Is the Nashtah Pup Now the best ship in the game?

By nikk whyte, in X-Wing

For only 6 points, you add 4 health to your overall squad. That's great, but the more important thin is that killing the pup doesn't add to your opponents MOV. that removes a lot of incentive to shoot at it at all, and if you do shoot at it, you aren't doing anything to the actual numbers still alive to shoot you.

Combine that with the 1/8 chance to double your attack, or neuter a ships evasion from across the map, and I seriously think that the pup will be a small tour de force, bringing way more worth than its point cost.

I think if scum had an ace to pair with a loaded 666 it would be pretty good. But it seems like a lot of the time losing the main ship will be so bad that it can't come back. It's not like Chiraneau popping out a pointless Tie because there is no scum Fel that can be a real late-game monster.

I think the Pup is going to create some really unusual scenarios on the table. For example: if it is the only ship you have left and your opponent still has something around - for the sake of argument, let's say it's a Prototype A-wing - what incentive does he have to engage you?

He gets nothing from killing the Pup; he already scored those points when he destroyed Hound's Tooth.

You can't hope to catch him.

Do you just concede at that point, or drag the game out to its inevitable conclusion?

What if the rules dictate that to get the MoV for the YV, you have to kill the Pup also? Then you have exactly the opposite, the opponent would have to put everything into killing it because it is actually worth 40-50 points toward winning.

If you have other ships alive, then you would run the pup out of there if you could and almost use him like Biggs to draw fire from whatever else you still have.

Edited by pickirk01

I think if scum had an ace to pair with a loaded 666 it would be pretty good. But it seems like a lot of the time losing the main ship will be so bad that it can't come back. It's not like Chiraneau popping out a pointless Tie because there is no scum Fel that can be a real late-game monster.

If the special k fighter magically fills this role with a crazy good dial then maybe that will be a thing. Otherwise I'd continue to expect 2 large bases out of scum; now with the district possibility of hounds tooth pairing with a firespray or ig as another one of the bounty bro style lists.

What if the rules dictate that to get the MoV for the YV, you have to kill the Pup also?

I can't pull up the text of the article because of FFG's website problems, but if I recall, the Pup does not deploy until Hound's Tooth is destroyed. That means you will score all of your points for Hound's Tooth and Nahstah Pup before the latter hits the board. The title gives you a great discount on a decent ship, but it comes with some severe limitations. Namely, you don't get to use it until late in the game, and it does not help your score.

I think if scum had an ace to pair with a loaded 666 it would be pretty good. But it seems like a lot of the time losing the main ship will be so bad that it can't come back. It's not like Chiraneau popping out a pointless Tie because there is no scum Fel that can be a real late-game monster.

Prince Xizor transfers a damage to your ship in a fit of pique.

If the 666 flies off the map, would the pup still trigger? if forced by ions, or sh*tty piloting

Edited by Panic 217

Best ship? I don't know about that, but you are certainly getting 2 for 1 out of the deal. Late game full health ship, even if it is a Z-95 could still create havoc.

i think this also opens up some future possibilities of 'after the fact' TIE Fighters in the same fashion.

For only 6 points, you add 4 health to your overall squad. That's great, but the more important thin is that killing the pup doesn't add to your opponents MOV.

I have been thinking about this a little bit more, and re-read the rules and yesterday's news release. Actually unless we specifically hear otherwise, you DO get the points for killing the YV-666.

  1. In order for the Pup to be deployed, the YV-666 must first be destroyed.
  2. In the tournament rules, points are scored when a ship is destroyed.
  3. Therefore, when the YV-666 is destroyed, the points for it are immediately scored. This includes the 6 points for the title.

For only 6 points, you add 4 health to your overall squad. That's great, but the more important thin is that killing the pup doesn't add to your opponents MOV.

I have been thinking about this a little bit more, and re-read the rules and yesterday's news release. Actually unless we specifically hear otherwise, you DO get the points for killing the YV-666.

  • In order for the Pup to be deployed, the YV-666 must first be destroyed.
  • In the tournament rules, points are scored when a ship is destroyed.
  • Therefore, when the YV-666 is destroyed, the points for it are immediately scored. This includes the 6 points for the title.

Essentially, the YV-666 can keep attacking after its destroyed.

I'm sensing games where the nashtah pup kills its opponents last ship and then the winner is the initiative...

For only 6 points, you add 4 health to your overall squad. That's great, but the more important thin is that killing the pup doesn't add to your opponents MOV.

I have been thinking about this a little bit more, and re-read the rules and yesterday's news release. Actually unless we specifically hear otherwise, you DO get the points for killing the YV-666.

  • In order for the Pup to be deployed, the YV-666 must first be destroyed.
  • In the tournament rules, points are scored when a ship is destroyed.
  • Therefore, when the YV-666 is destroyed, the points for it are immediately scored. This includes the 6 points for the title.
Right, and you do get those points, but attacking the pup after it deploys is what I was referring to. It's essentially a ghost ship, that can hurt your score but can't add to it if you attack it.

Essentially, the YV-666 can keep attacking after its destroyed.

the pup is one one incredibly sh*tty YV-666 then :P

I'm sensing games where the nashtah pup kills its opponents last ship and then the winner is the initiative...

If the Pub is 0 points and the last ship at the table, the opponent already has won, because he already destroyed 100 points.

So the game is over if the Pub is left as the last ship.

So the game is over if the Pub is left as the last ship.

Not entirely accurate. Page 13 of the rules states that "When one player destroys all of his opponent's ships, the game ends and that player wins."

It sounds to me like if the Pup is the only ship left on the board you either have to kill it to win, or run around and wait for time to run out (which should get you the win anyway).

If Pup is the last ship on the board on either side, the Pup player will get a Modified Win, even though the players are tied on points.

I really like the Pup for the reasons stated above.

The fact that you don't lose your Pilot ability makes it even better, though I am curious as to whether the slight edge it gives post-mortem would still be worth on a T Slaver.

One notable thing is that the Pup doesn't have any of the negative effects of Crits on your Tooth, so it's actually a way to get your pilot ability BACK.

Best ship? I don't know about that, but you are certainly getting 2 for 1 out of the deal. Late game full health ship, even if it is a Z-95 could still create havoc.

i think this also opens up some future possibilities of 'after the fact' TIE Fighters in the same fashion.

Now that we have rules for deploying one ship from another I think it opens up an even more interesting mechanic. Using the same basic set of rules, minus the destruction of the main ship, you can deploy TIEs from a Gozanti.

The tactical advantage being the ability to deploy a fighter later in the game, with the risk of losing the points without ever being able to deploy them. They should probably be worth more than the 6 point that the Pup requires, maybe even a huge ship modification(or other slot) that adds a hangar for a single ship for 1-2 points.

I really like the Pup for the reasons stated above.

The fact that you don't lose your Pilot ability makes it even better, though I am curious as to whether the slight edge it gives post-mortem would still be worth on a T Slaver.

One notable thing is that the Pup doesn't have any of the negative effects of Crits on your Tooth, so it's actually a way to get your pilot ability BACK.

Whoa, did not consider that. That's a big deal.

This thing will have a whole page in the FAQ that's for sure.

What if the rules dictate that to get the MoV for the YV, you have to kill the Pup also? Then you have exactly the opposite, the opponent would have to put everything into killing it because it is actually worth 40-50 points toward winning.

If you have other ships alive, then you would run the pup out of there if you could and almost use him like Biggs to draw fire from whatever else you still have.

This is the effect that I wanted Fell's Wrath to have. Unfortunately, it would only get use in competitive play.

I'm sensing games where the nashtah pup kills its opponents last ship and then the winner is the initiative...

If the Pup kills the last enemy ship then the Pup wins. Total defeat turns into total victory.

I think it'll turn out as Blue Five says

it's not too much different than how getting extra health or damage mitigation can leave you on one hull and then let you pull a win out your ass (except you get four health and a far less impressive version of your ship and you don't get to hoard the dead ship's m.o.v)

I don't think it'll be the bee's knees by any stretch of the imagination, but it might well be worth going for the pup and 6 points of upgrades instead of a lowly pirate

Edited by ficklegreendice

For only 6 points, you add 4 health to your overall squad. That's great, but the more important thin is that killing the pup doesn't add to your opponents MOV.

I have been thinking about this a little bit more, and re-read the rules and yesterday's news release. Actually unless we specifically hear otherwise, you DO get the points for killing the YV-666.

  1. In order for the Pup to be deployed, the YV-666 must first be destroyed.
  2. In the tournament rules, points are scored when a ship is destroyed.
  3. Therefore, when the YV-666 is destroyed, the points for it are immediately scored. This includes the 6 points for the title.

I get your logic here, but this is a whole lot of speculating. AS IT STANDS, what you posted seems true. But, there is a hole in the logic. What happens if the Pup is your last ship? At this point are you only fighting to hurt your opponent's MOV? I doubt that will be the case. I'm holding off speculating as I'm sure the Pup will be worth some points. Maybe it will be just the six (cost of the card) or it might be the entire kit and caboodle, or maybe something in-between.

If the 666 flies off the map, would the pup still trigger? if forced by ions, or sh*tty piloting

I'd guess that it would, but that if the deploy mechanics work how I expect them to then the Pup will immediately fly off the board as well.