Miranda Doni and "Redline" Pilot Abilities, more to follow

By Tvboy, in X-Wing

SETUP: Redline with Cluster Missile and FCS

1) Spend TL1 to make attack

2) Spend TL2 on dice.

3) Gain 2x TLs from FCS (triggers after first attack from Cluster Missiles).

4) Spend TL3 on Attack #2.

5) Gain TL#5 from FCS.

6) Lol because you have two Cluster Missiles because of Extra Munitions (or four if you equip two separate Cluster Missiles).

7) Decimator player hurls pointy grey plastic miniature at your head.

Holy moly. For all those people post-Phantom nerf who were going "WELL WHEN ARE THEY GOING TO DO SOMETHING ABOUT FAT TURRETS THEN???", y'know... happy Christmas!

SETUP: Redline with Cluster Missile and FCS

1) Spend TL1 to make attack

2) Spend TL2 on dice.

3) Gain 2x TLs from FCS (triggers after first attack from Cluster Missiles).

4) Spend TL3 on Attack #2.

5) Gain TL#5 from FCS.

6) Lol because you have two Cluster Missiles because of Extra Munitions (or four if you equip two separate Cluster Missiles).

7) Decimator player hurls pointy grey plastic miniature at your head.

Holy moly. For all those people post-Phantom nerf who were going "WELL WHEN ARE THEY GOING TO DO SOMETHING ABOUT FAT TURRETS THEN???", y'know... happy Christmas!

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Dear Solo,

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Glad they released the preview quickly. Its kind of calmed my fears of the Krack-wing and Tie Fat Bomber actually being really good to OP.

On the surface they both look very 'meh' to me. The "Ordnance Fix" doesn't fix much. It just makes taking more than two missiles/bombs/etc. not sting as much. Both the K-wing and Tie Punisher look like point sinks. SLAM looks very situational at best. My guess is the K-wing will have a Y-wing dial without the K-turn. Maybe even worse... I hope the Twin Laser Turret is better than Blaster, but I don't want it to be too good... torn there. I bet the newer munitions won't be as bad as the old ones, but there is still nothing that looks like it makes Proton Torps, Concussion Missiles, or Homing Missiles worthwhile. A pitty.

The Kihraxz looks like an X-wing with Missiles and Illicit instead of astromech. How good it will be, will completely depend on the dial. The PS 9 (wow!) has a very good ability, but he's in a ship with slightly worse than X-wing durability. My guess is the dial is better than the X-wing, because I don't think his ability is as good as Wedge's. Probably more like an E-wing dial.

The only ship that looks great on paper is the YV- Mark of the Beast. Especially Boosk in the Hounds tooth. Really just throw Calculation on him and maybe a Mangler with the title and you are set. If you can spare the points a K4 might not be bad either.

Boosk + Mangler + Calculation + Hounds Tooth + K4 = 49 points. Dial dependent, that looks like a good combo. A 6 point discount off a Z-95 looks pretty sweet. It will be interesting to see what Boosk's ability is in the Z.

Jo Jo, there was no "ordnance fix", there was a TIE Bomber fix, and by extension, a fix for bomber payload ships in general. The point of the "fix" is to make ordnance into a viable build-around mechanic so that ships like the TIE bomber can actually function as they were designed to in the game. Honestly, the game would not be fun if ordnance became so good that every ship in the game became better by filling its missile and torpedo slot.

List building is more fun when you have to make tough choices, and now if you want to run ordnance in your list, you will be rewarded for taking a ship that is built to run ordnance.

What if your using Homing missiles? 2 target locks for the best precision!

Once a die has been re-rolled in an attack, it cannot be re-rolled.

His ability is useless on Homing Missiles, Ion Pulse MIssiles, and Proton Rockets.

However, it gives the benefits of Homing Missiles to EVERY OTHER MISSILE/TORPEDO.

That's nuts :)

Homing missiles also prevent evade spending, so not useless on Redline.

Rather spend a point less for Concussion missiles, which have the same effect in the vast majority of the time that the enemy has an evade token, and are simply better on Redline when they don't :)

SETUP: Redline with Cluster Missile and FCS

1) Spend TL1 to make attack

2) Spend TL2 on dice.

3) Gain 2x TLs from FCS (triggers after first attack from Cluster Missiles).

4) Spend TL3 on Attack #2.

5) Gain TL#5 from FCS.

6) Lol because you have two Cluster Missiles because of Extra Munitions (or four if you equip two separate Cluster Missiles).

At step #5 there, I'm not sure if you can gain a target lock. You can't normally acquire a target lock on a ship you already have a target lock on; since you still have Lock #4 on the defender I don't think you can trigger FCS to trigger his ability to get Lock #5.

Definitely a question worthy of the FAQ though, and either way he still ends the turn with a target lock on the defender, so he can start the cycle next turn.

Do you not have to spend the target lock that corresponds to the target of your missile to fire it? Then you could not spend the lock on the defender because you do not have one on the defender but on another ship. After the first attack then you would get a new target lock on the defender and it would flow like suggested. (though you do not gain 2 locks from FCS because you can not lock a ship twice?)

Edit: I see I was mistaken, did not read Redline carefully enough.

Edited by Mirrimon

Bossk doesn't need Mangler AND calculation, only one of his crits transforms into 2 hits. Instead, Mangler with PTL or Predator and HLC with Calculation and Rec Spec would be solid choices. Depending on his greens, rec spec and K4 security droid would be awesome with HLC/Calculation. Being a large ship with a long hull and rear mounted engines, I would 'guess' that his greens are going to be primarily straight with maybe a soft 1 bank green, or it could go with the 2 bank greens and 1 bank whites, as that tends to make ships feel a bit unwieldy and heavy but still fast. Either way, K4 and Rec Spec with Calculation and HLC, that's 49 points of pure death.

I am not sold on the deployable 6 point Z-95 for a couple reasons at a glance. A, it can't attack the turn it comes out, B, everything that had the hounds tooth in arc probably also has the Z-95 in arc as well, and abilities like BTL and Cluster Missiles can take second-shots at the Z-95 now. So my primary concern is that it's 6 extra points that could die before it's useful and is much more likely to wind up out of position that late in the game. Side note: How will that work MoV wise anyway?

But wait, there's more! There's a YV-666 only upgrade that somehow interacts with maneuvers. The YV-666 is also packaged with Stay on Target, so perhaps we can anticipate that there will be some form of benefit to using Red movements, making outlaw tech a strong possible choice. Really hard to tell, but it seems that at the very least the YV-666 is a very flexible ship with many options.

Three crew slots is nuts. The decimator can do that too, of course. But the addition of that cannon slot makes cards that traditionally work well on Dash or Shuttles work well here too. 6 Shields is also unprecedented, but that 1 Agility over 12 overall HP is cringe worthy. Those extra shields make Greedo worth at least looking at, since the first couple volley's you receive won't be breaking shields. Bossk is our only YV-666 with an EPT as well, and we really have to think about what defensive capabilities we want on our big hulking but surprisingly damage prone ship. We don't (yet) have an Ysanne Isard or C-3p0 for Scum, so that means all our defensive options are going to be crammed into that one EPT slots, and the lower PS YV pilots are on their own, defensively. Lone wolf? Lone wolf and Flight Instructor and reroll that blank or focus result? Lone wolf with Rec Spec is probably the best option there. You could also make a case for Counter-measures for that turn were 4-5 tie fighters are aimed at you and that extra die could really be useful.

SETUP: Redline with Cluster Missile and FCS

1) Spend TL1 to make attack

2) Spend TL2 on dice.

3) Gain 2x TLs from FCS (triggers after first attack from Cluster Missiles).

4) Spend TL3 on Attack #2.

5) Gain TL#5 from FCS.

6) Lol because you have two Cluster Missiles because of Extra Munitions (or four if you equip two separate Cluster Missiles).

At step #5 there, I'm not sure if you can gain a target lock. You can't normally acquire a target lock on a ship you already have a target lock on; since you still have Lock #4 on the defender I don't think you can trigger FCS to trigger his ability to get Lock #5.

Definitely a question worthy of the FAQ though, and either way he still ends the turn with a target lock on the defender, so he can start the cycle next turn.

Nothing is preventing you from spending both TLs on the second attack though. While you can only reroll a die once, it's already been FAQ'd that you can spend a TL to not reroll anything. As such, it'd actually be acquire TL #5 and #6 if you want to be truly picky.

I agree that you won't be able to use FCS to acquire a Target lock on step 5. You are only being presented with a single opportunity to spend a Target Lock token in step 4 so you would only be able to one token. You don't need to actually modify dice to spend a Target Lock but you can't use the same trigger for spending more than one.

So how about those two Khiraxz EPTs...

Crac[??]

"When atta[cking] (an enemy inside?)

your firi[ng arc] (you may)

discard th[is card] (to cancel?)

1 of the de[fender's] (evade results?)"

Depending on price, this could be pretty legit. Definitely better than the other "discard to use" EPT Adrenaline Rush.

Ligh[tning]

Ref[lexes]

Small ships only

"After you...

or green...

dial, you...

card to...

180°. Then...

token after ...

Str[ess?]"

I'm not able to guess most of the text on this one, but it appears to be the chance to rotate your ship 180 degrees after revealing a maneuver (but possibly before executing it?). Looks like another discard-to-use EPT.

The EPT is most likely called Crack Shot.

Here's my best guess at Lightning Reflexes

Light[ning] Ref[lexes], Scum Only EPT: “After you [reveal a white] or green [maneuver on your maneuver] dial, you [may discard this] card to [rotate you ship] 180 degrees. Then [receive a stress] token after [executing your maneuver].”

I agree that you won't be able to use FCS to acquire a Target lock on step 5. You are only being presented with a single opportunity to spend a Target Lock token in step 4 so you would only be able to one token. You don't need to actually modify dice to spend a Target Lock but you can't use the same trigger for spending more than one.

Spending a Target Lock isn't a trigger, it's an attack modifier as defined on page 11 of the core rulebook under Modify Attack Dice. You can't reroll the same die twcie, but Target Locks allow you to reroll any number of dice, including 0 dice. You can spend multiple Target Locks on the same attack the same way you can spend multiple evade tokens on defense.

Rulebook, page 11: If a player wants to resolve multiple modifying abilities, he resolves them in the order of his choosing.

FAQ, page 5: When attacking, players may spend focus tokens or target locks and elect not to modify any attack dice.

SETUP: Redline with Cluster Missile and FCS

1) Spend TL1 to make attack

2) Spend TL2 on dice.

3) Gain 2x TLs from FCS (triggers after first attack from Cluster Missiles).

4) Spend TL3 on Attack #2.

5) Gain TL#5 from FCS.

6) Lol because you have two Cluster Missiles because of Extra Munitions (or four if you equip two separate Cluster Missiles).

I put this in the combo thread literally 5 minutes after you. Also, this Redline = Vessary's best friend.

I believe the text on Redline override the "no TLing the same ship" thing, though I understand and partially accept the reasoning that he cannot aquire the single TL in step #5. This is only because it appears that his pilot ability means the TLs are being acquired simultaneously.

There is an easy solution, though...in Step #3, only acquire one TL from FCS (Redline states "you may acquire a second target lock"). Then, after the second attack from Cluster Missiles, use FCS to acquire two TLs. The TL efficiency doesn't change, but it closes a potential snag in the rule's interpretation.

Jo Jo, there was no "ordnance fix", there was a TIE Bomber fix, and by extension, a fix for bomber payload ships in general. The point of the "fix" is to make ordnance into a viable build-around mechanic so that ships like the TIE bomber can actually function as they were designed to in the game. Honestly, the game would not be fun if ordnance became so good that every ship in the game became better by filling its missile and torpedo slot.

List building is more fun when you have to make tough choices, and now if you want to run ordnance in your list, you will be rewarded for taking a ship that is built to run ordnance.

Does it really fix the Tie Bomber though? You are still going to be rolling unmodified dice when shooting torps/missiles. All it does is take the sting out of taking two of them. Still need to bring Jonus around if you want to actually hit things with that ordnance.