XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

In the games, it's maneuverability was similar to the X-Wing.

From the article:

"the Alpha-class Star Wing had limited maneuverability"

Oh

It has SLAM, Odanan.

Just now, FTS Gecko said:

It has SLAM, Odanan.

Yep.

Let's hope FFG will finally give the Imps a blood OP ship.

OP shmopee. I just want to fire Concussion Missile salvos at everything!

14 minutes ago, FTS Gecko said:

OP shmopee. I just want to fire Concussion Missile salvos at everything!

I can't wait to introduce to table top players the nightmare that was having gunboats acquiring missile locks all the time.

1 hour ago, Eskandare said:

I can't wait to introduce to table top players the nightmare that was having gunboats acquiring missile locks all the time.

Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target

I remember that being all I heard during the end of Rebel Rendezvous - Aid To The Alliance mission in X-Wing: Alliance (still one of my favourite missions of all time).

The Rebel platform, the ISDII's arrival and warning, the scramble to evacuate and the destruction of the Vasudra, that's when the game changed from a family operation to all-out war. And then as you're trying to escape - four Gunboats chasing you down, and the repeated warning (and if you're unlucky, impact) of concussion missiles as you flee for the hyperspace buoy...

Good times.

Edited by FTS Gecko
2 hours ago, Odanan said:

In the games, it's maneuverability was similar to the X-Wing.

From the article: "the Alpha-class Star Wing had limited maneuverability"

X-Wing is kinda the corollary in the design of the ship in cannon I'll bet.

And yes, FFG is once again trying to rain on the Gunboat parade with that little quote; I'll have none of it please.

2 hours ago, FTS Gecko said:

It has SLAM, Odanan.

Yes, finally, an Imperial design on an Imperial ship.

2 hours ago, Odanan said:

Yep. Let's hope FFG will finally give the Imps a blood OP ship.

We shall wait at the gate and hope....

I looked at starwars.wikia for some info on the T-65 vs. the XG-1 and found that the XG-1 beats the T-65 in acceleration and maneuverability, if I'm reading these units correctly:

Maximum Acceleration: 20 MGLT (XG-1), 16MGLT/s (T-65)

Maneuverability Rating: 78 DPF (XG-1), 75 DPF (T-65)

Hyper-drive Rating: Class 12 (XG-1), Class 1.0, no backup (T-65)

Edited by clanofwolves

If we don't have K-turns but at least have a white turn at 2, I'm good... really hoping for a Kihrazx, but a slightly green Y-Wing would be fine

3 minutes ago, Lobokai said:

If we don't have K-turns but at least have a white turn at 2, I'm good... really hoping for a Kihrazx, but a slightly green Y-Wing would be fine

arc dial (fingers crossed)

also imagine if the ordnance title has no point limit on shooting through weps disabled. Assault Config might not allow SLAMable ion cannons, but you could just IPM instead...

2 hours ago, FTS Gecko said:

OP shmopee. I just want to fire Concussion Missile salvos at everything!

Need a "Red leader!, incoming missile!" Sound byte for every time you do!

3 hours ago, Odanan said:

"the Alpha-class Star Wing had limited maneuverability"

I think it's because the ship have no barrel roll or boost to explain this !

1 hour ago, Lobokai said:

If we don't have K-turns but at least have a white turn at 2, I'm good... really hoping for a Kihrazx, but a slightly green Y-Wing would be fine

Sure Lobokai, but according to cannon, she should fly way better than a Y-Wing:

Maximum Acceleration: 20 MGLT (XG-1), 11MGLT/s (BTL Y-Wing)

Maneuverability Rating: 78 DPF (XG-1), 59 DPF (BTL Y-Wing))

Hyper-drive Rating: Class 12 (XG-1), Class 1.0 (BTL Y-Wing))

4 hours ago, Odanan said:

In the games, it's maneuverability was similar to the X-Wing.

From the article:

"the Alpha-class Star Wing had limited maneuverability"

Oh

could be worse,

"[The Kimoglia] was a blunt instrument, trading maneuverability for raw destructive power, but this was a trade that suited its pilots, many of whom were blunt instruments themselves.

This is a starfighter that wants to joust. The M12-L Kimogila fighter has a hard time turning sharply, especially in close-quarters, but it excels in the initial, head-on approach and engagement."

the article goes into detail about how *** Kimmy's dial is going to be :P

"limited maneuverability" for the boat could really just mean "it ain't a jumpmaster"

Edited by ficklegreendice
21 minutes ago, Arkanta974 said:

I think it's because the ship have no barrel roll or boost to explain this !

So, same as X-wing then. The scary maneuverable X-wing that inspired the Empire to make all those pointy winged TIEs. Yay.

On 9/19/2017 at 4:17 PM, GrimmyV said:

It's a way to give Scum a TIE that's not another fighter variant

**** off, will ya?

So you think the quality of maneuverability scale is the same for scum an empire?

1 minute ago, RufusDaMan said:

**** off, will ya?

Hahahaha!!!

just joking! I’m still high from the victory of GUNBOAT.

7 minutes ago, Hannes Solo said:

So you think the quality of maneuverability scale is the same for scum an empire?

it is

I know people love to put the jumpmaster on a pedestal, but it is an ungodly aberration within its own faction. Their only other exceptional dials are the Fang (lit. Tie/FO with trolls instead of sloops) and the caster (a-wing greens moved from speed 2 to 3), very much in line with other factions

meanwhile, we got the YV/g-1a (which suck ito dial), the Ys and Zs and Hwks and Sprays which are literally carbon copied from the other factions, the decent starviper dial (flexible but severely lacking in green manuevers), the not quite interceptor m3-a, and the slightly bizarre K-fighter

plus there's the SCURRG, which really isn't exceptional other than its 4-foward being white. Seriously, it has y-wing reds without the unhinged to compensate and no k to compliment its trolls.

really, the only big outlier is unhinged astromech turning Ys into casters but even then they don't compare to the jump.

Edited by ficklegreendice
1 minute ago, ficklegreendice said:

it is

I know people love to put the jumpmaster on a pedestal, but it is an ungodly aberration within its own faction. Their only other exceptional dials are the Fang (lit. Tie/FO with trolls instead of sloops) and the caster (interceptor greens moved from speed 2 to 3), very much in line with other factions

meanwhile, we got the YV/g-1a (which suck ito dial), the Ys and Zs and Hwks and Sprays which are literally carbon copied from the other factions, the decent starviper dial (flexible but severely lacking in green manuevers), the not quite interceptor m3-a, and the slightly bizarre K-fighter

really, the only big outlier is unhinged astromech turning Ys into casters but even then they don't compare to the jump.

So their list of ships have okay dials, except for the ones they use. That is better how?

3 hours ago, FTS Gecko said:

Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target

I remember that being all I heard during the end of Rebel Rendezvous - Aid To The Alliance mission in X-Wing: Alliance (still one of my favourite missions of all time).

The Rebel platform, the ISDII's arrival and warning, the scramble to evacuate and the destruction of the Vasudra, that's when the game changed from a family operation to all-out war. And then as you're trying to escape - four Gunboats chasing you down, and the repeated warning (and if you're unlucky, impact) of concussion missiles as you flee for the hyperspace buoy...

Good times.

Now tell me Ace Azzameen doesn't have PS9?!

BTW, for those who want to cut to the chase, the Gunboat part starts at 9:03.

3 hours ago, FTS Gecko said:

Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target
Missile warning! Press SPACE key to target

I remember that being all I heard during the end of Rebel Rendezvous - Aid To The Alliance mission in X-Wing: Alliance (still one of my favourite missions of all time).

The Rebel platform, the ISDII's arrival and warning, the scramble to evacuate and the destruction of the Vasudra, that's when the game changed from a family operation to all-out war. And then as you're trying to escape - four Gunboats chasing you down, and the repeated warning (and if you're unlucky, impact) of concussion missiles as you flee for the hyperspace buoy...

Good times.

Ah, such a good game! That mission (and most of the other missions) kind of follow the unspoken rule of “once Gunboats show up, it’s time to leave!”

Also, that game is what convinced me that I will be very happy if Wave XIII has the YT-2000 and the Blastboat!

So if my reading of Os-1 loadout is correct, AND the Nu squadron is 19 points, what kind ofr missile boat builds might be viable?

24x9jFB.png

UGR+ Advanced Slam for 25 is a cheap build, of course.

Utility missiles mmight also be fun.

12 minutes ago, Odanan said:

Now tell me Ace Azzameen doesn't have PS9?!

BTW, for those who want to cut to the chase, the Gunboat part starts at 9:03.

For the record, every time I play that mission, Ace Azzameen definitely has PS1! :P

Also, does Emon ever drop bombs in the game? I feel like he just nukes everything with missiles. I always thought his design in this game was a little off.

16 hours ago, Eskandare said:

As far as the ship goes the only thing we really don't know is the maneuver dial. I hope it is not a total brick.

Sigh. I don't want to be pessimistic here, but if the dial is bad, at least I have the beautiful TIE strikers to entertain me. Say, TIE strikers and Gunboats would make for really good counterparts in Epic...

34 minutes ago, Rakaydos said:

So if my reading of Os-1 loadout is correct, AND the Nu squadron is 19 points, what kind ofr missile boat builds might be viable?

24x9jFB.png

UGR+ Advanced Slam for 25 is a cheap build, of course.

Utility missiles mmight also be fun.

final line is inconsistent with the xg-1 loadout and seemingly random as there are no missile/torps you could fire out of arc without nera

Swx69-xg-1-assault-configuration.png

you're probably looking at "you may perform attacks with [torp] and [missile] secondary weapons even while you have a weapons disabled token"

XG-1 assault config has more text to accommodate (that cost 2 or fewer squad points)

anyway,

Vynder - 26

PTL - 3

Adv. Slam - 2

Title - 1(?)

for 32 base

then you either want 36 or 37 for harpoons/homing, or cruise if you're feeling cocky. You substitute an interceptor's greens with SLAM maneuver after even a green 2-foward and then troll around with infinite missiles that you can fire on the turn you reload

Edited by ficklegreendice