XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

Campaign wise it's a hyperspace capable long range patrol ship. It can easily fit the same points area as the TIE advanced while still carrying cannon and ordnance. It is also heavy on the shields.

It's the Imperial B-wing, that acts more like a Y-wing.

I wonder how the Gunboat will fix the JM5K in wave 9?

Missile Boat is JM5K fix, slam and fire a missile, imperial adv slam.

I would hope to see the MIS after the Gunboat, but you are right. Imperial SLAM...

So essentially the K-Wing minus the turret and with 3/4 dice primary?

Eh. I'd say 2 dice. primary, unless you want to go concussion missile primary. (Missile boat, right?)

Gunboat should be something like the defender, where if you have a secondary ion you can fire it along with the 2 dice primary.

What roll do you think it will fill in the imperials (who seem to be pretty well rounded)

Like Darius said, it's closest equivalent is probably a BTL-A4 Y-wing - multi role, tough but slow.

For the Empire, it would likely be their cheap, small based cannon carrier.

Longtime lurker adding his +1 to an Assault Gunboat for X-Wing.

On the topic of gunboats, there are interesting comments from Alex Davy about Imperial state of play in the latest Scum and Villainy (about halfway through): that 2Atk 3Agi Imperial ships are a trope done to death and that other ships would be considered. When the topic of Assault Gunboats came in the evasive reply was: 'never say never'.

In the same breath he also drew reference to the TIE Punisher ('we tried to do that with the Punisher') and Bomber which are certainly not encouraging. The Gunboat was more of a swiss army knife than just a bomber (even in the games it wasn't as good as dedicaded platforms like the Bomber or the Missileboat) and it was kitted out to suit a particular mission. The precedent is there with Jumpmasters so I'm sure an Imperial version could work too. They can even reflect this with a double sided title card like Adaptability that can give either give the boat SLAM or a similar effect as the new Tie Defender cannon upgrade.

He also commented that the Imps have a lot of tools but not a lot of effective ones, which makes sense as most effective imperial lists are either swarms or aces. This is also where the Gunboat can add something new: Imps don't really have a decent PS3 ship that can serve as a budget ace or jack of all trades unlike the Green A-Wing or the Jumpmaster.

tl;dr: we finally have an official reaction to the Gunboat. Podcast below:

http://scumvillainy.podbean.com/

Do you think the Gunboat, being a ship whose main modus operandi was to hyper-in in the middle of a conflict when reinforcements were needed (or when something needed to be immediately softened with missiles or ions), should come with some new mechanic related to hyper-jumps?

The designers have been playing with the theme a couple of times before now in the scenarios included with the large expansions. In particular, the Jumpmaster 5000 mission abuses the concept to balance out a battle between a single Dengar versus a whole rebel squadron. Obviously, it cannot be that overpowered, because those microjumps allow Dengar to basically teleport to three different places during a game.

Instead, I was thinking more on something that reflects how the Gunboats used to come into battle, once it had already started and from unexpected entry vectors.

All in all, it could be seen a something similar to the Docking-Undocking mechanic we have already in the game with the Ghost, Hound, or Gozanti. With the difference that it doesn't require a host ship.

What about something like a new kind of card, Deployment. Any ship can equip one Deployment card, paying its squad point costs. If a ship doesn't have a Deployment card, they follow the deployment instructions as usual.

And then

Hyperspace Vector

Deployment

Hypercapable only

Cost 2

Do not deploy this ship during the Deployment phase.

At the end of the End phase, you may discard this card to deploy this ship withing range 1 of the neutral edges and beyond range 2 of the opposing player's edge.

Behind Enemy Lines

Deployment

Hypercapable only

Cost 4

Do not deploy this ship during the Deployment phase.
At the end of the End phase, you may discard this card to deploy this ship withing range 1 of the opposing player's edge.

Et cetera.

The Hypercapable trait would be specified in a Rules card listing all current ships that are hypercapable. New ships would specify their hypercapability in their rules insert or booklet.

Opinions?

I've thought about hyperspace arrival before and feel there should be a margin of error. Maybe you pick the point of arrival and your opponent moves your ship anywhere within range one without altering the facing/gets to make your ship perform a barrel roll action.

There needs to be a check so you don't hyper in at range one behind your enemy and blast the hell out of them.

I brought up the gunboat to Alex Davy in our last podcast interview. I begged for this ship.

So essentially the K-Wing minus the turret and with 3/4 dice primary?

2 dice primary, maybe a title which allows to fire primary and secondary or two secondaries in one turn and for sure enough space extra ammunition and missiles, a lot of missiles. Oh and for sure a straight 1 which works well with an ion cannon. Maybe some pilots which proc their ability if you can dictate range.

Not sure on slam, it does sound good mechanically, but does not fit the lore very well imho.

Edited by SEApocalypse

I brought up the gunboat to Alex Davy in our last podcast interview. I begged for this ship.

And thanks for that.

I don't know how to take Alex's words on it, though.

He said that "Never say never!" that gives some hopes that we will see it released some day.

But at the same time he said, when talking about the many 2 Attack, 3 Agility, 3-ish Hitpoints TIE ships the Empire already has that is difficult to find new interesting ships for the Empire because all of them come from the same manufacturer, Sienar, and they all look the same.

Was he saying there that their hands are tied and they need to keep making Sienar ships, regardless of how boring or how much they start overlapping each other? Or was he meaning that they are tired of making Sienar ships, hopefully opening up to the other two contractors of the Empire, Kuat and Cygnus (Gunboat, Missile Boat, Escort Shuttle)?

Edited by Azrapse

If FFG is going to make it let see what abomination come out.

I dislike when they make an imperial ship and say "sorry we can do the stats of that ship in the game, xwing it's an abstract game”(yeah I'm looking at you defender)

And the missile gunboat..

Buffff,this one is going to be madness ,if people are complaining about the "super laser" of the b-wing in rebels, probably it's because they don't know about the MG, I remember fliying this ship in the tie fighter game, slaming at twice the top speed of an awing, target locking as is no tomorrow, and unleashing hell to the enemies of the emperor.

For the Empire, it would likely be their cheap, small based cannon carrier.

TIE Hunter

Do you think the Gunboat, being a ship whose main modus operandi was to hyper-in in the middle of a conflict when reinforcements were needed (or when something needed to be immediately softened with missiles or ions), should come with some new mechanic related to hyper-jumps?

No?

That description applies to literally almost every ship in this game. Ships that don't hyper in and out of conflicts are the exception, not the rule.

this one is going to be madness ,if people are complaining about the "super laser" of the b-wing in rebels, probably it's because they don't know about the MG, I remember fliying this ship in the tie fighter game, slaming at twice the top speed of an awing, target locking as is no tomorrow, and unleashing hell to the enemies of the emperor.

If I had to go up against a cruiser and had to choose between a Missile Boat and the Rebels B-Wing Prototype, I'd take the B-Wing.

All of that stuff you mention on the Missile Boat is kind of irrelevant when you can destroy your target in one shot.

Granted, I'd need a lift home afterwards. But still.

Edited by DarthEnderX

Do you think the Gunboat, being a ship whose main modus operandi was to hyper-in in the middle of a conflict when reinforcements were needed (or when something needed to be immediately softened with missiles or ions), should come with some new mechanic related to hyper-jumps?

Not unless almost all the Rebel and Scum ships, the TIE Advanced and the TIE Defender do too. :)

But yes, I would have liked to see Hyperspace as an additional arrival/departure mechanism as part of the core rules.

I would really like to have the Gunboat there is probably no other ship I want more...

But I suspect that there was a F****p in the rights to the shipdesigns in the X-wingtm gameseries, and Disney don't actually have them, with the notable exception to the Defender which have appered in other games and probably was an expensive correction.

The evidece is poor but the designs have a notable lack of apperance in any other extended universe productions.

That is strange when the gameseries has a lot of designs that could have been re-used.

Sorry about the grammar not my primary language.

this one is going to be madness ,if people are complaining about the "super laser" of the b-wing in rebels, probably it's because they don't know about the MG, I remember fliying this ship in the tie fighter game, slaming at twice the top speed of an awing, target locking as is no tomorrow, and unleashing hell to the enemies of the emperor.

If I had to go up against a cruiser and had to choose between a Missile Boat and the Rebels B-Wing Prototype, I'd take the B-Wing.

All of that stuff you mention on the Missile Boat is kind of irrelevant when you can destroy your target in one shot.

Granted, I'd need a lift home afterwards. But still.

of course is irrelevant if you are a mary sue like Hera. But normaly you have to dodge enemy fire to be at point blank range.

And who´s talking about A cruiser, the MS in the block scene of Rebels will drop from hyperspace, slam, shoot all the corvetes with torpedos/missiles and jump hyperspace, agent kallus will only have time to say :what the f*** "

really this ship looks like more from macross anime than star wars

Edited by Daigotsu Arashi

I would really like to have the Gunboat there is probably no other ship I want more...

But I suspect that there was a F****p in the rights to the shipdesigns in the X-wingtm gameseries, and Disney don't actually have them, with the notable exception to the Defender which have appered in other games and probably was an expensive correction.

The evidece is poor but the designs have a notable lack of apperance in any other extended universe productions.

That is strange when the gameseries has a lot of designs that could have been re-used.

Sorry about the grammar not my primary language.

No, Disney owns everything, they got literally everything from Lucas, LucasArts, LucasFilm, all of it. They needed to terminate LucasArts then and re-release all the LucasArts games as digital downloads on steam and gog.com and they did all this as well. They have to rights for sure.

Do you think the Gunboat, being a ship whose main modus operandi was to hyper-in in the middle of a conflict when reinforcements were needed (or when something needed to be immediately softened with missiles or ions), should come with some new mechanic related to hyper-jumps?

No?

That description applies to literally almost every ship in this game. Ships that don't hyper in and out of conflicts are the exception, not the rule.

The exception in the Empire? Are we talking about the same Empire that mainly uses TIE Fighters, Bombers and Interceptors?

Hypercapable TIEs currently in the game are

the Advanced (rarely used by anyone except for Vader),

the Advanced Prototype (few used it because it was, you know, a prototype),

the Phantom (nobody uses it because it wasn't even deployed, and doesn't exist anymore after the secret place it was built at, along with the rare materials used and the technology was lost during the event at Rebel Assault II),

the Punisher (the only reference of it in the lore is a tier 3 upgrade to the TIE Bomber in the obscure RTS game Galactic Battlegrounds),

and the Defender (a super rare starfighter whose production was lost to the Empire during Zaarin's revolt, and was anyway against the Imperial doctrine of numbers above quality).

It is an exception for the Empire that the starfighters can hyper in and out at will.

In any case I wasn't proposing a Gunboat only upgrade, but a general new mechanic introduced with the Gunboat wave, but usable by most ships.

I brought up the gunboat to Alex Davy in our last podcast interview. I begged for this ship.

Thanks Kelvan, legendary podcast maneuver!

But at the same time he said, when talking about the many 2 Attack, 3 Agility, 3-ish Hitpoints TIE ships the Empire already has that is difficult to find new interesting ships for the Empire because all of them come from the same manufacturer, Sienar, and they all look the same.

Was he saying there that their hands are tied and they need to keep making Sienar ships, regardless of how boring or how much they start overlapping each other? Or was he meaning that they are tired of making Sienar ships, hopefully opening up to the other two contractors of the Empire, Kuat and Cygnus (Gunboat, Missile Boat, Escort Shuttle)?

Fingers crossed it's the latter!

I'll be honest we've covered the gunboat stats, reasoning, fanboysim to death over 88 pages.

I'm posting here because it's an on topic subject, and the other subjects on this board are going to cause me an eye injury from rolling my eyes so much.

I'll always want the Gunboat, because I come from the X-wing series of games. TIE Fighter is still regarded by many as the greatest space flight sim of all time. This is not an exaggeration. This is pure fact. Seriously, someone go google "best space flight sims" it's gonna be there. More than once in the #1 slot.

The Avenger is a great ship, but it's a main line replacement for the Advanced X1, which we have so.. we need it less.

Gunboat though...

In any case I wasn't proposing a Gunboat only upgrade, but a general new mechanic introduced with the Gunboat wave, but usable by most ships.

Ah, well that'd be fine then.

Of course, if it's something that's in any way actually useful, then you'd have to adjust the cost of all hyperspace capable ships due to the fact that that they have access to it while other ships don't.

Unless you make it a new upgrade card, and disallow it on TIE Fighters, Bombers and Interceptors.

Edited by DarthEnderX

Yes, I mentioned that. A Hypercapable only upgrade that costs points depending on what shenanigans it allows you to carry out when deploying. Cheaper for deploying from the neutral sides, more expensive for deploying from the rivals side.

And a rules card defining what "Hypercapable only" means. A list of all existing ships that are Hypercapable. And future ships would indicate it in their package or booklet just in the same way they do with the new dials' tokens.

Hyperdrive upgrade should be free on all ships except TIE Fighters, Bombers and Interceptors. These would cost 2 to have that upgrade. There. That's your list.

There's no reason why any ship can't have a hyperdrive, but it's expensive to add it on ships that don't traditional come so equipped.

Edited by GrimmyV

As far as I know, the K-Wing is not hypercapable either. Not sure if we have any other ships that aren't. TIE FOs?