Silence broken! New post at last.

By EbongHawk, in X-Wing

We can't dock Defenders!?

Time for aggressive negotiations.

I don't think they can actually fit

I think the intent is the mechanic works for ships that have a hatch on top. While the physical implementation in the game mounts them upside down, that is just how they have to do it for design considerations. The docking clamps are probably connected to the Gonzanti via an access port and a ladder inside since I doubt the pilots would just be hanging out in their fighters. Both the phantom and the defender have a pesky wing in the way so they don't work. The punisher is just too big I think.

The Defender can actually work with a docking tube (although not a purely vertical one), assuming it thrusts back a bit while undocking.

rnS0cKn.png

The Gonzati is EPIC...

I've only played a few times and wasn't in ritually impressed with epic. I have just enough understanding to see how gamechanging these are. Great Job again FFG! You can have my money once again... Still would have appreciated 1 more tie pilot spoiler!

We can't dock Defenders!?

swx35_docking-clamps.png giphy.gif

Time for aggressive negotiations.

I don't think they can actually fit

See, what doesn't make sense here, is that they put it on the card. So it probably DOES fit.

I'm actually really surprised that the docking clamps are an upgrade card and not just a part of the rules insert for the ship. I was expecting the basic rules fir what it can carry to be in the insert and then an upgrade or two that modified or enhanced the ability.

Consider that the TIES are essentially replacing the ship's regular cargo clamps with boarding tubes.

I'm actually really surprised that the docking clamps are an upgrade card and not just a part of the rules insert for the ship. I was expecting the basic rules fir what it can carry to be in the insert and then an upgrade or two that modified or enhanced the ability.

I think the way the game handles abilities means that it is not possible to do this.

Same deal with the ghost and phantom

I'm actually really surprised that the docking clamps are an upgrade card and not just a part of the rules insert for the ship. I was expecting the basic rules fir what it can carry to be in the insert and then an upgrade or two that modified or enhanced the ability.

I think the way the game handles abilities means that it is not possible to do this.

Same deal with the ghost and phantom

I actually like it this way. Means hot have to choose between docking ships or taking one of many awesome cargo upgrades in the slot. Also there are fluff considerations like maximum load and such, but mainly you have to make the choice for your ship loadout.

I'm actually really surprised that the docking clamps are an upgrade card and not just a part of the rules insert for the ship.

I'm actually really surprised that the docking clamps are an upgrade card and not just a part of the rules insert for the ship.

It's probably so that when they add in the ground game, they can have separate clamps for carrying AT-STs.

I like the way you think.

That Ordnance Tubes card is nice, real nice. Unlimited torpedoes and missiles!

Interesting (and a bit disappointing, for those of us who don't own 12 of everything) that Docking Clamps limits you to all the same type of ship. That means I can run a full complement of only TIE Fighters ... I'd have to buy another Interceptor, another Advanced or three more Bombers to carry a full load of anything else.

It's just too bad this isn't a casual game and everyone plays in epic tournaments and everyone has to follow the full rules to the letter all the time.

Oh ho! You really showed me, you scamp!

Talk about house rules among your friends. On the official forums, only the official rules are relevant.

That Ordnance Tubes card is nice, real nice. Unlimited torpedoes and missiles!

Interesting (and a bit disappointing, for those of us who don't own 12 of everything) that Docking Clamps limits you to all the same type of ship. That means I can run a full complement of only TIE Fighters ... I'd have to buy another Interceptor, another Advanced or three more Bombers to carry a full load of anything else.

It's just too bad this isn't a casual game and everyone plays in epic tournaments and everyone has to follow the full rules to the letter all the time.

I'm now picturing the casual play "TIE Cocktail" load out:

1xFighter, 1xInterceptor, 1xAdvanced, 1xBomber

Shake and pour for a smooth blend of diverse death and manoeuvre. ;)

We can't dock Defenders!?

Time for aggressive negotiations.

I don't think they can actually fit

I think the intent is the mechanic works for ships that have a hatch on top. While the physical implementation in the game mounts them upside down, that is just how they have to do it for design considerations. The docking clamps are probably connected to the Gonzanti via an access port and a ladder inside since I doubt the pilots would just be hanging out in their fighters. Both the phantom and the defender have a pesky wing in the way so they don't work. The punisher is just too big I think.

If that was the intent, then the TIE Bomber wouldn't be on the list of the ships that can be docked. I don't believe that the socket for the peg is long enough to allow the Bomber to be physically attached to the docking clamp.

Talk about house rules among your friends. On the official forums, only the official rules are relevant.

Well that is just flat untrue, and mildly offensive.

Oh ho! You really showed me, you scamp!

Talk about house rules among your friends. On the official forums, only the official rules are relevant.

Oh my - apologies if my snark offended.

I'd say - that may be true in the rules forum, but in the general forum? I'm inclined to disagree, though I understand many may feel as such. It's not meant to be a house rule though - more of a scenario rule. Discussing scenarios is perfectly within the purview of the forums.

While Epic is supported with a few small tournaments here and there - a large part of epic is also cinematic play. And that's where our mission support is - as well as the mission builder (located here, on the official website - http://tools.fantasyflightgames.com/xwing/). Seems quite reasonable to have a mission where a gozanti is transporting some extra fighters as replacements to a destroyer that lost a couple, and happens to only need 2 tiefighters, 1 bomber and 1 interceptor ;)

Edited by Ravncat

I'm looking at some of these huge ship modification cards and cargo cards and I am thinking great stuff for GR-75 transports.

Even better for my Scum & Villainy conversion kit for the GR-75. (I can put proton torpedoes on my transport :D ).

So they finally fixed it. Using clumsy autoincludes, but better than nothing. And we discovered the purpose of ordnance! It was never meant to go on tiny fighters...

I'm actually really surprised that the docking clamps are an upgrade card and not just a part of the rules insert for the ship.

It's probably so that when they add in the ground game, they can have separate clamps for carrying AT-STs.

*AT-DPs

Sweet stuff. Alot of fan predictions and ideas realized along with some big flaws to epic designs getting fixed. Like finally having a batch of modifications to actually make your huge ships do the things they are supposed to. And at least one way to gain additional actions. Ordinance is a eloquent design fix/addition but I do have one question about it that I'm a little concerned with: it doesn't take energy to fire missiles? Kinds makes sense but, hrmmmmm. That could make missile destroyer boats really nasty. It will be hard to not take tubes and just reinforce/regenerate each turn while the forward section locks on with weapons engineer. It's not really an optimal strategy but it could get annoying. It could also get real cool if they errata two card ships to be able to take two mods. Doubt they will but I'd almost be okay with it. Going to be an interesting FAQ.

*AT-DPs

Maybe even an option to carry a pair of AT-ATs even.

I'm sure it can carry AT-STs and other similar walkers (AT-AR and AT-KT!). AT-APs might be feasible in pairs and a single AT-TE should work. AT-ATs and other heavy walkers probably won't work due to size and weight. But Rebels might make me eat those words.

Why didn't they show those walkers being dropped a couple episodes ago? Why?!

I also got very excited about a super command and control ship that could fire an XX-23 S-Thread missile every turn, and pass out TLs like no one's business.

Then I saw that said missile requires a focus token to fire. Which Epic ships are specifically forbidden from having. So.

Once more: I'm posting an unworkable idea as a community service. Gotta break some builds before we can make some builds.

Cr90 and esege. If esege can work for proton rockets it'll work for tracers.

That's great info. :D

I do think that the combo is too expensive to use, however. A CnC build CR-90 + a named K-Wing is a lot of points spent supporting, leaving very few ships left to be supported. Frankly, I kind of begrudge spending the 19 points on Roark to let a CR-90 shoot first, and that combo has some very clear payoff.

28 points for a ship to let another ship use a focus token so that it can hope to make a successful attack that would let it pass target locks to other ships that they can use for attacks? That's a nice trick, but not something I want to build around.

I also got very excited about a super command and control ship that could fire an XX-23 S-Thread missile every turn, and pass out TLs like no one's business.

Then I saw that said missile requires a focus token to fire. Which Epic ships are specifically forbidden from having. So.

Once more: I'm posting an unworkable idea as a community service. Gotta break some builds before we can make some builds.

You could always use this (underplayed) card or Comms Booster.

Fleet-officer.png Comms-booster.png

Then again, it already has a coordinate action but that only works on one ship. I love me some Comms Boosters -- it makes for a great support ship.

I'm sure it can carry AT-STs and other similar walkers (AT-AR and AT-KT!). AT-APs might be feasible in pairs and a single AT-TE should work. AT-ATs and other heavy walkers probably won't work due to size and weight. But Rebels might make me eat those words.

Why didn't they show those walkers being dropped a couple episodes ago? Why?!

Interesting Fact: Battlefront: Twilight Company actually said that the AT-ATs at Hoth were dropped by Gozantis.

AT-ATs and other heavy walkers probably won't work due to size and weight.

As far as weight is concerned. If the Phantom can lift that B-Wing prototype that's like twice it's size, the Gozanti can probably carry a pair of AT-ATs.