Wave 10 Artical is up

By Cubanboy, in X-Wing

Oh, goodie. Yet another standard TIE Fighter repaint.

To be fair, it's only the second. FO and SF are different, especially the Sf

I disagree. Functionally, they may be different, and from a lore standpoint, they're very different. However, as models go, at the end of the day you still have a ball cockpit and two vertical, hexagonal panels with just minor, cosmetic differences.

The others are different sculpts. That's not subjective.

And? I doubt anyone would really expect that they would paste the additional stuff on by hand. It doesn't change the fact that they're all essentially the same design.

If "repaint" has a specific definition that doesn't apply in this context, then it was a poor choice for me to use it, but it doesn't change the overall point I'm making.

the existence of all those tractors bugs me...

Why?

Because rebels have shown for quite some time the existence of tractor, crackshot, and juke tends to devour 1agi ships. Yet we just got the ARC both bundled in a wave that basically autocounters it and now theres another (both scum ironically) in wave10.

Poor C3P0 will never see the light of day again. Cause you have to actually roll something to get his effect.

Some of the gripes here are hilarious.

Fair enough, a TIE fighter variant for Rebels is perhaps a *bit* disappointing, but considering it can be upgraded it could be a nice, cheap filler ship with some nifty upgrades. Plus the fact we still have HotR to delve into.

Quadjumper looks to be throwing a bit of a curve with the reported 6 various 1-Manoeuvres. Ren's shuttle has a 4 dice primary!

Of course, new elements of gameplay such as "I'll Show You The Dark Side" to ponder.

If I'm really disappointed in anything it's the fact we haven't got Wave 9 yet.

the existence of all those tractors bugs me...

Why?

Because rebels have shown for quite some time the existence of tractor, crackshot, and juke tends to devour 1agi ships. Yet we just got the ARC both bundled in a wave that basically autocounters it and now theres another (both scum ironically) in wave10.

Poor C3P0 will never see the light of day again. Cause you have to actually roll something to get his effect.

Thing is, being dice independent actually screws over higher agility just as bad (worse if they take rock damage)

So this is a massive improvement

I didn't see any discussion about this line in the wave10 article.

"They make it possible for you to dramatically alter your squadron deployment."

Of what was revealed, nothing has this ability. What does it mean?

Looks like "Hyp... Comm..." Talks about doing something during "Place Forces"

Hyperspace Comms Relay?

During deployment, swing a watch backwards and forwards in front of your opponent's face until he's persuaded to turn his ships around 180 degrees.

the existence of all those tractors bugs me...

Why?

Because rebels have shown for quite some time the existence of tractor, crackshot, and juke tends to devour 1agi ships. Yet we just got the ARC both bundled in a wave that basically autocounters it and now theres another (both scum ironically) in wave10.

Poor C3P0 will never see the light of day again. Cause you have to actually roll something to get his effect.

Thing is, being dice independent actually screws over higher agility just as bad (worse if they take rock damage)

So this is a massive improvement

That was my problem with the Wave 8 and Imperial Vets Tractor Beams. You needed to be able to hit the ships that your squad couldn't hit with the tractor beam to help your squad hit. They just ended up punishing the ships that everyone was already able to hit.

I assume "Spa...Tracto..." is a Title for the Quad ?

If so, then the mod slot is still open ? - if it does have a white 1 reverse, then silly cost I know, but how about on the pilots with EPT, PTL & EU - so you can reverse, barrel roll back and then boost bank further out...

...it can cover an awful lot of nearby board real-estate :wacko:

Probably a mod

Article mentioned something about tbeams and the ship has no native tbeam capability outside plutt. So these are probably the tools that enable em

Five tbeam tokens in the pic!

the five tokens is probably because ffg thinks you can get multi-bumps easy. Its actually pretty hard to be touching more than 1 ship since the only ships that resolve any touching effects are the ones you are actually touching after moving, not every ship you "would" have been touching (wow that would make oicunn a beast..).

I'd be surprised if it didnt have another tractor shenanigan outside the touching thing but to use all 5 tokens i think is just FFG being optimistic. The most ive seen touching the same ship is 3, and USUALLY its because the guy that owns the 3 ships flew like a dummy not the single ship guy perfectly blocked. Oh and that was a large ship.

Edited by Vineheart01

the existence of all those tractors bugs me...

Why?

Because rebels have shown for quite some time the existence of tractor, crackshot, and juke tends to devour 1agi ships. Yet we just got the ARC both bundled in a wave that basically autocounters it and now theres another (both scum ironically) in wave10.

Poor C3P0 will never see the light of day again. Cause you have to actually roll something to get his effect.

Thing is, being dice independent actually screws over higher agility just as bad (worse if they take rock damage)

So this is a massive improvement

That was my problem with the Wave 8 and Imperial Vets Tractor Beams. You needed to be able to hit the ships that your squad couldn't hit with the tractor beam to help your squad hit. They just ended up punishing the ships that everyone was already able to hit.

On TIE/Ds, I've had it do good work as the first shot fired in the squad. Basically, I never expect to hit hard-to-hit targets, but it's another chance to drain tokens, and if it does hit, you get a pretty good effect for the rest of the squad.

the existence of all those tractors bugs me...

Why?

Because rebels have shown for quite some time the existence of tractor, crackshot, and juke tends to devour 1agi ships. Yet we just got the ARC both bundled in a wave that basically autocounters it and now theres another (both scum ironically) in wave10.

Poor C3P0 will never see the light of day again. Cause you have to actually roll something to get his effect.

Thing is, being dice independent actually screws over higher agility just as bad (worse if they take rock damage)

So this is a massive improvement

That was my problem with the Wave 8 and Imperial Vets Tractor Beams. You needed to be able to hit the ships that your squad couldn't hit with the tractor beam to help your squad hit. They just ended up punishing the ships that everyone was already able to hit.

On TIE/Ds, I've had it do good work as the first shot fired in the squad. Basically, I never expect to hit hard-to-hit targets, but it's another chance to drain tokens, and if it does hit, you get a pretty good effect for the rest of the squad.

But that TIE/D absolutely works over anything with 1 or 2 agility though, right?

Yeah. It does very bad things to AGI 1-2 small ships, and is a nice bonus against large ships of any AGI.

Yeah. It does very bad things to AGI 1-2 small ships, and is a nice bonus against large ships of any AGI.

Well but thats exactly the problem fickle eluded to. Palp Aces couldnt care less about tractor beams right now since you'll never ever hit them unless they seriously screw up. I mean when was the last time you hit Soontir or the Inquisitor backed by Palp with a simple 3dice attack? Yeah FFG probably realized this too given how wave9 hands out tractor tokens without rolling dice (for the most part).

Edited by Celes

Yeah. It does very bad things to AGI 1-2 small ships, and is a nice bonus against large ships of any AGI.

Well but thats exactly the problem fickle eluded to. Palp Aces couldnt care less about tractor beams right now since you'll never ever hit them unless they seriously screw up. I mean when was the last time you hit Soontir or the Inquisitor backed by Palp with a simple 3dice attack? Yeah FFG probably realized this too given how wave9 hands out tractor tokens without rolling dice (for the most part).

But again, it will likely be tokens spent, which is great for the follow up shots anyway.

EMP looks like an illicit that gets spent instead of attacking to give all ships within a certain range Ion tokens, right?

I don't see the word Ion on the card but the TIE comes with 5 Ion tokens.

EMP looks like an illicit that gets spent instead of attacking to give all ships within a certain range Ion tokens, right?

I don't see the word Ion on the card but the TIE comes with 5 Ion tokens.

This is almost certainly what it does.

wording is a bit odd from what we can see but i'd say its safe to believe its a discarded "Ion Torpedo" with no damage.

Which could be pretty mean, especially if theres no chance it doesnt work.

Emp on Dace? IS IT FIGALLY BONEARM'S DAY??

Emp on Dace? IS IT FIGALLY BONEARM'S DAY??

FINGERS CROSSED, BABY :P

Yeah. It does very bad things to AGI 1-2 small ships, and is a nice bonus against large ships of any AGI.

Well but thats exactly the problem fickle eluded to. Palp Aces couldnt care less about tractor beams right now since you'll never ever hit them unless they seriously screw up. I mean when was the last time you hit Soontir or the Inquisitor backed by Palp with a simple 3dice attack? Yeah FFG probably realized this too given how wave9 hands out tractor tokens without rolling dice (for the most part).

I almost always go for Palp first, but I have drained token/Palp uses off of the Inquisitor with a Tractor Beam when he presents himself. I don't bother with Fel until Palp is dead, ever. The thing to remember is the aces just don't put out that much damage without risking themselves to return fire, so you can just kill the shuttle and be on your way against 2 Imperial Aces with a modestly damaged squad if you pick an attack line that gives you lanes to turn and threaten aces.

Emp on Dace? IS IT FIGALLY BONEARM'S DAY??

Wouldn't even have to be on Dace, he's got a Range 3 ability. You could just jam some Pirates up there with EMPs (assuming they do what it is expected they do).

ive had tractor go through an OL with SD and a banked evade + focus. Though i didnt have palp around, but it can still hit them.

Very unlikely though. Its still great on xD's like Biophysical was saying because they either get hit, lose SD, or burn something to avoid it. Number of attack instances counter palpaces, no singular attack does.

ive had tractor go through an OL with SD and a banked evade + focus. Though i didnt have palp around, but it can still hit them.

Very unlikely though. Its still great on xD's like Biophysical was saying because they either get hit, lose SD, or burn something to avoid it. Number of attack instances counter palpaces, no singular attack does.

sure they do

they just have to be auto-blasters or ten nub :P

Emp on Dace? IS IT FIGALLY BONEARM'S DAY??

Wouldn't even have to be on Dace, he's got a Range 3 ability. You could just jam some Pirates up there with EMPs (assuming they do what it is expected they do).

If it's cheap enough you could drop it on a few of Dace's buddies so that he has multiple rounds of dealing that point of damage.

Emp on Dace? IS IT FIGALLY BONEARM'S DAY??

Wouldn't even have to be on Dace, he's got a Range 3 ability. You could just jam some Pirates up there with EMPs (assuming they do what it is expected they do).

If it's cheap enough you could drop it on a few of Dace's buddies so that he has multiple rounds of dealing that point of damage.
:P

Emp on Dace? IS IT FIGALLY BONEARM'S DAY??

Wouldn't even have to be on Dace, he's got a Range 3 ability. You could just jam some Pirates up there with EMPs (assuming they do what it is expected they do).

If it's cheap enough you could drop it on a few of Dace's buddies so that he has multiple rounds of dealing that point of damage.

EMP is unique, sorry :P

Drat.

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