Might Rebels get a 4 attack ship?

By Gibarian, in X-Wing

Last time I checked, the Empire can use HLC too, so don't complain too much about it. The Firespray, arguably the best Empire ship for a long time now, is a perfect platform (not to mention with Krassis...)

Sure they Rebels are getting it on a turret. But Imps still have cloaking. And that turret has a big blind spot at range 1. So get your nimble little ships in there and don't complain. If you wanna play Imps, then use their strength, maneuverability, to counteract our strengths. If you can't do that, maybe you're playing the wrong side.

That blind spot at range one means nothing at all when the ship has Barrel Roll as an action.

You know it can barrel roll. Plan around that. Take a high PS ship and move after it. Imps seem to love Phantoms with VI, and there's no reason you shouldn't be able to get in range 1 with that, save for ion/stress.

This happens every time something new comes out. One side gets something really new, and the other side complains about it being OP. Last time, it was Imp Aces. Then Rebels got Huge ships, and Rebel aces was announced. Then Wave 4, and the Phantom and Defender were hot topics, while Rebel ships were new, but no new mechanic to seem very impressive. Now Rebs get the Outrider, and everyone's fearing the 360 HLC.

Not to mention, you also have the Decimator coming in. Now Imps have a turret too, so that helps keep that complaint down. Plus it can damage things just by running into them, as stated in that article that came up a couple days ago. And the new debris clouds cause stress, so there goes that barrell roll you're so afraid of.

But I digress.

I guess the point is, you don't know how hard it's gonna be to play against until it's out. You haven't playtested it, and I know because there's not been enough info about it yet to do so accurately. just be patient and actually play against something before you call it OP.

4 attack rebels? Take any 3 attack ship and add Jan Ors. Problem solved

4 attack rebels? Take any 3 attack ship and add Jan Ors. Problem solved

With a natural 4, Jan would then boost them to 5. Plus, what if I wanted to fly more than one of the ship in question? Only get one Jan boost per turn, since she can't do it while stressed.

Last time I checked, the Empire can use HLC too, so don't complain too much about it. The Firespray, arguably the best Empire ship for a long time now, is a perfect platform (not to mention with Krassis...)

Sure they Rebels are getting it on a turret. But Imps still have cloaking. And that turret has a big blind spot at range 1. So get your nimble little ships in there and don't complain. If you wanna play Imps, then use their strength, maneuverability, to counteract our strengths. If you can't do that, maybe you're playing the wrong side.

360 degree Turrets negates the "maneuverability" "advantage" that the Ties have, especially against the Falcon turrets with the 3 range. All the "new" "republicans" in my area always use at least one named 3 attack Falcon in the list. More interesting to fly against them however.

Note: I don't play Tie swarm.

edit: grammar + note.

Edited by BattlePriest

Maneuverability against the Outrider is what I was referring to. With it, you can scoot your way into range 1 and avoid getting blasted with its HLC.

As for your local meta, that's just something you've got to adapt to. You know what they're probably gonna fly. If what you use loses frequently, then don't use it.

If you don't want to fly TIE swarms, fine. But they ARE effective against Falcon lists. Refusing to play a viable strategy because you don't want to fly it is a "you" problem, not one with the game. One of the Imp's strengths is numbers. If you don't want to capitalize on it, that's your own choice. It's also why I tend to fly Rebels more.

Just wait for the Astromech that adds plus 1 attack die at range one or something.

Oh, so 4 dice is not enough? Take any rebel ship with 3 attack and EPT and droid (like wedge) and add. Add extra EPT droid, give it expose and oportunist, add Jan Ors, get into range 1 and you get 7 attack, is that enough?

Oh, so 4 dice is not enough? Take any rebel ship with 3 attack and EPT and droid (like wedge) and add. Add extra EPT droid, give it expose and oportunist, add Jan Ors, get into range 1 and you get 7 attack, is that enough?

How many points is that? Like half your team?

Wedge is 29, R2-D6 is 1, Expose is 4, Opportunist is another 4, Jan is 25.

63 points. With one feasible ship. Good luck with that. Hope Wedge doesn't die (seeing as how he's always a high-priority target).

Maneuverability against the Outrider is what I was referring to. With it, you can scoot your way into range 1 and avoid getting blasted with its HLC.

As for your local meta, that's just something you've got to adapt to. You know what they're probably gonna fly. If what you use loses frequently, then don't use it.

If you don't want to fly TIE swarms, fine. But they ARE effective against Falcon lists. Refusing to play a viable strategy because you don't want to fly it is a "you" problem, not one with the game. One of the Imp's strengths is numbers. If you don't want to capitalize on it, that's your own choice. It's also why I tend to fly Rebels more.

I know that they are the most effective ways to go against the Falcon, that's why it's more interesting and fun to fly against them without using the swarm.

4 attack in this game comes with some big drawback, its called balance. 7 attack comes with way more of drawback.

EDIT 6 attack, sadly you can't give second ept with droid :(

Edited by Redblock

For a lot less points you can slap a HLC and an APT on a B-wing. I wouldn't but you could.