Ghost and TAP unboxing

By thespaceinvader, in X-Wing

I did catch enough of the Special Arc rules to see that you don't need the Phantom to fire Torpedoes out of it. So, that is cool.

You mean the article was correct?

What sorcery is this?

The darkest kind find me a priest 20 gallons of holy water and a goose!

The TAP will have a place. It's a great 1 of ship just like the Awing but I'm not sure it can be the backbone of a list.

Inquisitor only is even in jeopardy depending on how they FAQ his attack. 3 Dice with Juke still won't poke through enough if they still get the ranged defense bonus and autothrusters. If they still get thrusters but no range he'll be ok. If he locks in the range for the whole attack at 1, then he's brutal and can actually rival Vader and Fel instead of just being the one you go for when you don't have 35pts.

The TAP also excels in EPIC where the action economy vs. the few points increase is much less severe.

Inq is basically guaranteed to remove range bonus due to the wording of range bonuses in the rules reference (it cites "the range of the attack" as what determines who gets the bonus die)

Given that the inq tells us to treat the range as 1 (note, not "you may/must" which would only apply to the inquisitor), yeah he's basically packing a secondary weapon

Thrusters seem to be more distance driven than range driven (see FAQ on thrusters regarding turrets attacking it), so it's not likely that they'll be countered

Still, for 25 base (31 full ptl + title + thrusters) that's not a bad deal

I did catch enough of the Special Arc rules to see that you don't need the Phantom to fire Torpedoes out of it. So, that is cool.

You mean the article was correct?

What sorcery is this?

It's nice to have confirmation on that. I had a match on Vassal where my opponent argued that I couldn't fire torpedoes out of the aft because I didn't have a docked ship, on the basis of "We don't have the rulebook to say that you can do that."

I did catch enough of the Special Arc rules to see that you don't need the Phantom to fire Torpedoes out of it. So, that is cool.

You mean the article was correct?

What sorcery is this?

It's nice to have confirmation on that. I had a match on Vassal where my opponent argued that I couldn't fire torpedoes out of the aft because I didn't have a docked ship, on the basis of "We don't have the rulebook to say that you can do that."

To be fair though, that's what you get for proxying something with special rules, with out the special rules.

I did catch enough of the Special Arc rules to see that you don't need the Phantom to fire Torpedoes out of it. So, that is cool.

You mean the article was correct?

What sorcery is this?

It's nice to have confirmation on that. I had a match on Vassal where my opponent argued that I couldn't fire torpedoes out of the aft because I didn't have a docked ship, on the basis of "We don't have the rulebook to say that you can do that."

To be fair though, that's what you get for proxying something with special rules, with out the special rules.

Absolutely. And that's the risk you run when doing proxy stuff.

Vessery without a Cannon is just fine. I was thinking mainly Crack Barons for support. I could go for the V1 title and still work, I guess. I just have to choose between Crackshot or the Title once the X7 title comes out if I still want Autothrusters.

I'm pretty convinced x7 is the superior Defender title overall, even on Vessery (who is the TIE/D posterboy). Which is a shame! Because I think the Cannon/Primary doubletap is a fantastic ability.

We proxy played three TIE/D with x7 on them last night. They were beasts. Focus/Evade every turn, and white Ks to flip back into position. It was insane. The only damage I managed to land was from Assault Missiles when two of them were close together. It was ugly. Now, I didn't bring any TLTs to the fight, and that may make a difference, but I hope that's not the way to kill them.

Vessery + VI + Mk II + x7

Brath + Mk II + x7

Delta + Mk II + x7

The Baron card pretty sweet too, and that Juke / v1 looks like a wicked combo.

I did catch enough of the Special Arc rules to see that you don't need the Phantom to fire Torpedoes out of it. So, that is cool.

You mean the article was correct?

What sorcery is this?

It's nice to have confirmation on that. I had a match on Vassal where my opponent argued that I couldn't fire torpedoes out of the aft because I didn't have a docked ship, on the basis of "We don't have the rulebook to say that you can do that."

To be fair though, that's what you get for proxying something with special rules, with out the special rules.

Absolutely. And that's the risk you run when doing proxy stuff.

To be honest, I still roll my eyes a bit when people run Tractor Beam or Adaptability and act as if it's common knowledge how they work. That water is still pretty foggy. Glad Ghost's special arc rules are cleared up though!

TB is clear enough it's not a manoeuvre so I highly doubt rolling onto an asteroid will be ruled to cause damage.

Adaptability however we have way too little info on.

Tractor beam the only questionable thing is how it interacts with obstacles. We have the rules reference on how it actually works.

I don't think I'd take the title on the generic TIE Advanced Ps. Low pilot skill, 3 agility ships need to be using focus every turn.

Baron of the Empire is just a tad too expensive compared to the Green Squadron pilot with Chardaan refit, the dial makes up for it I suppose.

Green Squadron pilot can have ps 4 with two 0-point upgrades and with Chardaan comes to 17 points.

Again, I see that title only useful on higher PS ships or if you take Push the Limit, but when you start putting too many points into a low pilot skill 2 attack ship, your list begins to suffer.

Is 25 points for a Baron with PTL, v1 title, and Autothrusters equal to a TLT Y-wing with twice the total hull+shield?

EDIT, nevermind.

Edited by Sithborg

http://i.imgur.com/iKTxi9u.png

I believe this image confirms the following Wave 8 SPOILER:

Thermal Detonators: Costs 3 points, drops when you reveal your maneuver, detonates at the end of the activation phase (all this we know from the actual card being shown later in the video). When this bomb detonates, each ship at Range 1 suffers one damage and receives one stress token.

How do I know this? Well, on the back side of the Ghost rule book seen in the video, we see a mission. The mission involves setting up a bunch of tokens on obstacles. In the lower left corner, you can see that most of the tokens have a Thermal Detonator symbol on the back, while one has an image of Sabine on the back. The mission is to rescue Sabine.

After you rescue Sabine, all the obstacles that have explosives tokens on them blow up. As you can see in the area I've boxed on the top right, when they detonate, all ships at Range 1 of them suffer 1 damage and receive 1 stress token.

Also, when you pick up Sabine, she is added to your ship as a crew, along with the Thermal Detonators upgrade.

All this leads me to believe that the special Detonation rule for the scenario is exactly the same as what Thermal Detonators would normally do: deal 1 damage and 1 stress.

This makes Thermal Detonators definitely worth the 3 point cost, in my opinion, especially when combined with the Sabine crew card. The combination of auto-damage and stress is very powerful as both offensive power and control. Both swarms and aces should be scared of these things.

@EdgeofDreams: thanks, you da real MVP.

The Taps I want to run.

4x Baron of the Empire 19 (25)

-V1 1

-Juke 2

-AT 2

-XX-23 Thread Tracers 1

The early game everybody focuses, and of course flys in a loose formation. When you engage one spends focus to set up evades and locks for everybody. Instantly allowing for 3 focus target lock juke attacks. The damage should stick.

Addendum: Don't even have to spend the focus to fire. Just have to have at least one focus left over.

Edited by BleakSquadron

https://boardgamegeek.com/article/22065887#22065887via BOLS via BGG.

Baron of the Empire: 19 points, PS4, EP. Booo, I was hoping for 18, but I think my planned list of Vess plus Juking Barons still works, you just get one of the 3 Barons downgraded to a TIEf/o or a Black Crack.

Lothal Rebel 35 points PS3.

Thermal Detonators 3 points, drop on reveal, detonate after activation as for a normal activation bomb, but we don't know what they do yet.

So hype.

10m6fe.jpg

Yes yes ... its disappointing ... BOLS failed us.

Edited by TheRealStarkiller

Totally! Not sure how BOLS could have missed it. Did ASS modie force their hand somehow!

Hmm

I don't think I'd take the title on the generic TIE Advanced Ps. Low pilot skill, 3 agility ships need to be using focus every turn.

Baron of the Empire is just a tad too expensive compared to the Green Squadron pilot with Chardaan refit, the dial makes up for it I suppose.

Green Squadron pilot can have ps 4 with two 0-point upgrades and with Chardaan comes to 17 points.

Again, I see that title only useful on higher PS ships or if you take Push the Limit, but when you start putting too many points into a low pilot skill 2 attack ship, your list begins to suffer.

Is 25 points for a Baron with PTL, v1 title, and Autothrusters equal to a TLT Y-wing with twice the total hull+shield?

The title is absolutely worth it. Focus is slightly better than evade on a ship with 3 Agility that expects to defend against multiple attacks, but the extra damage from target lock easily makes up for it. It would be hyperbole to say the 1-point title turns a Baron from a Green Squadron Pilot into Darth Vader... but there's at least a grain of truth in there.

I don't think I'd take the title on the generic TIE Advanced Ps. Low pilot skill, 3 agility ships need to be using focus every turn.

Baron of the Empire is just a tad too expensive compared to the Green Squadron pilot with Chardaan refit, the dial makes up for it I suppose.

Green Squadron pilot can have ps 4 with two 0-point upgrades and with Chardaan comes to 17 points.

Again, I see that title only useful on higher PS ships or if you take Push the Limit, but when you start putting too many points into a low pilot skill 2 attack ship, your list begins to suffer.

Is 25 points for a Baron with PTL, v1 title, and Autothrusters equal to a TLT Y-wing with twice the total hull+shield?

The title is absolutely worth it. Focus is slightly better than evade on a ship with 3 Agility that expects to defend against multiple attacks, but the extra damage from target lock easily makes up for it. It would be hyperbole to say the 1-point title turns a Baron from a Green Squadron Pilot into Darth Vader... but there's at least a grain of truth in there.

Damage + Stress make sense for the Thermal Detonator. They might replace Proton Bombs on VI Boba for me.

Where's the Punishing One unboxing with the spoiler for Over-something Agromech, I ask? ;)

Edited by costi

Damage + Stress make sense for the Thermal Detonator. They might replace Proton Bombs on VI Boba for me.

The two point difference is definitely significant there. You could even swap Proton for Slave 1 + Thermals + Extra Munitions.

Edited by EdgeOfDreams

Where's the Punishing One unboxing with the spoiler for Over-something Agromech, I ask? ;)

And the Mist Hunter for the generics

Maybe, but Zeta and Omega Leaders are 47 kitted out. Two of those are 48. I'm not sure which I'd rather have until I've playtested that pair of TAPs first, but for now, I'd err on the side of the /fo for that cost. Especially considering the PS2 with Prockets and chips is 20.

Depends what you're facing. In the age of TLTs, I'd FAR rather have some guys with Autothrusters, all else being equal.

It's not just the thrusters. At with 1-banks and green 1s, the TAP can slow down enough to stay on a TLT carrier where the FO will simply zoom past.

TB is clear enough it's not a manoeuvre so I highly doubt rolling onto an asteroid will be ruled to cause damage.

Adaptability however we have way too little info on.

I have it on good authority that Dual cards will let you pick which side of the card is in effect once at the start of a game.

As opposed to the other possibilities (picking once during squad creation or picking multiple times over the course of the game at the start of each round, phase, etc.)