The first wave I'm not really excited about...

By StarWarsDad1138, in X-Wing

This is really just the first wave you aren't excited about? Lucky for you, then! Wave 5 was the least inspiring wave to me. Wow....two fat turrets. What an improvement to the game. :rolleyes:

The way I look at the ARC-170 is that it is such a swim army knife. It's got decent attack value and enough hull/shield to withstand a lot of attention. It's got a rear firing arc! It's the first Crew and Astromech combo, and might as well throw on that Torpedo slot there. The unique pilots all have some odd ability that doesn't scream broken, but is just waiting for a clever combo. I think it's done really well.

The Fang Fighter will have the largest competitive impact. It will be the Scum PTL ship with an ace that can rival Soontir Fel. The guy that removes tokens will also be used. I think it's a good ship all around and I like the attempt to bring back jousting. I think the mid tier guys will be fun to use beyond competitive play.

The Shadow Caster at first glance looks pretty gimmicky and just a way to make a turreted ship that isn't just another turreted ship. If you look at it, though, I think it's going to be a really cool ship that can do some crazy things. For one, I think Ventress being able to cause a stress every round is going to be HUGE. Yes, you need to do the mobile arc, but there is that modification that's not revealed yet that will surely give it as a free action. I think Ketsu will be pretty useful when loaded with the title and things like Fearlessness. So, imagine her having mobile arc forward. She goes and bumps someone. She gets to Barrel Roll them and they get a -1 Agility. She then fires at them at R1 and gets a free hit result added to the 4 dice (via Fearlnessness). Oh, if she hits again...she causes another -1 Agility to anyone else on her team left to shoot. Even the generics will get to be pretty cool with the mobile firing arc and two Illicits. It will make arc dodging harder to do and stops Auto Thrusters from working. The Cargo Dump is pretty cool, too. I think this is a ship that you can glance at and not be so interested, but I think if you delve a little into it, it's really good.

This is really just the first wave you aren't excited about? Lucky for you, then! Wave 5 was the least inspiring wave to me. Wow....two fat turrets. What an improvement to the game. :rolleyes:

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FACT

Well, I don't really expect this wave to be as cool as Imperial Veterans which was just all sorts of awesome. I'll pick up a TIE/sf, if I end up liking it I'll get a second one.

However, when I eventually start collecting Scum I'll definitely want a few Protectorate Starfighters. Shadowcaster is one I *might* pick up reluctantly if it's really really good, but it still looks terrible.

The last several waves has not held the same interest as previously. Perhaps it is because I already own so much already.

Oh, I forgot the Tie /SF. I don't believe it will have a huge impact in tournament play. Tournaments are mostly focused around 3 ship lists and being able to fire out of both just isn't as big a deal. I don't think it's a bad ship and I think it's something interesting to do with a ship that they had to build from Ep 7. I just think it will do much better in non-tournament games. I think it will do great in Epic.

Well, I don't really expect this wave to be as cool as Imperial Veterans which was just all sorts of awesome. I'll pick up a TIE/sf, if I end up liking it I'll get a second one.

However, when I eventually start collecting Scum I'll definitely want a few Protectorate Starfighters. Shadowcaster is one I *might* pick up reluctantly if it's really really good, but it still looks terrible.

looks physically terribly or rules-wise terrible?

the thing with the most expensive Lancer (ketsu/ventress with PTL eu and dengar/k4) is that, compared to similar entries at its price point (specifically kath and IG-88b), it's

  1. straight up weaker ito dice
  2. got FAR more tricks (pilot abilities; double illicits) and flexibility of movement (thanks to rotating mobile arc versuses a fixed auxiliary)

it'll live and die based on how you fly it, which seems to be the theme of Wave 9

"Quickdraw" scoffs at palp defense token stacking, the best defense is a good offense

"Backdraft" also can't just turtle up like fel or the inquisitor, he'll perform entirely based on how well you can exploit his powerful auxilary arc

the entire line of P-fighters are aces without the palp or native evades; you BETTER fly them well

and then there's the ARC which, given the molasses-esque speed at which they're promised to fly (not to mention their utter adoration of Biggs), are going to require a LOT of planning ahead to use effectively.

Wave 9 is the "fly better" wave

Edited by ficklegreendice

The last several waves has not held the same interest as previously. Perhaps it is because I already own so much already.

Yeah, that does happen. That and trying to figure out how to store it all is rough. I'm running a 300 pt Imps vs. Pirates mission and I'm realizing just how few Scum ships I have. I'm going to need to borrow 2 more Scyks and 3 Kihraxz Fighters.

This is really just the first wave you aren't excited about? Lucky for you, then! Wave 5 was the least inspiring wave to me. Wow....two fat turrets. What an improvement to the game. :rolleyes:

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FACT

Can't argue you guys on the mechanics side, but I played SW Galaxies. I loved me the Decimator.

This is really just the first wave you aren't excited about? Lucky for you, then! Wave 5 was the least inspiring wave to me. Wow....two fat turrets. What an improvement to the game. :rolleyes:

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FACT

Can't argue you guys on the mechanics side, but I played SW Galaxies. I loved me the Decimator.

I didn't even know it was in Galaxies. I just thought it was a Fat turret for the Imperials as they were lacking.

This is really just the first wave you aren't excited about? Lucky for you, then! Wave 5 was the least inspiring wave to me. Wow....two fat turrets. What an improvement to the game. :rolleyes:

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FACT

Can't argue you guys on the mechanics side, but I played SW Galaxies. I loved me the Decimator.

I didn't even know it was in Galaxies. I just thought it was a Fat turret for the Imperials as they were lacking.

Probably 100% correct as far as the design process was concerned.

To me wave 7 was the bad wave.

9...

I am really, REALLY excited for 9.

This said, 7 did a decent amount for ordnance.

Edited by DariusAPB

The last several waves has not held the same interest as previously. Perhaps it is because I already own so much already.

Yeah, that does happen. That and trying to figure out how to store it all is rough. I'm running a 300 pt Imps vs. Pirates mission and I'm realizing just how few Scum ships I have. I'm going to need to borrow 2 more Scyks and 3 Kihraxz Fighters.

I like the TIE s/f and think the ARC-170 is nice. The Ghost and Shadow Caster so-so and I have zero love for S&V except for cards and a collection of Bounty Hunter ships. The Punisher and K-Wing are just ugly. And even if workable they are huge for small bases. Imperial Veterans was awesome (and you couldn't hear me sing that right?). The Decimator, I know you said it was just another PWT, but it was nice to have for the Imperials. The YT-2400 I could easily have done without. I don't know what is next on the horizon but a good stopping point can't be far off for me.

I don't need a competitive kit. Just enough ships so that Epic battles don't get boring. Yep that's still a lot of ships. All games should be 300 or 400 point games unless you just don't have time; then something smaller like a 100 points.

HaHa, That's just me. I like the theme and playing with miniatures. For me that entire points thing is out of wack unless you've caught tournament or math/wing fever. If the points are close then playing a game anywhere between 60 and 150 is a lot of fun. If someone dies too soon a reinforcement from the surface or cruiser shows up. It works, other wise missions/scenarios. Oh i wish I could think of some. That's why a rely on you guys so much. Net-Lists and scenarios are my true love of the game.

ARC-170

-I love the look of the ARC-170, it is like the Star Wars version of the P-61 Black Widow. Looks wise, I love it.

-Seismic Torpedoes will be fun and they are cheap. I am curious how it will operate on pilots with special ordnance rules.
-Stat wise, I like it, it is good all around, and I kind of like how there are no generics. I am waiting to see if it will have a 4 straight on the dial.

-My frustration is that they should have given all the ARC-170 pilots an elite slot. It would not have been game breaking none are really overpowered or meta changing, it would have just been "fun" and thrown in a few surprises. With no generics, they all should of had an elite. But FFG is stingy with Rebel Pilots and elite slots. I know R2-D6 is out there, but that takes up the valuable Astromech slot. (Anyways I am looking forward to Thane Kyrell + R2-D6 + Squad Leader ....

)

T ie/Sf

-It looks OK, but they are going off the movie so it is not really FFG's fault.

-I look forward to future systems/tech combos for this guy.

-A new Imperial PS9 pilot, but his ability seems just ok.

-Can you dock on a Gozanti with these guys?

-Out of all the ships this wave, this is the one I am least excited for. But I am not an Imperial player.

Protectorate Starfighter

-This is an awesome little ship, it has boost and barrel roll native. Definitely the highlight of this wave.

-Sexy little model, it looks like a dangerous fighter craft.

-A new Scum PS 9 pilot with a very cool ability.

-Old Teroch's ability is dangerously awesome.

-This will add a new "knife-fighting" play style into the meta.

-The only negative about this expansion, it out dates at least 2 of the Scum fighters. (Scyk and the Kihraxz) Granted they were already DOA, but now they are cremated and the ashes thrown in the wind. I can only hope FFG will do something amazing with them in the new future with Aces or an Epic ship.

-Fearlessness is to be feared, I am looking at you Dengar!

Lancer-Class Pursuit Craft

-You either like the looks of this one or hate it. I personally hate it, it looks like it was designed in Spore.

-The ship stats themselves I the are OK.

-I am not sold on the mobile firing arc yet. They really should have had a crew member that lets you change the firing arc with out an action. It seems clumsy. (I really wish they would have turrets be like this from the beginning, but they did not.

-Rigged Cargo Chute seems fun and thematic. I think we will be seeing a lot of these. (This plus Seismic Torpedoes can be some self-destructive fun.)

-Sabine Wren's ability I am disappointed with, and seems like it will not get much use.

-IG88 crew looks like it will cause some interesting combos.

Overall

This is the Wave that the Scum have come into there own. They feel like a complete faction now with many different options available to them, and a up close and dirty play style. The Rebels add a few options, the Vectored Thrusters will help out them out a little, but over all no real meta change. The same thing with the Imperials, nothing that drastically alters the meta for them. The Scum are the big winners of this wave, and effect their meta the most.

Heroes of the Resistance
The Jury is still out. The new crew cards and the new astromech may make all the difference for the Rebels. Plus Nien Numb as a Pilot!! Yes, there is too much unknown in this expansion to judge yet. We still don't know Han and Chewie's new pilot abilities.

Edited by Jadotch

Before we go through the whole FO thing again, the SF qualifies as a 'tie fighter" because it contains the entirety of "Tie fighter" in its ship type

Works for docking clamps and youngster

[...]

-My frustration is that they should have given all the pilots an elite slot. It would not have been game breaking none are really overpowered or meta changing, it would have just been "fun" and thrown in a few surprises. With no generics they all should of had an elite.

[...]

I've never understood this.

It is because:

  1. All pilots with abilities (aces) should have an EPT regardless of their native ability and point cost?
  2. All pilots of a certain skill level should have an EPT?
  3. They are terribly unbalanced without an EPT?
  4. We just want them?

I like that a lot of new pilots and some old ones too don't have an EPT slot. Their ability if unique and that adds to the game.

Besides that is less cards to me to watch over and forget to use. Some have a special talent modifier, and some don't. I'm good.

5. They wouldn't be broken with 1

6. Stress Mule Braylen with lightning Reflexes would've been awesome

Edited by ficklegreendice

Really looking forward to the Fang Fighter.

To me this is just a wave of ships to have fun with. Ships meant only for casual matches.

Wave 9 is mostly fluff.

Fenn Rau will have the biggest impact so I'm getting 1 Fang. He's legit

ARC-170 will likely be the best stressbot carrier, but I don't fly Rebels.

Shadow Caster is a phoned in copy of firespray with gimmick mobile arc just to get Rebels content out the door for Disney.

Quickdraw will see some play, but Imperials already have so many excellent aces.

Auxiliary arcs on small base ships is neat cause it changes how you fly, but all the generics are overpriced.

[...]

-My frustration is that they should have given all the pilots an elite slot. It would not have been game breaking none are really overpowered or meta changing, it would have just been "fun" and thrown in a few surprises. With no generics they all should of had an elite.

[...]

I've never understood this.

It is because:

  1. All pilots with abilities (aces) should have an EPT regardless of their native ability and point cost?
  2. All pilots of a certain skill level should have an EPT?
  3. They are terribly unbalanced without an EPT?
  4. We just want them?

I like that a lot of new pilots and some old ones too don't have an EPT slot. Their ability if unique and that adds to the game.

Besides that is less cards to me to watch over and forget to use. Some have a special talent modifier, and some don't. I'm good.

No, I do not think all named pilots should have EPTs, but sometimes with certain pilot skill abilities they are begging for an EPT, and it prevents them from being played. The biggest example is Hobbie Klivian (and to a lesser extent Eaden Vrill.) These guy's concept is sound and solid, but without the EPT, their concept are not fully realized without the EPT slot. Too me they fall into the "almost good" category. While if they did have an EPT they would not break the meta, but add more flavor to the game.

While I understand not giving an EPT slot to the VCX-100, or pilots like Horton Salm, it would make some of the "lesser" pilots fun to play while their relatively low pilot skill would not make them the end all and be all.

Edited by Jadotch

-Sabine Wren's ability I am disappointed with, and seems like it will not get much use.

Really? You can just Focus each turn and get a free Evade added to your results. Or do a Recon Specialist and get a Focus for offense and defense. Going against a Tie Swarm? Get them all in your mobile firing arc (that you can move for free with the modification) and pop a Glitterstim to get a free Evade against all their dice.

-Sabine Wren's ability I am disappointed with, and seems like it will not get much use.

Really? You can just Focus each turn and get a free Evade added to your results. Or do a Recon Specialist and get a Focus for offense and defense. Going against a Tie Swarm? Get them all in your mobile firing arc (that you can move for free with the modification) and pop a Glitterstim to get a free Evade against all their dice.

Glitterstim-1.png Glitterstim-1.png

(you have two illicit slots)

Yeah, I wasn't even going to go there, but I guess so. Shield Upgrade is 4 pts, but for the same 4 pts, you can have two rounds of a free Shield Upgrade vs. everyone at R1-2 of your mobile firing arc.

...I did mention the modification to move the firing arc for free, right?

Yeah, I wasn't even going to go there, but I guess so. Shield Upgrade is 4 pts, but for the same 4 pts, you can have two rounds of a free Shield Upgrade vs. everyone at R1-2 of your mobile firing arc.

...I did mention the modification to move the firing arc for free, right?

idk

but you didn't mention how stims also takes care of your offensive mods, allowing you to evade ON TOP OF YOUR ABILITY ;)

Meh, I already have about 10 TIEs of various colours. I appreciate the game mechanics are completely different, but another palette swap is hardly inspiring.

Take a closer look, that model does have its physical differences beyond paint jobs.

It aint your granddaddy's TIE (wouldn't it suck to be granddaddy Vader's tail gunner?)

Oh, I'm well aware of the cogs around the wings, the rear viewport and the dinky little antenna.

It's still just another cut-and-paste TIE. Saying otherwise is like saying the Black X-Wing in Heroes of the Resistance isn't just another T-70 because it's got BB8 in the back.