FLECHETTE CANNON

By Babaganoosh, in X-Wing

I'd rather stick with Ion Cannon over Flechette Cannon for 1 more point. There are builds that can feed off removing stress, where as, there are no builds that feed off being ioned.

I was considering a Rebel build that used two Blues with Ion Cannons, a Gold with Ion Turret and R3A2, and Roark with Ion Turret and Nien. The list might work better with a Flechette-equipped Blue replacing the Y-Wing, which would free up a point for Roark to take Tactician instead of Nien.

One of the generic pilots will be: Tansarii point _______. Can't figure out the blank.

Agent? Pilot? Attacker?

Tried Cadet, Trainee, and Rookiee, no luck.

I tried raider, defender, ace, squad, pilot, flyer, hero

One of the generic pilots will be: Tansarii point _______. Can't figure out the blank.

Agent? Pilot? Attacker?

Tried Cadet, Trainee, and Rookiee, no luck.

Just tried agent, pilot and attacker, as well as spacer, merc, mercenary, pirate, bandit, thug and fighter. Nothin'.

Officer? Security?

What's the URL format?

One of the generic pilots will be: Tansarii point _______. Can't figure out the blank.

Agent? Pilot? Attacker?
Tried Cadet, Trainee, and Rookiee, no luck.

I tried raider, defender, ace, squad, pilot, flyer, hero

One of the generic pilots will be: Tansarii point _______. Can't figure out the blank.

Agent? Pilot? Attacker?
Tried Cadet, Trainee, and Rookiee, no luck.

Just tried agent, pilot and attacker, as well as spacer, merc, mercenary, pirate, bandit, thug and fighter. Nothin'.

Officer? Security?

What's the URL format?

http://www.fantasyflightgames.com/ffg_content/x-wing/news/scum-and-villainy/tansarii-point-X.png

Thanks for posting these. I just added them to the wiki.

Thanks for posting these. I just added them to the wiki.

FFG also uploaded Serissu's card, I guess nobody bothered to try the URL since we already knew the ability.

serissu.png

So 2 flechette cannons cannot double stress a target, but they can stress large base ships. For only 2 points that seems fair. Plus, because of timing, an E2 Bwing w/ tactican and flechette cannon CAN double stress at range 2.

Mangler seems fair at 4 points to my eye.

It's only Ion that large ships need two of.

I have a feeling that tie defenders or something are going to have dual shot titles in the near future. These cannons are totally cost inefficient as added cost on top of what you pay and for giving up your standard attack

Scyks with Mangler go up one attack die. Defenders get critty.

Read: cost inefficient.

Sucks require a 2 point tax on top of the cannon cost. The named pilots suggest that the basic syck will cost either 13 or 14 points.

Then you tack on 2 points for the title. For the flèchette it's totally worth it. 18 point stress dealer fast. Dies like a dog though. Tie fighter.

Mangler should be completely inefficient. 3 dice for 20 points on the basic ship. Err. And dies like a tie. Nope. Ain't doijg that.

But let's look at the defender. The defender is already over costed by 3 points and does not dish out enough damage to give it any role or be a better choice than 2 and a half ties. Putting an additional cannon cost makes it even worse as you lose your main attack. Flèchette only does a max of 1 damage.

Mangler really isn't worth it. You lose your fourth die (you wouldn't use mangler at all) at R1. You simply change an existing hit to a crit. That's only like a half extra damage. For four extra points? Hell no. No way at all

You deny the defender an extra agility at R3. You don't actually lose your main attack, either.

Dat Flechette Cannon art tho?

dat-ass-epic-smiley.png

I really, really hope one of the IG's will let you "link" cannon-fire somehow (otherwise I don't see much point to being able to take 2).

I also want to load a "Heavy Scyk" Laetin with Ion Torpedoes or Assault Missiles and chase around a Swarm. :P

Also also also,

2x PS2 Skyc (14*)

+ "Heavy" (2)

+ Ion Cannon (3)

2x PS2 Skyc (14*)

+ "Heavy" (2)

+ Flechette Cannon (2)

Serissu (20)

+ 6 points of durability-increasing upgrades

*could be 13, in which case, yay! 2 more points of upgrades!

Edited by ObiWonka

Yes you do lose your regular primary attack if you attack with the cannon.

That R3 one green dice denial is worth only 5/8s of an evade/hit at only part of the relevant range. Also as a good player you can control range pretty well. I'd say it's worth only 1 point.

It's just bad and cost ineffective on ships that tend to be cost inefficient already for imperial cannon takers. The outrider and B should be better with these.

Though. I wouldn't put mangler on B. Paying 4 dice for less 1 green at R3 and change to crits.

I'll probably be using those 4 points for something else.

Dat Flechette Cannon art tho?

dat-ass-epic-smiley.png

I really, really hope one of the IG's will let you "link" cannon-fire somehow (otherwise I don't see much point to being able to take 2).

I also want to load a "Heavy Scyk" Laetin with Ion Torpedoes or Assault Missiles and chase around a Swarm. :P

I guess I could see having a couple of ships with both a Flechette and an Ion Cannon and choosing what is needed at the time. They could stress and ionize a small ship, ionize a large ship, or spread a little of each around. Have the first ship try to apply the preferred condition first and if they miss the second can get another chance to apply it.

EDIT: Something that reduced the cost of a second cannon would be nice in that scenario.

Edited by WWHSD

I wouldn't want to put that many points into that situation, though, is what I'm saying.

But in that vein, see my edit above! ;)

Edited by ObiWonka

Yes you do lose your regular primary attack if you attack with the cannon.

That R3 one green dice denial is worth only 5/8s of an evade/hit at only part of the relevant range. Also as a good player you can control range pretty well. I'd say it's worth only 1 point.

It's just bad and cost ineffective on ships that tend to be cost inefficient already for imperial cannon takers. The outrider and B should be better with these.

Though. I wouldn't put mangler on B. Paying 4 dice for less 1 green at R3 and change to crits.

I'll probably be using those 4 points for something else.

Edited by AlexW

That R3 one green dice denial is worth only 5/8s of an evade/hit at only part of the relevant range. Also as a good player you can control range pretty well. I'd say it's worth only 1 point.

There will be a lot of cases when you've gotten three hits at range three, the defender not having that extra dice means that you'll be dealing a guaranteed crit because they are only throwing one or two dice. I've got no clue how the math actually works out but it's demoralizing as hell to be defending against more damage than you can possibly stop.

That R3 one green dice denial is worth only 5/8s of an evade/hit at only part of the relevant range. Also as a good player you can control range pretty well. I'd say it's worth only 1 point.

There will be a lot of cases when you've gotten three hits at range three, the defender not having that extra dice means that you'll be dealing a guaranteed crit because they are only throwing one or two dice. I've got no clue how the math actually works out but it's demoralizing as hell to be defending against more damage than you can possibly stop.

Understandable. But I think those 4 points will go very well to making your cannon list far better: ex for rebels there's no end to really good upgrades. R2d2. Gunner. Predator.

For imperials it just won't be cost efficient. You may need those 4 points to go up to vessery for damage. Or upgrading Soontir to whisper for more power. Lambdas might have some fun with those cannons thoughs.

That R3 one green dice denial is worth only 5/8s of an evade/hit at only part of the relevant range. Also as a good player you can control range pretty well. I'd say it's worth only 1 point.

There will be a lot of cases when you've gotten three hits at range three, the defender not having that extra dice means that you'll be dealing a guaranteed crit because they are only throwing one or two dice. I've got no clue how the math actually works out but it's demoralizing as hell to be defending against more damage than you can possibly stop.

Understandable. But I think those 4 points will go very well to making your cannon list far better: ex for rebels there's no end to really good upgrades. R2d2. Gunner. Predator.

For imperials it just won't be cost efficient. You may need those 4 points to go up to vessery for damage. Or upgrading Soontir to whisper for more power. Lambdas might have some fun with those cannons thoughs.

I don't think the Manglers are going to be the first choice for a cannon for most Imperial ships. I think they'll find use when it's hard to justify the 7 points for an HLC but you expect that your build is going to be spending a lot of time trading shots at range three. A Firespray or Defender that is planning on chasing 58 point Dash Rendars around the table are going to have an easier time finding 8 points for a Mangler and an Engine Upgrade than they will the 11 points for an HLC and the EU.

That R3 one green dice denial is worth only 5/8s of an evade/hit at only part of the relevant range. Also as a good player you can control range pretty well. I'd say it's worth only 1 point.

There will be a lot of cases when you've gotten three hits at range three, the defender not having that extra dice means that you'll be dealing a guaranteed crit because they are only throwing one or two dice. I've got no clue how the math actually works out but it's demoralizing as hell to be defending against more damage than you can possibly stop.

The odds of rolling 3 damage with 3 dice is 1 :: 8, without actions.

The odds of rolling 3 damage with 3 dice and either Focus or Target-Lock is 27/64, or 3/64 better than 3 :: 8

The odds of rolling 3 damage with both Focus AND Target-Lock is 91/128, or 5/128 worse than 3 :: 4

That R3 one green dice denial is worth only 5/8s of an evade/hit at only part of the relevant range. Also as a good player you can control range pretty well. I'd say it's worth only 1 point.

There will be a lot of cases when you've gotten three hits at range three, the defender not having that extra dice means that you'll be dealing a guaranteed crit because they are only throwing one or two dice. I've got no clue how the math actually works out but it's demoralizing as hell to be defending against more damage than you can possibly stop.

Understandable. But I think those 4 points will go very well to making your cannon list far better: ex for rebels there's no end to really good upgrades. R2d2. Gunner. Predator.

For imperials it just won't be cost efficient. You may need those 4 points to go up to vessery for damage. Or upgrading Soontir to whisper for more power. Lambdas might have some fun with those cannons thoughs.

There are options for the Mangler Cannon in Imperials. Kath Scarlet will love having her talent freed up. And with how you resolve crits, there is a nice chance to double crit someone with Rexlar and the Mangler. Are these all super options, no. But they can be fun to run.

The Flechette Cannon will be best used on the high PS pilots. I look at things like Opportunist or Jan, and I think 2 pts could be an okay way to counteract such abilities. Or, even used to start a heavy stress chain.

These cannons don't "save" anything. Not all cards should be super powerful or turbo charge something. Having a niche works just fine.

I like the mangler cannon but the flechette cannon is very underwhelming. It should have been able to keep the damage roll and stress if it hits.

It does keep 1 damage if it hits, but if the ship is already stressed, then it cannot receive another stress token.

But an 18 point ps 6 pilot with NO upgrade slots? Not even the Cannon that the other cards apparently come from?

The M3-A comes with a title that lets you add slots to the ship. You can add a cannon, system and something else.

*Cannon, system OR torpedo/missle/etc. whatever it is. You cannot add all three.

I like the mangler cannon but the flechette cannon is very underwhelming. It should have been able to keep the damage roll and stress if it hits.

It does keep 1 damage if it hits, but if the ship is already stressed, then it cannot receive another stress token.

But an 18 point ps 6 pilot with NO upgrade slots? Not even the Cannon that the other cards apparently come from?

The M3-A comes with a title that lets you add slots to the ship. You can add a cannon, system and something else.

*Cannon, system OR torpedo/missle/etc. whatever it is. You cannot add all three.

Cannon, Missile, or Torpedo. No System.

One of the generic pilots will be: Tansarii point _______. Can't figure out the blank.

Agent? Pilot? Attacker?
Tried Cadet, Trainee, and Rookiee, no luck.

I tried raider, defender, ace, squad, pilot, flyer, hero

One of the generic pilots will be: Tansarii point _______. Can't figure out the blank.

Agent? Pilot? Attacker?
Tried Cadet, Trainee, and Rookiee, no luck.

Just tried agent, pilot and attacker, as well as spacer, merc, mercenary, pirate, bandit, thug and fighter. Nothin'.

Officer? Security?

What's the URL format?

http://www.fantasyflightgames.com/ffg_content/x-wing/news/scum-and-villainy/tansarii-point-X.png

Militia, Militiaman, Buccaneer, Corsair, Privateer, Escort, Interceptor, Conscript. No luck here.

Reasonably sure it's a shorter word, but I don't think the card is uploaded yet.

I don't see flechette cannons on defenders but mangler is a maybe, no it's not more dice than your primary attack but at range three denial of that extra dice Isn't to be sniffed at.

Vessery still suits the HLC better but rexler might like this yes he can flip cards but sometimes you need that focus to gain a hit, now you'll get at least one crit.

Reasonably sure it's a shorter word, but I don't think the card is uploaded yet.

Edit: tried Captain, Cardas (as in Car'das smugglers), corporal, sergeant, commando, defender, guard

Edited by Tsiegtiez

Mangler on Dash + Outrider solves the donut hole problem.

Mangler on Dash + Outrider solves the donut hole problem.

It was already solved with the Ion Cannon (albeit with less damage output).

I don't like how mangler invalidates dash's weakness. Going to see a lot more boring turrets before we're through <_< '

At least it'll be nice on cannon bearing M3-As

Now the Flechette cannon, I'm not sure we're it's going apart from Vrill. Sadly does not stack with gunner

Could be good fun with a firespray to stop k-turns and abuse the rear arc, ditto defender's white k. Slap it on VI Boba (empire or scum) to give whisper the finger.

Or Roark with B-wings in tow, or Mux with interceptors...

This is turning into a real "**** phantoms" wave, isn't it? :P

Edited by ficklegreendice