Lack of Defense/Higher Hull/Shields

By macar, in X-Wing

Anyone else notice this on the new ships for the upcoming wave? 3 of the 4 ships have 1 agi and the final has 2 agi.

I'm curious to know how well these ships will play against each other (as they seem to be counters for one another), let alone hold up against ships like the Firespray/Falcon/Interceptor/E-wing alll which have fantastic token generation, extra firing arcs, extra hp, or extra defense.

You also have the issue of the IG's which tend to hold HLCS in their cannon slots with gunner abilities allowing for an average of 3-4 hits per attack.

I'm more curious on what exactly these ships plan to do and how they plan to do it. Will they be useless without ordinance? Will they have generous pilot skills or stay towards the low end?

We all know how hard it can be to take a B-wing out some games. Will these ships be able to put the same type of consistent damage out. Of course the greatest question of all what is there weakness and how to exploit it.

Right off the bat it appears that raw damage like the HLC would fare greater than the mangler against targets such as these, OR, ordinance that generates hits like the concussion missile (depending on what is done).

It's a good thing for the game, We are currently being overrun by high agility, high attack, high HP ships which are pushing out the low attack ships like the A-Wing and TIE Fighters. Gunner abilities like IG-88B hate high hp/ low agility because it basically means they wasted points on that ability, which is better for stripping defensive tokens and pushing damage through green dice.

I wouldn't waste a whole lot of time trying to speculate how to beat these ships yet, we don't even know what they can do yet and knowing how to beat them will only be useful once you actually have to play against them.

Edited by Tvboy

It's a good thing for the game, We are currently being overrun by high agility ships which are pushing out the low attack ships like the A-Wing and TIE Fighters. Gunner abilities like IG-88B hate high hp/ low agility because it basically means they wasted points on that ability, which is better for stripping defensive tokens and pushing damage through green dice.

Very true, and I agree ships can be really hard to kill when an opponent rolls 4 natural evades. Though I don't think gunner is a waisted ability, especially when (now most people don't do this) you could fire with your primary at range 3, miss by dice or evades, then second shot with a focus/TL HLC no extra range die.

Edit: or like with Kath/Gunner/Predator/Mangler. You can roll if you only get 1 hit turn it to a crit, potentially cause the stress then shoot again with primary a RR and a focus token for actual damage, then proceed to follow and keep the ship stressed until such time where you breach hull and go for mangler crit kills.

Edited by macar

The Death Star plans are not in the ships main computer.

I think it will be a case of trial and error. Also the Tie bomber love fix upgrades are going to change things as well, Probably aimed at Fat Falcon/Dual Ig-88 builds.

Edited by FlyingAnchors

A lot will hinge on their cost and what upgrades will be available. Until we get more details, it is hard to say how strong one ship or another might be.

It's a good thing for the game, We are currently being overrun by high agility ships which are pushing out the low attack ships like the A-Wing and TIE Fighters. Gunner abilities like IG-88B hate high hp/ low agility because it basically means they wasted points on that ability, which is better for stripping defensive tokens and pushing damage through green dice.

Very true, and I agree ships can be really hard to kill when an opponent rolls 4 natural evades. Though I don't think gunner is a waisted ability, especially when (now most people don't do this) you could fire with your primary at range 3, miss by dice or evades, then second shot with a focus/TL HLC no extra range die.

Edit: or like with Kath/Gunner/Predator/Mangler. You can roll if you only get 1 hit turn it to a crit, potentially cause the stress then shoot again with primary a RR and a focus token for actual damage, then proceed to follow and keep the ship stressed until such time where you breach hull and go for mangler crit kills.

I don't think missing your first attack on purpose is a great way to get your value on gunner against 1 agility ships. The only reason to do that is to force the opponent to spend their defensive tokens, which 1 agility ships don't really bother with, other than evade tokens. And I have an evade token against a ships with gunner, I'm only gonna spend it to reduce the damage off the first attack to 1, because if I reduce from 1 to 0, then I'll probably take more than 1 damage off the second attack.

Anyone else notice this on the new ships for the upcoming wave? 3 of the 4 ships have 1 agi and the final has 2 agi.

I'm curious to know how well these ships will play against each other (as they seem to be counters for one another), let alone hold up against ships like the Firespray/Falcon/Interceptor/E-wing alll which have fantastic token generation, extra firing arcs, extra hp, or extra defense.

You also have the issue of the IG's which tend to hold HLCS in their cannon slots with gunner abilities allowing for an average of 3-4 hits per attack.

I'm more curious on what exactly these ships plan to do and how they plan to do it. Will they be useless without ordinance? Will they have generous pilot skills or stay towards the low end?

We all know how hard it can be to take a B-wing out some games. Will these ships be able to put the same type of consistent damage out. Of course the greatest question of all what is there weakness and how to exploit it.

Right off the bat it appears that raw damage like the HLC would fare greater than the mangler against targets such as these, OR, ordinance that generates hits like the concussion missile (depending on what is done).

Targets with low Agility are, relatively speaking, more resistant to HLC rather than less. A ship that relies on damage mitigation cares a great deal what kind of attacks you use: Soontir Fel is happy to take wave after wave of unmodified 2-dice attacks, but 4 dice with target lock and focus is very likely to punch through and there's even a small but worrisome chance of killing him in a single shot.

A B-wing, on the other hand, would much rather you spend your points on those 4 action-stacked dice rather than, e.g., a pair of TIE fighters. It's one of the many reasons that counting either red or green dice in a list isn't enough; you have to think about what the potential opposition looks like and how your ship/list will respond.

And we can't really know any of that until FFG goes public with the upgrade bars, action bars, and included upgrades. So we have a while before we need to worry.

Well, we have the action bars for everything except the K-wing (Which appears to have a new action of some kind), but yeah, without knowing what the ships's upgrade bars are like, what the pilot abilities are, what the new upgrades are, and what the Hound's Tooth's new arc does, we can't say for sure.

Modified 4 dice attacks are actually, I think, mostly from experience, just as good against high hp/low agility targets as they are against high agiliy/low hp targets. That's why HLC is the most expensive upgrade card in the game in terms of points. What 8 hp 1 agi and 16 hp 0 agi ships are better against are 3 dice attacks with a lower damage cap but a higher level of consistency/redundancy through expensive abilities like gunner and predator and push the limit and accuracy corrector and fire-control system. Note that there is a reason none of these are as points-expensive as the HLC, which has a similar effectiveness against high agility targets. Those upgrades are designed to create consistency so that when a TIE Fighter's green dice fail, you are always rolling enough hits to kill the thing, or forcing the green dice to fail more often in the case of Gunner.

You don't need upgrades to make the B-Wing and Decimator's defense dice fail them, they don't even exist. Against B-Wings and Decimators, you don't want consistency so much as you want raw damage output, ie more red dice. The HLC gives you that extra dice, which is why you pay through the roof for it.

Well, we have the action bars for everything except the K-wing (Which appears to have a new action of some kind), but yeah, without knowing what the ships's upgrade bars are like, what the pilot abilities are, what the new upgrades are, and what the Hound's Tooth's new arc does, we can't say for sure.

The Hound's Tooth has dotted lines, which makes it an auxiliary firing arc just like the Firespray's, which means it will interact with Autothrusters and secondary weapons just like the Firespray's does (doesn't trigger autothrusters, can't be used to fire secondary weapons).

Edited by Tvboy

Modified 4 dice attacks are actually, I think, mostly from experience, just as good against high hp/low agility targets as they are against high agiliy/low hp targets. That's why HLC is the most expensive upgrade card in the game in terms of points. What 8 hp 1 agi and 16 hp 0 agi ships are better against are 3 dice attacks with a lower damage cap but a higher level of consistency/redundancy through expensive abilities like gunner and predator and push the limit and accuracy corrector and fire-control system. Note that there is a reason none of these are as points-expensive as the HLC, which has a similar effectiveness against high agility targets. Those upgrades are designed to create consistency so that when a TIE Fighter's green dice fail, you are always rolling enough hits to kill the thing, or forcing the green dice to fail more often in the case of Gunner.

You don't need upgrades to make the B-Wing and Decimator's defense dice fail them, they don't even exist. Against B-Wings and Decimators, you don't want consistency so much as you want raw damage output, ie more red dice. The HLC gives you that extra dice, which is why you pay through the roof for it.

Well, we have the action bars for everything except the K-wing (Which appears to have a new action of some kind), but yeah, without knowing what the ships's upgrade bars are like, what the pilot abilities are, what the new upgrades are, and what the Hound's Tooth's new arc does, we can't say for sure.

The Hound's Tooth has dotted lines, which makes it an auxiliary firing arc just like the Firespray's, which means it will interact with Autothrusters and secondary weapons just like the Firespray's does (doesn't trigger autothrusters, can't be used to fire secondary weapons).

Hrrm... On closer examination, it seems like the front half of the base is lightly colored like the Firespray's auxiliary arc, so I guess we have a pretty solid idea of what it does. I wouldn't put it past FFG to throw us a slight curveball, though- Perhaps one of the pilots will be able to shoot secondary weapons in that auxiliary firing arc?

It seems strange to question how the new ships will compete with the Falcon for durability with only 1 agility die, when the Falcon also has 1 agility.

The K-Wing and Punisher are both about as durable as a B-Wing or Y-Wing, which are mainstays. Punisher can also equip Autothrusters to reduce damage taken from range 3 or out-of-arc shots. The Hound's Tooth is only marginally less durable than a Falcon.