Wave 9 "hard counter" to Scouts rumor?

By Blail Blerg, in X-Wing

R3 Astromech

"Once per round, when an enemy ship declares you the target of an attack, you may remove one focus token from the attacker."

Makes X-Wings, even generics, pretty strong jousters, and hilariously effective against anything with dead eyes.

(This is all wishful thinking, as I all I can make out is "Once..." Still, that word is usually followed by "per round, when attacking/defending", Rebels mech are usually defensive, and cards that come in twos are usually somewhat fixy, and they did talk about a hard counter.)

I think the R3 astromech has to do something with Evade. Because the ship includes an Evade token, and the ship itself doesn't have the Evade action, and no other visible card assigns Evade tokens.

There are still two pilot abilities that may give evade tokens.

Edited by eMeM

Deadeye becoming Unique in the next FAQ ?

One can but dream.
My guess is that this will follow right after the Palp Aces nerf (you know, that list that actually wins more than jumpmasters) :P
One takes skill. Another takes Focus. :P
Waiting for the opponent to have moved then react with repositionning takes no skill.Blocking thoses dudes, on the other hand, do.
As if you could ever block someone who is actually playing correctly. Which means blocking works only because the lack of skill of your opponent. Trust me I know what I am talking about, I am getting blocked a lot. ^-^

What exactly constitutes 'playing correctly' in this case?

Seismic Torpedoes sounds like something.

They do, but they actually look more like ace-killer tech.

From what I can read, you move, then as an action you do one attack die damage to a ship and everyone within range 1 of it. It's not an attack, so no punching through stealth, but also no evade rolls, and it reaches at least range 1-2 (because there's a dash, but we can't see the second number). Added to the fact you're lining up on where a higher PS pilot is NOW, not where he'll be after he moves at higher PS, any you've got a nasty ace-killer weapon; depending on the price, 3-4 seismic torpedoes could in theory blow soontir fel to scrap without even letting him touch green dice.

Quickdraw looks to be an ace-killer, too. Flying up and unloading 3-4 attack dice into someone who's not had a chance to get any tokens into play yet is nasty work for TIE interceptors.

If that's the way these cards work, I'm super pumped.

I'm okay with a Jumpmaster nerf if Palp Aces also gets one.

It also means pilots like Jonus and support crew like Systems Officer and Fleet Officer and whatnot will be super valuable because your torpedo shot will otherwise be unmodified since it takes your action to fire. I was a bit worried that the TIE Shuttle would be DoA since it's not actually worth it to put that many points into a pure support craft that can't carry Palpatine.

Wave 9 meta could be even better than this meta.

In the case of the Scum, this may be linked to Latts Razzi (new crew):

"When defending, you may remove 1 stress token... (rest is hidden)"

The new debris cloud help as well. After all, if you litter the battlefield with debris then it will be much harder for an action dependent attack to actually occur (I gave you a stress? Dang... guess you'll have to wait that fire that torpedoe eh?)

Deadeye becoming Unique in the next FAQ ?

One can but dream.
My guess is that this will follow right after the Palp Aces nerf (you know, that list that actually wins more than jumpmasters) :P
One takes skill. Another takes Focus. :P
Waiting for the opponent to have moved then react with repositionning takes no skill.Blocking thoses dudes, on the other hand, do.
As if you could ever block someone who is actually playing correctly. Which means blocking works only because the lack of skill of your opponent. Trust me I know what I am talking about, I am getting blocked a lot. ^-^

What exactly constitutes 'playing correctly' in this case?

Not getting blocked, apparently. :P

really sad it's not a bomb

would've been fun on an a-slam warden and given it a great boost to viability apart from just farting out two conners and calling it a day

seems large ship only, which is kinda funny because that'd make scouts the hardcounter to scouts esp with that white seggys. Or it's lancer-class w.e only

Edited by ficklegreendice

Bomb wardens are terrifying as is. I've suffered the nightmare of a trio of well played wardens with Sabine, A-Slam, proxy mines and ion bombs. Nowhere was safe. I don't think he fired a shot until about turn 6; it was just A-slam and bomb for days.

Yeah I'm puzzled also nothing leaps out.

Didn't they say last year when wave 8 was announced that they had already wrapped up wave 9 and were working on wave 10? I seem to recall a statement from one of the interviews along those lines. If they didn't catch how the jumpmaster would be fielded at that time, I would think wave 9 would have no direct counter since they didn't know it needed one. Not saying new ships won't update the meta, but I don't think they would change up wave 9 if it was already done design-wise some time ago.

Tactical jammers

technically palp aces are getting a nerf.

Rear arcs and mobile arc will not trigger autothrustors, so arc dodging becomes really **** hard. Ive had way too many times with palp aces where the only reason i DIDNT take damage was because of auto + palp. Remove the auto, i still got thwacked and lost my stealth.

Minor nerf but a nerf nontheless. I wouldnt be surprised if the "nerf" to uboats is just as subtle. I really really dont want them to bring in any cards that are very obvious what theyre suppose to do, and when they do it another ship is literally useless.

The idea of removing a focus when someone declares you a target would be a subtle nerf because they still can use a targetlock with deadeye, it would just remove the brainless forethought on targeting aspect. But something like a jammer that prevents range3 ordnance would just be broken.

R3 Astromech

"Once per round, when an enemy ship declares you the target of an attack, you may remove one focus token from the attacker."

Makes X-Wings, even generics, pretty strong jousters, and hilariously effective against anything with dead eyes.

(This is all wishful thinking, as I all I can make out is "Once..." Still, that word is usually followed by "per round, when attacking/defending", Rebels mech are usually defensive, and cards that come in twos are usually somewhat fixy, and they did talk about a hard counter.)

Also afaik the word "Once..." is never used in a "discard this card" sentence.

Sometime people get so hyped on their (imperial) ace hate boner they forget a lot of things. For instance that r3a2 and other rebel stuff (regen) was very solidly countering palp aces until jumps shoved them out, so nerfing jumps brings back the rebel options to affect palp aces. Also while totally 'no skill' and 'easy mode' rarely in actual reality is it possible to arc dodge every turn unless your opponent is bad or you enjoy not having precious tokens to modify your dice. Additionally for all their 'overpowered bs' imperial aces are and always will be high risk high reward because I've certainly had plenty of times where Vader with focus, evade, and palp still bought the farm by rolling 0 evades or worse rolls 3 red dice into blanks, predator, blanks. Palp aces is obviously strong but imperial aces live and die by their dice and pilot skill more than any other list and to deny them as 'easy mode' because of movement modification just shows a lack of understanding of what the game actually is.

Fang fighters and those secondary fire arcs were the fix! It is pretty obvious! :D

It's going to be tactical jammer. However unless jammer effects all enemy ordinance then it really only protects ships with a system upgrade.

In the case of the Scum, this may be linked to Latts Razzi (new crew):

"When defending, you may remove 1 stress token... (rest is hidden)"

The new debris cloud help as well. After all, if you litter the battlefield with debris then it will be much harder for an action dependent attack to actually occur (I gave you a stress? Dang... guess you'll have to wait that fire that torpedoe eh?)

Edited by charlesanakin

It's going to be tactical jammer. However unless jammer effects all enemy ordinance then it really only protects ships with a system upgrade.

Tactical Jammer (1 point)

Modification, large ship only

Your ship can obstruct enemy attacks

(The card exists and is out already and I doubt that acting as an obstruction will help)

Seismic Torpedoes being an action and "Quickdraw" both look set to wreck higher PS pilots days. I'm looking forward to em'.

I was kinda hoping for something like this

fiO37D4.jpg

Seismic Torpedoes sounds like something.

They do, but they actually look more like ace-killer tech.

From what I can read, you move, then as an action you do one attack die damage to a ship and everyone within range 1 of it. It's not an attack, so no punching through stealth, but also no evade rolls, and it reaches at least range 1-2 (because there's a dash, but we can't see the second number). Added to the fact you're lining up on where a higher PS pilot is NOW, not where he'll be after he moves at higher PS, any you've got a nasty ace-killer weapon; depending on the price, 3-4 seismic torpedoes could in theory blow soontir fel to scrap without even letting him touch green dice.

Quickdraw looks to be an ace-killer, too. Flying up and unloading 3-4 attack dice into someone who's not had a chance to get any tokens into play yet is nasty work for TIE interceptors.

If that were the text of Seismic Torpedoes and it's considered an 'Attack', Guidance Chips would be auto damage (since it's still a torpedo). Very scary thought.

fiO37D4.jpg

ew thank god no

not intending a personal attack, but that's just perhaps the love child of bad game design there. Highly specific match-up dependent trigger AND rng-dependent

the further away ffg gets from either of those things, the better.

which is why the debris cloud, if intended as the scout counter, is a far more elegant solution. It affects scouts more than normal (Action dependent, fat base) but it also works against everyone without the need to gamble against both list match-ups and sh*tty dice (which we have more than enough of as is)

Edited by ficklegreendice

It could be those Black Sun Slicers in the Shadowcaster pack?

But it is a crew that takes an action and appears to only have a 50% success rate. So will see.

It could be those Black Sun Slicers in the Shadowcaster pack?

But it is a crew that takes an action and appears to only have a 50% success rate. So will see.

Saboteur.png

oh god no

I was kinda hoping for something like this

fiO37D4.jpg

Set the points value to 0 and amend the text to:

"[Keep the once per roud but lose the die roll and replace with] you may discard this card to execute a red 1 bank (left or right) maneuver. Then receive 1 stress token."

That way, if you are stressed, you stand to give your dial to the opponent for the trade off of losing a ship.

which is why the debris cloud, if intended as the scout counter, is a far more elegant solution. It affects scouts more than normal (Action dependent, fat base) but it also works against everyone without the need to gamble against both list match-ups and sh*tty dice (which we have more than enough of as is)

But the debris cloud only works for things with the illicit spot. Frankly I'd be thrilled to give Y-wings, Hwks, Headhunters, anything that is going to get completely pounded by 4 incoming hits at least some measure of an interesting counter.

Not sure what you meant about being range dependent.

Set the points value to 0 and amend the text to:

"[Keep the once per roud but lose the die roll and replace with] you may discard this card to execute a red 1 bank (left or right) maneuver. Then receive 1 stress token."

That way, if you are stressed, you stand to give your dial to the opponent for the trade off of losing a ship.

That sounds pretty interesting too.