Developer Interview from Worlds

By Hawkstrike, in X-Wing

Biggest thing I noticed was wen they discussed the integrated astromech card they said mentioned added durability at zero squad cost, which implies a zero point astromech.

Or the assumption that people are already fielding Astros with their X-Wings, which most people I know do. :P

I agree in general tat is true but it was a direct reference to Biggs, who a lot of people don't add anything to, not even a 1 point R2.

If you do run an Astro on Biggs it likely is going to be R4-D6. He gets a lot more durability with integrated astromech and that droid.

Even with Barrel Roll, there's a set number of places a ship can be after maneuver and actions. They're a bit harder to pin down but it's not impossible at all. Dengar won't be anywhere near as annoying as Dash since he can't ignore obstacles.

You guys heard about the new small ship that was just revealed? It's got 3s in every stat and a white K-turn. That power's gonna break the game in half. What hope do lists composed of normal ships have against that thing?

Mind if I sig this?

Feel free to. :)

As in the Reddit thread, nobody mentioned Alex and the Phantom docking. He enumerated what was difficult to work into gameplay (turret, back-arc, a ship deploying and then coming back). AFAIK that was not known.

I'm guessing it's a pilot ability for either the Phantom or Ghost, since the titles don't cover it.

which implies a zero point astromech.

It could, but they could also just mean that IA is zero cost.

To be fair, there already is a 0 point astromech; it's Scum, so it doesn't count, but at least there is a precedent.

A couple of points to try and calm down our pessimistics-sky-is-falling players:

1-Just like Ixidor just said, Dengar doesn't ignore obstacles. That means that a rock in his way will effectively be in his way and somewhere he don't want to be. It also means that he won't boost/barrel roll on them to escape. That is much more manageable even if the ship is PS9 instead of 7.

2-With the title, he's still a 50-60pts ship with only a primary attack 3 turret. It means that at range 3, you'll get one more dice to defend. Vs a Dash HLC shot at 4 dice without range bonus, I think it is also manageable. To be a real threat, Dengar will need to get into range 1 for the 4 dice shot, but if he does, he's easier to block next turn, something Dash doesn't really have to care about since he's aiming to stay at range 3 and ignore obstacles.

3-The designer said that the dial is asymmetric and that the greens are only from one side. That means that if you do give it PtL, you will know where he is not going next turn. Maybe the Unhinged Astromech will help, but we don't know the dial yet. There is a possibility that there is no 3 bank and hard on one side. So Unhinged might help giving more fast green but still won't allow the ship to turn the other way. I think the designer know what they are doing and the Unhinged+PtL combo is pretty obvious so, I do think they did take it into consideration when designing the ship.

4-White Segnor Loop 2 +Barrel Roll and Boost is certainly a possibility, but you need to start the round unstressed to pull it. Since this is not an opening move, I don't see it being pulled often.

Here is my 'Rhymer fix' I made quite a while ago.

It would be more of a Gimmick then a fix.

But maybe we'll see something alike.

I think you'd be more likely to see something like:

5eRXMva.jpg

Given that it's something that actually showed up in the movies.

Plus, hey, cheap Palpatine carrier.

Thing has a crew slot, right? Unhinged and K4 is going to be super ******* broken.

2 agility over 9 health with pre-nerf phantom omniscient mobility is not a glass cannon.

Dengar/Punishing One fully equipped will run close to 60 points. Go for it. I'd love to hit you with 5 hits and score 30 points. That'll be awesome. Please bring that every game.

My Crackshot-enabled Black Squadron or A-Wings will love going up against it.

On paper I think you got to run the Punishing One light. Throw on Agromech or Bossk, Engine Upgrade and maybe Lone Wolf or Crackshot and call it a day. Otherwise you are throwing a ton of points on a ship with less durability than a Firespray.

I agree with the thought that with the MOV rules, 9 health and 2 agility, Dengar becomes a huge risk. You will want to keep him alive and Scum just does not have regen capabilities so that will be difficult. One combo that may be interesting though is R4-B11 and Weapons Engineer and a "Bodyguard" wingman.

Like this:

https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v3!s!171:18,34,126,29,119,128:29:3:;125:105,37,38,-1:3:-1:

Deals a ton of damage and at PS 9 might get enough PS kills to survive awhile.

Edited by pickirk01

Did I miss something or is fat dash still heavily limited to doing green maneuvers almost every turn due to Kyle and ptl? Last I checked that essentially makes the dial have 4 choices and then just predict from there what boost and barrel roll keeps things out of the donut. Alternatively, run something with ps 8 or higher and some post maneuver shenanigans and camp that hole like you're fishing. Super dash is actually a pretty okay turret ship since it has plenty of counter play so if the jumpmaster imitates dash then we should be pretty happy. It's Han who causes problems and that's mostly due to 3p0 and the falcon title making it hard to hurt.

As in the Reddit thread, nobody mentioned Alex and the Phantom docking. He enumerated what was difficult to work into gameplay (turret, back-arc, a ship deploying and then coming back). AFAIK that was not known.

I took that as him listing all the weird things that the ship did on TV, which made it challenging to design in X-Wing. I didn't hear it as a promise that the Phantom could re-dock midgame.

As in the Reddit thread, nobody mentioned Alex and the Phantom docking. He enumerated what was difficult to work into gameplay (turret, back-arc, a ship deploying and then coming back). AFAIK that was not known.

I took that as him listing all the weird things that the ship did on TV, which made it challenging to design in X-Wing. I didn't hear it as a promise that the Phantom could re-dock midgame.

I agree that this is exactly what he meant. Maaaybe we'll see it re-docking but I don't think it works for this game.

I like how they talk about how an asymmetric engine doesn't really in space...

But pretty much all Star Wars ships don't work the way they should in space. :)

As in the Reddit thread, nobody mentioned Alex and the Phantom docking. He enumerated what was difficult to work into gameplay (turret, back-arc, a ship deploying and then coming back). AFAIK that was not known.

I took that as him listing all the weird things that the ship did on TV, which made it challenging to design in X-Wing. I didn't hear it as a promise that the Phantom could re-dock midgame.

I agree that this is exactly what he meant. Maaaybe we'll see it re-docking but I don't think it works for this game.

I hope not.. would be pretty dissatisfying to shoot the shuttle to near-death, only that it docks into "immunity" onto the ghost.

I didn't hear it as a promise that the Phantom could re-dock midgame.

I looked away from the screen and heard Jack McBrayer's voice when Frank spoke.

fix_it_frank.png

I didn't hear it as a promise that the Phantom could re-dock midgame.

I looked away from the screen and heard Jack McBrayer's voice when Frank spoke.

fix_it_frank.png

All I can think of with Jack McBrayer's voice is this.