Green dice suck and so does Concord Dawn Protector

By Stone37, in X-Wing

The title is great!

It's not just primary arc, its any arc. Ghosts arcs, firesprays arcs, hounds tooths arcs. Also, it works on EVERY attack, aka Dengars double tap, corran horn, gunner crew, brobots double tap, and ALWAYS works against the inquisitor! Nice ability for a 3 agi, 4 health ship.

I intend to try flying them like interceptor aces on meth.

you will fail (no glitterstims :( )

so I guess you have to settle for just "interceptor aces " :P

Meth, not crack!

I intend to try flying them like interceptor aces on meth.

you will fail (no glitterstims :( )

so I guess you have to settle for just "interceptor aces " :P

Meth, not crack!

aroo?

Crackshot-1.jpg

The title is great!

It's not just primary arc, its any arc. Ghosts arcs, firesprays arcs, hounds tooths arcs. Also, it works on EVERY attack, aka Dengars double tap, corran horn, gunner crew, brobots double tap, and ALWAYS works against the inquisitor! Nice ability for a 3 agi, 4 health ship.

Yup. Inquisitor will get wrecked by these. Title applies, and so does Fenn Rau's defensive bonus.

The title is great!

It's not just primary arc, its any arc. Ghosts arcs, firesprays arcs, hounds tooths arcs. Also, it works on EVERY attack, aka Dengars double tap, corran horn, gunner crew, brobots double tap, and ALWAYS works against the inquisitor! Nice ability for a 3 agi, 4 health ship.

I agree that this title is a great situational title. The other new Wave 9 ships received free titles. I feel this title should be free as well. Now, had they added the Fearlessness ability as well, it would be too good to be free.

In comparison, the TAP for 1 point gets a free Evade when it takes a TL. I don't think Concord Dawn Protector is as good (or as easy to use) as the TIE/v1 title.

There are three types of modifications per the rules.

1. Adding a result (these are that as is things like the Advanced Targeting Computer and c3po)

2. Rerolling dice

3. Using tokens to change results or add results (evade, focus)

OK, so I get what FFG is going for but I have to disagree with how they got there. The new title on its own is not enough to make me want to fly into the face of my enemy. The green dice suck. If I can maneuver (as the article shows) and get a R1 or R2 shot without return fire... that's what I'm doing every day of the week and twice on Sunday.

swx55-concord-dawn-protector.png

Now, Fearlessness is interesting and combined with the title makes for a fighter that hits harder and defends better in up close jousts.

swx55-fearlessness.png

I feel they should have combined these two cards into one title. Any one else feel that the title does not fall into the best interest (or even the best play style) for this ship?

Well I think someone has to ask this so it might as well be me. What happens with either of these cards when OL has the ship locked? I am thinking you don't get either of them but I could be wrong.

The title is great!

It's not just primary arc, its any arc. Ghosts arcs, firesprays arcs, hounds tooths arcs. Also, it works on EVERY attack, aka Dengars double tap, corran horn, gunner crew, brobots double tap, and ALWAYS works against the inquisitor! Nice ability for a 3 agi, 4 health ship.

It does simply say "arc," not "primary arc."

They don't focus on that really in the preview examples, but with every new piece having an auxiliary arc there might be more use for these than the naysayers think

The title is great!

It's not just primary arc, its any arc. Ghosts arcs, firesprays arcs, hounds tooths arcs. Also, it works on EVERY attack, aka Dengars double tap, corran horn, gunner crew, brobots double tap, and ALWAYS works against the inquisitor! Nice ability for a 3 agi, 4 health ship.

I agree that this title is a great situational title. The other new Wave 9 ships received free titles. I feel this title should be free as well. Now, had they added the Fearlessness ability as well, it would be too good to be free.

In comparison, the TAP for 1 point gets a free Evade when it takes a TL. I don't think Concord Dawn Protector is as good (or as easy to use) as the TIE/v1 title.

eh...

see the aux arc ship NEED their 0-point title (it gives them their 3-dice primary out the primary arc). they were costed with it in mind quite literally because the special rules don't bit on the pilot card itself

Fangs DON'T need Concord Dawn protector , it just gives a bonus

as for whether or not it's comparable to Tie/v1, it really isn't especially when it isn't once per round nor dependent on a TL (Generally an action)

the TAPs is also a very different ship with a puny 2 die primary that only the Inquisitor can overcome

Edited by ficklegreendice

So, if I'm understanding the OP, what I'm hearing is that he flies with fear instead of being Fearless.

Thus, he is unworthy of this new EPT.

But seriously, there are going to be lots of ways to get this combo to work. A Fearless ship backed by Manaroo for extra tokens will be a serious pain in the neck.

So, if I'm understanding the OP, what I'm hearing is that he flies with fear instead of being Fearless.

Thus, he is unworthy of this new EPT.

But seriously, there are going to be lots of ways to get this combo to work. A Fearless ship backed by Manaroo for extra tokens will be a serious pain in the neck.

lol :D

I'm stating I wish there was more of a reward for this "no fear" type of flying this ship is suppose to embrace. 1 free evade result is not enough for me to want to rush in head long against a focused B-wing in this 4 hull only ship.

I agree, the situational abilities and the combos that can be created seem like fun. They just are not as easy (or practical) as other options. If FFG truly wants to reward jousting, than it should have given its title more of a best Defense is O-fense feel.

As i have said before i am going to treat this guy as an arc dodger and use it's title/ept as an insurance policy. Got me at R1 and no way out? Cool i just might make it out. Also the title/ept is ACTION INDEPENDANT. So if some clever guy blocks your ace unlike soontir you just might come out intact.

The title is great!

It's not just primary arc, its any arc. Ghosts arcs, firesprays arcs, hounds tooths arcs. Also, it works on EVERY attack, aka Dengars double tap, corran horn, gunner crew, brobots double tap, and ALWAYS works against the inquisitor! Nice ability for a 3 agi, 4 health ship.

Yup. Inquisitor will get wrecked by these. Title applies, and so does Fenn Rau's defensive bonus.

Fenn Raus ability wouldnt apply o defense from the inquisitors ability

Alright, newb alert here, but wouldn't I rather just dodge the arc to avoid the attack altogether? Am I missing something? Yes, in their example the arc dodge was the difference between range 1 and 2, but still, wouldn't I just rather dodge the arcs?

Edited by Toenail

The title is great!

It's not just primary arc, its any arc. Ghosts arcs, firesprays arcs, hounds tooths arcs. Also, it works on EVERY attack, aka Dengars double tap, corran horn, gunner crew, brobots double tap, and ALWAYS works against the inquisitor! Nice ability for a 3 agi, 4 health ship.

Yup. Inquisitor will get wrecked by these. Title applies, and so does Fenn Rau's defensive bonus.

Fenn Raus ability wouldnt apply o defense from the inquisitors ability

So, if I'm understanding the OP, what I'm hearing is that he flies with fear instead of being Fearless.

Thus, he is unworthy of this new EPT.

But seriously, there are going to be lots of ways to get this combo to work. A Fearless ship backed by Manaroo for extra tokens will be a serious pain in the neck.

lol :D

I'm stating I wish there was more of a reward for this "no fear" type of flying this ship is suppose to embrace. 1 free evade result is not enough for me to want to rush in head long against a focused B-wing in this 4 hull only ship.

I agree, the situational abilities and the combos that can be created seem like fun. They just are not as easy (or practical) as other options. If FFG truly wants to reward jousting, than it should have given its title more of a best Defense is O-fense feel.

If you look at the title as a plan B, I think you're probably going to get more out of it. It's a little bit of a safety net for when you guess wrong. When things don't go according to plan, you've got the title. You go for a ballsy block and your opponent lands just short of you, the title might keep you alive through the round. You think you are being sneaky and are going to surprise your opponent on his flank but he anticipates it and turns hard into you, the title helps you pull through.

Alright, newb alert here, but wouldn't I rather just dodge the arc to avoid the attack altogether? Am I missing something? Yes, in their example the arc dodge was the difference between range 1 and 2, but still, wouldn't I just rather dodge the arcs?

Alright, newb alert here, but wouldn't I rather just dodge the arc to avoid the attack altogether? Am I missing something? Yes, in their example the arc dodge was the difference between range 1 and 2, but still, wouldn't I just rather dodge the arcs?

Yes. However, if you miscalculate and end up in Range 1, or are dealing with an Auxiliary Arc (Particularly the Yv-666's 180 degree arc), the title is a huge help. It's also superior to Autothrusters at Range 1 against turrets.

against some turrets

certainly not dengar :P

don't want to be in front of oicuun either

or Rey when she's released

Edited by ficklegreendice

Alright, newb alert here, but wouldn't I rather just dodge the arc to avoid the attack altogether? Am I missing something? Yes, in their example the arc dodge was the difference between range 1 and 2, but still, wouldn't I just rather dodge the arcs?

The example happens is in a vacuum, but in an actual game there's going to be other considerations. How bad do you need that ship dead? Where are the other arcs from enemy ships? Do you have another ship that hasn't activated and is going to land in the spot you'd dodge to? Do you think you'll be able to finish them off before they return fire and are just looking at the title as an insurance policy for when your red dice conspire with the opponet's green dice to betray you?

You need to take ships off the board to win games, sometimes you need to trade shots to make that happen.

Alright, newb alert here, but wouldn't I rather just dodge the arc to avoid the attack altogether? Am I missing something? Yes, in their example the arc dodge was the difference between range 1 and 2, but still, wouldn't I just rather dodge the arcs?

:D

Thing is though, all other things aren't equal. To arc-dodge reliably you need to invest a bunch of points in the tools to do so - high PS and PTL primarily. Low PS Interceptors aren't generally a Thing because they can't get out of arc reliably and an Interceptor in multiple firing arcs is probably dead before it shoots. The Fang has other options - you can take the points you'd have used to make the ship an arc-dodger and use it to make it into a blunt object instead, and probably have some left over to bring more or better ships in support.

Also, even when you're an arc-dodger a decent chunk of the time you're in a position where you have to choose between exchanging fire with your prey or neither of you getting shots. Interceptors will lean toward the latter option (depending on target, game state etc). The Fang can bend the odds of the former option in its favour.

I love this ship!

So, if I'm understanding the OP, what I'm hearing is that he flies with fear instead of being Fearless.

Thus, he is unworthy of this new EPT.

But seriously, there are going to be lots of ways to get this combo to work. A Fearless ship backed by Manaroo for extra tokens will be a serious pain in the neck.

lol :D

I'm stating I wish there was more of a reward for this "no fear" type of flying this ship is suppose to embrace. 1 free evade result is not enough for me to want to rush in head long against a focused B-wing in this 4 hull only ship.

I agree, the situational abilities and the combos that can be created seem like fun. They just are not as easy (or practical) as other options. If FFG truly wants to reward jousting, than it should have given its title more of a best Defense is O-fense feel.

Well, that depends on the condition of the B-Wing. Every EPT-capable Fang is going to be PS3 or higher, so you're going to win the PS war. If the B-Wing's shields are down, then attacking from R1 in arc is going to come out in your favor. You're going to get four red dice plus an extra hit result, in addition to any other modifiers.

If you're at Range 2 and can't get out of arc, you'll see more of a net benefit from boosting into R1 to trigger Fearlessness and the title than you would by staying at R2 with a single focus token for defense.

A modified 3-dice primary attack from range 2 is going to average 2.25 hits. If you boost into R1, that unmodified 4-dice plus Fearlessness will average 3 hit results, with a guaranteed minimum of 1.

On defense, a focused 3-dice defense roll will average 1.875 evade results. With the title, spending that action to boost into R1 will get you an average of 2.125 evades just from naked green dice, again with a minimum of 1. Your opponent has a somewhat higher chance to hit thanks to the extra attack die, but you already have one guaranteed evade to offset it.

If you have a way to feed tokens to your Fangs, they're only going to get better.

I agree, the title is 'meh'Fearlessness will be best on other scum ships.Fenn Rau is the only decent pilot.

You missed the one that gets focused on red moves.

Suck so bad...

so bad that I'm mentally pre-ordering 4 fangs.

FFG haven't yet confirmed that the Fang has green hard turns. A ship in the example includes it, but that's not proof.

If it doesn't then Push the Limit is suddenly a LOT less attractive as an EPT - it's the combo of boost and barrel roll that really allows for effective arc-dodging. At that point the death-or-glory charge to range 1 is suddenly a lot more viable in comparison...

I'm actually kind of hoping it's not another double action ship - that will make it a lot more interesting to fly, and opens the door to Fearlessness and other EPTs which otherwise take a back seat to PTL.

Edited by Hedgehogmech

FFG haven't yet confirmed that the Fang has green hard turns. A ship in the example includes it, but that's not proof.

If it doesn't then Push the Limit is suddenly a LOT less attractive as an EPT - it's the combo of boost and barrel roll that really allows for effective arc-dodging. At that point the death-or-glory charge to range 1 is suddenly a lot more viable in comparison...

I'm actually kind of hoping it's not another double action ship - that will make it a lot more interesting to fly, and opens the door to Fearlessness and other EPTs which otherwise take a back seat to PTL.

I'll be very surprised if it doesn't have green hard-2s, as those are both common denominators of the TIE/fo and Interceptor.