Is "Wampa" intended as a Corran & Co. counter?

By ForceM, in X-Wing

If you can get Soontir in arc 3 times with the PS 4 Wampa, your opponent deserves to lose Soontir.

If I spent 14 points to restrict Soontir's mobility that badly, my other 86 points ought to be able to do the job.

Something I just cobbled together

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[unnamed Squadron]
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Click to change squadron details

100 points

Pilots
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“Youngster” (18)
TIE Fighter (15), Marksmanship (3)

“Howlrunner” (18)

“Wampa” (14)

Academy Pilot (12) x 3

“Chaser” (14)

7 ships. Or 6 if i removed an ac and upgraded the Academies to named. Backstabber and mithel always come to mind especially with marksmanship.

But why is Howlrunner there? Doesn't she make Marksmanship redundant? Doesn't marksmanship make her redundant?

Yes m'dear. Because while either she or Youngster will get it within 2 turns of engagement. a lot less likely both will.

Edited by DariusAPB

I think people will try Wampa, realize that he's ability is hard to proc, and he'll get thrown into the back of the book. Not only that, if your opponent is running Corran or a Whisper, he'll by first Tie to explode more often than not.

Odds of him rolling a [KABLAM] naturally are appx 23.5%.

For two points more, you can go with a Target Lock, improving the odds to appx 41.4% (if you re-roll [booms]).

Whether you want to take that 2/5 chance of all-or-nothing is up to you vs a regenerator.

Whether you want to take that 2/5 chance of all-or-nothing is fairly obvious vs a 4 agility Ace.

the way i read it is only one per any amount of kabooms anyway right? so range 1 rolling three crits, just improves your chance of any of them getting through not all of them via his ability.

I think people will try Wampa, realize that he's ability is hard to proc, and he'll get thrown into the back of the book. Not only that, if your opponent is running Corran or a Whisper, he'll by first Tie to explode more often than not.

Odds of him rolling a [KABLAM] naturally are appx 23.5%.

For two points more, you can go with a Target Lock, improving the odds to appx 41.4% (if you re-roll [booms]).

Whether you want to take that 2/5 chance of all-or-nothing is up to you vs a regenerator.

Whether you want to take that 2/5 chance of all-or-nothing is fairly obvious vs a 4 agility Ace.

the way i read it is only one per any amount of kabooms anyway right? so range 1 rolling three crits, just improves your chance of any of them getting through not all of them via his ability.

Well, I see it as his ability canceling the results before results cancel each other, so it's directly a binary check.

"Did you have at least one [KABLAM]? Then you can do this."

If you can get Soontir in arc 3 times with the PS 4 Wampa, your opponent deserves to lose Soontir.

If I spent 14 points to restrict Soontir's mobility that badly, my other 86 points ought to be able to do the job.

That's the idea... Like the Stress Bot, Wampa can create danger zones for Soontir, Horn and Co. Especially if helped by Palpatine.

I think people will try Wampa, realize that he's ability is hard to proc, and he'll get thrown into the back of the book. Not only that, if your opponent is running Corran or a Whisper, he'll by first Tie to explode more often than not.

Odds of him rolling a [KABLAM] naturally are appx 23.5%.

For two points more, you can go with a Target Lock, improving the odds to appx 41.4% (if you re-roll [booms]).

Whether you want to take that 2/5 chance of all-or-nothing is up to you vs a regenerator.

Whether you want to take that 2/5 chance of all-or-nothing is fairly obvious vs a 4 agility Ace.

the way i read it is only one per any amount of kabooms anyway right? so range 1 rolling three crits, just improves your chance of any of them getting through not all of them via his ability.

Well, I see it as his ability canceling the results before results cancel each other, so it's directly a binary check.

"Did you have at least one [KABLAM]? Then you can do this."

that would be nice but i imagine it's akin to Bossk's ability... did it hit? yes, change to two hits type thing

I think people will try Wampa, realize that he's ability is hard to proc, and he'll get thrown into the back of the book. Not only that, if your opponent is running Corran or a Whisper, he'll by first Tie to explode more often than not.

Odds of him rolling a [KABLAM] naturally are appx 23.5%.

For two points more, you can go with a Target Lock, improving the odds to appx 41.4% (if you re-roll [booms]).

Whether you want to take that 2/5 chance of all-or-nothing is up to you vs a regenerator.

Whether you want to take that 2/5 chance of all-or-nothing is fairly obvious vs a 4 agility Ace.

the way i read it is only one per any amount of kabooms anyway right? so range 1 rolling three crits, just improves your chance of any of them getting through not all of them via his ability.

Well, I see it as his ability canceling the results before results cancel each other, so it's directly a binary check.

"Did you have at least one [KABLAM]? Then you can do this."

that would be nice but i imagine it's akin to Bossk's ability... did it hit? yes, change to two hits type thing

Guess we wait for an FAQ, though Bossk's ability does specify that the attack hits (first words of the ability), whereas Wampa.... doesn't.

everybody who thinks he's not good enough: please remember his pointcosts. a very good price.

anybody who's still claiming that he's the first thing to die: yeah, he will. easily.

but it's one more round my howlrunner is alive, or whisper/soontir etc running wild..

wampa will not go to the trash-bin.

everybody who thinks he's not good enough: please remember his pointcosts. a very good price.

anybody who's still claiming that he's the first thing to die: yeah, he will. easily.

but it's one more round my howlrunner is alive, or whisper/soontir etc running wild..

wampa will not go to the trash-bin.

See the list I posted.

They'll have the choice between 3 wrong answers... Maybe 6.

Edited by DariusAPB

I think people will try Wampa, realize that he's ability is hard to proc, and he'll get thrown into the back of the book. Not only that, if your opponent is running Corran or a Whisper, he'll by first Tie to explode more often than not.

Odds of him rolling a [KABLAM] naturally are appx 23.5%.

For two points more, you can go with a Target Lock, improving the odds to appx 41.4% (if you re-roll [booms]).

Whether you want to take that 2/5 chance of all-or-nothing is up to you vs a regenerator.

Whether you want to take that 2/5 chance of all-or-nothing is fairly obvious vs a 4 agility Ace.

the way i read it is only one per any amount of kabooms anyway right? so range 1 rolling three crits, just improves your chance of any of them getting through not all of them via his ability.

Well, I see it as his ability canceling the results before results cancel each other, so it's directly a binary check.

"Did you have at least one [KABLAM]? Then you can do this."

that would be nice but i imagine it's akin to Bossk's ability... did it hit? yes, change to two hits type thing

Guess we wait for an FAQ, though Bossk's ability does specify that the attack hits (first words of the ability), whereas Wampa.... doesn't.

If Wampa needs to hit, he's not really worth taking. He'll be kicking it with Wild Gundark.

Interesting side note, it's the third spoiled ship of the coming batch that ignores Autothrusters.

Wampa, The Inquisitor, and Omega Leader?

I think people will try Wampa, realize that he's ability is hard to proc, and he'll get thrown into the back of the book. Not only that, if your opponent is running Corran or a Whisper, he'll by first Tie to explode more often than not.

Odds of him rolling a [KABLAM] naturally are appx 23.5%.

For two points more, you can go with a Target Lock, improving the odds to appx 41.4% (if you re-roll [booms]).

Whether you want to take that 2/5 chance of all-or-nothing is up to you vs a regenerator.

Whether you want to take that 2/5 chance of all-or-nothing is fairly obvious vs a 4 agility Ace.

the way i read it is only one per any amount of kabooms anyway right? so range 1 rolling three crits, just improves your chance of any of them getting through not all of them via his ability.

Well, I see it as his ability canceling the results before results cancel each other, so it's directly a binary check.

"Did you have at least one [KABLAM]? Then you can do this."

If they had wanted it to deal a card for each crit canceled it would have read more like this:

"When attacking, you may cancel all die results. For each [crit] result canceled, deal 1 facedown Damage card to the defender."

This is in no way a counter. The Corran player will simply joust your dumb proton bomb TIE Fighter and kill it before it can fire anyways.

The game needs a nerf to regen. Perhaps partial point scoring for all ships, and regen doesn't give you points back. So after 5 (or 6) damage on Corran you will have netted your 48 points regardless of whether or not he's actually gone.

Yeah yeah, "git gud paragoomba". *eyeroll*

Edited by ParaGoomba Slayer

Something I just cobbled together

==================

[unnamed Squadron]

==================

Click to change squadron details

100 points

Pilots

------

“Youngster” (18)

TIE Fighter (15), Marksmanship (3)

“Howlrunner” (18)

“Wampa” (14)

Academy Pilot (12) x 3

“Chaser” (14)

7 ships. Or 6 if i removed an ac and upgraded the Academies to named. Backstabber and mithel always come to mind especially with marksmanship.

But why is Howlrunner there? Doesn't she make Marksmanship redundant? Doesn't marksmanship make her redundant?

Yes m'dear. Because while either she or Youngster will get it within 2 turns of engagement. a lot less likely both will.

I made a similar list yesterday; -3 academies, +2 blackcrack +shield on howlie. gotta try it some time. let's keep the thread alive to see how our lists will do, hm? ;)

Something else cobbled up. 6 Wrong answers.

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[unnamed Squadron] AKA 6 Wrong answers
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Click to change squadron details

100 points

Pilots
------

“Howlrunner” (18)

“Youngster” (18)
TIE Fighter (15), Marksmanship (3)

“Wampa” (14)

“Backstabber” (16)

“Mauler Mithel” (17)

“Scourge” (17)

They start as a standard TIE block, but split off into a blossom. No matter what is shot down, another ship is nasty in some form. Who do you shoot first. Howlrunner to stop the rerolls? Youngster to stop the crack shots? Mithel or backstabber to stop the extra dice they'll be flinging? Scourge/wampa combo who could crit/dicefling?

Edited by DariusAPB

Speaking of which.

Scourge REALLY synergies with Wampa.

This is in no way a counter. The Corran player will simply joust your dumb proton bomb TIE Fighter and kill it before it can fire anyways.

The game needs a nerf to regen. Perhaps partial point scoring for all ships, and regen doesn't give you points back. So after 5 (or 6) damage on Corran you will have netted your 48 points regardless of whether or not he's actually gone.

Yeah yeah, "git gud paragoomba". *eyeroll*

Sure, Corran is going to joust that TIE swarm. Totaly reasonable.

everybody who thinks he's not good enough: please remember his pointcosts. a very good price.

anybody who's still claiming that he's the first thing to die: yeah, he will. easily.

but it's one more round my howlrunner is alive, or whisper/soontir etc running wild..

wampa will not go to the trash-bin.

I would go as far as to say Wampa is the only new Tie that will see competitive play.

When building swarm lists, he and Chaser fill a role that has gone unfilled up to this point- A 14 point Tie Fighter option with a worthwhile EPT. Black Squadrons were usually only worth taking over Obsidians in the case that you were going to run them with an EPT, so if you had 14 points left over, it was usually just best to go with the Obsidian and take the initiative bid.

Wampa changes that. Even without any synergy, his ability still puts enough shiver in the opponent to be worth taking. You are paying 1 point for an additional PS, and a great ability. Even if his ability doesn't trigger, he is a high priority target that will make target selection more difficult for the opponent, even if it is just slightly. He's well worth the point over an Obsidian.

Chaser, while coming in at the same cost, is 1 PS lower, and his ability oddly seems more suited for someone at Scourge's PS of 7, while Scourge's ability seems more suited for... well, Chaser's PS of 3. I might consider running them together with Scourge holding Decoy, but then I am just paying 2 points to shoot with the ships at the PS I feel they should've been at in the first place.

I guess Chaser's not all that bad though. He might be an option for a Targeting Computer as well, as you can take the TL, and grab a focus from a buddy after he spends it. The difficulty there though, is either a)buddy is getting you that focus too late, or b)buddy is a high PS ship, which is going to now get hammered for sure since they just spent their focus (this would happen a lot even if Chaser wasn't there though, so this would probably be fine). I just think in the end though, players will be underwhelmed by him and he will be in the same spot as Nightbeast right now. Although I do love me some Nightbeast.

This is in no way a counter. The Corran player will simply joust your dumb proton bomb TIE Fighter and kill it before it can fire anyways.

The game needs a nerf to regen. Perhaps partial point scoring for all ships, and regen doesn't give you points back. So after 5 (or 6) damage on Corran you will have netted your 48 points regardless of whether or not he's actually gone.

Yeah yeah, "git gud paragoomba". *eyeroll*

Sure, Corran is going to joust that TIE swarm. Totaly reasonable.

I've had Acewing ships joust my lists before and come out on top. Unless they completely whiff they have a decent chance of coming out on top anyways.

Obviously a Corran player wouldn't joust, but if he did he'd have a reasonable chance of coming out on top anyways.

Acewing ships simultaneously don't suffer a ton from bad luck unless they completely blank, while benefitting immensely from good luck.

Wampa is intended to deal with, not counter, high agility

for 14 points and tie fighter stats, he's only going to ruin your **** if you let him

that said, I agree with Kdubb. Of all the gonzati ties, Wampa is the only one who is the least bit impressive (at least until Youngster gets EPTs that don't suck) and at 14 points, he's a very reasonable, minimal investment

Another crude example - Not a TIE swarm this time:

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[unnamed Squadron]
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Click to change squadron details

99 points

Pilots
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“Wampa” (14)

Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)

Omicron Group Pilot (29)
Lambda-Class Shuttle (21), Emperor Palpatine (8)

Tempest Squadron Pilot (21)
TIE Advanced (21), TIE/x1 (0), Accuracy Corrector (3)

Soontir and the shuttle are obvious targets, but soontir can evade tank and the shuttle has hitpoints. Against a small or 2 ship list, wampa with Palpys help will be chipping away at the ace nicely. The advanced is classic filler, I considered putting a bomber in instead.

Edited by DariusAPB

This is in no way a counter. The Corran player will simply joust your dumb proton bomb TIE Fighter and kill it before it can fire anyways.

The game needs a nerf to regen. Perhaps partial point scoring for all ships, and regen doesn't give you points back. So after 5 (or 6) damage on Corran you will have netted your 48 points regardless of whether or not he's actually gone.

Yeah yeah, "git gud paragoomba". *eyeroll*

Sure, Corran is going to joust that TIE swarm. Totaly reasonable.

I've had Acewing ships joust my lists before and come out on top. Unless they completely whiff they have a decent chance of coming out on top anyways.

Obviously a Corran player wouldn't joust, but if he did he'd have a reasonable chance of coming out on top anyways.

Acewing ships simultaneously don't suffer a ton from bad luck unless they completely blank, while benefitting immensely from good luck.

Taking 6-7 Howlrunnered shots stressed the luck of any ship with green dice, but I get what you mean. It can be stupidly frustrating when Corran Horn lucks out, limps away on 2 hull only to turn around later with full health to kill the rest of your squad. One of the worst experiences in this game for sure.

It is truly a sad state when Wampa is being considered the next big thing... we clearly need more spoilers.

He's a cool new blacksquadron pilot with a unique "ept" included for the same cost. That's it. Does his unique ability allow you to threaten ships you couldn't before? Yes. That is a great thing for a 14pt fighter. Will he dominate them or hard counter them even with lots of support? No. Nor should he be able to.

Another crude example - Not a TIE swarm this time:

==================

[unnamed Squadron]

==================

Click to change squadron details

99 points

Pilots

------

“Wampa” (14)

Soontir Fel (35)

TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)

Omicron Group Pilot (29)

Lambda-Class Shuttle (21), Emperor Palpatine (8)

Tempest Squadron Pilot (21)

TIE Advanced (21), TIE/x1 (0), Accuracy Corrector (3)

Soontir and the shuttle are obvious targets, but soontir can evade tank and the shuttle has hitpoints. Against a small or 2 ship list, wampa with Palpys help will be chipping away at the ace nicely. The advanced is classic filler, I considered putting a bomber in instead.

Reduce Soontir cost using targeting computer and take Lt. Coltez instead. He can flip up a damage by Wampa.

This is in no way a counter. The Corran player will simply joust your dumb proton bomb TIE Fighter and kill it before it can fire anyways.

The game needs a nerf to regen. Perhaps partial point scoring for all ships, and regen doesn't give you points back. So after 5 (or 6) damage on Corran you will have netted your 48 points regardless of whether or not he's actually gone.

Yeah yeah, "git gud paragoomba". *eyeroll*

Sure, Corran is going to joust that TIE swarm. Totaly reasonable.

I've had Acewing ships joust my lists before and come out on top. Unless they completely whiff they have a decent chance of coming out on top anyways.

Obviously a Corran player wouldn't joust, but if he did he'd have a reasonable chance of coming out on top anyways.

Acewing ships simultaneously don't suffer a ton from bad luck unless they completely blank, while benefitting immensely from good luck.

Taking 6-7 Howlrunnered shots stressed the luck of any ship with green dice, but I get what you mean. It can be stupidly frustrating when Corran Horn lucks out, limps away on 2 hull only to turn around later with full health to kill the rest of your squad. One of the worst experiences in this game for sure.

This is my issue with shield regen as well. In my opinion, you should only be able to regen to +1 of the lowest health value your ship has been at. I'm sure there is a way to word this better, but basically what I'm trying to say is if you are at 1 shield, you can max boost to 2, even if you can boost to 3 the next round or the round after that. Same with 0 shields. You can only boost as high as 1 shield once you are down to your hull.

I mean, regen isn't 100% gamebreaking, but you need to be able to have SOMETHING to show for those rounds of damage that just get regenerated. Few things in the game in its current state frustrate me more than doing 3 damage to a 3 agility ship/autothruster ship just to watch it regen all of that back while my ships flounder.