K-Wing Preview!

By DailyRich, in X-Wing

Has anyone seen the Dial?

Yes it has a straight green 2. Sorry for that troll answer but how should someone have seen it?

The same person that unpacked the K-wing for the 'Spanish leaks' that let us know what TLT did before the preview probably has also seen the dial.

Because all rebels needed was another means of recovering shields, plus put R2D2 the crew member on that ship and you have a real couch fu**cker

The text on the reference card is probably a mistake; they likely intended it to read "Performing a SLAM counts as revealing a maneuver."

As it stands, however, the rules are very clear: executing a maneuver is step 3 of a ship's activation, well after the reveal. If SLAM counts as an execution, you're not revealing anything, and thus cannot drop bombs.

Only a couple of people have mentiond Plasma Torpedo. It's one less point than Proton Torpedo. That is quite a thing. Yes, the special ability only works if it has shields, but it still rolls 4 dice, which is fantastic. 3 pts for a 4 red die attack is great. Throw in that you get to remove an extra shield. I feel like this is designed expressly against the B-wing. It is also great vs. the IG-88, which has 3 Agility and 4 Shields.

Horton Salm is going to have a field day with the Twin Laser Cannon. With him getting to re-roll blanks on all shots means he's going to consistantly get a lot of hits in. Phantoms and Stealth Device anything are going to hate that as you will eventually roll bad. Oh, and your tokens only last so long.

Throw on R3-A2 and each shot causing stress? I love it. While BTL title gives him 3 stress from the front, I don't think it's worth it to give up his 360.

Horton Salm w/ Proton Torpedo and Extra Munitions will be quie a thing. He'll get to re-roll those blanks and one of those eyeballs will be a critical hit. This will produce reliable damage to be used effectively.

Will we see more Y-wings carrying Bombs? I think so.

How does this all effect the Imperials? The Tie Bombers will like these new Bombs. It should also like the Torpedo. It's cheaper than a Proton.

Cost was only part of the problems with the Proton Torpedo, the second being that you have to spend an action to use it, many times you'll shoot unmodified dice, which is bad.

Proton Torpedoes against 1-agility target: 2.31 (2.06 if defender focused)

Plasma Torpeodes against shielded 1-agility target: 2.64 (2.33 if defender focused)

For 2-agility targets, this crumbles quickly:

Proton Torpedoes 1.94 (1.47 if defender focused)

Plasma Torpedoes 1.33 (0.92 if defender focused)

Plasma against 0 green dice: 2.94

Proton against 0 green dice: 2.68

Plasma against 1 green dice: 2.49

Proton against 1 green dice: 2.31

Plasma against 2 green dice: 2.06

Proton against 2 green dice: 1.95

Plasma against 3 green dice: 1.67

Proton against 3 green dice: 1.61

Plasma against 4 green dice: 1.33

Proton against 4 green dice: 1.31

Plasma against 5 green dice: 1.04

Proton against 5 green dice: 1.05

------------ Focused defense -----------

Plasma against 0 green dice: 2.94

Proton against 0 green dice: 2.68

Plasma against 1 green dice: 2.2

Proton against 1 green dice: 2.06

Plasma against 2 green dice: 1.5

Proton against 2 green dice: 1.47

Plasma against 3 green dice: 0.949

Proton against 3 green dice: 0.976

Plasma against 4 green dice: 0.561

Proton against 4 green dice: 0.602

Plasma against 5 green dice: 0.314

Proton against 5 green dice: 0.349

A bit of mistake in my math, hope it's correct this time. Plasma does seem to do more damage than Proton in most cases. It also benefits more from a focus token and is 1pt cheaper. The break-even point with damage done by twin laser cannons is at 2 agility, however. Unless you're doing something to get more modifiers, you're wasting shots.

At this point you're going to start doing more damage with the twin lasers cannons.

Edited by chilligan

Activation of a K-Wing:

1) Dial Reveal --> can drop a bomb (seismic, proton, etc).

2) Perform ordinary maneuver

3) Perform ordinary action (could be a SLAM)

4) Starts "revealing" the second movement as part of a SLAM --> can drop a bomb (seismic, proton, etc.) (if did not drop a bomb in step 1)

5) Performs the second maneuver

6) Perform advanced SLAM free action --> can drop a bomb (proximity mine, connor net, etc.) (if did not drop a bomb in step 1 and step 2)

7) no action left

8) no attack possible.

Was there something in the rules preventing 3 bomb droppings in a single turn?

Added little something to this :)

@Lawyer

I think the ordnance & bomb changes (munition and additional choices) wont change too much. It makes taking two of the same cheaper in a meta where hardly any ordnance is used. It doesnt fix the general problem.

I think the 3 pts on Plasma Torpedo is a change and even though you still have issues with adjusting the damage, it is a cheaper ordnance weapon. That is not a bad thing. It's easier to take that and see how it does without wasting as many points.

Extra Munitions does work for the Homing Missile these days. The cost for 2 just dropped significantly. It means that the "Jonus Brothers" list of Jonus + 3 Scimitars is now obsolete. You should take 4 x Scimitars with Homing Missiles and EM.

I agree it does say that, but have you found any consistency in the article? Of the two images provided, one is clearly wrong (connor net example), and the second one is a stretch. How come for 1 full year going 1 forward with Ion wasn't a "full maneuver", but then this somehow is? They could have avoided this easily, just say on the card that you **** with the dial so you actually reveal it again.

It doesn't even matter whether or not SLAM is a "full maneuver", bomb drops trigger when you reveal your maneuver dial, and SLAM never says to do so.

Based off the picture you clearly do your first maneuver, and as your slam action set another maneuver on your maneuver dial other wise you would not be able to drop the bomb like the picture shows.

So the 8 ps k-wing with gunner and twin ion torrent can recover 6 shields a round if it never hits right?

Because all rebels needed was another means of recovering shields, plus put R2D2 the crew member on that ship and you have a real couch fu**cker

Said shield-recovering ship has only one evade die, sacrifices firepower to recover that shield, and would cost 33 points before any other upgrades.

She'll be interesting as a pilot, but I'm not ready to call her broken just yet.

So the 8 ps k-wing with gunner and twin ion torrent can recover 6 shields a round if it never hits right?

Clearly says once per round when attacking :P

So the 8 ps k-wing with gunner and twin ion torrent can recover 6 shields a round if it never hits right?

Her ability specifically says it can only trigger once per round, so no.

Honestly if you're choosing a manoeuvre and then executing it, you've got to reveal it inbetween. You've got to show then opponent your dial to prove it you're about to perform a legal move, right? So if you pick up your dial to choose a manoeuvre, I would assume by default that you have to "reveal" it before executing it (as opposed to Daredevil where you pick one of two manoeuvres listed on the card!).

I mean, I'd appreciate clarification in the FAQ, but it seems straightforward to me.

Cost was only part of the problems with the Proton Torpedo, the second being that you have to spend an action to use it, many times you'll shoot unmodified dice, which is bad.

Proton Torpedoes against 1-agility target: 2.31 (2.06 if defender focused)

Plasma Torpeodes against shielded 1-agility target: 2.64 (2.33 if defender focused)

For 2-agility targets, this crumbles quickly:

Proton Torpedoes 1.94 (1.47 if defender focused)

Plasma Torpedoes 1.33 (0.92 if defender focused)

At this point you're going to start doing more damage with the twin lasers cannons.

Trust me, you don't have to preach to me as to why ordnance has been bad. I've tried to use ordnance quite a bit on many different builds.

Still....cost wasn't the only problem, but it was a problem.

There are ways to give out actions and it's not too hard to add some in list building. Garven Dreis can give off his Focus. Cracken can give out another action. Kyle Katarn dishes out Focus (and can do more with his Twin Laser Cannon). Predator EPT works the same. Horton can re-roll blanks. PTL is worth it for that one turn. That's just the Rebels...and I'm sure I've missed some.

The text on the reference card is probably a mistake; they likely intended it to read "Performing a SLAM counts as revealing a maneuver."

As it stands, however, the rules are very clear: executing a maneuver is step 3 of a ship's activation, well after the reveal. If SLAM counts as an execution, you're not revealing anything, and thus cannot drop bombs.

Honestly if you're choosing a manoeuvre and then executing it, you've got to reveal it inbetween. You've got to show then opponent your dial to prove it you're about to perform a legal move, right? So if you pick up your dial to choose a manoeuvre, I would assume by default that you have to "reveal" it before executing it (as opposed to Daredevil where you pick one of two manoeuvres listed on the card!).

I mean, I'd appreciate clarification in the FAQ, but it seems straightforward to me.

I'm sure some people would assume the same, but the rules don't bear that assumption out. The rules are actually quite clear on the matter, in fact.

The text on the reference card is probably a mistake; they likely intended it to read "Performing a SLAM counts as revealing a maneuver."

As it stands, however, the rules are very clear: executing a maneuver is step 3 of a ship's activation, well after the reveal. If SLAM counts as an execution, you're not revealing anything, and thus cannot drop bombs.

They will errata day 1. Just like they did with Lone Wolf.

I have no reason to suspect they wouldn't. I did already submit a rules question, so we'll see what happens.

Edited by WonderWAAAGH

I just find it funny that in this article and the past one, they had to correct an example on the fly because the people of the forum found problems within minutes. We're pretty good at quality control :P

But of course someone will still maintain they don't read our threads and we have zero effect on the game.

@WAAAGH oh you're completely correct, RAW have a very specific order for Activation steps, but as far as I'm concerned, for the article to be correct, my point above was the logic jump they were making. Again, errata to the rescue.

As far as that Conner Net example, I still don't know what the hell they were doing.

Edit: never mind it's an Ion Bomb now for Esege, Garvin, and Arvel.

Edited by Tsiegtiez

But of course someone will still maintain they don't read our threads and we have zero effect on the game.

Crying about dials and playmats and pointing out an obvious error in a strategy/spoiler article are two entirely different things.

I really do like the Plasma Torpedo. Much better than the Proton Torpedo. It is an alpha strike weapon, used early on. Sure, it is still better being used with a Focus. But all attacks are better with a Focus token. But the extra damage against some of the beefy things, that don't necessarily have the greatest agility, is amazing. It can be a real killer.

Cost was only part of the problems with the Proton Torpedo, the second being that you have to spend an action to use it, many times you'll shoot unmodified dice, which is bad.

Proton Torpedoes against 1-agility target: 2.31 (2.06 if defender focused)

Plasma Torpeodes against shielded 1-agility target: 2.64 (2.33 if defender focused)

For 2-agility targets, this crumbles quickly:

Proton Torpedoes 1.94 (1.47 if defender focused)

Plasma Torpedoes 1.33 (0.92 if defender focused)

At this point you're going to start doing more damage with the twin lasers cannons.

Trust me, you don't have to preach to me as to why ordnance has been bad. I've tried to use ordnance quite a bit on many different builds.

Still....cost wasn't the only problem, but it was a problem.

There are ways to give out actions and it's not too hard to add some in list building. Garven Dreis can give off his Focus. Cracken can give out another action. Kyle Katarn dishes out Focus (and can do more with his Twin Laser Cannon). Predator EPT works the same. Horton can re-roll blanks. PTL is worth it for that one turn. That's just the Rebels...and I'm sure I've missed some.

"Just" the rebels isn't really fair, the Rebels are the most synergetic faction, they pass off actions and tokens all the time. I would like to like ordnance, I've played 4 Bomber lists back in wave3, but this is still not enough! These are baby steps, while other upgrade slots have much more damage potential, even considering a single round of fire! For instance the now new Twin laser turret:

Twin laser stats:

against 0 green dice: 1.8

against 1 green dice: 1.5

against 1 green dice (focus): 1.3

against 2 green dice: 1.2

against 2 green dice (focus): 0.81

against 3 green dice: 0.93

against 3 green dice (focus): 0.47

against 4 green dice: 0.72

against 4 green dice (focus): 0.25

against 5 green dice: 0.54

against 5 green dice (focus): 0.13

Against 2 defense dice, it almost has the same damage output, and that's without using any action!

@WAAAGH oh you're completely correct, RAW have a very specific order for Activation steps, but as far as I'm concerned, for the article to be correct, my point above was the logic jump they were making. Again, errata to the rescue.

As far as that Conner Net example, I still don't know what the hell they were doing.

We always have to take the articles with a grain of salt, considering the frequent errors they make. Heck, I had to re-read one of the examples in this most recent article to make sure I got it right.

... knowing that he can spend Esege Tuketu's focus token and then pass it on to Arvel Crynyd, who slams into the path of a VT-49 Decimator...

Wait... what? How can A-Wings SLAM? They can't, of course, but given the context they should have been a bit more careful with their choice of words. And then there's always the question of our favorite Phantom pilot's gender identity. Needless to say, the articles are less gospel than they are guides. Where they come into conflict with the rules, the rules always win.

Plasma torpedo volley, followed by Mangler Cannon barrage...in epic mode. Yay? Nay?

So how come the K-wing can drop bombs in-between maneuvers? Aren't they supposed to be dropped when you reveal your dial? The article seemed to say they get the "Genius" upgrade for free.

read it more carefully, when they slam they are revealing another maneuver, thus allowing to drop a bomb at that point.

if they don't slam then they would have needed to drop before their maneuver. unless of course it is a prox mine or conner net

I really do like the Plasma Torpedo. Much better than the Proton Torpedo. It is an alpha strike weapon, used early on. Sure, it is still better being used with a Focus. But all attacks are better with a Focus token. But the extra damage against some of the beefy things, that don't necessarily have the greatest agility, is amazing. It can be a real killer.

Oh I completely agree, the Plasma is a hell of a step up, especially on a ship that can TL pretty freely (thank you Advanced SLAM) and carry a RecSpec. Esege especially is begging for RecSpec there. Plus with EM, two four-dice ordnance attacks for five points? Ion Torps got nothing on that! Never mind that you can roll four hits against a Falcon, and if it whiffs the dodge you can take out all five shields at once. Bangarang.

I don't like the mini, but the pilots and upgrades are actually pretty good -- it shouldn't have been rebel though (the ship and name are rebel, but everything else feels imperial to me). Fluff-wise it fits, but if they're going to do it, they need to do something else to make the factions different. Bombs were mostly imperial until now, now there's little for imperials to call their own. (Rebels at least have astromechs)