Biggest metagame winners/losers from new Waves?

By gundamv, in X-Wing

Now that the Wave 5 ship stats/cards are known and at least some of the Wave 6 stuff is known, which existing ships do you think gained the most or weakened the most, metagame wise?

In my opinion:

Winners
Firesprays, Y-Wings, Z-95s, HWK: All of these are likely to get new content from the S&V set.

A-Wing and B-Wings: Upgrades from Rebel Aces. Might see more swarms.

TIE Defender: This is sort of a guess, but with Phantom builds being less of an issue in the new meta, perhaps the Defender's 4 K-Turn and tankiness could actually be useful.

TIE Bombers, maybe: Because of the new secondary weapons.

Losers:

Generic X-Wings: Why would people use a Rookie Pilot when they can use Z-95s or A-Wings with Chaardan Refit?

TIE Phantom, Squints (TIE Interceptors): With so many turreted ships now, arc-dodging as a strategy would not be viable against more builds.

TIE Advanced: For not getting a boost, when many other ships got a boost

Bombers have other problems. Ps level. Immobility. Easy to crit. Missiles still expensive.

Defenders need some reason to be good.

Saying the Bombers might get a boost because of new secondary weapons is a bit of a stretch to be honest. You are making the assumption that these new secondary weapons are any good, and/or can get around the usual problems of one shot weapons. Similarly just because the HWK and Y-Wing are getting new upgrades isn't going to see them rise; with no information of the upgrades it is too early to make such an assumption.

Lastly, not sure why you would think people would be swarming A's and B's; it won't be possible, especially with the new upgrades in use.

We are all winners with the defender. It's everything I wished the Tie Advanced had been.

Having not seen every card yet I can't declare any winners or losers other than guys like me who just enjoy playing games with little Star Wars toys.

Bombers are actually doing well as small filler ships with flechettes, whether people use them or not.

The Defender's woes have little to do with the Phantom other than being similar in point cost. Thry're not getting much that helps them.

I'm really curious to see these new cannons spoiled, mostly in terms of how they could work with the TIE Defender.

Accuracy corrector could be huge for ships with the system upgrade (like they needed it)

Generic X-Wings: Why would people use a Rookie Pilot when they can use Z-95s or A-Wings with Chaardan Refit?

Same reason you ever go with a more expensive ship: the X-wing's tougher and hits harder. 3 dice makes one hell of a difference.

Generic X-Wings: Why would people use a Rookie Pilot when they can use Z-95s or A-Wings with Chaardan Refit?

Same reason you ever go with a more expensive ship: the X-wing's tougher and hits harder. 3 dice makes one hell of a difference.

Generic X-Wings: Why would people use a Rookie Pilot when they can use Z-95s or A-Wings with Chaardan Refit?

Same reason you ever go with a more expensive ship: the X-wing's tougher and hits harder. 3 dice makes one hell of a difference.

I thunk it's more, why would you take a generic x wing when you can take two z95s for one more point.

Again, because moving from 2 Attack to 3 Attack makes a substantial difference, particularly if you come up against ships with 3+ Agility.

Generic X-Wings: Why would people use a Rookie Pilot when they can use Z-95s or A-Wings with Chaardan Refit?

Same reason you ever go with a more expensive ship: the X-wing's tougher and hits harder. 3 dice makes one hell of a difference.

Yea, that was my thought when I read that question: "because, three attack?"

You are asking the wrong question about the generic X-wings. It's not "Why would I take an X-wing when I can get 2 Z-95s", its "Why would I take an X-wing when I can get a B-wing instead?"

You are asking the wrong question about the generic X-wings. It's not "Why would I take an X-wing when I can get 2 Z-95s", its "Why would I take an X-wing when I can get a B-wing instead?"

Because they have different dials. I actually enjoy the 4k turn a lot, specially paired with Z's.

Edited by DreadStar

You are all crazy. Why take a z x or b when you can take kyle katarn. Going with 1 attack die is the ultimate in gutsy.

Edited by mlbrogueone

Generic X-Wings: Why would people use a Rookie Pilot when they can use Z-95s or A-Wings with Chaardan Refit?

Same reason you ever go with a more expensive ship: the X-wing's tougher and hits harder. 3 dice makes one hell of a difference.
I thunk it's more, why would you take a generic x wing when you can take two z95s for one more point.
Again, because moving from 2 Attack to 3 Attack makes a substantial difference, particularly if you come up against ships with 3+ Agility.

2 attacks at 2 dice stilm provide comparable offense and a lot more durability. Z95s did steal the Rookie X wings spot. This is undeniable. Of course a single Rookie is better than a single z. But two zs are much much better than 1 Rookie. Arguably they're better than a Blue as well.

Sorry why do defenders need help? I've used them every week since wave four landed and only lost a single game, and that day I rolled eight green blanks in a single round of shooting.

More turret options can't hurt but if people are having problems with the defender their using it wrong or being very unlucky.

They took their spot as fillers.

Edited by DreadStar

Sorry why do defenders need help? I've used them every week since wave four landed and only lost a single game, and that day I rolled eight green blanks in a single round of shooting.

More turret options can't hurt but if people are having problems with the defender their using it wrong or being very unlucky.

They are expensive, and rather predictable in maneuvers. I think they can be good but they are difficult and inefficient.

Generic X-Wings: Why would people use a Rookie Pilot when they can use Z-95s or A-Wings with Chaardan Refit?

Same reason you ever go with a more expensive ship: the X-wing's tougher and hits harder. 3 dice makes one hell of a difference.
I thunk it's more, why would you take a generic x wing when you can take two z95s for one more point.
Again, because moving from 2 Attack to 3 Attack makes a substantial difference, particularly if you come up against ships with 3+ Agility.

2 attacks at 2 dice stilm provide comparable offense and a lot more durability. Z95s did steal the Rookie X wings spot. This is undeniable. Of course a single Rookie is better than a single z. But two zs are much much better than 1 Rookie. Arguably they're better than a Blue as well.

I think the thing about z-95s is that they're cheap and can take missiles, cheap missile platforms, having 4 with a failsafe and missiles is a solid choice and can be really effective depending on what missile you take.

Sorry why do defenders need help? I've used them every week since wave four landed and only lost a single game, and that day I rolled eight green blanks in a single round of shooting.

More turret options can't hurt but if people are having problems with the defender their using it wrong or being very unlucky.

They are expensive, and rather predictable in maneuvers. I think they can be good but they are difficult and inefficient.

I feel that they work best staying at a long range sniping, especially with a HLC and Predator.

Edited by Lord Master Igneus

Bombers are actually doing well as small filler ships with flechettes, whether people use them or not.

The Defender's woes have little to do with the Phantom other than being similar in point cost. Thry're not getting much that helps them.

The point is that Defenders are weak against Phantoms because for a ship that is 35-50 points, the Defender has neither a turret upgrade slot nor a firing arc other than the usual one. That allows Phantoms to sneak up on Defenders and hit them with impunity. However, now that turreted ships are released in Wave 5, Phantoms will be less useful metagame-wise, and Defenders will get an opportunity to shine. Defenders are not as weak against turreted ships because they do not rely on arc-dodging to begin with and have decent hull/shields.

Generic X-Wings: Why would people use a Rookie Pilot when they can use Z-95s or A-Wings with Chaardan Refit?

Same reason you ever go with a more expensive ship: the X-wing's tougher and hits harder. 3 dice makes one hell of a difference.

I thunk it's more, why would you take a generic x wing when you can take two z95s for one more point.

Exactly. Also, having more ships makes it harder for your opponent to use action-denial. If you have one ship, all your opponent has to do is block that ship to deny its action. If you have two ships, you opponent must block both to deny both ships' actions.

Losers...

TIE Phantom, Squints (TIE Interceptors): With so many turreted ships now, arc-dodging as a strategy would not be viable against more builds.

TIE Advanced: For not getting a boost, when many other ships got a boost

I just finished listening to the designer interview from GenCon, and it sounds like these items are both on their radar.

Losers...

TIE Phantom, Squints (TIE Interceptors): With so many turreted ships now, arc-dodging as a strategy would not be viable against more builds.

TIE Advanced: For not getting a boost, when many other ships got a boost

I just finished listening to the designer interview from GenCon, and it sounds like these items are both on their radar.

Oh? I definitely think the Advanced will get a boost, but the designer mentioned that Phantom/Interceptors will get one too??? That would be amazing, since the OP is correct in that now with so many turret ships in all the factions, it's really tough to play interceptors or a phantom without the list being highly risky at a tournament (granted, whisper just won the North American nationals, but it's an uphill battle every time).

I would be overjoyed if there's some upgrade card that says:

"If you're outside of the primary arc of a ship, you can flip one "eye" to an "evade"" (or reroll one green die)

I still love my Interceptors. Turrets, meh, people usually only have 0-2 of them. They paid plenty for them, and if they want to aim them at a focused, stealthed Soontir Fel behind an asteroid, they can go right ahead.

I'm really curious to see these new cannons spoiled, mostly in terms of how they could work with the TIE Defender.

Accuracy corrector could be huge for ships with the system upgrade (like they needed it)

One appears to upgrade a hit to a crit, and the other is a flechette cannon- same rules as the ion cannon, but gives a stress token rather than ion token.

Turret on an Interceptor? WOO! I loved flying the TIE Aggressor in Galaxies.