I think people are underestimating Gonk, it's going to be a power upgrade

By ParaGoomba Slayer, in X-Wing

It's going to be a power upgrade because you can just slow roll for the first few turns and bank a bunch of shields.

On turns where nothing is happening, you throw another shield on there/regen one.

If you have higher PS, you see where your opponent places his ships, and then place your Gonk ship in the best possible place to run for as long as possible.

A scum Boba with Gonk can slow ride/run for a few turns and start accruing shields. Then when he loses his shields he can fly off and start regenerating them.

There is down time during games and this is something people on the forums seem to forget. Jumpmasters and Firesprays will be able to just 4 straight and boost and then start regenerating next turn.

If we ever get a Scum YT-1300... Gonk will be the gonkiest gonk that ever gonked.

I think you make a good point about Gonk on a Firespray. Firesprays love being chased, especially when they have bombs. Gonk let's them disengage, hit, and then run away. Any pursuers eat bombs and the rear arc, if there's no pursuit, you regenerate.

I think you make a good point about Gonk on a Firespray. Firesprays love being chased, especially when they have bombs. Gonk let's them disengage, hit, and then run away. Any pursuers eat bombs and the rear arc, if there's no pursuit, you regenerate.

I have run the firespray a ton since it came out and there are always a few turns that the firespray has no shot and I usually end up TLing. This will give the Firespray a really nice option in this times.

I don't think people are underestimating the G, there's been a lot of excitement about him over the past few days.

Plus he loses out in a few ways to other regen, such as he can't bank or regen at all when bumping (apart from squad leader use).

And depending on your build, it might leave you without any tokens to help attack or defend.

So he's great, but not game-breaking. Balanced I feel is the word.

He's not under estimated, just finding where he works best. I've used gonk once on boba and tested him a few times on dengar. Wasn't overly pleased with him on dengar but on fett he was very good. The only downside was taking the place of tactician.

I think you make a good point about Gonk on a Firespray. Firesprays love being chased, especially when they have bombs. Gonk let's them disengage, hit, and then run away. Any pursuers eat bombs and the rear arc, if there's no pursuit, you regenerate.

This. Action independence helps,. so add upgrades like Predator or Lone Wolf. And with Experimental Interface you can both generate and recover a shield in the same turn.

Kath, Lone Wolf, Gonk, Experimental Interface could be a lot of fun.

Edited by FTS Gecko

The issue I see is; if you play an aggressive opponent. I like when a opponent hold back or takes a ship out of the fight, so I can overwhelm what he has in the fight.

The best and worst thing about Gonk is he is unique. My hawks would be invincible if he were not.

If you spend a bunch of time at the beginning of a game banking a bunch of shield tokens on your Gonk you are going to go to time in your matches much more often. In casual play you should be using a time limit if someone is abusing it. In tournament play banking a ton of shields instead of engaging is going to result in you going to time often. If you don't kill many ships your MoV is going to suck and you will hurt yourself.

Once you've actually taken damage you can only add a single token to your ship per round regardless if you have PTL/EI or not. How many rounds are you going to try and bank tokens for and how many rounds are you actually going to have in which you can use the tokens? It's far less than the OP thinks in this sky is falling scenario.

If you consider that PTL Firesprays tend to disengage more often than their non-stress inducing counterparts, then Gonk earns even more value, since double actions to regen and all.

However, many times making the choice to store a shield or boost can be difficult some times, as that boost reposition might matter more than 1s.

It means more action choices, and not chances to make the wrong choice. Sometimes itll be great, and sometimes you'll regret it. Itll be good, but a lot more thought conscious than other "staple" upgrades, and players will be able to out play or you the Gonk user to make the card occasionally feel useless.

I so hope that this is going to make Firesprays better, but for now I believe the YV will who benefits the most, since it doesn't sacrifice as much power as other ships do by filling up a crew slot. I am looking forward to test Bossk a lot, he has so many options now. I want to give him Dengar and Tactician, those are pretty set with Dengar replacing the K4 for more flexibility (he is about as good in an ace ridden enviroments anyways). Outlaw Tech did a lot for me in the past, but I think his time has gone, he always was the weak link. Now I have to decide between Boba and Gonk, both of which are potentialy great, especialy with Mangler Bossk being one of his better enablers (shield stripping + crit guarantee). Gonk may often not save Bossk with his low agility, but he is good at disengaging.

Plus he loses out in a few ways to other regen, such as he can't bank or regen at all when bumping (apart from squad leader use).

And depending on your build, it might leave you without any tokens to help attack or defend.

So he's great, but not game-breaking. Balanced I feel is the word.

I don't think you understand what I'm saying.

You run for the first say, 3 turns and bank shields. Then, whenever nothing is shooting at you you can spend actions to get your shields back or bank more on Gonk.

You won't be doing this often when things are shooting at you, just when there is downtime. A Jumpmaster with engine upgrade and PtL can run very effectively and Firesprays often spend multiple turns out of the fight turning around.

Gonk crew is in reality a very action efficient card. When nothing is in range, your action would normally go to waste unless you needed to boost. Gonk makes it so that your actions during downtime don't go to waste.

I think a lot of it is going to depend on whether you can use Experimental Interface to do both actions a turn.

I think a lot of it is going to depend on whether you can use Experimental Interface to do both actions a turn.

I don't think it will. If you start the game off by running for the first few turns and banking shields, you only have to worry about the regen action.

If you spend a bunch of time at the beginning of a game banking a bunch of shield tokens on your Gonk you are going to go to time in your matches much more often. In casual play you should be using a time limit if someone is abusing it. In tournament play banking a ton of shields instead of engaging is going to result in you going to time often. If you don't kill many ships your MoV is going to suck and you will hurt yourself.

Rounds in which no shooting happens go by quite fast. Also it's not like it's the first build ever that wants to slow roll. Palp aces do that a lot for example.

I think a lot of it is going to depend on whether you can use Experimental Interface to do both actions a turn.

Experimental interface isn't very desireable since you give up the EU that is really good on a lot of potential Gonk carriers, mainly Boba and Bossk.

If you spend a bunch of time at the beginning of a game banking a bunch of shield tokens on your Gonk you are going to go to time in your matches much more often. In casual play you should be using a time limit if someone is abusing it. In tournament play banking a ton of shields instead of engaging is going to result in you going to time often. If you don't kill many ships your MoV is going to suck and you will hurt yourself.

Rounds in which no shooting happens go by quite fast. Also it's not like it's the first build ever that wants to slow roll. Palp aces do that a lot for example.

You're also probably only fielding 2-3 ships so time won't be much of a factor.

Edited by ParaGoomba Slayer

FFG giveth and FFG taketh away. Or rather, Boba does.

If you find he's getting out of hand in your meta, start carrying AHM's, Plasma's, bombs, anything and everything.

We should probably also note that it's the first open-ended large ship regenerator. R2 crew stops at one shield. IG88A is more difficult to trigger. Gonk lets a large ship get all its shields back, conditions allowing.

Whatever you can do

rebels do better v___v

hm..

gonk is really good. I don't think anybody underestimates him.

OTOH, people might see how the rebel-regenodroids "get downplayed" a lot. "oh, it's not that bad.." when in case of regenocorran, it really is.

*no whining, he can be beat. just stating a fact around his regenodroid NOT being "a harmless addon", but KEY to his success, where other ewings just suc..k*

Whatever you can do

rebels do better v___v

Thats not true, Gonk is no question the best large ship regen we have (and I hope that it stays that way).

Experimental Interface is just stupid good with it. Regen for a stress.