Wave 7 Article is up!

By Crabbok, in X-Wing

Slam actually executes a maneuver, the req for non action bombs, so you could do a 3 straight, drop a bomb, then do a 3 bank.

Instead of waiting for the enemy to get behind you, drop a bomb, then move

So you're saying you could reveal dial maneuver and move in front of enemy, drop cluster mines, slam maneuver behind them. On multiple K-wing in a single turn.

How do you SLAM after dropping Mines? SLAM can't be a free action and you just used your action to drop the mines.

Seismics, for example, do not require an action and can just be dropped when you reveal a maneuver, which SLAM is.

There's a conspicuous circle on the back of the Hound's tooth: Is it a nub to dock the Z-95?

Seismics, for example, do not require an action and can just be dropped when you reveal a maneuver, which SLAM is.

But you must reveal your maneuver dial. The SLAM action does not reset and then reveal the maneuver dial again, it simply allows you to execute a maneuver.

Seismics, for example, do not require an action and can just be dropped when you reveal a maneuver, which SLAM is.

But you must reveal your maneuver dial. The SLAM action does not reset and then reveal the maneuver dial again, it simply allows you to execute a maneuver.

This will definitely be a FAQ question.

It looks like the ordnance fix is 2 part so far.

1st part is this:

swx33_card_upgrade_14.png

And the second part seems to be in the form of alot of new missiles and torpedoes.

Sigh.

I do not like this fix. It doesn't address the action economy problem with munitions, which is much worse than the single use aspect, and it makes them even more expensive to equip. How often during a game am I likely to even spend more than one of those ordnance tokens? Probably not very often.

EDIT: Wait. It goes in the Torpedo slot.

...How is this a fix at all? To equip it I have to surrender one of my slots. Most ships can't even use it.

What.

Nera Dantels, Horton Salm and Krassis Trelix all think you're knee jerk reaction is uncalled for.

And they can continue to think that. It doesn't change the fact that getting a second copy of an unplayable card means taking the unplayable card in the first place. Those 5+ points spent on Nera could be... well, quite a lot of very useful things on anyone else, same applies to Salm, and Krassis can just take a cannon that won't wreck his action economy and can be fired all game long.

Extra Munitions, much like Munitions Failsafe before it, completely misses the point as to why ordnance is never played, and thus will change exactly nothing.

Edited by DR4CO

Here is the SLAM card
swx33_card_ref_04.png


And this is good for...? I don't get it. So now I can get in great position to...drop a bomb maybe?

It is a cool flanker tool, but I don't see the K-Wing being a great flanker.

What does this card pair with that I am missing?

Oh, and I totally nailed it on that icon.

Seismics, for example, do not require an action and can just be dropped when you reveal a maneuver, which SLAM is.

But you must reveal your maneuver dial. The SLAM action does not reset and then reveal the maneuver dial again, it simply allows you to execute a maneuver.

That's true, but I think we shouldn't be surprised if that doesn't get FAQ'd upon Wave 7 release.

I'm going to go ahead and assume that FFG wants bombers to be able to: (1) drop a bomb, (2) maneuver, (3) drop a second bomb, and (4) SLAM. A true bombing run.

That would justify the Extra Munitions card as well.

Edited by zerotc

Seismics, for example, do not require an action and can just be dropped when you reveal a maneuver, which SLAM is.

But you must reveal your maneuver dial. The SLAM action does not reset and then reveal the maneuver dial again, it simply allows you to execute a maneuver.

That's true, but I think we shouldn't be surprised if that doesn't get FAQ'd upon Wave 7 release.

I'm going to go ahead and assume that FFG wants bombers to be able to: (1) drop a bomb, (2) maneuver, (3) drop a second bomb, and (4) SLAM. A true bombing run.

Possibly, but the current FAQ rules that you can only drop one bomb per turn. Could be that they want you to be able to maneuver, drop Bomb, then SLAM to get set up for the next run. Another possibility: Maneuver, SLAM drop bomb where it will do the most good. I'm looking forward to Maneuver, SLAM K-Turn, oh look I'm behind you

Wow! Really looking forward to wave 7. Good thing I've been practicing with bombs :P

The Punisher/Interdictor is the ship I'm looking forward to most. Those cluster mines look like they can block off approximately a 5 by 2 unit rectangle worth of space. Which is huge!

The SLAM action is pretty cool. But I'm speculating the dial will be very similar to the lambda dial. Having two 3 or 4 speed manuevres but with no shooting seems pretty nuts! Also with the SLAM action, I'm putting my money on this will lead to the fix for the X-wing. Something like a title of X-wing only modification where they can gain the SLAM action in their action bar.

Did somebody already identify that one card as a Conner Net? It's a Conner Net.

I actually like that they give a S&V Z-95 dial without another ship so that you can use one Rebel Z-95 for S&V with an appropriate dial. I know they fixed the dial issue, but I also know most of us like to have things match when we can.

I'm looking forward to Maneuver, SLAM K-Turn, oh look I'm behind you

That of course is assuming that:

1) it has a K-Turn at all and,

2 it has a straight maneuver that is the same speed as its K-Turn (unlike the tie bomober with a 4 straight but a 5 K-Turn.

But yes this would be fun if those conditions are met.

I'm looking forward to Maneuver, SLAM K-Turn, oh look I'm behind you

That of course is assuming that:

1) it has a K-Turn at all and,

2 it has a straight maneuver that is the same speed as its K-Turn (unlike the tie bomober with a 4 straight but a 5 K-Turn.

But yes this would be fun if those conditions are met.

You make a very valid point. I hate to use this again, but:

3qtfep.jpg

Well, moving away from the Munitions fiasco, and I apologise if someone's already done this earlier in the thread, but if we count back from the high-PS pilots, and assume the usual 1 PS = 1 point to estimate the cost of the generics:

K-wing: 29 - 6 = 23 points. So for 1 over the cost of a B-wing you get +1 overall health, trade an attack dice for a turret, and trade Barrel Roll for SLAM. Interesting, though running it naked probably defeats the point of the ship, and if you're going to load up a ship you'll probably want the uniques' pilot abilities to help out.

Punisher: 27 - 5 = 22 points. Similar to the K-wing: comparable cost to a B-wing but gets extra health at the expense of attack. Also similar to the K-wing in that running it naked probably defeats the purpose and you'll likely want to take the uniques instead in that case.

Khiraxz: 29 - 7 = 22 points. Well, that's not promising given the current state of the Rookie X-wing (ie. fringe player at best). You can't even use it as an Illicit carrier, since the Z-95 has that job covered already, and if you're after a solid jouster the A4 Y-wing will probably be superior. Uniques or bust for this one, I think.

YV-666: 35 - 5 = 30 points. Without seeing the dial, that doesn't feel too outrageous. There would probably need to be a really good crew combination that appears to make it useful.

Edited by DR4CO

I'm a bit disappointed with the direction they went. It's not really an ordnance fix so much as a boost to ships that can carry multiple types of ordnance.

That said, there are some interesting things you can do.

Sable's proximity mine bomber squad can have 3 mines per ship in exchange for the doom shuttle.

Major Rhymer can take 2 lots of cluster missiles and 2 extra munitions for 6 uses of the cluster missiles at range 1-3. And still have enough for a decent mini swarm.

Firespray with slave 1 title can get extra bombs, as well as taking the Adrasta in another Firespray.

Y-Wings can take bomb load out and extra munitions to give them more bomb uses. Scum can use genius as well.

Much maligned Nera can get a second APT for a fraction of the cost.

It doesn't fix the core problem, but I will be considering using specialist ordnance carriers and see ifi can get them to work.

Extra Munitions is limited.. only one per ship. So.. no 6 clusters on Rhymer...

All it does is give you a token for each munition you purchased. So.. my bomber with prox mine and flechette gets a token for each... also that punisher with 2 prox mines.. oh baby.. haha 4 prox mines for 2 points.. yes please.. I know I'll use it, as I love bombers and all munitions.. but especially boms... I'll be dropping more bombs and driving my opponents nuts with all the mines.. I'll use all that fun.. haha

I have to admit, I'm looking forward to figuring out my bomb and mine loadouts now.. cant wait for the punisher and k-wing.. 2 each... maybe 3...

Hmm I was hoping for an 18 pt starting scum fighter. With barrel or boost. Ugh. No movement options.

I'm a bit disappointed with the direction they went. It's not really an ordnance fix so much as a boost to ships that can carry multiple types of ordnance.

That said, there are some interesting things you can do.

Sable's proximity mine bomber squad can have 3 mines per ship in exchange for the doom shuttle.

Major Rhymer can take 2 lots of cluster missiles and 2 extra munitions for 6 uses of the cluster missiles at range 1-3. And still have enough for a decent mini swarm.

Firespray with slave 1 title can get extra bombs, as well as taking the Adrasta in another Firespray.

Y-Wings can take bomb load out and extra munitions to give them more bomb uses. Scum can use genius as well.

Much maligned Nera can get a second APT for a fraction of the cost.

It doesn't fix the core problem, but I will be considering using specialist ordnance carriers and see ifi can get them to work.

Extra Munitions is limited.. only one per ship. So.. no 6 clusters on Rhymer...

All it does is give you a token for each munition you purchased. So.. my bomber with prox mine and flechette gets a token for each... also that punisher with 2 prox mines.. oh baby.. haha 4 prox mines for 2 points.. yes please.. I know I'll use it, as I love bombers and all munitions.. but especially boms... I'll be dropping more bombs and driving my opponents nuts with all the mines.. I'll use all that fun.. haha

I have to admit, I'm looking forward to figuring out my bomb and mine loadouts now.. cant wait for the punisher and k-wing.. 2 each... maybe 3...

4 of each small, two of each large (except I have 3 shuttles, and 4 Aggressors). What can I say, I love Epic play.

I am really excited for the Advanced Homing Missiles and Plasma Torpedoes I hope one of them makes it easier to punch through shields

I'm a bit disappointed with the direction they went. It's not really an ordnance fix so much as a boost to ships that can carry multiple types of ordnance.

That said, there are some interesting things you can do.

Sable's proximity mine bomber squad can have 3 mines per ship in exchange for the doom shuttle.

Major Rhymer can take 2 lots of cluster missiles and 2 extra munitions for 6 uses of the cluster missiles at range 1-3. And still have enough for a decent mini swarm.

Firespray with slave 1 title can get extra bombs, as well as taking the Adrasta in another Firespray.

Y-Wings can take bomb load out and extra munitions to give them more bomb uses. Scum can use genius as well.

Much maligned Nera can get a second APT for a fraction of the cost.

It doesn't fix the core problem, but I will be considering using specialist ordnance carriers and see ifi can get them to work.

Extra Munitions is limited.. only one per ship. So.. no 6 clusters on Rhymer...

All it does is give you a token for each munition you purchased. So.. my bomber with prox mine and flechette gets a token for each... also that punisher with 2 prox mines.. oh baby.. haha 4 prox mines for 2 points.. yes please.. I know I'll use it, as I love bombers and all munitions.. but especially boms... I'll be dropping more bombs and driving my opponents nuts with all the mines.. I'll use all that fun.. haha

I have to admit, I'm looking forward to figuring out my bomb and mine loadouts now.. cant wait for the punisher and k-wing.. 2 each... maybe 3...

Aww. Not as good as I thought. Still, I think it still has use. But mainly with bombs.

The advanced homing missile is only range 2, how strange. Is it going to be a 360 degree shot, or 2 maybe 3 dice and similar to a ranged Autoblaster? (I.e. No defence dice). Thoughts?

Also funny that the advanced version is cheaper with worse range and possibly less dice than the one it is theoretically replacing. But it will be fantastic on Major BustaRhymes.

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.

I worry about the Kihraxz, I hope the fix is already in the pipe line for it, because it could be worse and more expensive than the X-wing straight out of the box. On the bright side it is highly likely that the PS5 has an EPT at 23 or 24 points.

Also I am not worried about the Nashtah Pup fitting inside the ship, I am just going to magnetise one and either put it on the back, or on the underside. It is going to look Bossk :D (sorry had to do it).

Edited by ID X T

I really don't think the Kihraxz is more expensive than the X-wing.

I don't know if people already saw this but the PS8 K-Wing pilot's ability is something like "Once per round when attacking you may spend 1 shield to roll 1 more dice OR roll 1 less dice to recover 1 shield" More rebel re-gen shenanigans

The Kithraz PS9 guy is "When attacking or defending double the effect of your range combat bonuses" So 4 agl dice at range three, and +2 AD in range 1

Pity the range 4 and 5 additional dice are gone or this guy would have been hilarious in epic play

EDIT: The top Punisher pilot allows you to maintain 2 TLs on the same ship and acquire 2 TLs at once on the same ship

Edited by SirEmilCrane

I really don't think the Kihraxz is more expensive than the X-wing.

Probably not. I imagine Cobra's paying at least 1 point for that (rather insane) ability. But you couldn't see it being less expensive than the X-wing, and since the generic X-wings aren't in a great place at the moment and Scum already have access to the filler ship that sealed the Rookie's coffin I can't really see the generic Khiraxz doing well.

I really don't think the Kihraxz is more expensive than the X-wing.

My guess is that Talonbane pays a point for his ability (not really sure why), so it would be 21 and the same as the X-wing, but dial excepted, it is fundamentally (or at least objectively) worse than the X-wing just on the shield/hull balance alone and even worse if you believe Astros are better than illicits, which I do. Unique Astros will always have more powerful effects than generic illicits that are harder to balance across the board and a wider range of ships.

Hopefully losing the shield gives it a better dial than the X-wing. That might help. I just feel that PS1 and 3 and being cheaper would have served this ship slightly better than 2 and 5 (potentially with an EPT). PS1 at 20 points would have been ok in my book, whereas 21 base at PS2 would be a bit awkward.

I await the dial which will obviously make a difference.

Hounds Tooth: Looks like only 3 unique upgrades here in Crew Bossk, The Ion Pr(ockets?), and Hounds Tooth. Nashtah Pup is also a cool ability, but it's intriguing we don't get a headhunter with it, despite getting a dial and card

I would use a different word than "intriguing". Like "compassionate", "generous", or just "awesome".

While the lack of a Z-95 might bother a new player, I think most of us probably already have between one and a dozen Headhunters lying around in either/both Rebel and Scum colours. Putting a Z-95 in the box would have added another $10-15 to the price tag, for an extra model that many of us simply wouldn't need. Kudos to FFG for being really smart and fair about it.

There's a ton of neat stuff in this preview, but Glitterstim might be my fave. I desperately need a way to represent my playing pieces tripping balls on the battlefield.

It might actually foster some decent builds, too. Like a swarm of Headhunters with cheap missiles and Glitterstim for a relatively foolproof alpha strike. I hereby dub such a build CHOOM GANG.

Hounds Tooth: Looks like only 3 unique upgrades here in Crew Bossk, The Ion Pr(ockets?), and Hounds Tooth. Nashtah Pup is also a cool ability, but it's intriguing we don't get a headhunter with it, despite getting a dial and card

I would use a different word than "intriguing". Like "compassionate", "generous", or just "awesome".

While the lack of a Z-95 might bother a new player, I think most of us probably already have between one and a dozen Headhunters lying around in either/both Rebel and Scum colours. Putting a Z-95 in the box would have added another $10-15 to the price tag, for an extra model that many of us simply wouldn't need. Kudos to FFG for being really smart and fair about it.

There's a ton of neat stuff in this preview, but Glitterstim might be my fave. I desperately need a way to represent my playing pieces tripping balls on the battlefield.

It might actually foster some decent builds, too. Like a swarm of Headhunters with cheap missiles and Glitterstim for a relatively foolproof alpha strike. I hereby dub such a build CHOOM GANG.

Hoenstly, if you're just playing Scum, you have most wanted, and a couple of Z-95's from that.