immediately perform the attack on that card

MB title 2: Kaboooom

Attack: You may discard a target lock and two missile cards to perform both attacks one after the other

MB only Mod

Expanded Magazines

When you would discard a missile card instead do not.

Edited by Jetfire

You could do missilebot easy. Give it slam and an upgrade that lets it fire secondary weapons while under a weapons disabled token (when you slam perform a boost action instead. When given a weapons disabled token you may still attack using equipped secondary weapons)

I think you could safely allow the ship to perform a full slam then fire a missile. I think you could give the ship two options for missiles, either TL and attack twice or SLAM and attack once.

MB title 1: Slam Blam

After performing a SLAM action you may discard a missile card to immediately perform the attack on that card

MB title 2: Kaboooom

Attack: You may discard a target lock and two missile cards to perform both attacks one after the other

MB only Mod

Expanded Magazines

When you would discard a missile card instead do not.

So it needs three missiles to be functional?

Missile Boat easily deserves 4 Missile slots.

So it needs three missiles to be functional?

Missile Boat easily deserves 4 Missile slots.