I think they worry it won't sell, you know because it's fugly.
Given the popularity of the Warthog I don't think that should be a problem.
Also, you're face is fugly~
I think they worry it won't sell, you know because it's fugly.
Given the popularity of the Warthog I don't think that should be a problem.
Also, you're face is fugly~
I think they worry it won't sell, you know because it's fugly.
It isn't worse than the Aggressor.
I think they worry it won't sell, you know because it's fugly.
It isn't worse than the Aggressor.
I think the peg is backwards on mine. ![]()
I'm pretty concerned about the 3s on the dial. The only way I saw this thing being balanced is if the dial was awful and that doesn't appear to be the case. Turrets 4 Eva I guess
Well, not really. If the 3-turn is red, then you will have stress after performing the SLAM action (which includes a maneuver per the rules lawering we had 2 weeks ago), which will prevent you from using Advanced SLAM to drop the Connor Net.
You don't get a stress for executing a red maneuver. You get it during the check pilot stress phase for having selected the maneuver. SLAM occurs after that step, so a red maneuver SLAM choice does not grant stress per RAW. Now, it is distinctly possible that FFG intends for executing a red maneuver with SLAM to give you a stress, in which case they'll need to go in and do what they did with Expert Handling and Daredevil (That being said, I think they've learned from their mistakes, so if I had to guess I'd say the K-wing will have no red maneuvers or the only red maneuver(s) it will have will be at speeds where all the maneuvers are red).
I'm pretty concerned about the 3s on the dial. The only way I saw this thing being balanced is if the dial was awful and that doesn't appear to be the case. Turrets 4 Eva I guess
At 27 and 30 points, we very rarely if ever see outer rim smugglers or wild space fringers. Now, the Warden Squadron Pilot is slightly cheaper, but it's slightly less durable than the Outer rim smuggler and significantly less so than the WSF. Plus, since I highly doubt the K-wing has a 1-turn or k-turn, the YTs will have the edge in a knife fight.
And after all, it's 23 points for a ship with 2 Attack dice. Nobodies going to be afraid of KKKK apart from perhaps the legendary 6 HWK build.
Edited by SquarkI'm pretty concerned about the 3s on the dial. The only way I saw this thing being balanced is if the dial was awful and that doesn't appear to be the case. Turrets 4 Eva I guess
The TIE Bomber, Defender and Punisher can all do hard 3s. None of them are considered to have good dials.
I'm pretty concerned about the 3s on the dial. The only way I saw this thing being balanced is if the dial was awful and that doesn't appear to be the case. Turrets 4 Eva I guess
The TIE Bomber, Defender and Punisher can all do hard 3s. None of them are considered to have good dials.
And the Millenium Falcon, Starviper, and Agressor have strong dials, and lack the 3-turn, for that matter.
I forgot all those other ships can move twice a turn
I feel like Weapons Disabled is being overlooked. If it's SLAMing out of your arcs it's not going to be firing.
Yeah. Not shooting back generally does not win games unless you already have a commanding lead. And without a 4-forward (Or with a red 4-forward), it won't actually cover much more distance than an interceptor. Being able to execute two 3-turns in one turn is new, but in the long run isn't going to be that hard to adjust to.
Given the popularity of the Warthog I don't think that should be a problem.I think they worry it won't sell, you know because it's fugly.
Also, you're face is fugly~
That's not what you said last night!
Is it just me? Or does that head on picture of the K-wing make it cool? I have to admit the ship has grown on me a lot since they revealed it. I was against it originally.
I still wish the Aggressor, the Punisher and K-wing had come on medium 60mm bases, but oh well.
Connors will also limit large base shops with high mobility.
Good luck getting in front of Dash after he boosts and barrel rolls every turn.
You don't need to. You have used mines before, yes? You take a lower PS ship and you dump it in front of him before he moves. And if the player is somehow good enough to avoid every place you could place a Conner Net next turn you've just turned a humble bomber into the Greek God of Area Denial.
Is it just me? Or does that head on picture of the K-wing make it cool? I have to admit the ship has grown on me a lot since they revealed it. I was against it originally.
I still wish the Aggressor, the Punisher and K-wing had come on medium 60mm bases, but oh well.
The B-wing as well should've been the first Medium-sized base. Its 4-meters longer than the X-wing, but the model makes X-wings and B-wings look about the same size. The K-wing is certainly begging for a medium base, though.
That's not what you said last night!Given the popularity of the Warthog I don't think that should be a problem.I think they worry it won't sell, you know because it's fugly.
Also, you're face is fugly~
Unless you're willing to admit that you don't exist, that's definitely what I said~
The Falcon/K-wing list looks horrible imo. there's a couple of other options I could take for 39 points, and I would never sink that many points into my Falcon. Of course maybe it's just because I enjoy the game for casual play, and Paul is looking at it from the competitive side of things.
No maybe about it. You do realize Paul won Worlds last year with that exact Falcon setup?
Connors will also limit large base shops with high mobility.
Good luck getting in front of Dash after he boosts and barrel rolls every turn.
You don't need to. You have used mines before, yes? You take a lower PS ship and you dump it in front of him before he moves. And if the player is somehow good enough to avoid every place you could place a Conner Net next turn you've just turned a humble bomber into the Greek God of Area Denial.
Let me reiterate my point:
Good luck getting in front of Dash to drop a mine on him.
Area denial means nothing with large ship boost and barrel roll and a turret.
Area denial means everything against Dash. Look at some top Vassal logs where Dash got beat out last winter. Setting up situations where he can't go somewhere without screwing himself is how you win. Connor is like steroids for those tactics.
Area denial means everything against Dash. Look at some top Vassal logs where Dash got beat out last winter. Setting up situations where he can't go somewhere without screwing himself is how you win. Connor is like steroids for those tactics.
Though I dislike PWTs, I've never had a problem with Dash. He is powerful, but has a ton of counter-play options that make him interesting to play against. Its only natural that pulling into R1 behind a ship should be a reward(in the case of Dash), and not a death sentence(in the case of Han).
I forgot all those other ships can move twice a turn
As has been mentioned elsewhere, if you're moving twice in a turn, you're not shooting your low-damage turret. At best, you're arc-dodging and forcing them to respond to your new position next turn. Plus, the turret on the K-Wing is generally terrible. A 2-damage primary is not going to threaten anyone.
Connors will also limit large base shops with high mobility.
Good luck getting in front of Dash after he boosts and barrel rolls every turn.
You don't need to. You have used mines before, yes? You take a lower PS ship and you dump it in front of him before he moves. And if the player is somehow good enough to avoid every place you could place a Conner Net next turn you've just turned a humble bomber into the Greek God of Area Denial.
Let me reiterate my point:
Good luck getting in front of Dash to drop a mine on him.
Area denial means nothing with large ship boost and barrel roll and a turret.
Current estimates put the Conner Net token as approximately the size of two small bases. As it works similar to the Proximity Mine, you can tag him simply by dropping the bomb directly on him. That shouldn't be too hard against a large-based ship with a high PS.
Connors will also limit large base shops with high mobility.
Good luck getting in front of Dash after he boosts and barrel rolls every turn.
You don't need to. You have used mines before, yes? You take a lower PS ship and you dump it in front of him before he moves. And if the player is somehow good enough to avoid every place you could place a Conner Net next turn you've just turned a humble bomber into the Greek God of Area Denial.
Let me reiterate my point:
Good luck getting in front of Dash to drop a mine on him.
Area denial means nothing with large ship boost and barrel roll and a turret.
K-Wing with Advanced Slam laughs at this statement. If I can't do it on the first maneuver, I can do it on the second! And if you're PS is lower, you already know where he is and where to plant it. If he's avoiding you that much, you've probably already won.
My biggest takeaway from that article is that this doesn't seem like a Wave where you're going to be buying tons of duplicate ships. Multiple K-Wings seems less ideal than a single K-Wing supporting a squadron of heavier attackers. I suspect the Imperial side will be roughly the same. The exception will be Scum, who can probably get good use out of 5 Khirahz fighters.
If people fall in love with the new mines and want to use extra munitions with them, duplicates might be unfortunately necessary to get the extra mine tokens...
yeah... sigh ![]()
Connors will also limit large base shops with high mobility.
Good luck getting in front of Dash after he boosts and barrel rolls every turn.
You don't need to. You have used mines before, yes? You take a lower PS ship and you dump it in front of him before he moves. And if the player is somehow good enough to avoid every place you could place a Conner Net next turn you've just turned a humble bomber into the Greek God of Area Denial.
Testicles?
Did anyone else get a "what the hell am I supposed to do with this thing?" vibe from this article?
No?
Just me?
I wonder if he knows the dial. That's a huge part of what you can do with a ship.
Still I know many people like to judge things by the statistics and jousting value but the dial is needed before anyone can form a proper opinion.
For example I think the biggest issue for the MA-3 is the dial. It has 0 green turns and for an "interceptor" that is huge. If you try to build it like a Green-squadron PTL build it ends up so much slower and not that useful.
Edited by MarinealverStill I know many people like to judge things by the statistics and jousting value but the dial is needed before anyone can form a proper opinion.Did anyone else get a "what the hell am I supposed to do with this thing?" vibe from this article?
No?
Just me?
I wonder if he knows the dial. That's a huge part of what you can do with a ship.
For example I think the biggest issue for the MA-3 is the dial. It has 0 green turns and for an "interceptor" that is huge. If you try to build it like a Green-squadron PTL build it ends up so much slower and not that useful.
Ahem, apologies.
Just gonna /agreeall to this post.