Scum preview article up!

By Babaganoosh, in X-Wing

Dropping a bomb followed by going 1 forward (via boost with genius or by normal maneuver) does NOT get you out of the blast radius. Not sure if the bank one will, will test later.

EDIT: A one bank will save you from your own bomb.

Anyway, you guys aren't seeing how good genius is. With an ion turret its a set up for guaranteed bomb hit. Hit points on a Y are cheap anyway.

Edited by Disgruntled

Only one Genius card is the Most Wanted Expansion. But two of Bomb Loadout for the Y-Wing.

Pity!

Its unique, more than one would be useless.

Only one Genius card is the Most Wanted Expansion. But two of Bomb Loadout for the Y-Wing.

Pity!

Genius is unique.

Genius is Unique, so no need for two

edit :Ninja strike

Edited by Redblock

Dropping a bomb followed by going 1 forward (via boost with genius or by normal maneuver) does NOT get you out of the blast radius. Not sure if the bank one will, will test later.

Yes it does. Range 1 is 2.5 manuever intervals. Your drop one behind you, plus the width of the ship, plus the one ahead = 3 intervals from the bomb.

More new stuff that will help the Rebel faction, what a surprise. If the "bomb loadout" had been "ywing or tie bomber only" it would have been more fair. Now the Rebels get a traditionally Imperial upgrade option for free. Seems fair to me.

I have a hard time thinking of a Rebel-only improvement that would be more underwhelming than giving them bombs.

Given that Imperials now get turrets (which were formerly Rebel-only) and the Rebels get bombs (formerly Imperial-only), I think the Imps get the better part of that exchange, by far.

I'm really not very enthused by the amount of damage that can be done without dice here. Yes it feels dirty, but it also feels against the game's wonderful reliance on unreliable dice.

This does open up some paths for easily taking out low HP targets like the Phantom however. It could fix the problem, but I think its a little inelegant.

This design team has been pushing for more and more non-dice damage, even in Wave 5, you get Ruthlessness.

Which, does anyone know, is that Imperial only?

Ruthlessness is Imperial Only.

All of these options come with drawbacks that I think keep them well-balanced. Dead Man's Switch is probably the bst, but it's the mercy of your opponent to control, and if you're not careful will do far more to you than him. Feedback Array damages you, AND ionizes you, AND requires that you give up your attack, AND only works at Range 1. That will be interesting to see, but I doubt it's going to be super-viable. Ruthlessness has the mandatory damage, which again will have the potential to damage yourself, especially late-game.

Dropping a bomb followed by going 1 forward (via boost with genius or by normal maneuver) does NOT get you out of the blast radius. Not sure if the bank one will, will test later.

Yes it does. Range 1 is 2.5 manuever intervals. Your drop one behind you, plus the width of the ship, plus the one ahead = 3 intervals from the bomb.

You're right, my mistake.

More new stuff that will help the Rebel faction, what a surprise. If the "bomb loadout" had been "ywing or tie bomber only" it would have been more fair. Now the Rebels get a traditionally Imperial upgrade option for free. Seems fair to me.

I have a hard time thinking of a Rebel-only improvement that would be more underwhelming than giving them bombs.

Given that Imperials now get turrets (which were formerly Rebel-only) and the Rebels get bombs (formerly Imperial-only), I think the Imps get the better part of that exchange, by far.

But Rebels also have Astromechs.

I'm sorry. Didn't see Genius is unique.

Thanks for ninja strikes. :blink:

More new stuff that will help the Rebel faction, what a surprise. If the "bomb loadout" had been "ywing or tie bomber only" it would have been more fair. Now the Rebels get a traditionally Imperial upgrade option for free. Seems fair to me.

AMEN BROTHER! I was thinking the exact same thing.

I'm sorry. Didn't see Genius is unique.

Thanks for ninja strikes. :blink:

Its too bad that it is. I'd love to see mass Y-wing proton bombs dropping bombs right in at the start of a furball. :D

Then again, that would be broken as hell, taking out entire formations with ease.

:D

Some pretty awesome stuff. Definitely will shake up the meta. Now, how many years until we actually get them?

I bet they're aiming to release in time for Christmas. But I can't imagine that they are more than 6 months away.

A little history ... Wave 2 was first showed off at GenCon in August 2012. It wasn't officially sold in stores until Feb. 28, 2013, more than six months later.

So it's entirely possible that we won't get Wave 6 until early 2015.

Ooh, at first I thought only Scum Y-Wings get bombs. But they all do.

Want.

Does anyone know if Hot Shot Blaster is also considered a secondary weapon cuz it seems that works like one despite it being an illicit upgrade?

Amusing that you can give the z-95s two secondary attacks and put munitions failsafe mod on it and it affects both.

Right now, I'm seeing Feedback Array as mainly anti-Phantom tech, with a side of anti-Interceptor: a ship that relies on Agility and maneuvering to balance out its low hit points doesn't want to be at Range 1 of a ship that can deal automatic damage to it, regardless of the cost for that damage. So essentially it's an area-denial tool best used on cheap ships--like the Headhunter--or on Large ships with hit points to spare.

Whether it will be worth its cost is another question entirely, but at just 2 points it's a possibility that looks worth exploring.

Does anyone know if Hot Shot Blaster is also considered a secondary weapon cuz it seems that works like one despite it being an illicit upgrade?

Yes--that is, it appears to meet all of the criteria in the core rules to be considered a secondary weapon.

Edited by Vorpal Sword

@ Danthrax

Maybe ...

But my retailer says "available on November."

Since FFG make and deliver more units, he is right nowadays.

Edited by Thrawn on YouTube

A little slow on this but some things I wanted to comment on.

So when do you not take Unhinged Astromech? That's an amazing power for just one point. I suppose if you're taking 'Genius' to Y-Bomb?

Really want to see those Y-Wing pilots now and see what this all costs.


Lots of people don't take R2 Astromech on their Rebel Y-wings, because while it's a helpful upgrade, skipping it is an easy way to make room for something else in your list. I suspect the Unhinged Astromech will be in a similar position.

I'd say the Unhinged Astromech has an edge over the R2 simply because it alters alters the red turns. It may only turn 5 maneuvers green (assuming a standard Y-Wing dial) instead of six but two of those were red to start with and who likes making red maneuvers? It certainly makes the Y-Wing a high speed maneuvering beast. although there may be other things to do with that point.

Y-Wings finally get bombs! I love it! I am still trying to find a use for Genius... would the Y-Wing still be in the 'blast radius' of any bomb it would drop if it dropped it AFTER it moves?


A Y-wing with R7-T1 or an Engine Upgrade can boost out of range, I think. I'd have to get my templates out or boot up Vassal to be sure, and I'm at work at the moment. :angry:

If we're honest there are plenty of times dropping the bomb after moving will be preferable even if you happen to get caught by your own blast. If dropping the bomb can take out an opposing ship that would have a shot at you then you may have saved yourself the damage; hit more than one ship in such a position and you're golden.

More new stuff that will help the Rebel faction, what a surprise. If the "bomb loadout" had been "ywing or tie bomber only" it would have been more fair. Now the Rebels get a traditionally Imperial upgrade option for free. Seems fair to me.

AMEN BROTHER! I was thinking the exact same thing.

I am more worried seeing anti phantom and anti swarm abilities while the large ship fat falcon builds still rides on it's pedestal. Good thing we will end up seeing scum z95 swarms kinda hurt that build. All in all this is a great and well balanced wave compared to some of the other waves.

Also that named z95 will defintely make some missles way better and much more viable.

Edited by Gungo

also amusing I can make my suicide z95 swarm squad now. Everyone gets deathswitch upgrade!

I shall now make cheap sci fi anime death chain explosions! see if i can take out all 7 z-95s with the deathswitch upgrade.

Edited by Majeh

Am I right in assuming that, since their astromech icons are different, an X-Wing could not equip one of the salvaged astromechs and a Scum ship could not equip one of the already released astromechs?

With the Deadman's Switch upgrade, I wonder just how hard it would be to paint my Z-95s to look like this....

a6m-7a.jpg

Am I right in assuming that...

Yeah a Rebel ship can't equip a salvaged astromech and a scum ship can't equip a normal astromech.