Wave 8 Awards

By Firespray-32, in X-Wing

I remember Scum and Villainy podcast doing this for Wave 6 (studs and duds) and it made for some interesting listening.

So which would you nominate for each of these awards and why?

  • Best Ship
  • Worst Ship
  • Best Pilot
  • Worst Pilot
  • Best Upgrade Card (has to be a new one)
  • Worst Upgrade Card (has to be a new one)
  • Best Overall Expansion
  • Worst Overall Expansion

  • Best Ship -> Jumpmaster

I'm assuming by pilot you mean pilot+ship, not the pilot in a vacuum. Sabine would be an awesome Lambda pilot, and I wouldn't mind letting the Inquisitor having a go in a Phantom. ;) Anyway, I think Mum is pretty much spot on. No useless upgrades as far as I can see, with the Jumpmaster being the best ship, hands down. Not that the others aren't good, but they're all more specialized and require a bit of work. The Jumpmaster looks to be an amazing template for building pretty much anything you want, be it a dodgy PWT, a torpedo boat, a support ship, a cheap blocker or a jouster.

Best ship is a tie between VCX100 and JM5K, but since I don't play Rebels, gonna have to go with JM5k.

Worst ship is definitely the G1A, it's landing in a bit of a dead zone atm.

Best pilot is without a doubt the Contracted Scout, which if anything seems to be a couple of points undercosted. 3 scouts is going to be a very tough nut to crack. But I'm still probably going to fly Dengar much more often.

Worst pilot I don't really know; I do know I'm disappointed with how expensive the elite generics for both the G1A and TAP are.

Best upgrade: Boba Crew, definitely, though Adaptability and Chimps are both a close second, and Thermal Detonators I think are going to be a bit of a dark horse, plus all the Scum crew are awesome.

Worst upgrade: Attani Mindlink. So many possibilities that seem cool until you realise it doesn't do Evades, or it is Scum only, or it kills red manoeuvring or it kills actions/limits manoeuvres if you take stress or... etc... it just feels like it should have cost more and done more (or just flat out done more), it's too limited to see the table much as is for me.

Best expac: for me Punishing One, but there's a strong argument for Ghost if you play Rebels.

Worst expac: tie between Mist Hunter and TAP. Mist Hunter has some very nice crew, the Tractor Beam, the Baffles, and the Cloaking Device (although the utlity of that is questionable) which make it worth buying, but I'm dubious whether the ship will see much play, whereas the TAP has one very nice pilot, one OK pilot, slightly overcosted generics and fairly meh upgrades with only two new ones one of which is in two copies in another pack, so a tie there.

Best Ship - jumpmaster

Worst Ship - mist Hunter

Best Pilot - Chopper

Worst Pilot - the second tier mist Hunter

Best Upgrade Card (has to be a new one) - Hera crew

Worst Upgrade Card (has to be a new one) - reinforced deflectors

Best Overall Expansion - Chopper

Worst Overall Expansion - generic mist hunters

How about we give the wave a few weeks to breath on the tables before awarding things?

How about we give the wave a few weeks to breath on the tables before awarding things?

No, it's interesting to get this down now, and compare to the breathing tables of the coming weeks.

  • Best Ship- JumpMaster5000
  • Worst Ship- Tie Adv Prototype
  • Best Pilot- Dengar
  • Worst Pilot- Sienar Test Pilot
  • Best Upgrade Card- Tractor Beam
  • Worst Upgrade Card- Dorsal Turret
  • Best Overall Expansion- Ghost
  • Worst Overall Expansion- Inquisitor's tie expansion

  • Worst Ship- Tie Adv Prototype
  • Worst Overall Expansion- Inquisitor's tie expansion

:blink:

  • Best Ship - Jumpmaster 5000

  • Worst Ship- Tie Adv Prototype
  • Worst Overall Expansion- Inquisitor's tie expansion

As per Imperial regulations TN-FF581,

Drinking from your chamber pot is not allowed.

Please report to the nearest interrogation cell for corrective treatment.

  • Best Ship - As others said, this one has to go to the JM5K. It has a lot of radiacly different viable ways to fly it, the most exciting being the U-Boat.

  • Best Ship - Ghost, unique design, lots of customizability, interesting pilot choices.

  • Worst Ship - Tie Prototype, the name, the design space, it's fitting into a tough slot. It will be ok, but the other ships bring more to the table for their factions, respectively.

  • Best Pilot - Contracted Scout, Jumpmaster - ept, cost, p.s. just above the predator cutoff, it's gonna see heavy use.

  • Worst Pilot - Kanan Jarrus - a neat focus based themey ability - but lowering an incoming attack by 1 die for the action spend - in comparison to what the other pilots can do? Defensively, it's not terrible - you're removing .5 - .75 of a hit, that's a bit better than rolling a green die, but I see that focus being used more for offense with the primary guns. I think that ability would be a lot stronger on the attack shuttle, than the ghost.

  • Best Upgrade Card - Tractor Beam , that's got a place on scyks, b-wings, it allows shenanigans, it feels well balanced - hands down.

  • Worst Upgrade Card - Attani mindlink, but it's not terrible, and it looks super fun, but it's just probably the most difficult to find a spot for, it's a card you have to build around. No doubt it will have some neat uses - nearly every card in the game does, but I don't see this one sticking around without some kind of gimmick build.

  • Best Overall Expansion - Punishing One - the crew cards and ship are a game changer for scum, and it really feels like scum's wave 3 - the S&V expansion will finally feel fleshed out, and fully playable.

  • Worst Overall Expansion - Mist Hunter - It's a case of unfortunate timing. It's a nice ship, with neat options and play - but compared to the other expansions - it's probably the least useful ship in the current meta. The TAP is a close second, but I don't think this will be as much of a dud as the Scyk. In the wave 3 meta - this ship would've been great - it is a scum b-wing, it can probably still shine in the current meta, especially with its tricks. Worst feels harsh.

You people who are posting that the best upgrade card might be something other than Guidance Chimps are nuts.

  • Best Ship- JumpMaster5000

Having not actually having put any of these ships to the table yet:

  • Best Ship - Jumpmaster
  • Worst Ship - Mist Hunter
  • Best Pilot - Inquisitor
  • Worst Pilot - Generic G-1As
  • Best Upgrade Card (has to be a new one) - Guidance Chips (run homing and Guidance)
  • Worst Upgrade Card (has to be a new one) - Between Mindlink and Baffle. Don't particularly like either.
  • Best Overall Expansion - Ghost (lots of cool stuff in there, like two ships!)
  • Worst Overall Expansion - Mist Hunter (Now that I know it only comes with 1 TB :P )

You people who are posting that the best upgrade card might be something other than Guidance Chimps are nuts.

Boba Crew. All about the Boba crew. Your guidance chips are nothing when I jetpack off into the sunset with them :P

the hell do "best" and "worst" mean in this context?

If the jumpmaster, who imo has a far greater variety of competitively viable builds than the inquisitor ties (who seems to just be the inquisitor) but the Inquisitor ends up showing up in far more lists, is the Inquisitor the "Best" pilot? Is the inquisitor the "Best" ship?

or is the Ghost the "best" expansion because it gives the faction far more wild and crazy options, both ito ships and upgrades, than any other expansion for their respective factions?

Edited by ficklegreendice

the hell do "best" and "worst" mean in this context?

If the jumpmaster, who imo has a far greater variety of competitively viable builds than the inquisitor ties (who seems to just be the inquisitor) but the Inquisitor ends up showing up in far more lists, is the Inquisitor the "Best" pilot? Is the inquisitor the "Best" ship?

or is the Ghost the "best" expansion because it gives the faction far more wild and crazy options, both ito ships and upgrades, than any other expansion for their respective factions?

It means whatever you want it to mean ;)

Kind of sad how everyone hates the G1As generics. Haven't had any good ideas for the findsmen, yet, but 3 of the 23 point guys with Tacticians with TLTorkil Mux look pretty strong. Good health, neat stress stacking, Torkils ability.

the hell do "best" and "worst" mean in this context?

If the jumpmaster, who imo has a far greater variety of competitively viable builds than the inquisitor ties (who seems to just be the inquisitor) but the Inquisitor ends up showing up in far more lists, is the Inquisitor the "Best" pilot? Is the inquisitor the "Best" ship?

or is the Ghost the "best" expansion because it gives the faction far more wild and crazy options, both ito ships and upgrades, than any other expansion for their respective factions?

It means whatever you want it to mean ;)

it's a wide open world :o

well, going by my personal definition of "best" (whatever sounds awesome and practical)

  • Best Ship - Both Ghost and Jumpmasters set a new standard for awesome expansion sets that promise a diverse set of new playstyles both for the ships contained and the faction as a whole
  • Worst Ship - going by variety, the TAPs. It's an Inquisitor in a box, imo. 2-dice don't cut it anymore
  • Best Pilot - Doesn't exist. Could be the Inq for making the TAPs not suck. Could be the scout for making ordnance awesome. Could be the generic VCX or Hera or Kanan or Chopper for giving the Ghost so many options.
  • Worst Pilot - Baron of the Empire. For some reason, 3 points for +2 PS. Why? The ept? Even the freelancer --> findsman is 2 points for +2 points and an ept
  • Best Upgrade Card (has to be a new one) - chips for making ordnance viable, an ENTIRE class of upgrade cards viable. Once you pop, the fun won't stop
  • Worst Upgrade Card (has to be a new one) - either baffle or reinforced deflectors for being incredibly situational
  • Best Overall Expansion - Ghost or Jumpmaster have the most stuff, the most cool stuff, and the most freshly opened on christmas morning feel
  • Worst Overall Expansion - TAPs. Nothing exciting in it at all outside the Inquisitor. Its only unique offering outside the ship is Tracers

Incidentally, I believe the g1-a is being unduly poopooed on. It's a very solid ship with a very useful PS 3 for smacking TLTs around, and Zuckuss + 4lom promise to be some of the most useful scum only crew in existence.

True, it's not as exciting as the Jumpy/Ghost, but it's far more solid than the TAPs

Edited by ficklegreendice

Punishing One - awesome pliots, one-of-a-kind dial, double Guidance Chips, great Scum crew options in Dengar, Boba and GONK. First large ship with both crew and astromech options.

Mist Hunter - the debut of the Tractor Beam, the illicit Cloaking Device, Adaptability, Electronic Baffles (x2) and some amazingly synergistic pilots and Scum crew options in Zuckuss and 4-LOM.

Ghost/Phantom - biggest standard play release to date. Lots of Rebel crew. Lots of new pilots. Docking/deploying. Dorsal Turret. Thermal Detonators. Reinforced Deflectors. Potentially a 100 point list in a single expansion.

Inquisitor's TIE - er, the title? That and the XX-23 Thread Tracers are pretty much the only unique things it brings to the table (apart from a lot of pointless forum speculation about what constitutes a TIE Advanced) - and the tracers are definitely Better With Blount.

Edited by FTS Gecko

Best ship - Jumpmaster. An excellent example of how to design a ship. Multiple build options and packs exciting new options for Scum

Worst Ship - Misthunter. It is a B-Wing coming out when B-Wings are out of style. Close between this and the TAP, but at least the TAP has the Inquisitor. I could see the named Misthunters going the way of the named B's: fun in casual, but too expensive to be competitive for what they bring.

Best Pilot - The Inquisitor. A simply amazing ability now that his interaction with various cards has been cleared up. VI, PTL, and Juke all seem like solid options depending on what you want his role to be in a squad.

Worst Pilot - Sienaar Test Pilot. Two attack dice with no help from Juke or Crackshot. Big bucket of nope.

Best Upgrade - Guidance Chimps. Holy crap...ordnance...

Worst Upgrade - Tracers. Only way I see this actually working is with Blount. If you are relying on this to give you an alpha strike with anything else, you are going to be sad when you roll three blanks and only have that focus to modify nothing.

Best Overall Expansion - Jumpmaster. Talk about a ship that is a model of excellent design. Such variance in how you can build it. Excellent upgrade cards that will help a lot of Scum builds. Just great.

Worst Overall Expansion - TAP. Doesn't bring anything new to the Imperial faction. We already have pocket aces, even though the Inquisitor is strong. FO's probably fill the role the generic TAP's would fill. Less than stellar expansion.

You people who are posting that the best upgrade card might be something other than Guidance Chimps are nuts.d

That was probably the toughest decision for me, choosing between that and Tractor Beam. If I didn't have knowledge of the Tie/D title, I probably would have gone with Chips.

Also, Adaptability is in the running.

Named TAP and Named Misthunters are great. Nothing Sycktastic in this expansion!

Winner - Jumpmaster

2nd place - Ghost

Really need to see how the Ghost works out totally new idea. Sounds cool just dont know how it will play. Great upgrade cards in expansion makes it a winner no matter what.