Being able to support by debuffing targets is not a rebel thing. Buffing friendly ships directly is.
Hound' Tooth preview
Doesn´t the Scum & Villainy faction begin te feel as a second Rebel Faction?
An increased amount of pilots is able to support others instead of the much herralded ´look out for their own´-style of play.
The Imperials have an increased amount of naturally talented support-pilotes as well. Howlrunner and Capt. Jonus aren´t alone anymore.
Are the factions getting more similar? Or has support become such a necessity in the game the designers can´t let it be in the hands of a single faction any longer?
Well, pilots that use team work and synergize make much better lists than a bunch of ace lone wolves. We still have good flavor in the factions, tho, with Ruthlessness, Rebel Captive and Vader crew for imperials bing generally mean, Biggs self sacrifice and all the rebel pilots handing out focus and TL, and Xixor and other pilots either sacrificing their own mean or downright stealing tokens like scum should.
I do understand your concerns about Scum just being another bunch of rebels (well, not as nice). They do share ALOT of ships (even more if they were to ever use T-wings and R-41s), and the new wave seems to borrow some of their tactics as well. Still I think flying Scum will feel different from flying the other two, because of Bounty Bros and the illicit upgrades, as well as the sneaky and treacherous unique pilots they already have.
Doesn´t the Scum & Villainy faction begin te feel as a second Rebel Faction?
An increased amount of pilots is able to support others instead of the much herralded ´look out for their own´-style of play.
The Imperials have an increased amount of naturally talented support-pilotes as well. Howlrunner and Capt. Jonus aren´t alone anymore.
Are the factions getting more similar? Or has support become such a necessity in the game the designers can´t let it be in the hands of a single faction any longer?
Quite simply, every faction needs support and synergy because the faction without would be at a disadvantage. Saying Scum gets no support eliminates a crucial part of the design space.
Being able to support by debuffing targets is not a rebel thing. Buffing friendly ships directly is.
well apart from Wes and r3-a2
I tend to agree. Rebels like the action passing shenanigans to buff weaker ships, or occasionally charge up a strong one, they have a strong team dynamic where one sacrifices for the others (Biggs and Jan), or positionally charged advantages that come from careful planning (Lando pilot, cracken, etahn). Scum likes to self buff or debuff opponents so that other ships benefit. Scum ends up being a bit more of a combo driven faction in TCG terms, in that they build themselves up and take from each other. They like things that go well together and support each other. Rebels play the Combo game really well, whereas scum tends to like the combo game but plays a more aggressive tempo/combo style.
I don't know about that
I haven't played a rebel combo since I put Biggs on the table, and apparently neither is most of the competitive meta if most of what we hear about are fatties, corran, and B-wings
The capability is certainly there, but I'm not sure it's particularly defining. Rebels have access to some of the most incredibly self sufficient ships in the game (from fat han down to the humble B-wing, especially with FCS) and are quite good at playing the control game with Tactician Bs and BTL-A4 yings and R3-A2, one of my favorite cards in the game ![]()
Scum also have self-sufficient ships and some good control in their nasty warthog with the r4, but other than that they don't really play the debuff game apart from the amazing Mux und Palob. This new PS 5 is certainly an addition to their capabilities, as is a ship that can finally bring out the most in tactician ![]()
I was thinking a bit more thematically. It's true, most combo builds presently have no place competitively. In the tournament arena, Rebels are self-sufficient and sturdy. They are very blunt instruments, you tend to know exactly what the goal of a rebel list is at a glance. What they gain in effectiveness, they lose out in unpredictability. I think, competitively, that's where Scum is right now, ships enabling options during the game to overcome predictability. Xizor and 4-5 Z's are going to fly a particular way, but it can be very challenging to predict when and how Xizor is going to engage. Brobots are infamously challenging to predict when played correctly. The firesprays dual arcs and wide range of high speed movement options make preemptive arc-dodging at lower ps nearly impossible.
Scum ships get pretty fragile when you turn off their defenses. Rebels, not so much.
I think it makes more sense to compare crew Bossk to Fire Control System than to Accuracy Corrector. Since Bossk will usually be paired with a gunner, he functions in much the same way as your standard Buzzsaw approach.
Why isn't he more expensive than FCS? Well, while he also provides a focus, he does have some much more significant limitations compared to it:
-The attack must miss in order for Bossk to trigger. FCS can still give you a target lock if you hit on all your dice.
-You must be stressed after missing, whether you gain a target lock and focus or not. If you're already stressed, then that's not a disadvantage to Bossk, but you're still limited to greens next round unless you want to sacrifice your actions and rely on missing for Bossk to trigger.
Add to that, FCS doesn't stress you, allowing a buzzsaw Phantom to immediately re-cloak.
-Bossk is unique, Fire Control System is not
-There's only one ship in the game currently that can even use Bossk and a Gunner, so he's not quite as versatile.
All in all, I think with all that, and the separate sentences in his wording, it makes sense for crew Bossk to be usable while you already have a stress token. He's no more overpowered than buzzsaw whisper, with similar pricing.
Plus, Accuracy Corrector is a separate thing entirely. AC lets you cancel your dice and add two [hit] results. If you have an autoblaster cannon and AC, that's an obvious advantage over rerolling and potentially getting crits. You don't have to miss to trigger AC, since it happens in the modify dice step. If you roll one hit against, say, a Chiraneau at range two, he can't avoid it unless he has Ysanne. If you change that two two hits, well, he's getting a damage (or potentially he's taken double your initial damage).
Then add to that, AC will cost 0 points on a Tie Advanced sometime int he near future, and will probably be an auto-include on the generics for me.
So, that's my take on the Bossk crew, but I guess we'll have to wait for clarity. I could be dead wrong.
Finally waded through the whole thread...
I think it is really poetic that Razzi's ability seems to echo her use of a grappling boa. Such a weapon would obviously hamper opponent's movement when 'locked' in its embrace. Nice use of her thematic elements by FFG.
She is going to be interesting to fly.
The dial is better than I expected. It's a hybrid of shuttle and decimator. The 0-2 speed of shuttle and 3-4 of decimator. Not nimble but not a HWK either. I like it.
It is nice that there are good crew combos that can rival stacking tacticians.
Edited by Rhoaran
I do understand your concerns about Scum just being another bunch of rebels (well, not as nice). They do share ALOT of ships (even more if they were to ever use T-wings and R-41s), and the new wave seems to borrow some of their tactics as well. Still I think flying Scum will feel different from flying the other two, because of Bounty Bros and the illicit upgrades, as well as the sneaky and treacherous unique pilots they already have.
But they are all the same. They are all SCUM. Some are just REBEL SCUM. All will fall.
FOR THE GLORY OF THE EMPIRE!
ps5 is perfect for Lats Razzi too! Put weapons engineer and bossik. Take Tl for action, use her ability to help a higher ps ship, use second TL to help herself or another higher ps. She attacks and uses bossik gaining 2 more TLs to help two pilots below her ps. Potentially allowing 4 ships in one round to have lower the agility of their opponents.
She's also a great counter for the current two-ship meta. Pick up a TL on an enemy ship, spend to lower their agility. That could be all you need to punch through Soontir's Stealth Device, overcome IG88's Autothrusters, or deactivate C3P0.
Together, Bossk and Greedo can convert critical hits to extra hits and then, effectively, convert those hits back to crits.
We finally found a job for Greedo.
I would actually take mercenary co-pilot, gunner then either Bossk or Gredo.
Gredo does not convert hits to crits. All Gredo does is flip the first damage card face up, you cannot cancel that to get an extra hit.
YV-666: · RAZZI (33)
· Bossk (2)
Gunner (5)
Weapons Engineer (3)
Y-WING: · Kavil (24)
Predator (3)
Blaster Turret (4)
Unhinged Astromech (1)
Z-95 HEADHUNTER: Binayre Pirate (12)
Z-95 HEADHUNTER: Binayre Pirate (12)
99pts.
Has good number of hit points and fire power. Couple blockers. Definitely relies on offense to mitigate damage though.
What are everyone's thoughts about Weapons Engineer on Razzi?
I personally find it a bit overkill:
Let's say you take The Target Lock action. You get 2 Target Locks on 2 ships.
You get an ace that shoots before Razzi, which uses one Target lock. In order to use the 2nd, Razzi needs to shoot another target (so splitting fire) and reduce the chance Bossk/Gunner combo will trigger (-1 agi means the attack is less likely to miss), which is not something you'd want to do IMO. Assuming you don't use the Target Lock and Bossk triggers: you gain just 1 Tatget Lock (since you already have 1), which you can use yourself. The last remaining TL you can use with a low PS ship, but only if you split fire (again).
You are 100% right. I guess there is only so many times you can have a pilot ability only work when there is not a friendly ship with ranges 1-2.
I love it when people say I am 100% right ![]()
Being able to support by debuffing targets is not a rebel thing. Buffing friendly ships directly is.
But there is Howlrunner, Capt. Jonus, Serissu, and Col. Jendon, dealing out TL´s and re-rolls.
Col. Vessery combines nicely with ships able to perform the TL-action. With the Hound´s Tooth Scum & Villainy gets another combo-driven ship to buff squad-mates.
Well, pilots that use team work and synergize make much better lists than a bunch of ace lone wolves. We still have good flavor in the factions, tho, with Ruthlessness, Rebel Captive and Vader crew for imperials bing generally mean, Biggs self sacrifice and all the rebel pilots handing out focus and TL, and Xixor and other pilots either sacrificing their own mean or downright stealing tokens like scum should.I do understand your concerns about Scum just being another bunch of rebels (well, not as nice). They do share ALOT of ships (even more if they were to ever use T-wings and R-41s), and the new wave seems to borrow some of their tactics as well. Still I think flying Scum will feel different from flying the other two, because of Bounty Bros and the illicit upgrades, as well as the sneaky and treacherous unique pilots they already have.
Quite simply, every faction needs support and synergy because the faction without would be at a disadvantage. Saying Scum gets no support eliminates a crucial part of the design space.
I agree with both of you, there is, thankfully :-), a lot of flavour left to make a difference!
I tend to agree. Rebels like the action passing shenanigans to buff weaker ships, or occasionally charge up a strong one, they have a strong team dynamic where one sacrifices for the others (Biggs and Jan), or positionally charged advantages that come from careful planning (Lando pilot, cracken, etahn). Scum likes to self buff or debuff opponents so that other ships benefit. Scum ends up being a bit more of a combo driven faction in TCG terms, in that they build themselves up and take from each other. They like things that go well together and support each other. Rebels play the Combo game really well, whereas scum tends to like the combo game but plays a more aggressive tempo/combo style.
Interesting point.
Thanks all for your replies! Meditate on this I will ![]()
Cununculus
Did anyone read THIS:
"Its primary and auxiliary firing arcs span a full, forward-facing 180 degree arc."
I didnt read through the whole thread but that completely changes what this ship is capable of!
What are everyone's thoughts about Weapons Engineer on Razzi?
I personally find it a bit overkill:
Let's say you take The Target Lock action. You get 2 Target Locks on 2 ships.
You get an ace that shoots before Razzi, which uses one Target lock. In order to use the 2nd, Razzi needs to shoot another target (so splitting fire) and reduce the chance Bossk/Gunner combo will trigger (-1 agi means the attack is less likely to miss), which is not something you'd want to do IMO. Assuming you don't use the Target Lock and Bossk triggers: you gain just 1 Tatget Lock (since you already have 1), which you can use yourself. The last remaining TL you can use with a low PS ship, but only if you split fire (again).
There is also the possibility with the right list of triggering her ability twice for two friendly ships before she fires. Couple PS5+ allies or a two-shot ship like BTL y-wing or anyone with new twin laser turret.
If you were to remove any crew on her, I'd consider Bossk then gunner before engineer because you can at least boost shot of equal or better PS buddy while still having TL to use.
Edited by RhoaranDid anyone read THIS:
"Its primary and auxiliary firing arcs span a full, forward-facing 180 degree arc."
I didnt read through the whole thread but that completely changes what this ship is capable of!
We've known it was auxillary for a while.
Edited by BiophysicalDid anyone read THIS:
"Its primary and auxiliary firing arcs span a full, forward-facing 180 degree arc."
I didnt read through the whole thread but that completely changes what this ship is capable of!
I think they are saying that together the primary and auxiliary total 180 degrees.Did anyone read THIS:
"Its primary and auxiliary firing arcs span a full, forward-facing 180 degree arc."
I didnt read through the whole thread but that completely changes what this ship is capable of!
Hmm you are right that you could also read it that way.
what, did you think it was a turret that never shot out of arc
?
Christ, what an awful piece of **** that would be
Turret?
No, i thought you can fire secondary weapons in the 180° arc. But not sure anymore if FFG is really saying that.
Edited by CaineHoAoh they're not
its primary arc is the same as every ship, and then it has two 45 degree auxiliary arcs (same as a firing arc only you can't fire secondary weapons) so you can fire your primary weapon 180 degrees out the front
oh they're not
its primary arc is the same as every ship, and then it has two 45 degree auxiliary arcs (same as a firing arc only you can't fire secondary weapons) so you can fire your primary weapon 180 degrees out the front
Yeah thats what i originally thought, knowing all the other ships. I guess i just got confused/hyped by the wording FFG used in that sentence i quoted. I think it wouldve been an interesting exception of the rule but i guess/fear you might be correct.
Edited by CaineHoAYou had me momentarily mortified and excited all at once before I reread the text.