Stop arguing and start wildly speculating

By Funkleton, in X-Wing

There hasn't been nearly enough wild speculation on what the new wave might actually contain - apart from the ships I mean.

So here's a little tidbit to get the ball rolling.

Someone posted a link to a slightly better resolution shot of the new ships and their stats.

http://www.belloflostsouls.net/2015/04/breaking-x-wing-wave-7-unveiled.html

wave7-03.jpg

Take a look at the K-Wing's action bar - is that a boost action?

33c94xy.jpg

I'm pretty sure that's a boost on the Punisher, but it doesn't look quite the same on the K-Wing. Might just be the fuzzy resolution or the out-of-arc symbol getting in the way - but that's no reason not to wildly speculate about the possibility of a new action.

2ynm35e.jpg

Definitely a new action on the K

Especially since one of the few real 'gimmicks' on the K-Wing is the SLAM-like (afterburner) system, which gives it an 'acceleration to high speeds in short bursts'.

Ideas how that might play out:

- A 'boost'-like action that uses the 2- or 3- straight template (but only the 'straight' template, no banks)

- A fighter with a mixed dial. Regular set of maneuvers that make it look vaguely like a HWK-290 (or so), but additional set of maneuvers that provide a lot more flexibility (non-stressing 3 banks and turns? 4 and 5 straights? etc) indicated with some other color. Any given turn, ship can take the 'SLAM' action, and place a token beside it. Next turn, the ship can take one of those 'expanded' maneuver choices. If it didn't take that action the previous turn, it's limited to the more restricted dial.

Star Brothers... I do believe we are going to see an enfilade of coolness on the ORDNANCE front...

Dat **** badass K-Wing!!!

Whew!

:lol:

Boost on a Bomber is the least thing I would expect. Why wouldn't I take TL?

Unless there is a rule that allows him to fire ordnance like other ships fire its lasers this makes no sense.

Maybe free target locks when a defender is selected for an attack?

-> Advanced FCS that gives TL before the attack (Bomber class ships only: Tie-Bomber, Tie-Interdictor, Y-Wing, K-Wing)

Turret on the K? It's going to be a fun ship to field and looks plenty tanky as well.

The upper action symbol on the K wing seem to look like two straight arrows. Maybe an advanced boost system?

Boost on a Bomber is the least thing I would expect. Why wouldn't I take TL?

Unless there is a rule that allows him to fire ordnance like other ships fire its lasers this makes no sense.

Maybe free target locks when a defender is selected for an attack?

-> Advanced FCS that gives TL before the attack (Bomber class ships only: Tie-Bomber, Tie-Interdictor, Y-Wing, K-Wing)

That's what I've been wanting. More action economy for dedicated ordinance carriers when it comes to acquiring TL's. I really just hope there's a mod card that eliminates the TL req altogether.

That's what I've been wanting. More action economy for dedicated ordinance carriers when it comes to acquiring TL's. I really just hope there's a mod card that eliminates the TL req altogether.

For some time I've been a proponent of introducing a new action as a way to fix ordnance.

https://community.fantasyflightgames.com/index.php?/topic/137929-simple-ordnance-fix/page-3#entry1494719

I'm guessing that isn't the approach that FFG have taken as we'd expect to see it on both ships action bars - but stranger thing have happened than me making an accurate prediction so you never know :)

I'd like to see more ships with the turret upgrade slot. I'm curious to see if the k-wing and/or Hounds Tooth has it.

Another thought/hope is that we may see M-12L Kimogila in a future wave. my reasoning for this is that the Kihraxz has staked claim to the Scum medium fighter design space where the Dunelizard could have been. The Dunelizard and Kimogila has astro slot that I like to see better represented in Scum.

Some have speculated about a reload action which could offer help to ordinance, but I'm thinking if that was going to happen we'd see the same new action on punisher and k-wing.

Yeah this should be the most important post on the boards right now, we know they are coming. let's work out what they are.

I mean point costs and pilot skills, along with how exactly these unwieldy behemoths fix ordinance should be the topic of interest.

That's what I've been wanting. More action economy for dedicated ordinance carriers when it comes to acquiring TL's. I really just hope there's a mod card that eliminates the TL req altogether.

For some time I've been a proponent of introducing a new action as a way to fix ordnance.

https://community.fantasyflightgames.com/index.php?/topic/137929-simple-ordnance-fix/page-3#entry1494719

I'm guessing that isn't the approach that FFG have taken as we'd expect to see it on both ships action bars - but stranger thing have happened than me making an accurate prediction so you never know :)

I dout FFG'd design an ordnance wave that doesn't help the TIE bomber, Y-wing and B-wing. I actually half expect Wave VII to come with actual rule changes rather than mod cards for bombers.

Regarding that new "action" on K-Wing.

I remember one tactic from Tie Fighter pc-game. When playing with Assault Gunboat, it was really effective to boost as near as possible to target, release your precious and deadly cargo and then turn around and boost away (with as strong back shield as possible). I do not know, if this is possible to implement in xwmg, but would be really fun to play it like that.

The upper action symbol on the K wing seem to look like two straight arrows. Maybe an advanced boost system?

Where are people getting the resolution to see things like that? It looks like a green blob to me.

Regarding that new "action" on K-Wing.

I remember one tactic from Tie Fighter pc-game. When playing with Assault Gunboat, it was really effective to boost as near as possible to target, release your precious and deadly cargo and then turn around and boost away (with as strong back shield as possible). I do not know, if this is possible to implement in xwmg, but would be really fun to play it like that.

That was with the Missile Boat not the Assault Gunboat

Shot into the blue:

The new Action-symbol on the K-Wing is related to the Torpedo-Symbol from the Upgrade Bar ... maybe it's a rearm action that allows discarded secondaries to be re-used

(which then would mean that the Punisher gets a different mechanic to fix missiles and torpedos for the Imperials)

I doubt FFG'd design an ordnance wave that doesn't help the TIE bomber, Y-wing and B-wing. I actually half expect Wave VII to come with actual rule changes rather than mod cards for bombers.

Or more probably a bit of both.

I was generally of the opinion that FFG would be more likely to augment the rules we already have rather than change them wholesale - but after the approach they took for the Phantom rebalance, either is potentially on the cards

I've mentioned it elsewhere, but my inclination is that the new action on the K-Wing is some sort of way to fire both of the ship's turrets in the same round. The K-Wing is equipped with a short- and medium-range turret. Something interesting like being able to fire at two ships, as long as both targets are at different ranges, would be an interesting bit of work.

I've mentioned it elsewhere, but my inclination is that the new action on the K-Wing is some sort of way to fire both of the ship's turrets in the same round. The K-Wing is equipped with a short- and medium-range turret. Something interesting like being able to fire at two ships, as long as both targets are at different ranges, would be an interesting bit of work.

I can't really see FFG putting a really powerful primary weapon ability that would make ordnance unneccessary in a wave that is (apparently) supposed to emphasise ordnance

Maybe the new action allows the ship to fire it's primary weapon along with Ordinance?

I think the ATC for the TIE advanced is an interesting indication of a way to fix things. It is a straight up improvement, but there's a catch that leaves other upgrades still open to use in certain situations. If I were to guess, there's going to be amid that in some way improves the action economy of ordnance and makes it easier to use with low PS pilots.

As a mod slot it easily slots into old bombers for a fix. It also is in competition for other upgrades on ships that are already good, but happen to have an ordnance slot. If not a mod, it could take up an ordnance slot, meaning it was only good on multi-slot ships.

Ooh ooh got it. The new K-Wing action is an alpha strike. Let's you fire your torpedoes at activation.

I've mentioned it elsewhere, but my inclination is that the new action on the K-Wing is some sort of way to fire both of the ship's turrets in the same round. The K-Wing is equipped with a short- and medium-range turret. Something interesting like being able to fire at two ships, as long as both targets are at different ranges, would be an interesting bit of work.

The K-wing is equipped with a quad laser ball under the nose, and a dual laser turret above and aft of the cockpits. I feel like the quad laser is the 2 attack turret the ship possesses (play-testing probably showed that 3 attack was way too much) and the twin laser up top will be a upgrade slot. Now, the key is, will you ever use the turret slot if you put something in it, or will it be a waste of points. This is an ordnance boat, anyways.

Ooh ooh got it. The new K-Wing action is an alpha strike. Let's you fire your torpedoes at activation.

it does look like it has a missiley / torpedoey sort of shape so that might not be bad call

Upgrades which allow the Hound's Tooth to fire torpedoes in a 360 arc.

Otherwise that 180 blind spot at the back is going to see more action than a Parisian lady with questionable morals.

Cheers

Baaa

Ooh ooh got it. The new K-Wing action is an alpha strike. Let's you fire your torpedoes at activation.

it does look like it has a missiley / torpedoey sort of shape so that might not be bad call

Unfortunately, I think it has to do with the SLAM (and welcome to the JAM) System, that way your bomber can get within range one of your enemy's guns FASTER. Useless action when ordnance requires heavy action economy to fire.