"See the Movie. Fly the Ships." Three new spoilers in the new FFG article!

By Sparklelord, in X-Wing

The article:

https://www.fantasyflightgames.com/en/news/2015/12/10/see-the-movie-fly-the-ships/

EDIT:

:ph34r: 'd by Sithborg https://community.fantasyflightgames.com/topic/195516-t-70-and-tiefo-psuedo-preview/

The much-anticipated targeting astromech:

targeting-astromech.png

Seems 'merely' good; it's not eking out any particular spots on named pilots as far as I can guess. Good for generics though, especially for integrated astromech. It's not groundbreaking, but at the right time it can give your ship(s) an edge.

Zeta Leader:

zeta-leader.png

Very nice. Especially nice alongside a Wingman or Epsilon Leader to ensure consistent triggering...but the greens on the TIE/FO dial are good enough to do work on their own. An unconditional Opportunist, with an EPT slot to spare and PS 7.

Epsilon Ace:

epsilon-ace.png

Epsilon Ace seems tricky. Might make a good filler, or a reasonable distraction if your other ships are far more attractive targets. Notably, has the highest PS barrel roll in the game, VI or no. But, there will often enough be lists where his ability is just totally inconsequential.

Edited by Sparklelord

... and this is the third thread on it!

Ps 12 never gonna be useless. I just wish it had a ept to boost offensive power.

I guess we can go youngster expose or howlrunner or something. :/

Targeting Astromech and Stay on Target could be interesting.

Tie pilots seem decent but the astromech is pretty meh not at all what people hoped for.

If anyone's curious, the MSRP for the two squads listed is about $100 for the Resistance squad and $95 for the First Order squad. I found that interesting, considering it looks like they're marketing it to new players.

Or, if you wanted to run both lists at the same time, you're looking at $130 (1 core, 3 TIEs, 3 X-wings). Doesn't seem like too bad of a buy-in to me. Nice job, FFG.

Ps 12 never gonna be useless. I just wish it had a ept to boost offensive power.

I guess we can go youngster expose or howlrunner or something. :/

Weapon's Guidance is about it

for what it is (17 points), it's fairly decent

Zeta is also very economical, being an essentially 3 attack ship at 22 (guidance) to 23 (predator) points but packing PS 7 instead of the typical 2.

Targeting Astromech and Stay on Target could be interesting.

Porkins is going to like this combo alot

Ps 12 never gonna be useless. I just wish it had a ept to boost offensive power.

I guess we can go youngster expose or howlrunner or something. :/

With current game state they just cannot allow an EPT on that one - as it then would get PS 14 with VI.

Right now PS 12 is top, and PS 0 bottom of the scale.

Ps 12 never gonna be useless. I just wish it had a ept to boost offensive power.

I guess we can go youngster expose or howlrunner or something. :/

With current game state they just cannot allow an EPT on that one - as it then would get PS 14 with VI.

Right now PS 12 is top, and PS 0 bottom of the scale.

I don't think it would. VI makes him 6, which is then treated as 12, no problem.

Hobbie really loves TA if that combo works as we think it will and I think it does, now that check stress is part of executing a manouver. He is going to be amazingly fun! Might even be competetive, probably the best jouster to play.

Epsilon Ace:

epsilon-ace.png

Epsilon Ace seems tricky. Might make a good filler, or a reasonable distraction if your other ships are far more attractive targets. Notably, has the highest PS barrel roll in the game, VI or no. But, there will often enough be lists where his ability is just totally inconsequential.

Pssst, Decoy.

Edited by Keffisch

The ships they spoiled first got delayed for the movie tie-in ships.

Ps 12 never gonna be useless. I just wish it had a ept to boost offensive power.

I guess we can go youngster expose or howlrunner or something. :/

it seems the empire will never again heal the "PS9+ PTL Boost-Roll" syndrome...

Ps 12 never gonna be useless. I just wish it had a ept to boost offensive power.

I guess we can go youngster expose or howlrunner or something. :/

Mostly useless against a fat turret, because who cares about your high PS barrel roll when you're going to be shot at regardless? Helpful in the sense of maybe stripping a token with the early shot, but it isn't going to last.

People have suggested Decoy, but that's putting a lot of eggs into one fragile basket that loses PS 12 when it's half-dead, and it's giving up the EPT on the other guy to do so.

Ps 12 never gonna be useless. I just wish it had a ept to boost offensive power.

I guess we can go youngster expose or howlrunner or something. :/

Useless against 4x Gold TLT, because PS 4 or 12 still beats PS 2.

Mostly useless against a fat turret, because who cares about your high PS barrel roll when you're going to be shot at regardless? Helpful in the sense of maybe stripping a token with the early shot, but it isn't going to last.

People have suggested Decoy, but that's putting a lot of eggs into one fragile basket that loses PS 12 when it's half-dead, and it's giving up the EPT on the other guy to do so.

https://community.fantasyflightgames.com/topic/195556-its-a-trap-decoy/

Ps 12 never gonna be useless. I just wish it had a ept to boost offensive power.

I guess we can go youngster expose or howlrunner or something. :/

With current game state they just cannot allow an EPT on that one - as it then would get PS 14 with VI.

Right now PS 12 is top, and PS 0 bottom of the scale.

I don't think it would. VI makes him 6, which is then treated as 12, no problem.

Redundand discusion :), as no EPT allowed.

"Treat your pilot skill value as 12" "increase your pilot skill value by 2" who was first, the chicken or the egg? An interpretation as 12+2 would might have been valid, at the very least many would have seen it so - wished being it so :) - and would certainly have required FAQ clarification.

Tie pilots seem decent but the astromech is pretty meh not at all what people hoped for.

Very little it seems is what people are hoping for. Everyone said the X-Wing doesn't need a fix it only needs a nudge or a little love. Well now there is the Integrated Astromech which is more of a nudge and people are screaming for a fix. Argh...... It seems that if there isn't some booming thunderclap accompanied by a giant red arrow pointing to a game breaking -10 point card that imbues unlimited hit points and the ability to disregard criticals for their favorite ship it will not be what people hoped for. I for one am growing weary of the never ending search to rebalance everything to less than a 1/4 of a point. Yes there are good ships and better ships. Yes there are some ships that may not fair as well over all and maybe these could use a buff/fix and may have already gotten them. But I think one thing lacking from the game is pointing ships for how good they are in their role and not having to compare everything to line'em up firing squad tactics of play.

X-Wings are still great in Epic fix them here maybe break them there and for the record Integrated Astromech isn't even out so it is premature to say it isn't the 'nudge' the X-Wing needs.

The games called x-wing so having the signature starfighter not being used is kind of a big deal.

It wouldn't take much certainly less than the tie advanced fix, people own multiple x-wing's and want to use them without hamstringing themselves from the get go.

Space slugs that can't see how amazing having an Outlaw Tech on a small rebel ship that can also choose to scrap him to avoid a critical hit to the hull should probably switch over to the My Little Pony game. I hear friendship is magic and you can get free candy and hug a cloud.

If you guys can't see how borderline OP it is once you take Stay on Target, there's no god **** help for ya.

You Rebel scum want X-wings to be Royal Guard Interceptors with shields and Astromechs, It's never going to happen.

Edited by Vulf

IA isn't out yet.

Many people haven't proxied it.

Those that have seem to agree, it's good. Maybe enough. There's a secondary issue of TLT though. It predates on low agi. People still fear it. It's why B's have gone into hiding. When people get over TLT and the mid p.s. game returns...

If you guys can't see how borderline OP it is once you take Stay on Target, there's no god **** help for ya.

If only there were a PS 9 T-70, that'd make a better choice than Poe.

But that's also kind of the point. The named X's don't need much help or they'll be crazy, it's the generics that could use some fangs. The Targeting Astromech is designed with that in mind-- arc-constrained ships eventually K-turn or T-roll, with only a few exceptions, almost none of which are the generics. On the turn when you and your opponent both K-turn, well...you get the dice modification and he doesn't in that attack phase. It's good. It's not game-breaking good, but it is good.

Also, ignoring Stay on Target for this next bit, Targeting Astromech is one of the few target lock related upgrade cards where it's actually better to use at low PS. The red move selections are often made on the 'disengagement' turns, and often enough when a player's got the choice of K-turn speeds he'll opt for the one that takes him out of range if possible, because he can't modify his dice one way or another. So you want to complete your K-turn before your opponent gets out of target lock range.

IA isn't out yet.

Many people haven't proxied it.

Those that have seem to agree, it's good. Maybe enough. There's a secondary issue of TLT though. It predates on low agi. People still fear it. It's why B's have gone into hiding. When people get over TLT and the mid p.s. game returns...

If the low agi ships amp up on their damage output, they melt TLTs. People should ideally be running B-Wings with HLCs or torps, that's where they should be in the game.

Also, ignoring Stay on Target for this next bit, Targeting Astromech is one of the few target lock related upgrade cards where it's actually better to use at low PS. The red move selections are often made on the 'disengagement' turns, and often enough when a player's got the choice of K-turn speeds he'll opt for the one that takes him out of range if possible, because he can't modify his dice one way or another. So you want to complete your K-turn before your opponent gets out of target lock range.

And with Cool Hand you get to take a Focus for that APT shot up someone's backside.

Who likes the Targeting Astromech?

On the E-Wing and T-70 X-Wing, nobody stands out. Etahn might get some use, as he can use the target lock reroll and then adjust a hit to a crit afterward.

On the X-Wing, Hobbie looks like the obvious winner, shedding stress when he gains a target lock. Koiogran + stress + Target Lock + shed stress = X-Wing Defender? Order of operations might interfere here, though- expert commentary welcome.

On the Y-Wing, Dutch is the Targeting Astromech's spot, passing out locks to friends whenever he pulls a red maneuver.

No big winners, but an interesting option for several ships.

My favorite part of this preview was the recommendation that someone pair R5-X3 w/integrated astromech.