Wave 7 and the meta

By DariusAPB, in X-Wing

Has anyone thought about how the Hound's Tooth title will work with MoV, will you only get the points if you catch and kill the Z-95 as well, or is that Z-95 only worth 6 points separately when killed?

If you have to kill the Z-95 to get the points for Bossk, then why wouldn't everyone just run away with the Z-95 until end of game if you lose the Tooth?

Has anyone thought about how the Hound's Tooth title will work with MoV, will you only get the points if you catch and kill the Z-95 as well, or is that Z-95 only worth 6 points separately when killed?

If you have to kill the Z-95 to get the points for Bossk, then why wouldn't everyone just run away with the Z-95 until end of game if you lose the Tooth?

My hunch is that you get all the points for destroying the YV-666, and no additional points for killing the Z-95. The Z-95 is just there to cause you more trouble after you blow up the Hound's Tooth.

Has anyone thought about how the Hound's Tooth title will work with MoV, will you only get the points if you catch and kill the Z-95 as well, or is that Z-95 only worth 6 points separately when killed?

If you have to kill the Z-95 to get the points for Bossk, then why wouldn't everyone just run away with the Z-95 until end of game if you lose the Tooth?

My hunch is that you get all the points for destroying the YV-666, and no additional points for killing the Z-95. The Z-95 is just there to cause you more trouble after you blow up the Hound's Tooth.

The only problem with this I see is that you can kill 100 pts of your opponent's ships and still lose the match if their "bonus" Z-95 destroys your last ship. Now if that doesn't screw with MoV, I don't know what does... :unsure: :wacko: :blink: :lol:

Has anyone thought about how the Hound's Tooth title will work with MoV, will you only get the points if you catch and kill the Z-95 as well, or is that Z-95 only worth 6 points separately when killed?

If you have to kill the Z-95 to get the points for Bossk, then why wouldn't everyone just run away with the Z-95 until end of game if you lose the Tooth?

My hunch is that you get all the points for destroying the YV-666, and no additional points for killing the Z-95. The Z-95 is just there to cause you more trouble after you blow up the Hound's Tooth.

The only problem with this I see is that you can kill 100 pts of your opponent's ships and still lose the match if their "bonus" Z-95 destroys your last ship. Now if that doesn't screw with MoV, I don't know what does... :unsure: :wacko: :blink: :lol:

You wouldn't lose, you'd actually draw.

If one player has no ships left on the board, they lose. So, if the Hound's Tooth player has just the Z-95 left on the board, then they would win.

Kind of like if you only have Fel's Wrath left, your opponent kills Wrath, but Wrath kills your opponent's last ship before being removed. The Fel's Wrath player would win that game, so I would think that the Hound's Tooth player would win in a similar fashion if the Z-95 survived (and the points for the kill were awarded with the destruction of the HT).

Has anyone thought about how the Hound's Tooth title will work with MoV, will you only get the points if you catch and kill the Z-95 as well, or is that Z-95 only worth 6 points separately when killed?

If you have to kill the Z-95 to get the points for Bossk, then why wouldn't everyone just run away with the Z-95 until end of game if you lose the Tooth?

I can't see the pup's cost (cleverly obscured) but I'm wiling to believe the cost is contained in the title, even as ridiculous as a 6 point PS 2-7 Z-95 sounds (if it even is a complete z-95, notice the obscured stats :P). In that case, you lose the Hound and those 6 points go to your opponent.

But since this Wave is introducing a new action and the first time a ship ever farted out another ship in X-wing miniatures, anything can happen

Edited by ficklegreendice

I'm looking forward to autothruster interceptors dancing around the sides of thewe bombers. Never getting ordinance off because they cant get in arc, and never dropping mines because they can never get far enough ahead.

It will be a good time for Phantoms, Interceptors and Defenders.

I actually was thinking that arc dodgers (especially low hp ones) are going to be among the easiest to be killed by the new bombers.

If the bomber has the lower PS, they will move first and can manouvre + slam (or boost) to get a bomb close to the arc dodger. Cluster Bombs looks especially nasty to avoid (although maybe the damage won't be that severe).

Even more: the turn after after that, they can drop a bomb that explodes on reveal of the dial. On top of that, even if the bombs can't be dropped to effect, the K-wing has a turret to allow some shots at least (provided they don't SLAM of course)

If the arc dodger stays at ranged, all the easier to drop some missiles (flechette can really hurt all arc dodgers and the turn after the bomber can close in for a bomb drop)

A high PS bomber (like the spoiled named one), can move after the arc dodger and actually use SLAM to arc dodge themselves. SLAM is an upgraded boost for these ships. Soontir will still be supreme and be able to reposition as he wants, but the other arc dodgers might find their own arc dodged.

Really, the bane of the bombers will be B's and stress lists, the former because they need to punch through a lot of health the latter because with stress, there is no slam or prox

I think loaded out K wings will be pretty interesting.

The thing with Extra Munitions is that it gives you more specified answers for a small cost.

For instance, bombs were already ok-ish. Now if you already decided to get 1 Proximity mine and extra munitions, suddenly all the extra stuff you carry becomes very cheap to get 2 answers from.

So cluster missiles cost 4, but you get 2 of them to use against large ships. Suddenly those 4 points give you a better option than the mines against that list.

And you could also use a torpedo slot.

The thing is also looking at the bombers like this, is that you don't actually care that they go down with half their points still in the torpedo bay. You only need them to fire/drop the answer you have chosen for the matchup and inflict devastation with it, to make it worthwhile. If you manage to fire off a few more missiles which you were carrying for other purposes, that's just gravy.

So really, the bombers allow for a versatility in answers to be carried. In the past you paid a lot for every answer, now you get discounts and it becomes a weapon toolbox.

There will be a fine line between what you will actually need and what point cost total you will carry, but specialized answers for a bargain price is not something that was available before in X-wing.

It is almost like having a sideboard in MTG (ok, the analogy doesn't work completely, but there is a benefit to carry specialized answers)

I for one think that a Falcon with a K-wing would be a decent 2-ship build. And perhaps Chewy with Draw their Fire might be an interesting option to go. For the Empire, I am actually thinking a Decimator and Punisher might be on par in power with a Decimator and Soontir. 2-K + Dutch might also be interesting to try out.

I want to see some ordnance that actually hurts big ships more. All of the current ordnance is geared to either nimble ships (which is a dumb idea to try to ordnance) or swarm, which might just kill you anyway due to cost efficiency.

Cluster is so far the only really useful against large ships, and isnt worth its cost.

I want to see something that rolls like 4 x 2 packets of red dice. HAHAHAHA.

That would still wreak small ships. To really mess with big ships it would need to be something like two dice but each hit does three damage.

Edited by All Shields Forward