Its been so long since I've done a wave analysis like this that I've forgotten what I used to call 'em.
Or even if I called 'em.
Anywho, this is basically me attempting to channel SableGryphon, and see what is coming out that is a potential successor to the Buzzsaw Shuttle or the BlockORS. Or his more recent shenanigans with the Scum HWKs (particularly Torkil Mux).
As of this date, we still haven't seen what the Advanced Homing Missiles do, and we haven't seen the K-Wing's Dial for SLAM purposes, but everything else has been spoiled.
We'll be examining the TIE Advanced, the TIE Punisher, the Kihraxz, the YV-666, and the K-Wing for previously unavailable Upgrade Synergies, Action Synergies, and Pilot Synergies.
We'll also be looking at the new upgrades unique to these sets, and seeing how they interact on older models.
As it's after midnight and I can no longer think straight, I'll be adding the Scum, Rebel, and Retrospective bits tomorrow.
Empire
Upgrade Synergies
The revamped Advanced and the Punisher are the first two instances of System + Missile, leading to Accuracy Corrector + Cluster Missile and/or Fire-Control System + Cluster Missile.
The Punisher is the first small-ship with System + Bomb (+Bomb for good measure), allowing for Enhanced Scopes + Mines or Enhanced Scopes + Conner Net. These are also usable on the Aggressor, but it hasn't really been tried.
Could be used to greater effect now, as the Punisher can throw four times as many bombs, and the Aggressor has its own things going on.
Similarly, the Punisher can also combine Advanced Sensors with repositional actions (like its native Boost action) to alter the location of Ion Bombs, Seismic Charges, and Proton Bombs, as well as being able to drop the Mines without moving first. Again, this is shared with the Aggressor, which doesn't try to do this.
The Punisher is the first ship with Boost without having 3 agility. This leads to interesting interactions with Autothrusters.
Action Synergies
The Advanced is the strongest user of Accuracy Corrector in the game, as it gains incredible survivability through its action economy
The Punisher has Bombs + Sensor + Boost going on.
Boost + Enhanced Scopes allows you to utilize your boost incredibly while being pursued, as you are free to do so without fear of blockers. It also enables you to be an absolutely dastardly blocker. This is in addition to the benefits listed in the Upgrade Synergies with Bombs + Sensors.
Boost + Advanced Sensors, when combined with the B-Wing's native Barrel-Roll, inspired me to invent the phrase "Hypermobile". Now you can add bombs.
Mines + Enhanced Scopes allow you to guarantee damage on an enemy ship with Cluster Mines/Proximity Mines /Connor Net without actually hitting the ship, as every ship without Advanced Sensors has a zone in front of their ship through which every maneuver template must pass.
Pilot Synergies
Cozlet
Advanced Targeting Computer, and weirdly Fire-Control System.
Alozen
Cluster Missiles, Advanced Targeting Computer, and an interesting candidate for Hypermobility. DO NOT Ruthlessness the Cluster Missiles! Ruthlessnessing the Cluster Missiles won't damage your own ship, and is therefore a viable combo.
Strom
Interesting candidate for Hypermobility. Also prevents the range bonus when the enemy attacks any of your allies, so you can build Defense as well.
Stele
Advanced Targeting Computer, Marksmanship, an ally with Plasma Torpedoes...
Eclipse
Most mobile pilot ability in-game thus far.
Vader
Antisynergy with Advanced Sensors. Great candidate for mobility upgrades regardless, particularly with the System slot reserved for Damage or Survival.
Deathrain
Bombs. All of them.
Redline
Torpedo/Missile-based Pilot Ability, like Rhymer, on the surface. In actuality, built-in hybrid of Fire-Control System and Weapons Engineer. Also has protection from Wes Janson, which is nice.
Edited by DraconPyrothayan