MOST WANTED PART 1:

By Babaganoosh, in X-Wing

Originally I put titles on the two Thugs but then I thought why? Is another 2 dice attack really worth giving up the turret on a modified (TL) dice attack? I don't think so...

In this list, you're probably right: you only have four ships, and one of them has (sometimes, anyway) just 2 Attack. You want to maximize the number of shots you get, and that means no A4 title.

In other lists, though, why not? For 23 points, Generic Y-wing + A4 + Ion Cannon Turret offers damage and control and a heavy, durable chassis. It requires flying with some finesse and good prediction, but that's a good thing for the game overall. On an individual basis they're certainly competitive with a Rookie Pilot or Blue Squadron Pilot, and worth a look for that reason

In other words, you can't just slap the A4 title on your current Y-wing build and be successful with it in the same way you've been successful in the past--but that second attack is a powerful incentive for people to find new ways to use it successfully.

For Scum maybe... but rebels will still get better use from the B-wing. Still for scum I expect the turreted effect will still be more desirable.

I'm not saying its bad, it actually seems balanced and it IS COOL. I'm just not expecting it to make a significant change in the meta, particularly in the long term. I think it'll end up being more of an aesthetic choice than anything else. However since I'm predicting player behavior, I'm not going to be very surprised (and it'd be a pleasant surprise) if I was wrong.

Of course it's still something that could be built upon with either new turrets or new pilots and I hope

FFG gives us more options that synergize well with this title.

...and we still don't know what that promise (probably the "Autothrusters" upgrade) FFG made to Interceptor players will mean for turrets.

All in all 2015 should be an interesting year.

Edited by Duty Remains

For another 2 or 3 pts you could throw a Seismic Charge or Proximity Mine on there with the Bomber Loadout.

Gold + A4 + Ion + BL + SC (PM) = 25 (26) pts

With the Ion token you have the possibility to set them up for a Seismic Charge or Proximity Mine the turn after you double tap.

For another 2 or 3 pts you could throw a Seismic Charge or Proximity Mine on there with the Bomber Loadout.

Gold + A4 + Ion + BL + SC (PM) = 25 (26) pts

With the Ion token you have the possibility to set them up for a Seismic Charge or Proximity Mine the turn after you double tap.

I like that idea, it's better than anything I'd thought of for the Rebels so far. I'm just thinking the opportunities the title presents will escape most players (myself included clearly).

Expanding on you idea... Ion Torpedo + Bomb Loadout + Proton Bomb

expensive as hell... but certainly entertaining vs. the Tie swarm in casual play.

Edited by Duty Remains

How about Drea + Ion Torpedoes + Proton bombs + Genius. Fire at range 3, use the 4-K next turn to give them all a nice crit. Good versus Ties and Bandits alike...

I am looking forward to flying 4 Y-wings two S3 and two A4 to have the foward and turreted firepower. Not because i think it will be good, but because I think it will be cool to fly.

How about Drea + Ion Torpedoes + Proton bombs + Genius. Fire at range 3, use the 4-K next turn to give them all a nice crit. Good versus Ties and Bandits alike...

Something like that but you can't use Drea's ability if you want to K-Turn so maybe the generic PS4?

Or Ion Torps on Drea and Proton Bombs + Genius on somebody else.

Still I think Catachan23's original idea for Gold Squadron pilots is probably the most usable idea.

Edited by Duty Remains

How about Drea + Ion Torpedoes + Proton bombs + Genius. Fire at range 3, use the 4-K next turn to give them all a nice crit. Good versus Ties and Bandits alike...

Something like that but you can't use Drea's ability if you want to K-Turn so maybe the generic PS4?

I was thinking of Drea to be sure the Ion Torpedos hit, but this could be any other scum Y-wing.

Kavil is going to be awesome at spreading damage, I wouldn't even try to use him for focus firing.

How about Drea + Ion Torpedoes + Proton bombs + Genius. Fire at range 3, use the 4-K next turn to give them all a nice crit. Good versus Ties and Bandits alike...

Something like that but you can't use Drea's ability if you want to K-Turn so maybe the generic PS4?

You can, you just need to start with a TL.

You can, you just need to start with a TL.

No, because if you use the ability you take a stress token. Then next turn you attempt to k-turn, you reveal a red maneuver while stressed, and your opponent gets to pick your maneuver. If you want to be able to k-turn and drop the bomb you have to end the previous turn without a stress token, which means not using the pilot ability. And if you aren't using it then you're not gaining anything over the cheaper generic.

Interesting coincidence, my local game store sold out of HWK-290s today (six in total). I was only able to buy 2. :(

So still need another one. I guess people are psyched for Scum & Villainy .

After what I've seen in the last 3 previews I think I'll be calling them Villainy for short, Scum just doesn't express how nasty they are.

I go to sleep for 8 hours and miss all the fun. I was always going to be getting the Scum anyway, but I'm looking forward more and more with each new bit of news.

Kaa'to: Hey, it's a support-EPT carrier with a built-in defence mechanism. I'm down for that.

Kavil: Holy mother of God. Sign me up. Right now.

Drea: Interesting. He obviously wants to be used with torpedoes and such, but again we start running into the expense factor. Free target locks are not to be underestimated, of course, but... I don't know. We'll see.

Agromech: Blaster Turret, Agromech. Agromech, Blaster Turret. Have fun, fellas. Deadeye could also be good. Even without a card to combo it with this should be pretty awesome.

B11: Drea and his free locks will obviously love this, but otherwise I don't think it will be very good. It's basically insurance against your good roll being stopped by a good defence roll, and that's an awful lot of stars that have to align.

BTL-A4: I like the design of this card from a fluff perspective, but personally... I think it's bad. Unplayable-level bad. Sacrificing 75% of the turret's firing arc in exchange for a (fairly pointless) 2-dice attack? On a ship that gets outmaneuvered by most freighters? No. Hell no. Begone with you, sir!

Autoblaster Turret: So cheap, but that attack and range is... problematic. I think this will be a "I'm doing something else with this Y-wing/HWK and have 2 points spare. Why not?" sort of card.

You can, you just need to start with a TL.

No, because if you use the ability you take a stress token. Then next turn you attempt to k-turn, you reveal a red maneuver while stressed, and your opponent gets to pick your maneuver. If you want to be able to k-turn and drop the bomb you have to end the previous turn without a stress token, which means not using the pilot ability. And if you aren't using it then you're not gaining anything over the cheaper generic.

I think we were assuming the K-turn in two different places. I was working under the assumption he meant K-turn then use her ability during that combat phase (resulting in two stress tokens from that round), rather than use her ability then attempt a K next activation.

Actually at 2 points the autoblaster is just fine. Range one will make it a lot weaker than autoblaster on a B-wing though. TIE's should be able to afford the ability to keep distance, I can't see it replacing the ion turret. Additionally, do scum have any astromechs that would give the Y-wing dogfighting abilities like an R2?

It looks more like FFG is trying to make Y-Wings a sort of "Boom and Zoom" fighter. We get astromechs that make it good at high speeds (unhinged astro), and upgrades that make it hit hard in the first pass, but it doesn't turn very tightly and doesn't want to dogfight as much.

I can see engine upgrades being mandatory... just like my Shadowblade in Galaxies...

Now I want JtL enabled on SWGEmu even more than I did a few minutes ago :(

I want it too

Kavil + R4 + Ion turret = Definitive ionizer, but really costy, too much in my opinion against a regular ywing + ion cannon. The blaster turret... dunno, maybe, i don't like spending so many points on vulnerable ships.

Nothing is impressing me from scum, thus far, luckily there is still a lot of info to be released.

Drea no EPT... facepalm FFG, facepalm.

Edited by DreadStar

Drea no EPT... facepalm FFG, facepalm.

It makes sense, the rebel PS 6 and PS 8 y-wings don't get one (which is really stupid and FFG should errata Salm), nor do a lot of other mid-tier uniques. So why should the scum PS 5 y-wing? It's bad enough that the scum PS 7 y-wing gets one, but at least that's the highest-PS "ace", not a low-tier unique.

Edited by iPeregrine

I wouldn't say it's overpowered but the rebels have gotten some serious boosts to the ywing making certain combinations into some of the most powerful ships in the game. It's defintely another major powerboost for the rebels even if it's not quite absurdly overpowered as recent releases for them. However I'm glad to see ywings become a strong ship now.

Drea no EPT... facepalm FFG, facepalm.

It makes sense, the rebel PS 6 and PS 8 y-wings don't get one (which is really stupid and FFG should errata Salm), nor do a lot of other mid-tier uniques. So why should the scum PS 5 y-wing? It's bad enough that the scum PS 7 y-wing gets one, but at least that's the highest-PS "ace", not a low-tier unique.

Because it is the only thing that it would had made it able to stress itself to get the TL after spending a TL for a torpedo. I don't care that much about "consistency" on EPT distribution to the pilots, but being able to use their pilot abilities on different and creative ways.

Of course, maybe there will be a ship that can pass its stress tokens or something and prove me wrong, otherwise it is relegated to ion cannon duty (there better options or cheaper options).

Edited by DreadStar

I wouldn't say it's overpowered but the rebels have gotten some serious boosts to the ywing making certain combinations into some of the most powerful ships in the game. It's defintely another major powerboost for the rebels even if it's not quite absurdly overpowered as recent releases for them. However I'm glad to see ywings become a strong ship now.

What's the power boost? I see the autoblaster turret, bomb bay, and btl a4, none of which seem very powerful. I rather think it will be difficult to use them well. They don't boost the y-wing, they just give it more options. I'm not sure any of these upgrades beats the utility of an ICT Goldie.

Because it is the only thing that it would had made it able to stress itself to get the TL after spending a TL for a torpedo.

Huh? You might want to read the card again. When you spend a target lock you can choose to get another target lock and receive a stress token. Nothing in there requires you to already have a stress token.

Because it is the only thing that it would had made it able to stress itself to get the TL after spending a TL for a torpedo.

Huh? You might want to read the card again. When you spend a target lock you can choose to get another target lock and receive a stress token. Nothing in there requires you to already have a stress token.

Yeah, i should go to sleep, 3,30 am here...

I read "spend a stress token...", don't ask me why. Now it makes sense and seems quite good.

What's the power boost? I see the autoblaster turret, bomb bay, and btl a4, none of which seem very powerful. I rather think it will be difficult to use them well. They don't boost the y-wing, they just give it more options. I'm not sure any of these upgrades beats the utility of an ICT Goldie.

Bombs are the big thing because they're so cheap and the only "cost" for the upgrade is using up a torp slot that you weren't using anyway. The 23-point ion y-wing is now a 25-point ion and bomb y-wing in most lists, and the dual anti-swarm and movement control roles now make it a more appealing option.

The autoblaster turret is probably going to be good in some situations, acting as movement control by enforcing a no-fly zone for interceptors/phantoms/etc instead of through rolling to hit and hoping to apply an ion token. It may or may not be the most powerful option, but IMO it's good enough to see some use and gaining viable options is always a boost.

The A4 title is probably the only one that isn't very relevant. I guess it might see a bit of use and technically be a boost just because it's another option, but I can't imagine taking it very often.

I'm unconvinced that bombs are competitive, but I could see them being useful. Good? Maybe, but more cost effective than an ion Goldie? That is a tough sell for me. Same goes for the autoblaster turret. R1 is not the biggest zone, is very avoidable by high maneuverability ships, and the 2-dice auto turret seems weak-but it is cheap. I'm not saying the new stuff is bad, I think it's fine. But I do t think it increases the Y-wing's power, I think they give y wings more options.

I'm not sold on the Autoblaster Turret but... denying your enemy the extra dice of attack from being at R1, could be a significant boost in the survivability of a 1 agility high health ship.

But then you'd need it to do something else besides use its turret. Might be an alright 2 point filler on Horton with torps for after he'd fired them. If he can focus beforehand Horton'll often squeeze 2 hits out of his 2 dice primary attack at R2 & R3. I'm not sold on it as an upgrade but I'll keep it in mind.

Horton w/ Proton Torps (1 or 2), Autoblaster Turret (for defensive purposes only) and R5-P9 might be decent but 34-38 points is awfully pricey.

Edited by Duty Remains

I'm unconvinced that bombs are competitive, but I could see them being useful. Good? Maybe, but more cost effective than an ion Goldie?

I don't see how this is even a question. For a mere 2 points you either get automatic damage (potentially on multiple ships) or impose a significant restriction on your opponent's movement choices as they try to avoid the bomb. If you're taking a ship that has a bomb slot then you'd better be getting something absolutely amazing with the two points you could have spent on a bomb to justify not taking one.

As for the cost of it, look at it this way: you can pay 23 points for an ion goldie, or 25 points for an ion goldie that also has another movement control option (which can be used at the same time as the turret) with the potential to do some damage.

R1 is not the biggest zone, is very avoidable by high maneuverability ships

But, again, movement control. They can avoid it, but then you just put a pretty significant "do not enter" bubble on the table and can focus your maneuvering on countering a much smaller set of possibilities. Add in effective use of asteroids/table edges/other ships/etc and those high-maneuverability ships become a lot more predictable.

and the 2-dice auto turret seems weak

It's only two dice, but it's two dice that can rarely be canceled. Remember, the regular autoblaster is better than a 4-dice attack against anything but 1-agility targets, the only drawback is the high price. A 2-point turret on a cheaper platform that doesn't have to care about its firing arc looks like a pretty good deal.

But I do t think it increases the Y-wing's power, I think they give y wings more options.

But options are power, as long as the options are viable ones instead of irrelevant garbage. The y-wing just got more tools in its toolbox, and I can't see how you can argue that this isn't a boost.