Wave 7 Article is up!

By Crabbok, in X-Wing

Miranda + gunner= broken, you just miss that first attack for more shields,

Miranda+gunner, + flech torps+ munition failsafe= you miss, give stress, keep missile, repeat

I always found silly that munition failsafed flechettes still give the stress, if you ask me.

Second Quarter 2015?

Can't wait to pick them up in November!

Uhhhh, yeah. When I saw that at the end of the article, I laughed out loud. Like, a belly laugh. That's not even a realistic thing for FFG to say, let alone truthful. They really think they're going to get Wave 7 onto store shelves by June 30 when it hasn't even gone to the printer yet and the Raider hasn't gone on the boat yet? I don't think so. We'll be playing with these things in October, shortly before Worlds happens, not counting the inevitable early release at GenCon in late July — which is still not quarter two.

EDIT: I knew it was said "Bombers will get some love". I still stick by with what I said below as I just expected Tie Bombers to be better now. It's not so.

OK....I'm officially bummed out about the Bomber "fix". I was upbeat and optimistic about Wave 7 and did my best to beat down the naysayers. I figured it would be a pretty good fix, even if it just helped Tie Bombers (and the Punisher). I'm wrong.

swx33_card_upgrade_14.png

EXTRA MUNITIONS

I just don't get it. The problem with ordnance is that you don't get to modify your dice roll after firing it. The whole "action economy" thing. Basically, you spend points for something that has a chance of doing nothing due to a bad roll. So...now you spend MORE points to do the same thing twice? It still doesn't address the whole problem!

OK...I admit that there are elite pilots that can use this and there are some combos that make this cool. I'm sure this card will be quite welcome on a lot of ships. Krassis, I'm looking at you! It does NOTHING for a standard Tie Bomber.

For the Tie Bomber to work, you need to have Jonus. If you are going to go with Jonus, you need to maximize your Tie Bombers. I've been running a 4 Tie Bomber list and doing well enough. It's a tight ship running a 4 Tie Bomber list at 100 pts with Jonus. If I need to spend 2 pts more per ship to make this worth it....I can't do it. For my list, I can scrap off some goodness and get about 6 pts more. That's enough for 3 ships to get the bonus, but at some sacrifice.

Jonus w/ Concussion Missile & Seismic Charge

3 x Scimitar Piliot w/ Cluster Missiles, Seismic Charge, and Extra Munitions

It's....OK. Not ideal. It's not bad, but is it better? I'm not sure on that, either.

Overall, though, I find that it doesn't do enough to help ordnance. I still don't want to take a single generic Tie Bomber in a list. I mean, you just spend more points for something that is unreliable. It encourages you to dump more points into a ship that has a good chance of being a target and being destroyed before it deploys most of it's load.

I'm disappointed.

I just want to point out that you essentially doubled your bomb capacity on the bomber. Which, I think is the biggest strength of Extra Munitions. It adds more options for the bombers, as well as making it more appealing to load up a bomber. Whjich, I think is the actual goal.

I think a few extra support crew members for Imperials might make this seems a bit better. Oh look, a whole bunch of Imperial Crew is coming with the Raider...

Edited by Sithborg

I don't think I've ever needed two bombs on the Tie Bomber. It's better as a ordnance carrier. Ordnance needed to be made better....not more.

The problem with extra crew means you take non-Bombers. The problem with non-Bombers is that you reduce Jonus' use. Getting rid of or reducing Jonus makes ordnance that much worse.

I don't think I've ever needed two bombs on the Tie Bomber. It's better as a ordnance carrier. Ordnance needed to be made better....not more.

The problem with extra crew means you take non-Bombers. The problem with non-Bombers is that you reduce Jonus' use. Getting rid of or reducing Jonus makes ordnance that much worse.

You and the designers were looking at 2 different issues. I think with the new ordnance, it makes it difficult to make the eariler stuff better. Especially when some of the earlier stuff is still good. I like it, because it allows me to make a pretty decent control option with a Bomber, with 2 Flechettes and 2 Ion Pulse Missile, with options for more customization.

I apologise if this has been mentioned before but i've not got time to read nine pages of comments as im popping into town but...

scaling?

A z95 fits in the hounds tooth? And we're still adamant that everything is in scale... ok.... :)

I dont actually care that much but it does totally prove that there is no consistant model scale in the game... unless the hounds tooth is a body kit built around a Z95 :)

I just took the size values from the Star Wars Wiki. The problem is not that the Z-95 does not fit into the HT model.

The Legend size of the HT is 62 m long. A Z-95 is only 11,8m long. The Millenium Falcon ist 34,37m. The canon size was adjusted to 47,4 m long.

This means, the HT is nearly twice as long as the Falcon (the canon one ~40% more). It means it is way out of scale (when i see the model).

With his original size it would be no problem at all to fit a modified Z-95 into the HT. With this model? Only in pieces :).

I don't think I've ever needed two bombs on the Tie Bomber. It's better as a ordnance carrier. Ordnance needed to be made better....not more.

The problem with extra crew means you take non-Bombers. The problem with non-Bombers is that you reduce Jonus' use. Getting rid of or reducing Jonus makes ordnance that much worse.

You and the designers were looking at 2 different issues. I think with the new ordnance, it makes it difficult to make the eariler stuff better. Especially when some of the earlier stuff is still good. I like it, because it allows me to make a pretty decent control option with a Bomber, with 2 Flechettes and 2 Ion Pulse Missile, with options for more customization.

So, you are saying that any of the Wave 1-2 ordnance is just crap and there is nothing to be done?

Guys lets remember that we don't get to see every card, and I'm sure there are more ordnance synergizing cards coming with the K-wing and Interdictor, besides Extra Munitions.

That said, HOLY CRAP THOSE BOMBERS LOOK AMAZING!!!

Guys lets remember that we don't get to see every card, and I'm sure there are more ordnance synergizing cards coming with the K-wing and Interdictor, besides Extra Munitions.

That said, HOLY CRAP THOSE BOMBERS LOOK AMAZING!!!

We don't get the full text, but we do know all the cards in the pack. I don't see anything else that could be a "fix". Bombardier looks to be a crew, which doesn't help many things. We are getting a ton of new bombs, with some new torpedos and missiles, however.

Guys lets remember that we don't get to see every card, and I'm sure there are more ordnance synergizing cards coming with the K-wing and Interdictor, besides Extra Munitions.

That said, HOLY CRAP THOSE BOMBERS LOOK AMAZING!!!

Actually, no. If you look, there are new bombs, illicits, and some EPTs. Perhaps some EPT's that would make ordnance better. That does nothing for generics.

Guys lets remember that we don't get to see every card, and I'm sure there are more ordnance synergizing cards coming with the K-wing and Interdictor, besides Extra Munitions.

That said, HOLY CRAP THOSE BOMBERS LOOK AMAZING!!!

Actually, no. If you look, there are new bombs, illicits, and some EPTs. Perhaps some EPT's that would make ordnance better. That does nothing for generics.

The Plasma Torpedo might be some sort of stand-alone weapon that somehow is good on a Rookie Pilot.

A slim hope, but a hope nevertheless.

Guys lets remember that we don't get to see every card, and I'm sure there are more ordnance synergizing cards coming with the K-wing and Interdictor, besides Extra Munitions.

That said, HOLY CRAP THOSE BOMBERS LOOK AMAZING!!!

Actually, no. If you look, there are new bombs, illicits, and some EPTs. Perhaps some EPT's that would make ordnance better. That does nothing for generics.

and new torpedoes and missiles. Just wait.

I already see Plasma Torps, Adv. Homing Torps (3 points!?!) etc.

It's true that Plasma Torpedoes might do it, but Adv. Homing Missiles isn't that exciting. Only 3 pts is good, but it is only Range 2. You only get 3 dice. The only thing that I can see that would make it awesome is that you get to keep the TL and that the enemy can't get any evade dice or tokens to evade it. Even then, it's only R2, which would make it hard to actually get the shot off. Not sure if I would sacrifice another option for it on a generic.

So, new EPT on both the YV-666 and Kihraxz - "CRAC"something.

Could be Crack Shot, but as both ships also come with Glitterstim my money's on Crack Head.

I know that wasn't serious, but I'm pretty sure "Crackshot" is going to be something like: "When attacking a ship in your firing arc, you may discard this card to cancel 1 of the defender's dice."

Hmm was thinking a one time use Wes-like ability that's remove a token instead of a die, but that could work too. Having more ships that can remove tokens would be sweet for Opportunist.

I just don't get it. The problem with ordnance is that you don't get to modify your dice roll after firing it. The whole "action economy" thing. Basically, you spend points for something that has a chance of doing nothing due to a bad roll.

Yes, action economy is a problem for some kinds of ordnance in some lists.

So...now you spend MORE points to do the same thing twice? It still doesn't address the whole problem!

It does if the problem was that multiple pieces of ordnance were too expensive. As an example, Homing Missile + Extra Munitions costs 7 points, meaning the cost per missile went down from 5 to 3.5--and there's no action economy problem.

And "address[ing] the whole problem" would be easier if (a) there was any kind of agreement about what the whole problem is, and (b) they didn't have six waves' worth of baggage to carefully consider. A conservative, stepwise approach seems indicated, to me.

It's true that Plasma Torpedoes might do it, but Adv. Homing Missiles isn't that exciting. Only 3 pts is good, but it is only Range 2. You only get 3 dice. The only thing that I can see that would make it awesome...

It's what we can't see that has the potential to make it worthwhile, which is any of its game text.

For advanced homing to be good with those stats (range 2, 3 cost 3 dice) it has to have at least autoblaster ability. Sad but true :(

I am so giddy with the notion of bringing a stupid amount of proton bombs to a match. You can squeeze in eight on 4 regular tie bombers or y-wings. Granted that's ps2, but still. It only takes 3 to destroy nearly every ship in the game

I just don't get it. The problem with ordnance is that you don't get to modify your dice roll after firing it. The whole "action economy" thing. Basically, you spend points for something that has a chance of doing nothing due to a bad roll.

Yes, action economy is a problem for some kinds of ordnance in some lists.

So...now you spend MORE points to do the same thing twice? It still doesn't address the whole problem!

It does if the problem was that multiple pieces of ordnance were too expensive. As an example, Homing Missile + Extra Munitions costs 7 points, meaning the cost per missile went down from 5 to 3.5--and there's no action economy problem.

And "address[ing] the whole problem" would be easier if (a) there was any kind of agreement about what the whole problem is, and (b) they didn't have six waves' worth of baggage to carefully consider. A conservative, stepwise approach seems indicated, to me.

It's true that Plasma Torpedoes might do it, but Adv. Homing Missiles isn't that exciting. Only 3 pts is good, but it is only Range 2. You only get 3 dice. The only thing that I can see that would make it awesome...

It's what we can't see that has the potential to make it worthwhile, which is any of its game text.

1) Action Economy is poor for most ordnance, not just some.

2) It is true that Homing Missile + Extra M. is viable.....Hmmm....maybe drop Jonus all together for it? YES! That could work quite well. Yes.......

3) Even the most optimistic of text would make the Adv. Homing Missile situational. Not bad. Not great. Viable. Balanced.

The PS7 Punisher pilot acquires 2 target locks on the same target when he performs a TL action. Had that ability instead been a modification that any ship could take, that would have been a pretty decent ordnance fix. Seems like a missed opportunity.

jendon and 2 puns is looking pretty scary. Put fleet officer on jendon and that solves your action economy. The fascinating way EM works is that it encourages multiple munitions. If you already invested the 2 points to give you another homing missile, would you add 2 seismic charges for a point each? Or how about 2 flechettes for a point each?

It also makes puns scary jousters. On the first pass, they lobb their missiles. With their low PS or enhanced scopes (they have a systems slot), they move then drop cluster mines for the enemy to fly into.

Well bummer... i was kinda hoping for an ordinance fix that would encourage me to fit missiles onto my A-Wings and such.

Note how the Hound's tooth cards say 6 hull but the cardboard says 7

Weird. FFG's Star Wars Celebration slide has 6 hull on the cardboard.

Well bummer... i was kinda hoping for an ordinance fix that would encourage me to fit missiles onto my A-Wings and such.

Maybe some of the new ordnance might be good enough to take. Yes, that would leave the old Proton Torpedoes and Concussion Missiles as useless forever, but it's better than nothing!

Well bummer... i was kinda hoping for an ordinance fix that would encourage me to fit missiles onto my A-Wings and such.

That already happened. It's called Proton Rockets.

Introducing SLAM without the Missile/Assault Gunboat in the same wave feels odd, and I can only assume the reason was the Twin Ion Engine card which functions as a TIE defender fix.

It's been touched on a bit, but I think we can make an educated guess: Knowing that SLAM was originally designed for the Missle boat I think it's safe to say we'll get the Missle/Assault Gunboat in a future wave.