Punisher Pilots "lightly" spoiled by spanish distributor!!!

By Fuego Estelar, in X-Wing

Because of all of this it makes sense to augment a type of maneuver, banks or turns. From there we look at either green banks, which help every ship, aren't op, and add fixes to ships that need help without just making their dial bland and without unique drawbacks. The other option is white turns. This is because green turns would be broken as hell; do you want to fight a ptl interceptor which can 1 hard to clear stress? White turns is possible, but really not an interesting design or very good since it doesn't do anything for most ties, and the ones it does help it barely improves by simply removing an interesting movement limitation, rather than actually improving problems with stress management.

I was going to reply that green banks would help TIE Fighters and TIE Interceptors, which arguably don't need the help, which is why I'd prefer white hard turns.

But then I noticed that it really only give them 1 extra green maneuver (3 bank), and give 2 or 3 extra green maneuvers to TIE Bombers, Defenders, Advanceds, and (presumably) Punishers.

So, both options (green banks and white turns) seem to buff the same ships... but I still think I'd prefer it if it made hard turns white, because that would help the Defender more than the others - and it's probably the ship that needs it the most!

I still guess its speed 2 turns -> green

Thats what would make most sense.

Interceptors don't need it; all other Ties would profit.

I don't think any ship would find this worth it. It also does not make sense, both of the other instances of this kind if card affect all maneuvers of a set group, not 1 single maneuver. R2 astromech makes 1/2 speeds green, and unhinged makes 3 speeds green. If we then try to apply speed bands to this, it must be 1 or 2 since 3 has k turns. If it's 2 then barely any ties gain anything since that's where most green is already, and if it's 1 then most ties don't have anything but 1 hard.

Because of all of this it makes sense to augment a type of maneuver, banks or turns. From there we look at either green banks, which help every ship, aren't op, and add fixes to ships that need help without just making their dial bland and without unique drawbacks. The other option is white turns. This is because green turns would be broken as hell; do you want to fight a ptl interceptor which can 1 hard to clear stress? White turns is possible, but really not an interesting design or very good since it doesn't do anything for most ties, and the ones it does help it barely improves by simply removing an interesting movement limitation, rather than actually improving problems with stress management.

I'd prefer making all hard turns white but I think it would make the card almost an auto-include on the couple of ships that benefit from it and useless (or detrimental) on all the other TIEs. Turning all banks green becomes an interesting choice for all ships and probably only approaches auto-include status on the Defender.

While I'd rather see the white turns I am kind of looking forward to seeing Defenders with PTL.

I still guess its speed 2 turns -> green

Thats what would make most sense.

Interceptors don't need it; all other Ties would profit.

The wording doesn't make sense for this. It would make more sense just to mirror R2 for all speed 2 instead because when would a ship ever be able to green turn and not green bank?

We know the card says "When you something something maneuver.....", and R2 is "You may treat all blah blah". The TIE has turn/bank symbols with no number attached (like daredevil), so it leads me to believe that you get a bonus to all banks.

-edit-

my memory was wrong, it does start with 'you may'

Edited by treybert

I still guess its speed 2 turns -> green

Thats what would make most sense.

Interceptors don't need it; all other Ties would profit.

The wording doesn't make sense for this. It would make more sense just to mirror R2 for all speed 2 instead because when would a ship ever be able to green turn and not green bank?

We know the card says "When you something something maneuver.....", and R2 is "You may treat all blah blah". The TIE has turn/bank symbols with no number attached (like daredevil), so it leads me to believe that you get a bonus to all banks.

I don't know. Thats the magic of half-spoiled upgrade cards. Could be either. I would like to have it that way but most of the upgrade cards are kinda underpowered, so I assumed its turns only. We will see.

It looks like there is a single symbol on the 2nd row and what looks like a left and a right bank arrow symbol on the third. This makes me think that maybe this card allows a white bank maneuver after either a K-Turn or a straight maneuver. That seems like it might be a little too awesome for 1 point though.

Here's the best I could do to recreate the card in the image from FFG's article.

  1. The card name seems to be Twin Ion Engine ????, not simply Twin Ion Engine, as most people seem to assume.
  2. Modification seems to fit much better than a Title.

dxSwItc.jpg

For a single point, the ability to hard turn a tie fighter at 2 speed green would be well worth it. Every game I play with a swarm, there is always one that K turns and then has to hard turn a bunch of times after that.

I don't really like that. Means the defender has no red on it, means the bomber and the punisher presumably don't have a dial that is limiting at all. Leave the green 2'sntonthe Interceptor and A Wing please. Not everything needs to be some dumb super ship with no red that can move however it pleases. A Defender with all banks green would be great, and it would be real useful on bombers and punishers and everything else for a single point. It would also make playing it feel very unique, as you have a ship with everything green, a white K turn, and red hards. No other ship would fly quite like it.

One of the problems with the Defender is those hard reds. The problem with those isn't really that they give me stress, it's that you simply can't ditch the stress without doing something dumb like 2-5 straight.

I'd prefer making all hard turns white but I think it would make the card almost an auto-include on the couple of ships that benefit from it and useless (or detrimental) on all the other TIEs. Turning all banks green becomes an interesting choice for all ships and probably only approaches auto-include status on the Defender.

While I'd rather see the white turns I am kind of looking forward to seeing Defenders with PTL.

I honestly think the opposite. I think green banks for the Defender would be better and offer more flexibility than white hard turns for a few reasons;

1. Green banks would give the Defender 11 green maneuvers turning it from one of the worst craft for ditching stress into one of the best.

2. Most experienced Defender pilots are used to flying without abusing 1-2 hard turns. Where as it would be nice to have these without picking up a stress, I don't think it'd be as useful as the extra six green maneuvers in this stress-heavy meta.

3. It opens up a ton of upgrades Defenders could't consider previously, such as PTL (arguably one of the best EPTs) whereas making the turns white may help 1 or 2 times in a game, it doesn't really give the Defender any extra builds, possibilities or even play styles.

I know that's 100% Defender-focused, but really I can't see me putting this on any other Tie variant anyway. Squints are fine and need the mods elsewhere, I'm unlikely to punt extra points into basic ties for a few greens when stress isn't really a problem, Bombers I'd still probably go with Munitions Fail-safe most of the time. The Advanced would benefit hugely from green banks too, making PTL for pilots who aren't Juno a viable option too.

Green banks for the win all the way for me.

Here's the best I could do to recreate the card in the image from FFG's article.

  1. The card name seems to be Twin Ion Engine ????, not simply Twin Ion Engine, as most people seem to assume.
  2. Modification seems to fit much better than a Title.

dxSwItcm.jpg

Considering this text...

You may ??????????? maneuvers ????????????? m???????

The following doesn't seem to fit:

You may treat all bank maneuvers as green maneuvers.

You may treat all turn maneuvers as white maneuvers.

The "as green" and "as white" bits seem too short for that second line.

Here's the best I could do to recreate the card in the image from FFG's article.

  • The card name seems to be Twin Ion Engine ????, not simply Twin Ion Engine, as most people seem to assume.
  • Modification seems to fit much better than a Title.

dxSwItcm.jpg

Considering this text...

You may ??????????? maneuvers ????????????? m???????

The following doesn't seem to fit:

You may treat all bank maneuvers as green maneuvers.

You may treat all turn maneuvers as white maneuvers.

The "as green" and "as white" bits seem too short for that second line.

This is a fair and interesting point, but it's unclear what else makes a lot of sense to fill this card.

Could be (seems odd but maybe)

You may treat all [bank]

maneuvers as green or white

maneuvers.

Could be (seems odd but maybe)

You may treat all [bank]

maneuvers as green or white

maneuvers.

That "or white" is utterly useless :P

Could be (seems odd but maybe)

You may treat all [bank]

maneuvers as green or white

maneuvers.

I can't think of a reason you would ever want to treat a maneuver as white when you could treat it as green, though. Green is never worse than white when you're maneuvering, and I can't think of any positive effects that trigger when you execute a white maneuver.

Another odd option is:

You may treat all white

Maneuvers as green bank (L or R)

Maneuvers

I guess? Dunno, this is weird.

You may change any bank maneuver to any other bank maneuver?

Edited by Starnite_IV

Maybe the last line that starts with "m..." isn't actually "maneuver".

You may change any bank maneuver to any other bank maneuver?

I thought of something like that, but it's missing some kind of "When..." clause.

Edit: This seems unlikely, but it seems to fit:

You may perform a []
maneuver after any [] or []
maneuver.
or...
You may perform a 1[]
maneuver before any [] or []
maneuver.
Edited by Klutz

Maybe the last line that starts with "m..." isn't actually "maneuver".

That's also possible, though I'm wracking my brain for other m words that make sense and coming up blank.

From the zoom of the card in the spread, the top line should fit the same line length as TIE Only Modification (which looks like 1 pt smaller font?), the second line should be 4 characters longer, and the last line should be 10 characters shorter than the first. That means we have <= 21 characters in the top line, ~25 characters in the middle and ~11 in the bottom.

You may [13 characters]

Maneuvers [15 characters]

Maneuvers.

From the zoom of the card in the spread, the top line should fit the same line length as TIE Only Modification (which looks like 1 pt smaller font?), the second line should be 4 characters longer, and the last line should be 10 characters shorter than the first. That means we have <= 21 characters in the top line, ~25 characters in the middle and ~11 in the bottom.

You may [13 characters]

Maneuvers [15 characters]

Maneuvers.

I hope it's a haiku.

You may treat all bank

Maneuvers like they are green

Maneuvers you make.

Maybe something along these lines, seems to fit ok:

You may treat as white
maneuver any red [] or []
maneuver.
You may treat as green
maneuver any white [] or []
maneuver.
Edited by Klutz

Those seem to fit, and if you write it like the first two lines of my haiku it works pretty well:

You may treat all [type]

Maneuvers like they are

Maneuvers.

You're all forgetting one last possibility;

This very reputable Spanish source may be having us all on.

Edited by Introverdant

Those seem to fit, and if you write it like the first two lines of my haiku it works pretty well:

You may treat all [type]

Maneuvers like they are

Maneuvers.

"like they are" is a very stretched out way of saying "as". Other upgrade cards use "as".