What Upgrades or Builds Have You Excited For Wave VII?

By Tsiegtiez, in X-Wing

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.

Remind me again: what is the PS6 K-wing's ability?

Edit: nevermind; search failed me for some reason but Google worked:

when another friendly ship at range 1-2 is attacking, it can use your focus tokens instead of theirs

I'm actually a little disappointed that they keep using "synergy" abilities (maybe "teamwork" or "formation flying" abilities would be a better description?) for Rebels, because in practice they almost always are too hard to use optimally.

Edited by quasistellar

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.

better late than never eh?

though I can't see how people aren't excited for all the new stuff...except maybe the empire. The punisher just looks a wee bit too familiar :P

though I can't see how people aren't excited for all the new stuff...except maybe the empire. The punisher just looks a wee bit too familiar :P

Mr Sneeze, Lone Wolf, Cluster Missiles and Glitterstim.

Glitterstim.

GLITTERSTIM.

Mr Sneeze, Lone Wolf, Cluster Missiles and Glitterstim.

Glitterstim.

GLITTERSTIM.

We will double our patrols and scans for illegal contraband.

We will double our patrols and scans for illegal contraband.

So long as you don't ask our pilots to recite the alphabet backwards while walking in a straight line.

Been thinking about a Punisher with Adv. Sensors, Experimental Interface, and Mines. Boost, Drop a Mine, run far away.

Don't diss my favorite bombers!

better late than never eh?

though I can't see how people aren't excited for all the new stuff...except maybe the empire. The punisher just looks a wee bit too familiar :P

I already have 4 Tie Bombers. I've used them to good effect. Why would I want to invest in the Tie Punisher? OK...maybe one if I can somehow find a use. Now I need to buy 4 to keep my regular Tie Bombers relevant? Ugh. I have no interest in the Tie Punisher. Zero. Maybe it's great....if you don't already own a ton of Tie Bombers.

As for the rest.....I don't really play Rebels.. . I like the twin laser cannon from the K-wing for other stuff. I don't think I'd ever fly a K-wing if/when I do fly Rebels. I'd rather use a Y-wing.

K-dzvdfhry fighter? Meh....it's OK. It's good to have a medium fighter for Scum. Am I excited? No.

Hounds Tooth - wow....another big based ship that I can dump all my points into and run around the board. Now there will be something other than YT's, Decimators, and Bro Bots. It's something different, but I'm not excited about it.

Hound's tooth is a 1 agility ship without c3po or an evade action that has an arc(s) and can be used as a control vessel

it's probably the furthest from "viable fat ship" that we can get, apart from the shuttle

So, the Decimator isn't a viable Fat Ship?

So, the Decimator isn't a viable Fat Ship?

Ysanne makes it so

also rebel captive, indirectly

(PWT and an extra 4 health over the YV don't hurt, either)

Edited by ficklegreendice

Ysanne makes it so

"Commander! Is it time to Evade?"

Isard glances up, takes a moment to scan the targeting readout; guns are combat-ready. She lifts her head, "Make it so."

So, the Decimator isn't a viable Fat Ship?

The Decimator has solid defensive upgrades that improve its survivability.

So far, we haven't seen anything like that for S&V.

Also, the Decimator has a very good dial. We haven't seen the HT dial. Could be as bad as a HWK or a shuttle for all we know.

Ysanne makes it so

"Commander! Is it time to Evade?"

Isard glances up, takes a moment to scan the targeting readout; guns are combat-ready. She lifts her head, "Make it so."

Seems like she speaks up a bit late. "Are shields down and has our hull taken some damage? Excellent, start doing aileron rolls to avoid enemy lasers."

Ysanne makes it so

"Commander! Is it time to Evade?"

Isard glances up, takes a moment to scan the targeting readout; guns are combat-ready. She lifts her head, "Make it so."

Seems like she speaks up a bit late. "Are shields down and has our hull taken some damage? Excellent, start doing aileron rolls to avoid enemy lasers."

"Incoming fire, ma'am? Should we maybe start evading?"

"Well we lost enough weight after shedding those shield tokens. Make it so, #2!"

(because Ysanne is always number 1, according to Ysanne)

Edited by ficklegreendice

The fact that you are likely able to bring 3 of them is going to be an important factor. Much like the Imperial Firespray.

So, the Decimator isn't a viable Fat Ship?

The Decimator has solid defensive upgrades that improve its survivability.

So far, we haven't seen anything like that for S&V.

Also, the Decimator has a very good dial. We haven't seen the HT dial. Could be as bad as a HWK or a shuttle for all we know.

My thoughts exactly. The Hound's Tooth is almost certainly worse than Rebel/Imperial fatties on a stat for stat comparison, except maybe YT-2400 (6 hull 6 shield 1 green dice for Hound's Tooth, 5 hull 5 shield 2 green for YT-2400) and Scum lacks defensive crew (like R2-D2 and C-3PO for Rebels and Ysanne and Rebel Captive for Imperials). What will make or break this ship IMO are 2 things:

-The dial (combined with Maneuvering Fins): it might be anything from complete crap to the most maneuverable large ship in the game

-The Hound's Tooth title. Depending on what ability (if any) the 'Nashtan Pup Pilot' has and what stuff (if any) he keeps from Bossk (given that he technically is Bossk escaping) this title might be a pretty huge boost, or a rather minor one.

EDIT: Somewhat unrelated: The X-Wing Miniatures Wiki image for Hound's Tooth seems strangely photoshopped (http://vignette4.wikia.nocookie.net/xwing-miniatures/images/d/d3/HoundsToothComponents.png/revision/latest?cb=20150421043651)

Notice how all the base templates have 7 hull while the cards show 6 hull ?

Edited by LordBlades

The fact that you are likely able to bring 3 of them is going to be an important factor. Much like the Imperial Firespray.

it might even be cheaper :) (esp going by bossk being only 35 points, and ps 2 w/ only 1 agility no evade and possibly that the 180 degree arc will be worse than the two 90 degree arcs if the YV can't K-turn :P)

Edited by ficklegreendice

So, the Decimator isn't a viable Fat Ship?

The Decimator has solid defensive upgrades that improve its survivability.

So far, we haven't seen anything like that for S&V.

Also, the Decimator has a very good dial. We haven't seen the HT dial. Could be as bad as a HWK or a shuttle for all we know.

My thoughts exactly. The Hound's Tooth is almost certainly worse than Rebel/Imperial fatties on a stat for stat comparison, except maybe YT-2400 (6 hull 6 shield 1 green dice for Hound's Tooth, 5 hull 5 shield 2 green for YT-2400) and Scum lacks defensive crew (like R2-D2 and C-3PO for Rebels and Ysanne and Rebel Captive for Imperials). What will make or break this ship IMO are 2 things:

-The dial (combined with Maneuvering Fins): it might be anything from complete crap to the most maneuverable large ship in the game

-The Hound's Tooth title. Depending on what ability (if any) the 'Nashtan Pup Pilot' has and what stuff (if any) he keeps from Bossk (given that he technically is Bossk escaping) this title might be a pretty huge boost, or a rather minor one.

EDIT: Somewhat unrelated: The X-Wing Miniatures Wiki image for Hound's Tooth seems strangely photoshopped (http://vignette4.wikia.nocookie.net/xwing-miniatures/images/d/d3/HoundsToothComponents.png/revision/latest?cb=20150421043651)

Notice how all the base templates have 7 hull while the cards show 6 hull ?

This was noticed in the preview. It's been corrected to 6 on the article.https://images-cdn.fantasyflightgames.com/filer_public/6b/54/6b548c12-21ab-4bd0-8e75-92f51f747f31/swx31-hounds-tooth-layout.png

One list I'm going to fly at least once post-Wave 7 will be the following:

Opportunity Knocks

Talonbane Cobra (34)
Kihraxz (28), Opportunist (4), Glitterstim (2)

Palob Godalhi (35)
HWK-290 (20), Opportunist (4), Blaster Turret (4), K4 Security Droid (3), Inertial Dampeners (1), Moldy Crow (3)

Kavil (31)
Y-Wing (24), Autoblaster Turret (2), Unhinged Astromech (1), Opportunist (4)

100 Points of Opportunistic Fun. In an ideal world, that's one 4 Dice undodgeable attack from Kavil, one 4 Dice TL+Focused Attack from Palob, and one 6 Dice attack from Talonbane against a single target.

I'm actually torn on the Dampeners and Glitterstim, mostly due to the fact that the stress from either will prevent Opportunist from triggering. If I could squeeze another point out of the list I'd probably stick an Engine Upgrade on either TBC or Kavil. Or I could stick a hull upgrade on Palob to keep him around longer.

Been trying to fit two generic K-Wings into a build where they had enough upgrades to be interesting, but didn't price themselves out of a useful third or fourth ship. I think this has some merit!

B-WING: Keyan Farlander (27)

-Stay on Target (2)

-Advanced Sensors (3)

-B-Wing E/2 (1)

-Intel Agent (1)

K-WING: Warden Squadron Pilot (23)

-Advanced SLAM (2)

-Cluster Mines (4)

-Extra Munitions (2)

-Bombardier (1)

K-WING: Warden Squadron Pilot (23)

-Advanced SLAM (2)

-Cluster Mines (4)

-Extra Munitions (2)

-Bombardier (1)

A full hundred points! SoT/AS Farlander is a reliable Ace, he can dodge generic pilots for days and can react very well to almost any situation, but the Intel Agent is what really puts him over the top. If he can get close enough to Fel or Whisper, Farlander stands a great chance for a block. Or, he can relay that info to the Wardens who can hopefully SLAM into position to either block or drop a wall of mines!

(Okay, not knowing the K-Wing dial is starting to kill me haha)

The only thing I actively dislike about Talonbane Cobra is that he'll be coming out at roughly the same time as that TIE Advanced who negates ranged bonuses.

That and the truly awful name.

Its like something a thirteen year old calls his first D&D character :)

I just cant take it seriously

The only thing I actively dislike about Talonbane Cobra is that he'll be coming out at roughly the same time as that TIE Advanced who negates ranged bonuses.

That and the truly awful name.

Its like something a thirteen year old calls his first D&D character :)

I just cant take it seriously

I like to think that's basically what happened. He's this hotshot pilot paid by Black Sun to kick ass, so he probably got started young, and picked a name for himself that sounded completely badass. At thirteen. But the trouble is, he's so good and starts making a name for himself so quickly, that "Talonbane Cobra" sticks, and the poor bloke can't pick something else!

The only thing I actively dislike about Talonbane Cobra is that he'll be coming out at roughly the same time as that TIE Advanced who negates ranged bonuses.

That and the truly awful name.

Its like something a thirteen year old calls his first D&D character :)

Counterpoint: It's an awesome name. It's like something a thirteen-year-old calls his first D&D character!

Plot twist: cobra IS 13 years old

Well, at least he's not trying spinning (even if it's a neat trick)