The Gozanti looks awesome but I'm not sure I see the point of a carrier

By Hrathen, in X-Wing

Maybe people are looking for rules based reasons the Gozanti can carry tie fighters when there isn't one, and the ship carries for them for the narrative reason that tie fighters don't have their own hyperdrive and that FFG simply needed another Epic ship for Imperials and Disney was pushing anything Rebels related?

Honestly, I would be fine with the narrative purpose (hyperdrive) being the only reason for its addition, but I'm sure they'll have thought of something.

Maybe it's all about late arrival. It's left aside at the beginning of the game, and is allowed to hyper in in a turn after the first, and be positioned at any predetermined place on the board.

Who knows?

So here's my view on it.

In the past there have been attempts at creating a galactic conquest scenario/league similar to the Galactic Conquest game mode in Battlefront II. To me, this sounds super interesting and engaging. It gives a reason and goal for every battle that happens every week. Squadrons move from planet to planet attacking and capturing or on the other side defending. Weekly gains in resources based on occupied territories created a steady escalation. Large forces could be tackled through the partnership of less powerful players. There was an issue with this though. There had to be a stretch to get TIEs from system to system to engage in these battles, seeing as they lacked hyperdrives.

But now there's a carrier! This carrier would fix that stretch and add such a beautiful aspect to that kind of game mode. I would love to find out that FFG is adding this as a step (first or final) to create an official ruleset for doing a fully balanced and fully reasonable Epic Campaign. An epic campaign could be the AED that brings Epic play fully to life. I'm crossing my fingers.

I'm guessing this ship is going to be the equivalent of the transport; and epic super buffer. As such I would be surprised to see a lot of upgrades and titles which specifically benefit your ties for being around this thing. Even if there is no benefit the turn you deploy, being able to launch your ties into combat guaranteeing that you will get the buffs from the gonzanti alone will probably give you a devastating alpha strike the turn you deploy, with no chance of being destroyed On The approach

If ONLY it had access to the Jam Action, like the GR75 does :'(

Why does there have to be any in game advantage to having a ship that docks? It's a ship that's out there and can be used narratively beyond just the 100 pt deathmatch of only uber efficient ships. It's like asking why there is a carrier in a WWII pacific game when the thing doesn't have any anti-capital ship guns. Because they were hugely important to the overall war.

My guess is each attached tie can fire or reduce energy cost to fire an attached turret/quad laser. Allowing them beyond range 3 fire. Then as the battle closes they release for their movement and can fire within range 3.

This trades predictability of movement for more early game offense But who knows we will wait and see.

Why does there have to be any in game advantage to having a ship that docks? It's a ship that's out there and can be used narratively beyond just the 100 pt deathmatch of only uber efficient ships. It's like asking why there is a carrier in a WWII pacific game when the thing doesn't have any anti-capital ship guns. Because they were hugely important to the overall war.

Agreed, but I'm sure they'll have made some in-game relevance of the mechanic.

honestly, if the deployment allows you to select a maneuver off the TIE's dial like the HT's does, it's going to be worth it for the positioning alone.

Yep - and even more so depending on the timing of the deployment. If it's energy/action controlled, then the Gozanti would be able to make it's move, followed by the TIE's as they deploy. That's a lot of potential ground covered.

Plus, being able to drop up to four TIEs in advanced flanking positions without them being able to be targeted would be a huge tactical advantage.

I've been saying this for months. It seems kind of obvious to me that deploying a group of TIEs after their carrier has moved should offer a huge positioning advantage, and it could help them survive the heavy alpha strikes that are possible in Epic games. I am surprised the rule only allows for deploying 2 TIEs at a time, I'm hoping for a title that allows all 4.

My guess is each attached tie can fire or reduce energy cost to fire an attached turret/quad laser. Allowing them beyond range 3 fire.

I really hope there won't be any "TIEs can shoot while docked" kind of shenanigans...

When they were discussing the possibility of a carrier in the forums long ago, I too didn't see the reason in a carrier either. Stupidly, and as it often seems to go, once they announced it I reanalyzed the situation and now agree it does provide a advantage to carry your TIEs in. Especially as the ordinance gets more powerful in this. Since it's inception I was a firm believer that for either faction you played, if you weren't bringing at least two assault missiles you had made a mistake in build. Most of my friends got mildly turned off of Epic because too often I'd wipe almost a fourth of their team with missiles on full barrage in the opening joust. This is going to be awesome. Put it like this, its the only Epic ship at announcement of buy two of immediately.

Realistically, it doesn't really make much sense. As no ship would wait until it's right on top of the enemy before launching it's fighters.

My guess is each attached tie can fire or reduce energy cost to fire an attached turret/quad laser. Allowing them beyond range 3 fire. Then as the battle closes they release for their movement and can fire within range 3.

This trades predictability of movement for more early game offense But who knows we will wait and see.

Sorry, but that does not really make sense in game or Lore wise. :unsure:

Interesting idea, though :)

It might allow the TIEs to shelter under the Gozanti's shields until launched, allowing them to potentially get dropped in the thick of things at range 1 of an enemy ship without risk of getting 1-shifted on the way in.

I think that it'd be nice pain for an opponent; oh you killed two of my ties? That's cool, here's 2 more and next turn, 2 more fresh ones right where you don't want them.

Looking at the epic upgrades, the Gozanti could barrel into the enemy, pop it's ionization reactor, then next turn fishtail into the masses and drop TIEs for clean up duty. The reactor hits all other ships in range 1 so its docked TIEs are presumably safe until deployed.

Also consider the deployment zone, and first turn three forward, deploying two TIEs at speed three forward. Leading edge would be what, thirteen deep? That's one hell of a spearhead.

Edited by ForceSensitive

Docked fighters gain three advantages:

  • Immunity to being one-shotted at range if they remain docked (as you target the carrier, not its docked ships).
  • A speed boost if they launch on turn 1 (because you add the movement of the carrier to their own movement.
  • An effective increase in pilot skill if they deploy once the furball has started.

Point 2 - we don't know the Gozanti's dial yet, but even assuming it starts with its back edge on the board edge and performs a speed 2 maneuver, that's about four base lengths of extra movement for the TIE fighters deployed that turn. That could easily give you shooting range on turn 1, depending on how the enemy moves. Note that the Hounds Tooth card says:

After you are destroyed, before you are removed from the play area, you may deploy the Nashtah Pup Pilot.

It cannot attack this round.

The fact that this specific upgrade requires a prohibition from attacking implies that you can normally attack after deploying unless there is a prohibition against doing so. So 'slingshotting' a TIE fighter into range 1 will allow it to shoot after doing so.

Point 3 - A combination of rules.

[This is from the X-wing Wiki - don't know if it's accurate but sounds reasonable]

1.Declare either the front or rear guides of the Hound's Tooth.

2.Choose a maneuver on the Z-95 Headhunter maneuver dial.

3.Take the maneuver template that matches the chosen maneuver and slide the template between the declared guides on the Hound's Tooth.

4.Take the Nashtah Pup Pilot ship and place it at the opposite end of the template, sliding the rear guides of the ship into the opposite end of the template. This counts as a maneuver. If the maneuver causes Nashtah Pup Pilot to overlap an obstacle or another ship, it follows the normal rules for overlapping. If this causes a situation in which Nashtah Pup Pilot cannot be placed in the play area, Nashtah Pup Pilot is destroyed.

5.If Nashtah Pup Pilot has not overlapped an obstacle or another ship and is not stressed, it may perform one action. It cannot attach this round.

So you choose your maneuver when you deploy....

After you execute a maneuver, you may deploy up to 2 docked ships.

....You deploy after the Gozanti maneuvers....

ACTIVATION PHASE

During the Activation phase, huge ships activate after all small and large

ships have activated. For more details see “Huge Ship Activation” “Huge Ship

Activation” on page 3.

Hello, Pilot Skill 12 TIE fighters.....

Anyway, I'm really excited for the new Tie Fighter pilots.

... just wanted to let you know ...

Also, is it ok to assume that we can transport any TIEs type? Deploying 4 interceptors or 4 bombers in your opponent's backyard can be a quite good move...

Why does there have to be any in game advantage to having a ship that docks? It's a ship that's out there and can be used narratively beyond just the 100 pt deathmatch of only uber efficient ships. It's like asking why there is a carrier in a WWII pacific game when the thing doesn't have any anti-capital ship guns. Because they were hugely important to the overall war.

To launch aircraft you couldn't otherwise launch.

They're not going to release a ship with no tactical benefit.

Why does there have to be any in game advantage to having a ship that docks? It's a ship that's out there and can be used narratively beyond just the 100 pt deathmatch of only uber efficient ships. It's like asking why there is a carrier in a WWII pacific game when the thing doesn't have any anti-capital ship guns. Because they were hugely important to the overall war.

To launch aircraft you couldn't otherwise launch.

They're not going to release a ship with no tactical benefit.

I don't know about that. The GR-75 Rebel Transport comes to mind. Oh, it can do things, but how many people would rather spend points on a Rebel Transport instead of another ship? The best thing the Rebel Transport can do is ram things, but how many people talk about any other aspect of the GR-75? I'm thinking that you might be able to get cute with the Tie Fighter drop off, but that it won't be a major aspect of the ship.

At least the Gozanti will be able to get a weapon.

I'm thinking the Gozanti will be a ship to add to narrative games. It can be a plot point, but I doubt it would be something you would spend points on for a weapon or Tie Fighter delivery tool. I could be wrong, but that's what I'm thinking. It should be the target for missions or part of an attack force that shows up to drop off the Tie Fighters, then hangs back with a Single Turbo Laser or something.

Edited by heychadwick

Epic ships move after all small and large ships have moved, the Gozanti deploys after executing a maneuver independent of energy or actions. So yeah, your PS1 Academy Pilots move after VI Han.

And then can't shoot, assuming deployment rules are consistent.

Yep - and even more so depending on the timing of the deployment. If it's energy/action controlled, then the Gozanti would be able to make it's move, followed by the TIE's as they deploy. That's a lot of potential ground covered.

Problem is, Epics are slow. The TIEs could probably cover more ground on their own going full throttle.

But starting your deployment behind or in the neighbourhood of a ship that would otherwise be very slippery is a distinct advantage. That is even without dumping a BSP with Intimidation straight into an opponent's lap.

I think that it'd be nice pain for an opponent; oh you killed two of my ties? That's cool, here's 2 more and next turn, 2 more fresh ones right where you don't want them.

Isn't it more of a pain to just go "Oh, you killed two of my ties? Well here's 4 more right now, because all 6 of them were just flying together in the first place."

Docked fighters gain three advantages:

  • Immunity to being one-shotted at range if they remain docked (as you target the carrier, not its docked ships).
  • A speed boost if they launch on turn 1 (because you add the movement of the carrier to their own movement.
  • An effective increase in pilot skill if they deploy once the furball has started.
Point 1 needs no explanation. In a world of cannons, autothrusters and assault missiles, TIE fighters are okay at range 2 and lethal at range 1 but their firepower at range 3 is a joke. By comparison, you can lose them in droves. This is a way of making sure four of them make it to engagement range.

Point 2 - we don't know the Gozanti's dial yet, but even assuming it starts with its back edge on the board edge and performs a speed 2 maneuver, that's about four base lengths of extra movement for the TIE fighters deployed that turn. That could easily give you shooting range on turn 1, depending on how the enemy moves. Note that the Hounds Tooth card says:

After you are destroyed, before you are removed from the play area, you may deploy the Nashtah Pup Pilot.

It cannot attack this round.

The fact that this specific upgrade requires a prohibition from attacking implies that you can normally attack after deploying unless there is a prohibition against doing so. So 'slingshotting' a TIE fighter into range 1 will allow it to shoot after doing so.

Point 3 - A combination of rules.

[This is from the X-wing Wiki - don't know if it's accurate but sounds reasonable]

1.Declare either the front or rear guides of the Hound's Tooth.

2.Choose a maneuver on the Z-95 Headhunter maneuver dial.

3.Take the maneuver template that matches the chosen maneuver and slide the template between the declared guides on the Hound's Tooth.

4.Take the Nashtah Pup Pilot ship and place it at the opposite end of the template, sliding the rear guides of the ship into the opposite end of the template. This counts as a maneuver. If the maneuver causes Nashtah Pup Pilot to overlap an obstacle or another ship, it follows the normal rules for overlapping. If this causes a situation in which Nashtah Pup Pilot cannot be placed in the play area, Nashtah Pup Pilot is destroyed.

5.If Nashtah Pup Pilot has not overlapped an obstacle or another ship and is not stressed, it may perform one action. It cannot attach this round.

So you choose your maneuver when you deploy....

After you execute a maneuver, you may deploy up to 2 docked ships.

....You deploy after the Gozanti maneuvers....

ACTIVATION PHASE

During the Activation phase, huge ships activate after all small and large

ships have activated. For more details see “Huge Ship Activation” “Huge Ship

Activation” on page 3.

....and the Gozanti maneuvers after everyone else.

Hello, Pilot Skill 12 TIE fighters.....

You are taking a lot of assumptions here. We don't know if the Pup rules will be used for deployment. The Pup comes out when the Houndstooth is destroyed. You might not get to deploy the Tie Fighters as part of the Gozanti's turn. It could be that you have to deploy during the Tie Figther's turn. We don't know the rules, so you might not get to play it like you state.

You are taking a lot of assumptions here. We don't know if the Pup rules will be used for deployment. The Pup comes out when the Houndstooth is destroyed. You might not get to deploy the Tie Fighters as part of the Gozanti's turn. It could be that you have to deploy during the Tie Figther's turn. We don't know the rules, so you might not get to play it like you state.

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