The Dials are In

By Rinzler in a Tie, in X-Wing

At this point, I think FFG is just playing to the fan base of some of the shows. That dial for the Shadow Caster is just wrong. It's got a better freaking dial than a TIE Fighter . You know, that ship purpose built to be insanely agile and maneuverable?

And seriously, the Shadow Caster can make a white hard 2 but the Defender's hard 2 is a red? The only way any of this makes sense is if the design team is trying to say, "Look kids, it's your favorite ship from the TV shows! And it's got an insane dial and abilities, buy a bunch of them NOW!!!"

You know, it is completely insane that these scum ships can have awesome dials, I mean, it is not like many of them are bounty hunters or pirates that might spend any ill-gotten payouts to soup up their ships that help them make more credits.

They should totally use mass produced and factory default ships like the empire, or patchwork and often jury rigged repair craft like those rebels.

At this point, I think FFG is just playing to the fan base of some of the shows. That dial for the Shadow Caster is just wrong. It's got a better freaking dial than a TIE Fighter . You know, that ship purpose built to be insanely agile and maneuverable?

And seriously, the Shadow Caster can make a white hard 2 but the Defender's hard 2 is a red? The only way any of this makes sense is if the design team is trying to say, "Look kids, it's your favorite ship from the TV shows! And it's got an insane dial and abilities, buy a bunch of them NOW!!!"

you should be thankful the Shadow Caster has a good dial

because bringing up the Defender comparison only serves to remind everyone how an x7 will kick the caster's ass unless the caster abuses the hell out of its maneuverability to outfly the defender

Unspoiled cards: 49s0Fgt.jpg

Gyroscopic Targeting: at the end of the combat phase, if you performed a 3,4,5 speed maneuver, you may rotate your mobile firing arc.

Black Market Slicer Tools: Action - choose a stressed ship at r1-2. Remove 1 stress token & roll 1 atk dice. on a [hit] or [crit] result, deal one face-down damage card.

Maybe paragoombah will stop complaining about Fell now. Lol.

You still have to move after him to use it on him. Or find a way to get an action in the combat step.

That Gyro mod seems odd to me. I get to move my arc at the end of the combat phase? After everyone has shot? Is there an interaction with one of the pilots I'm missing?

Since turning your mobile arc is normally an action, it lets you do that for free, even though that free turn might not be relevant by the time you get to fire again.

For example, say there's an enemy to your left and an enemy to your right. You kill the enemy on your right one round, then at the end of the combat, you get a free swivel to turn it in the other direction. This means you DON'T have to spend your action next round turning the turret around.

Granted, depending on where everyone moves in the following movement phase, you might have to spend your action to turn it again anyway, but you might not, so it CAN end up saving you your action.

Edited by DarthEnderX

Unspoiled cards: 49s0Fgt.jpg

Gyroscopic Targeting: at the end of the combat phase, if you performed a 3,4,5 speed maneuver, you may rotate your mobile firing arc.

Black Market Slicer Tools: Action - choose a stressed ship at r1-2. Remove 1 stress token & roll 1 atk dice. on a [hit] or [crit] result, deal one face-down damage card.

Maybe paragoombah will stop complaining about Fell now. Lol.

You still have to move after him to use it on him. Or find a way to get an action in the combat step.

...or just let him stress himself and use it the following round before he moves?

Unspoiled cards: 49s0Fgt.jpg

Gyroscopic Targeting: at the end of the combat phase, if you performed a 3,4,5 speed maneuver, you may rotate your mobile firing arc.

Black Market Slicer Tools: Action - choose a stressed ship at r1-2. Remove 1 stress token & roll 1 atk dice. on a [hit] or [crit] result, deal one face-down damage card.

Maybe paragoombah will stop complaining about Fell now. Lol.

You still have to move after him to use it on him. Or find a way to get an action in the combat step.

...or just let him stress himself and use it the following round before he moves?

Oops, forget it, I just didn't thought about when he gets rid of his stress ^^

Has anybody seen a side-by-side, photo comparison between the Cargo token and any other bomb, asteroid or debris token??

It looks pretty big. Those FFG diagrams are "a little" off scale.

After seeing that dial, I don't understand why these two ships cost the same.

swx53-braylen-stramm.png contracted-scout_ship.png

Because one is Rebel one is Scum

I would say one is Small one is Large but the Uboat is the worst contender for displaying "large ship tax"

One is more heavily upgrade dependant than the other.

Yup. Not happy about super powered large base dials.

After seeing that dial, I don't understand why these two ships cost the same.

Yes you do. FFG screwed up.

I, for one, am super thrilled by this!

I also play scum, exclusively. :mellow:

After seeing that dial, I don't understand why these two ships cost the same.

swx53-braylen-stramm.png contracted-scout_ship.png

you forgot Alliance Overhaul

the ARC is the new Wave 1 Tie advance (ie worst ship in the game) without that title

which is why it was made with the title in mind

Edited by ficklegreendice

Knockoff Han Solo's Knockoff Falcon.

/triggered.

After seeing that dial, I don't understand why these two ships cost the same.

Because you're not including the zero cost title... Which right now you'd have to be a complete and utter moron to not take.

swx53-alliance-overhaul.png

Edited by VanorDM

you got Alliance Overhaul

the ARC is the new Wave 1 Tie advance (ie worst ship in the game) without that title

which is why it was made with the title in mind

Because you're not including the zero cost title... Which right now you'd have to be a complete and utter moron to not take.

swx53-alliance-overhaul.png

I was kinda implicitly including Alliance Overhaul.

Even with the upgrade giving an extra point of power in the front, it's rather noticeable the crazy difference in maneuverability, survivability, and versatility between the two ships of the same cost. Hell, Braylen Stramm doesn't even have an EPT despite being a unique pilot.

There's a reason the Jumpmaster 5000 is dominating tournaments (And with radically different builds) while the ARC-170 is likely to see little tournament play.

Edited by WingedSpider

I was kinda implicitly including Alliance Overhaul.

no you weren't

you had the two base stats side by side and implying there was no reason to play the ARC instead of the Jm5k despite the ARC having, essentially, a 3 dice primary (not to mention a free modifier on the rear arc primary, making shots from either arc far superior to a naked JM5k's PWT)

which is such a massive difference in damage potential that it really can't be ignored

there's also the small oft overlooked fact that the ARC can turn right and shed stress without unhinged, but eh

the reason why the Jm5k is dominating is its incredible combo of its ept, salvaged (potentially crew) and torpedo slots that allow it to fire deadeyed plasma torps with focus + g-chip mods

Edited by ficklegreendice

1 Year ago: "Scum are awful, they are not competitive at all. Why bother?"

Now: "Scum get all the good stuff! Waaaah!"

After seeing that dial, I don't understand why these two ships cost the same.

I too am baffled at wave9 price points.

To be fair, the generic shadowcaster, at 33 points, compared next to the contracted scout also is baffling.

It's wave9, you would think pilot and upgrade card design decisions would be more consistent, but no. Wave9 has the full gambit, from horribly overcosted, to nicely adding to the high powered meta.

And seriously, the Shadow Caster can make a white hard 2 but the Defender's hard 2 is a red? The only way any of this makes sense is if the design team is trying to say, "Look kids, it's your favorite ship from the TV shows! And it's got an insane dial and abilities, buy a bunch of them NOW!!!"

It's not that good, we seem to judge dials on colour rather than maneuvers. Nice dial but hardly an Aggressor dial.

White 1 forward, white 1 banks. Slightly worse than normal at this speed.

Full set of 2 speeds is pretty much standard. White is nothing special here.

The party piece is its full set of 3 speed greens, something any Scum ship can get with Unhinged Astro if they have those moves. However, this and the green 4 straight are the ship's only green moves , meaning it has to go turbo speed if it wants to shed stress. To reiterate, this ship can't go below speed 3 if it wants to destress. Given the close range nature of its pilots this is a major issue for the ship.

Then we have a white 5 straight which isn't the most useful maneuver in the game and its sole K-turn is koiogran 5. For an idea of what that's like, fly the TIE bomber.

This ship is great at going fast but it also needs to. Time will tell how much this hampers the Lancer.

Edited by Blue Five

And seriously, the Shadow Caster can make a white hard 2 but the Defender's hard 2 is a red? The only way any of this makes sense is if the design team is trying to say, "Look kids, it's your favorite ship from the TV shows! And it's got an insane dial and abilities, buy a bunch of them NOW!!!"

It's not that good, we seem to judge dials on colour rather than maneuvers. Nice dial but hardly an Aggressor dial.

White 1 forward, white 1 banks. Slightly worse than normal at this speed.

Full set of 2 speeds is pretty much standard. White is nothing special here.

The party piece is its full set of 3 speed greens, something any Scum ship can get with Unhinged Astro if they have those moves. However, this and the green 4 straight are the ship's only green moves , meaning it has to go turbo speed if it wants to shed stress. To reiterate, this ship can't go below speed 3 if it wants to destress. Given the close range nature of its pilots this is a major issue for the ship.

Then we have a white 5 straight which isn't the most useful maneuver in the game and its sole K-turn is koiogran 5. For an idea of what that's like, fly the TIE bomber.

This ship is great at going fast but it also needs to. Time will tell how much this hampers the Lancer.

Yep

Edited by Rinzler in a Tie

And seriously, the Shadow Caster can make a white hard 2 but the Defender's hard 2 is a red? The only way any of this makes sense is if the design team is trying to say, "Look kids, it's your favorite ship from the TV shows! And it's got an insane dial and abilities, buy a bunch of them NOW!!!"

It's not that good, we seem to judge dials on colour rather than maneuvers. Nice dial but hardly an Aggressor dial.

White 1 forward, white 1 banks. Slightly worse than normal at this speed.

Full set of 2 speeds is pretty much standard. White is nothing special here.

The party piece is its full set of 3 speed greens, something any Scum ship can get with Unhinged Astro if they have those moves. However, this and the green 4 straight are the ship's only green moves , meaning it has to go turbo speed if it wants to shed stress. To reiterate, this ship can't go below speed 3 if it wants to destress. Given the close range nature of its pilots this is a major issue for the ship.

Then we have a white 5 straight which isn't the most useful maneuver in the game and its sole K-turn is koiogran 5. For an idea of what that's like, fly the TIE bomber.

This ship is great at going fast but it also needs to. Time will tell how much this hampers the Lancer.

Actually the Speed 2 straight is Green as well. Although then you don't get the Gyro benefit.

I was kinda implicitly including Alliance Overhaul

no you weren't

you had the two base stats side by side and implying there was no reason to play the ARC instead of the Jm5k despite the ARC having, essentially, a 3 dice primary (not to mention a free modifier on the rear arc primary, making shots from either arc far superior to a naked JM5k's PWT)

which is such a massive difference in damage potential that it really can't be ignored

I'm sorry if I gave the impression I was comparing the base stat lines without Alliance Overhaul.

My problem is that with Alliance Overhaul , it's still pretty obvious the ARC is not costed efficiently enough. That difference in damage potential is not worth every other way in which the ARC-170 doesn't hold up.

there's also the small oft overlooked fact that the ARC can turn right and shed stress without unhinged, but eh

Has anyone ever seriously run into this problem with a Jumpmaster?

It has all white and green maneuvers except a Kturn and one of its two Sloops. One of the most powerful Jumpmaster lists has it constantly stressed .

It's oft-overlooked because it doesn't matter. You can't seriously tell me with a straight face the ARC-170's right green maneuvers make its dial comparable to the Jumpmaster's.

the reason why the Jm5k is dominating is its incredible combo of its ept, salvaged (potentially crew) and torpedo slots that allow it to fire deadeyed plasma torps with focus + g-chip mods

It's also dominating because it has an absurdly good dial, is extremely cheap for its stat line, has a versatile upgrade bar that lets it easily adapt to meta threats and gets better with every wave, and has some of the best pilot cards in the game.

Which is fine, it's good to see a ship doing well in tournaments. The problem is that the ARC-170 feels like it was costed in a different universe, a universe where B-Wings are still relevant.

Edited by WingedSpider