MOST WANTED PART 2

By Babaganoosh, in X-Wing

Mandalorian Mercenary with predator 38 points

Mandalorian Mercenary with predator 38 points

Torkil Mux with Ion Turret 24 points

Take an opponent down to 0 PS, fire twice both with predator to get two re-rolls, Ion so you know where they'll be next turn, repeat.

Very nice idea. Consider it stolen. And it shall be known as the V Agents.

I don't know if I should be happy or sad I didn't see this before work last night... I wouldn't have got anything done and probably would have gotten multiple burns, bruises and cuts by being distracted... but...

Those HWK-290s, I... :D I'm going to absolutely love Villainy, even if I can't fit half of what I want in 100 points.

All these cool new pilots are probably more incentive to play epic than my Tantive IV will ever be.

It always bothered me that Kath Scarlet, a pirate that preyed on Imperial convoys, was an Imperial pilot.

FFG has fixed this by releasing a new Kath Scarlet that's awesome whereas the Imperial one remains so bad I can't see it being flown much any more.

Seems like imperial-hired Boba Fett is flying the Andrasta in future ....

Eh, i'm unconvinced if his effectiveness. But the bombs could be an effective countermeasure of trying to fly behind him...

In case nobody mentioned it Proximity mines are deployed after the move so they could work well, but worth 6-9 points? (since the title is only worth it if you buy at least one extra bomb)

Well the title is 0 pts so you don't really need to make it worth it.

Here is one my gripes with S&V.

Please correct me if I am wrong.

To play two S&V Firesprays in tournaments you need two buy two Most Wanted?

Yeah, but we've known that since day one of the announcement.

Unless you're playing two Firespray pilots that aren't on the same ship tile... I definitely plan on modding all my cross-faction dials to some kind of gradient between whichever the two factions they are so I can use them for both.

Just a heads up if you plan on playing in tournaments you can't have modified dials and your dials need to be either the scum or the imperial ones. So I would check with the TO where ever you plan on playing because I know where I play if that was done you wouldn't be able to use those dials any more at all.

So I am new to the game so i don't know anything about meta and whatnot but don't these ships seem kind of overpowered compared to Rebel and Imperial ships? All these abilities seem so powerful and they have everything the original ships had except they get a free item in the Illicit upgrade. Isn't that unbalanced?

Way too early to tell, but all the pilots that have come with S&V look pretty good. Bonearm doesn't seem all that great to me initially, but he might find his place.

Outlaw Tech has been kind of over looked while every one was going goo goo over the pilots, but its an insane card. It basically gives any ship with an illicit upgrade a pseudo white K-turn for 2 points! Now you can't exploit it like the Defenders, but it opens up your dial to be a lot more daring in your maneuvers knowing that you can still keep your action.

So I am new to the game so i don't know anything about meta and whatnot but don't these ships seem kind of overpowered compared to Rebel and Imperial ships? All these abilities seem so powerful and they have everything the original ships had except they get a free item in the Illicit upgrade. Isn't that unbalanced?

It's not so much that the new ships are overpowered, it's that the old ships are underpowered for their costs.

In the early days, FFG was very careful in putting powerful effects on named, high PS ships (a few amazing outliers notwithstanding). Unfortunately, they were still very pricey, which led to most people just grabbing the much cheaper rookies and academies because it meant having more ships on the board. And without a noticeable difference in stats, more ships usually meant more firepower and survivability.

Recent ships on all sides have shown a change in this trend, but it has left the two factions that have been around since the beginning looking lacking.

Scum might not have any dud ships, but they only have 7 (8 if you count Scyk twice) relative to the Alliance and Empire's 9. Pilotwise they've got no duds but no Acepacks either. The Rebels and Imperials may have some bad options but they've got more options.

So I am new to the game so i don't know anything about meta and whatnot but don't these ships seem kind of overpowered compared to Rebel and Imperial ships? All these abilities seem so powerful and they have everything the original ships had except they get a free item in the Illicit upgrade. Isn't that unbalanced?

They have zero command or synergy abilities.

Edited by TIE Pilot

Unless you're playing two Firespray pilots that aren't on the same ship tile... I definitely plan on modding all my cross-faction dials to some kind of gradient between whichever the two factions they are so I can use them for both.

This won't be legal for events, and if your opponent is OK with you using off-dials for a casual game, you wouldn't need to do it anyway, so I'm not sure there's a point here beyond the artistic.

DISCLAIMER: I am not trying to start yet another discussion on the wisdom or evil of FFG's decision concerning off-faction dials. Merely pointing out that the poster's intent would not fly with that decision.

Scum might not have any dud ships, but they only have 7 (8 if you count Scyk twice) relative to the Alliance and Empire's 9. Pilotwise they've got no duds but no Acepacks either. The Rebels and Imperials may have some bad options but they've got more options.

So I am new to the game so i don't know anything about meta and whatnot but don't these ships seem kind of overpowered compared to Rebel and Imperial ships? All these abilities seem so powerful and they have everything the original ships had except they get a free item in the Illicit upgrade. Isn't that unbalanced?

They have zero command or synergy abilities.
Edited by Dr Lucky

I think many are overstating the power of certain ships. There is a habit of falling to the fallacy of novelty in the gaming world. Are there great advantages for scum? Unequivicably. But, there are disadvantages too, just like the Empire and just like the Rebellion. No one faction is better than another.There can be "good" and "bad" players, but the same cannot be said of the actual ships and pilots. That comes down to personal preference and skillset. I would hazard to say that there are no "bad" ships, just underused ones.

I remember when Rebel Aces was going to shake the meta to its core. Did that happen? No. But that didn't stop people from falling to the "chosen one" complex.

Edited by Red Winter

So I am new to the game so i don't know anything about meta and whatnot but don't these ships seem kind of overpowered compared to Rebel and Imperial ships? All these abilities seem so powerful and they have everything the original ships had except they get a free item in the Illicit upgrade. Isn't that unbalanced?

They have zero command or synergy abilities.

Not sure I agree with this. Dace is definitely a synergistic ability. Xizor's ability is certainly synergistic, and the IG-2000 is going to be all about synergy. There are also a whole host of synergistic abilities that come from upgrades, that they have full access to.

The Rebels certainly have a lot of command synergy and support, but the Imperials are almost completely lacking it. Howlrunner and Jonus, Jendon and Yorr, and that's about it. Maybe Vessery, I suppose... but I think that if you normalize for the number of pilots, Scum are about on par with Imperials for synergy.

I think keroko hits it - Scum are a big wave of the new, up-powered pilot ability trend that started after Imperial Aces. It's probably too early to claim them OP as a full faction, but it's certainly going to be interesting to see how some of the classics hold up against them.

Mux and Palob are both begging for Engine Upgrades to me, gotta make sure you're always able to get them within 1-2 of the ship you need to screw. Especially since that ship will probably be doing all it can to avoid being in that zone.

Xizor is more parasitic than synergistic.

Unless you're playing two Firespray pilots that aren't on the same ship tile... I definitely plan on modding all my cross-faction dials to some kind of gradient between whichever the two factions they are so I can use them for both.

This won't be legal for events, and if your opponent is OK with you using off-dials for a casual game, you wouldn't need to do it anyway, so I'm not sure there's a point here beyond the artistic.

DISCLAIMER: I am not trying to start yet another discussion on the wisdom or evil of FFG's decision concerning off-faction dials. Merely pointing out that the poster's intent would not fly with that decision.

I'm curious how the following would be interpreted if I printed out some covers for the back and front of my dials so you couldn't tell what faction they are anyway:

Players may mark their tokens and their maneuver dials to indicate ownership as long as the function of the component is not compromised.
Definitely wouldn't compromise the function of the dial so anyone arguing it would seem pretty unreasonable (unless faction identity is considered a function of the dial I guess). I certainly don't think it'd be an issue locally and if I needed dials for a non-local tourny I could probably borrow some if I really need to. I like the idea aesthetically of altering my dials anyway.
Edited by stmack

There can be "good" and "bad" players, but the same cannot be said of the actual ships and pilots. That comes down to personal preference and skillset. I would hazard to say that there are no "bad" ships, just underused ones.

This is an inspiring motivational speech which ends with the shark coming out of the pool and eating Fel's Wrath. Or possily Arvel. Or Winged Gundark. Or the entire Avenger Squadron. Or the production factory for the TIE Advanced.

There are most certainly and undoubtedly "bad" ships. I'm not even sure how you can suggest otherwise with a straight face. Of course, on the internet maybe you weren't. Or maybe you're a dog. I honestly don't know, but it's a very silly idea.

I really like Dace. The synergy of adding damage to ioned ships that he doesn't even have to ion is going to be big. Control style gets a huge boost. If the scum have a way of dropping or shifting stress he could be monstrous.

Xizor is more parasitic than synergistic.

There really isn't a difference. Xizor is a more flexible version of Draw Their Fire, which is support. It's kind o the opposite of Biggs. The direction it goes may make a difference fluff-wise, but parasitic synergy is still synergy. It's all about putting damage where you want it.

Ace and Aeron in the Otana anyone?

I am really satisfied with Most Wanted!

As far as I can tell NOW: Well done, FFG!

Xizor shedding a damage to a vanilla ship is Parasitic. Xizor shedding a damage to ship that has a way to mitigate or use the damage is Synergistic. Just for clarity.

Xizor shedding a damage to a vanilla ship is Parasitic. Xizor shedding a damage to ship that has a way to mitigate or use the damage is Synergistic. Just for clarity.

So is Biggs parasitic? Draw Their Fire?

So is Biggs parasitic? Draw Their Fire?

Biggs and DoF are drawing damage onto themselves, so no. They're not benefiting themselves to the detriment of their allies. Biggs would be parasitic if his ability read "You can't target Biggs if you could target another ship," DoF would be if it let you fob your crits off onto other people.

Not sure I agree with this. Dace is definitely a synergistic ability. Xizor's ability is certainly synergistic, and the IG-2000 is going to be all about synergy. There are also a whole host of synergistic abilities that come from upgrades, that they have full access to.

I'm seconding parasitic here, throwing your mate in front of you as a human shield isn't really synergy and teamwork. The Rebels help each other out and more often then not don't have to pay for it themselves. The Scum steal from each other for individual benefit. True, you can set up Dace's ability with other ships, but he's primarily debuffing.

Imperial command abilities may be less common (Jonus and Howlrunner being the big two) but they're AoE. You've also got the Lambda shuttles which shift negative effects onto the shuttle, and Fleet Officer in the same vein.

Synergy is creating a whole greater than the sum of its parts whereas parasitic abilites make your part bigger and their part smaller. The Scum by design are mostly the sum of their parts, just their parts are individually trickiser. They do have some synergy but they're no Rebel Alliance.

Edited by TIE Pilot

The synergy is there, a good ship with good attack which is much tankier and harder to focus down. Z's make each point deflected from Xizor very cost effective. It's not the same take 1/5 from a 40 point ship, than 1/4 from a 12 point ship.

Edited by DreadStar

Biggs and Draw Their Fire take away negative effects. They are not Parasitic.

Parasite - a person who habitually relies on or exploits others and gives nothing in return.

Edit: It's splitting hairs, but the difference exists.

Edited by Royals

Ace and Aeron in the Otana anyone?

I vote 4th faction (Smugglers and Spies like the LCG?) Aeron should be a 1300 pilot though. In fact smugglers and spies can do the same thing for the other YTs that S&V did for the firespray. Time for a new thread!