Potential Slam Abuse?

By macar, in X-Wing

While we cannot currently use the dial for reference, do you think there is a chance Slam could be used to pull Modified Wins in timed matches?

Load up a K-wing to a decent amount of points use it when you need to but keep it out of danger. Use slam occasionally to bomb run but mostly to avoid arcs for the whole game. Even against mobile pilots like Fel you could easily outrun the ship doing 8 forward (two 3 forwards +base size).

Depending on how well the ability works (and the dial) there is potential for abuse more-so than with falcon running. (Since you can do a turn maneuver or bank).

I could see this near impossible to catch ship used to take timed victories all the way to the final match and still pack a punch for 1 game.

It's a viable tactic so I wouldn't consider it abuse, per se, just not very fun. Especially with a health-boosting crew card on board like C3P0 or R2D2.

This is something of a concern I have, but it will really depend on the dial options for the K-Wing.

If it doesn't have great high speed options, it should have trouble running away from potential chasers. And given that it can't evade, even if it takes Advanced SLAM, and has only 1 Agility, you're going to have to keep SLAMing all the way out of arc to remain safe.

Fat Han's position as most abusable shot tanker in the game should be pretty secure.

EDIT: It's, of course, also worth noting that the K-Wing can't make the pursuit dangerous, unlike Han or Super Dash, and this is very relevant to how abusive those fat builds are.

Edited by President Jyrgunkarrd

It's a viable tactic so I wouldn't consider it abuse, per se, just not very fun. Especially with a health-boosting crew card on board like C3P0 or R2D2.

You just informed me of how good R2Dcrew's ability is with the spoiled pilot's ability.

It's literally free damage if you're out of arc.

Load up a K-wing to a decent amount of points use it when you need to but keep it out of danger. Use slam occasionally to bomb run but mostly to avoid arcs for the whole game. Even against mobile pilots like Fel you could easily outrun the ship doing 8 forward (two 3 forwards +base size).

A boosting TIE or A-wing can manage 8 forward.

Not really concerned. If you can't trap a lone K-wing you're not very good at the game and would have probably lost eventually anyway. A split 50 points on one board edge hedging it in should be more than enough to force it into a bad spot. Can it be used as a last minute bolt away option if it's almost dead? Sure. Can it run for an entire game? No. No it can't.

10bux on the K-wing not having any 4-speed maneuvers? Probably no 3-turn either.

I wouldn't be terribly surprised if it couldn't go faster then two forward or turn at all. Not betting on it, just wouldn't be surprised. It would step on the toes of defenders if it could 180 turn, giving up its shot, and not be stressed I think. Would make for a very interesting ship that way too.

Edit: Wrong topic

Edited by NukeMaster

Well.., there is still the remainder of the squad. If someone loads up a K towards 50 points and starts running he/she effectively is engaging you with only half a squad, while you run your 100 points. So slaughter the half and ignore the K.

Secondly, with the 90x90´´ play area there are not that many corners to hide. Send in Bombers, YT´s, Decimators, a squad of flankers? For now I am not overly worried. Sure someone might try it in a tournament, might even win a local one. But once he/she reaches regionals, nationals, or just walkes in straight to worlds.....

*POOF*

:rolleyes:

It's a viable tactic so I wouldn't consider it abuse, per se, just not very fun. Especially with a health-boosting crew card on board like C3P0 or R2D2.

You just informed me of how good R2Dcrew's ability is with the spoiled pilot's ability.

It's literally free damage if you're out of arc.

Only if your shields are down and even then there's the self critting risk.

Edited by TIE Pilot

An 8 straight is beat by quite some ships;

https://community.fantasyflightgames.com/index.php?/topic/121238-whats-the-fastest-ship-x-wing-drag-race/

Boosting X; 8,5

Falcon/Deci; 10

Thyco/Soontir; 10,5

Echo; 11

Dash/Whisper; 12,5

Not all builds in that thread are optimal, but they can all still shoot after these breakneck speeds.

Considering the fact that the K loses it's shot after slamming and the fact that the playing field is only 3x3' I wouldn't be surprised if it has a 4 straight and a 3 turn.

assuming you have that much space ahead of you!! and then having to turn around after the slam action... I can see slamming into asteroids as the more probable outcome!! lol