What Upgrades or Builds Have You Excited For Wave VII?

By Tsiegtiez, in X-Wing

Bossk with Lightning Reflexes, Gunner and two Tacticians.

I'm pretty sure Lightning Reflexes says "Small ship only."

I'm looking to make use of the TIE Punisher's upgrades for my TIE Bombers, but I can't say that I'm exceptionally enthusiastic for Wave 7. I get the feeling they're scraping the bottom of the barrel at this stage.

I'm much more enthusiastic for the Raider-class corvette and making epic play more of a thing. Hopefully, my community will feel the same way.

Did i miss the spoiler on what Twin Laser Turret does?

It is worth pointing out that what people are saying TLT does is based on what people have been able to make out on a very blurry, Spanish language version of the card.

Edited by Forgottenlore

What am I looking forward to? Cluster mines and Twin Laser Turrets. I'll pass on the rest of the stuff.

I am really looking forward to what the 3 new bombs do. 2 of them have VERY large templates, while the other likely works closer to the Seismic and Proton Bomb. Ace Azzameen's stock continues to rise...

Really looking forward to the Hound's Tooth, the escape Z95 mechanic sounds like fun.

And the Kihraxz, because Glitterstim. Although I'll be painting mine in the appropriate Black Sun colours.

I'm actually a little worried about the special-k

given the X-wing's well deserved negative reputation (apart from Tarn and Luke, imo) and the special-k's troubling similarities, I wonder if it'll be d.o.a (apart from the cool looking model and upgrade cards, ofc)

maybe mux letting them shoot before their squishy asses explode might be worth something?

Edited by ficklegreendice

Fickle's List of "**** Yeah, Wave 7!"

1.) YV-666

holy ****! Control (tactician) ship for scum! Big beefy buggers for Xizor to turn into fodder make friends with! SoT + Outlaw tech! 3 crew slots for the first viable int agent ship in scum! Best of all not a turret :lol:

2.) K-wing

have no idea what to expect from all these nifty bombs and missile/torp, and the new action added to the game, but that's part of the fun!

TLT just screams extra variety for Y-wings

Is a turret (sad :() but is also a 2-dice primary turret, which means it's a **** turret :)

3.) Glitterstim (just...glitterstim)

Let's be honest here. The YV-666 is 50% of a turret, and that 50% also gets to ignore Autothrusters.

I'm pessimistic about the Hound's Tooth just because I still have no idea how I'm going to carry it to all of my matches.

Let's be honest here. The YV-666 is 50% of a turret, and that 50% also gets to ignore Autothrusters.

I'm pessimistic about the Hound's Tooth just because I still have no idea how I'm going to carry it to all of my matches.

I don't see it that way

way I see it is that the YV-666 has a 180 degree blind spot

PWTs have none

this comparison of firesprays or the yv being somehow 50% of a turret just because it covers 50% of the area misses the point that PWTs can always shoot you if you can shoot them (minus being parked on a rock, ofc). Arced ships have areas where they can be shot from that they cannot shoot back at, giving them basically infinitely less coverage than a PWT would.

All the Rebel PS6 synergy builds need to be played.

Kyle, Garven, PS6 K-wing

Kyle, Dutch, PS6 K-wing

Dutch, Garven, PS6 K-wing

Even better in escalation, you should be able to run all four.

Kavil (24)

Veteran Instincts (1)

Autoblaster Turret (2)

Engine Upgrade (4)

Bomb Loadout (0)

"Genius" (0)

Extra Munitions (2)

Proton Bombs (5)

Proton Bombs (0)

Total: 38

This personally is all I need on Kavil, and I get 5 attack dice more often then not:

Kavil (24)

Opportunist (4)

Blaster Turret (4)

Unhinged Astromech (1)

Total: 33

View in Yet Another Squad Builder

Low to middle PS bombers with Cluster Mines.

I'm very curious about how much of a threat Cluster Mines may be to the dominance of large ships. Assuming they explode on contact like proximity mines then it's possible to hit one with all three at once. If each one of those bombs does two or three dice of unavoidable damage then they'll be serious worry for bigger ships. Coupled with Extra Munitions, that's potentially two drops per game.

All I need to do is buy half a dozen Punishers for the templates.

Edited by Vandenberg

I'm looking forward to running a lost of a bunch of ships at PS5 with Glitterstim, just so I can call them. "The High Fives"

glitterstim starvipers: high rollers

glitterstim firesprays: high as a kite

glitterstim aggressors: high maintenance

Kavil (24)

Veteran Instincts (1)

Autoblaster Turret (2)

Engine Upgrade (4)

Bomb Loadout (0)

"Genius" (0)

Extra Munitions (2)

Proton Bombs (5)

Proton Bombs (0)

Total: 38

I gotta tell you I think Kavil's ability is completely wasted with your build.

This personally is all I need on Kavil, and I get 5 attack dice more often then not:

Kavil (24)

Opportunist (4)

Blaster Turret (4)

Unhinged Astromech (1)

Total: 33

View in Yet Another Squad Builder

I may have to try this Opportunist build, though I'm not sure If I'd like it without the ability to modify my dice. It's a shame the Scum don't have a lot of synergistic abilities, though it makes thematic sense.

I already get the feeling that the Twin Laser Turret, Conner Net and Cluster Mines cards are going to make certain eBay sellers an awful lot of money. Here's hoping that FFG releases an alternative source of these upgrades very soon.

I'm mostly looking forward to Hound's Tooth.

Something like Bossk with Predator, Gunner, 2x Tactician and Maneuvering Fins plus either 4x Z-95 or Xizor with VI, Autothrusters and FCS.

Advanced Homing Missiles

.... I need to know what they will do!

Still nobody knows what Ion Engines does isn't it?

I want the extra munitions for my TIE Bomber ^^

What are maneuvering fins? Did I miss something? And how do we know what the twin blasters do?

Don't even get me started on Bossk; Expert Handling, Mango Cannon, K4, and Mauevering Fins sound like some solid bounty hunting. Might even have enough points for Boba with VI, Engine, Tactician, and Glitterstim for some real beatdown potential!

Also I forgot to list anything for the Punisher earlier, and I cannot wait for Redline for some just ridiculous damage output haha. Let's see...

PUNISHER: "Redline" (27)

-Advanced Sensors (3)

-Extra Munitions (2)

-Proton Torpedoes (4)

-Proton Bombs (5)

-Cluster Mines (4)

-Autothrusters (2) (until we find out what the TIE upgrade is!)

BOMBER: Major Rhymer (26)

-Push the Limit (3)

-Engine Upgrade (4)

-Extra Munitions (2)

-Cluster Mines (4)

-Concussion Missiles (4)

-Advanced Homing Missiles (3)

-Advanced Proton Torpedoes (6)

And that right there is some heavy weaponry. If those gents survive the first pass they'll be able to take out virtually anything in a turn! Falcons and Decimators especially should run and hide muahaha.

Boba Fett

Slave I

Deadeye

Extra Munitions

Concussion Missiles

Recon Spec

= 49 points

Edited by TheRealStarkiller

I'm looking to make use of the TIE Punisher's upgrades for my TIE Bombers, but I can't say that I'm exceptionally enthusiastic for Wave 7. I get the feeling they're scraping the bottom of the barrel at this stage.

I'm much more enthusiastic for the Raider-class corvette and making epic play more of a thing. Hopefully, my community will feel the same way.

I agree. I am not really excited about anything in Wave 7, except Extra Munitions and maybe some of the ordnance. I'm not excited about the idea of having to buy 4 Tie Punishers, though. I'll probably just proxy after one and borrow for tournaments.

I feel like this whole wave is meant to help destroy Fat Turrets and/or Points Fortresses. It's as if they recognize that having a lot of points banked into 1-2 ships is too powerful for tournaments, so they want to give people the ability to just smash them. Other than that, this wave is pretty lackluster.

I'm looking to make use of the TIE Punisher's upgrades for my TIE Bombers, but I can't say that I'm exceptionally enthusiastic for Wave 7. I get the feeling they're scraping the bottom of the barrel at this stage.

I'm much more enthusiastic for the Raider-class corvette and making epic play more of a thing. Hopefully, my community will feel the same way.

I agree. I am not really excited about anything in Wave 7, except Extra Munitions and maybe some of the ordnance. I'm not excited about the idea of having to buy 4 Tie Punishers, though. I'll probably just proxy after one and borrow for tournaments.

I feel like this whole wave is meant to help destroy Fat Turrets and/or Points Fortresses. It's as if they recognize that having a lot of points banked into 1-2 ships is too powerful for tournaments, so they want to give people the ability to just smash them. Other than that, this wave is pretty lackluster.

Don't diss my favorite bombers!