Edited by ObiWonka
Everything is awesome.
My real question is if Fang is in the "Villainy" subfaction.
Yes. This wave looks fun. I want my imp vets, too.
im going to buy so many coggies. i hope i can run 4 in 100
Actually there still is no Republic Subfaction. The ARC-170 is the Rebel Alliance which sort of makes sense. I mean does anyone still fly the A-1 sky raider? Nope so giving the ARC-170 to the Resistance seems just too far out.
*"Soon" not guaranteed.
Is January 2017 soon? cause that's most likely when this wave will drop
I like your interpretation of the hidden 'collision detection' card.
Your dial interpretation for the ARC-170 also is likely correct.
I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...
...and I think this is the first wave for me where absolutely nothing is an immediate must buy.
I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.
As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.
TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:
"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."
...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.
So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...
...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.
So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.
Last wave, I wasn't at all enthused by the Ghost, but I had one of everything else pre-ordered, and when I went to collect them on launch, they had one Ghost left. I decided to pick it up on a whim, thinking "Well, I may use it at some point". That ship is still in it's plastic. I haven't even assembled the dial or sleeved the cards.
This time around, I think I'll stick to my guns. I'll probably pick up a Protectorate fighter, and certainly one or two TIE /sf, but beyond that I'm pretty happy to leave the Arc and Shadow Caster on the shelf. Neither are in any way exciting to me. If I buy them for the sake of collection completion, they're going to end up the same as the Ghost.
Just to clarify, there is no "Sensor" upgrade slot. It's "System".
I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...
...and I think this is the first wave for me where absolutely nothing is an immediate must buy.
I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.
As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.
TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:
"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."
...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.
So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...
...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.
So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.
Don't get too excited about multiple copies of cards in the preview images. The Mist Hunter should have came with 2 Tractor Beams, but FFG changed the preview image well after the wave was released which was pretty annoying.
I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...
...and I think this is the first wave for me where absolutely nothing is an immediate must buy.
I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.
As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.
TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:
"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."
...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.
So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...
...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.
So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.
Funny enough, I'm actually enamored with that Fang Fighter. Would I have preferred more upgrade cards? Sure, but they wanted it to match the PS progression of the TIE Interceptor so whatever (though forgive me if I have caution towards the idea that any more than one of those generics is worth their salt - betcha they charge 2pts for the +2 PS & EPT on the PS 5 one, and sink it immediately), and a title + single EPT card means that, unless that EPT is
really really good
I will only need to buy the one model to get my
Scum Soontir
... and maybe a few more if there's a solid generic, but that's it.
The ARC and the SF both land in the "Those are cute. I kind of want one, I guess." category; we'll see whether any of the upgrade cards must have. Shadowcaster looks underwhelming, and I don't even mean the model - just look at that upgrade spread. The unique crew, I'm curious about. That illicit cargo bomb looks fantastic. But Tactical Jammers? Countermeasures? VI? I think this must be the Large ship with the single biggest glut of repeat cards (and not even especially exciting ones; at least Engine Upgrade and Predator are in high demand when they showed up with Bossk) that I've seen yet.
This'll probably be the first wave I buy nothing.
I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...
...and I think this is the first wave for me where absolutely nothing is an immediate must buy.
I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.
As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.
TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:
"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."
...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.
So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...
...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.
So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.
Don't get too excited about multiple copies of cards in the preview images. The Mist Hunter should have came with 2 Tractor Beams, but FFG changed the preview image well after the wave was released which was pretty annoying.
To be fair, while it 'should' have had twin tractor beams, it's unusual for them to release duplicates of a card the ship itself cannot use in multiples.
Or to put another way: You'd have bought two Mist Hunters, had 4 Tractor Beams... and been allowed to fly precisely one of them. I can get why they thought that looked & felt a little weird; with Tractor Beams coming in future expansions I guess they figured Electronic Baffle would be the card that got left in a single expac, so hand out extras.
Actually, come to think of it, I don't have all that much desire for anything upcoming but the /sf, and even then, it'll depend on what the preview shows us. It may end up being a damp squib. I could quite happily pick up Imp Vets at the end of the month and not make another purchase until this time next year, at this rate. HotR does nothing for me, and I can't see anything in this lot taking my fancy either, even from an upgrade card standpoint.
The ARC is a cool ship and has me excited. I love bulky small ships like the Y-Wing, B-Wing, and K-Wing, and the combination of Astromech and Crew slots opens up a lot of combinations. Norra Wexley has an interesting ability that's not actually too difficult to take full advantage of, though Shara Bey's ability seems just as unfortunately awkward as Esege Tuketu's.
Even though it's a long shot, I hope they all have EPTs. After every Jumpmaster, including the freaking generic Contracted Scout, had an EPT, it's not too much of a stretch.
Edited by WingedSpiderActually, come to think of it, I don't have all that much desire for anything upcoming but the /sf, and even then, it'll depend on what the preview shows us. It may end up being a damp squib. I could quite happily pick up Imp Vets at the end of the month and not make another purchase until this time next year, at this rate. HotR does nothing for me, and I can't see anything in this lot taking my fancy either, even from an upgrade card standpoint.
I'm kinda hoping I get to sell the model to a movie fan, and just run the one ship with either cardboard.
I've never had much stomach for dual falcon lists.
To be fair, while it 'should' have had twin tractor beams, it's unusual for them to release duplicates of a card the ship itself cannot use in multiples.I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...
...and I think this is the first wave for me where absolutely nothing is an immediate must buy.
I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.
As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.
TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:
"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."
...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.
So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...
...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.
So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.
Don't get too excited about multiple copies of cards in the preview images. The Mist Hunter should have came with 2 Tractor Beams, but FFG changed the preview image well after the wave was released which was pretty annoying.
Or to put another way: You'd have bought two Mist Hunters, had 4 Tractor Beams... and been allowed to fly precisely one of them. I can get why they thought that looked & felt a little weird; with Tractor Beams coming in future expansions I guess they figured Electronic Baffle would be the card that got left in a single expac, so hand out extras.
That, and baffle has a lot of great uses and is only available in one pack. Tractor Beam is likely a one-per-list card at most and it is available in multiple packs.
I will say that I am sad that the TIE/sf doesn't get a crew slot. I has proposed an idea long ago that was similar to the title but as a crew. The reason i was a proponent of the crew slot was it added a degree of versatility to the ship, a different crew upgrade could change what the ship effectively did. Much like the TIE phantom with its crew slot, a two person fighter can have a crew be more than just a gunner or operatator, if we applied the same logic concerning the gunner from a y-wing and TIE/sf to the phantom, then that ship shouldn't get crew either, as the slot represents the second person in the fighter, whos duties are integral to the standard operation of the craft.
That being said, I get WHY they didn't do it. There would be too many upgrades on this small ship, and would make for very expensive small based ship fully kitted out with the crew slot. The title wi provide lots of fun options, and barring a craptacular dial, this is sure to favourite ship to fly. My true disappointment is no mag-pulse weapon, which was mentioned in the film, or any other ordnance coming with the TIE/sf.
I believe the Sensor Cluster will be spend a target lock. Coupled with a fire control system, this would make the TIE/sf more durable.
Fully agree on the Collision Detector.
As for the Se.., To.. I believe that will be Seismic Torpedo.
As for the Se.., To.. I believe that will be Seismic Torpedo.
Yup-yup.
Auxiliary Arcs are how I've been playing this game for the past two waves. Scum Boba is my stand-by and I love the ability to cut in the opposite direction of an enemy and catch them in the Aux arc as I fly by, or to run and make them follow, trading range 2-3 shots as I control the direction of the fight and my enemy struggles to catch up.
Aux Arc add so much to a ship and I can only imagine what I'll be able to do with the ARC and Tie/SF respectively.
The ARC excites me because it's ability to be a stress machine as well as it's ability to tank a lot of damage. The tank load out actually gives me feelings of the Firespray, something big and imposing, dancing away from shots be able to take a few incase you mess up. A real horse-fly in your list that the enemy can't help but swat at.
the Tie SF is more fragile than the Firespray and I'll be flying it completely with the idea to dodge arcs and hit and not get hit. This will require another ship to take the heat for it (Defender possibly) but protecting it doesn't seem like it'll be wasted, because it can really dish out the hate if you give it Accuracy corrector and focus in on it's double arc.
I'm pretty excited for this Wave. I think it will be pretty cool. It looks like jousting will actually be a thing again. It won't just be Ace Wing and dodging arcs. I'm tired that it seems all ships have to have Boost and Barrel Roll, EPT for PTL, and a lot of green on their dials.
To me Wave 5 was the worst. Two big, turreted ships. *yawn*. I've used my YT-2400 twice and it's sat in the case collecting dust. I've used the VT-49 a few more times, but less than 10 games. That's one wave I could've done without.
I think I might have used my K-wing once? Maybe?
Personally, I like all the ships in this wave. I will be buying one of each. I think the Fang Fighter will bring a lot to Scum. I also think there will be a number of upgrades in this wave to boost older ships. That one Mod that gives Barrel Roll? It will be great on a number of ships, including the Kihraxz Fighter. That Scum Only EPT can also help it.
I like the 0 cost titles, it seems like exactly the kind of thing that should be included in say... the Assault Gunboat!? In order to make it unique. Same with the Missile Boat and Tie Avenger. Titles let you really make them distinct.
I also like that the ARC is all unique pilot cards, it makes it clear these are salvaged leftovers and you just can't get them anymore.
I like the 0 cost titles, it seems like exactly the kind of thing that should be included in say... the Assault Gunboat!? In order to make it unique. Same with the Missile Boat and Tie Avenger. Titles let you really make them distinct.
I also like that the ARC is all unique pilot cards, it makes it clear these are salvaged leftovers and you just can't get them anymore.
Agreed; it helps emphasise that these are not your average crews.
That said, I fully look forward to helping price the generic once we know how these ships are getting priced.
hopeful in the sense that this is easily the most awesome looking wave since 7
Didn't think anyone could challenge the glory that is the illustriously silly K-wing, but then along came the ARC
speaking competitively, not celebrating until I see the purported Jm5k hard counter. While they're around, it's nearly impossible to do well with low agility ships such as the ARC and by god I want to fly that beauty
it's going to have game against aces by virtue of r3-a2 and bb-8 sabine, but even if it doesn't there's always conners to keep em covered
curious about the Tie/sf (worried it'll be overpriced for having an unimpressive 2-dice aux arc) but Quickdraw seems good to go. Shove him in a list to enable some very easy slayings of scouts before they get to shoot (rage baffle; attack twice before a scout fires adding 6/8 dice depending on the range with re-rolls + 1 focus) AND anti-ace shooting shenanigans
he's squishy as a soap-bubble, but he actually seems worth it
Shadowcaster is troll and Ketsu's ability is devilishly slick with the amount of shenanigans it can pull. Doesn't have to target a ship you can fire at (i.e, can target a ship you're touching); doesn't have to target an enemy ship. Sabine, while more boring, seems very solid at 42 for Dengar and double stims.
Edited by ficklegreendice