Armada E-Wings - hint at what they'll do in X-wing?

By mazz0, in X-Wing

So, E-Wings in Armada are going to have "Snipe", which lets them shoot from further away than other fighters can.

Perhaps we'll see a similar mechanic come to X-Wing? Might be hard to pack a longer range ruler in a small ships blister mind you... Maybe it'll come with a new huge ship, like the TIE Advanced fix...

Certainly an interesting mechanic, however so far FFG have kept "everything" range <=3, or with no-range-limitation, for standard play.

As far as I understand, Armada and X-wing differs fundamentally on basic game mechanics, but in terms ship/pilot specific "abilities" how much do Armada and X-wing overlap? i.e. do Howlrunner in Armada have a similar game ability as in X-wing (=range 1 Tie-fighter rerolls ?

Maybe the enemy looses his range 3 defense bonus.

i.e. do Howlrunner in Armada have a similar game ability as in X-wing (=range 1 Tie-fighter rerolls ?

No. The reroller in Armada's Rhymer, who's serious business in that game. Howlrunner straight up adds dice iirc.

Edited by Blue Five

Certainly an interesting mechanic, however so far FFG have kept "everything" range <=3, or with no-range-limitation, for standard play.

As far as I understand, Armada and X-wing differs fundamentally on basic game mechanics, but in terms ship/pilot specific "abilities" how much do Armada and X-wing overlap? i.e. do Howlrunner in Armada have a similar game ability as in X-wing (=range 1 Tie-fighter rerolls ?

Howlrunner in Armada adds a die for her buddies instead of a reroll, but that's pretty similar in theme - Armada is a game of more dice in general, so adding a die there is quite similar to rerolling one in X-Wing. TIE Fighters get a reroll from being near other TIE Fighters in Armada anyway.

"everything" range <=3, or with no-range-limitation, for standard play.

Well, everything's everything until there's an exception.

How useful would attacking at R4 be anyway? What if the defender just got one extra green like at R3 and what if they got 2 like in Epic?

They don't get 2 in Epic - it's +1 die for range 3+

I highly doubt this is what they'll do.

Snipe is a very particular ability in Armada that's fairly specifically made with a target in mind(the synergistic imperial named squadrons).

They don't get 2 in Epic - it's +1 die for range 3+

That rules is only in the tournaments no ?

If ported to X-Wing, it would probably be targets do not get an extra evade die - or, given their advanced nature - treat targets as Range 2 so no Autothrusters and no extra die.

In X-Wing as it stands, you can inflict splash damage on targets at up to Range 5 (target base + Range 1).

Edited by Lampyridae

They don't get 2 in Epic - it's +1 die for range 3+

That rules is only in the tournaments no ?

In fact so are the fixes for non epic play.

Snipe won't have much to do with X-Wing as we don't have any sort of mechanism like Counter Attack either. Well, there's Dengar but he's a special case.

I doubt the E-Wing is very high on their priority fix list anyway.

Maybe the enemy looses his range 3 defense bonus.

A title that added that ability would be a nice bonus without being overpowered. It has the usual problem though that it boosts all E-Wings equally meaning that people would likely still run Coran and none of the other pilots.

I doubt the E-Wing is very high on their priority fix list anyway.

I have given up trying to work out what FFG consider needs fixing. I would not have thought Poe needed much work yet he gets a new version in HOTR. Imperial Veterans shows that FFG do give love to underpowered ships but does not give much indication of their reasoning.

Edited by Karhedron

You could add "may attack targets beyond range 3", but since there's no subdivision, that basically gives them a whole-board range, which is probably rather too good.

not happening

if there's any ship that could shoot beyond range 3, it'd be the ones with the almost comically oversized railgun cannons

14205936_10157372914845142_1780917975174

...not that matters, but everyone can measure Range 5 with standard core templates. 5 Straight = Range 2

_________

\__\__\__\ = Range Ruler

______

|_____|

|____|

|___| = 1 to 5 Straight maneuver templates

|__|

|_|

_________ ______

\__\__\__\|_____| = Range 5

Edited by ghotio

i could see Range1 benefits at Range2 and no Range3 benefits for the opponent.

I doubt they will ever allow standard attacks beyond range 3. If anything it would be an ordnance, and it would be either heavily overpriced, unlikely to hit, or can be "intercepted" because you fired a missile that can be shot down before it hits its target.

Eliminating the range 3 defensive bonus would seem to fit with the games rules without major changes, after all the Inquisitor does the same thing.

They could certainly exceed range 3 for standard play. They've done it already twice with target locks. Maybe just make some ability that says you can only attack at range 3 and beyond, but cannot attack at range 1 or 2?

Prior to Imperial Veterans, the only Tie Defender pilot seen with any regularity was Brath with HLC. Now FFG managed to cleverly introduce 2 new titles which boosted other pilots but had no effect on HLC Brath. He still works as he always did but they made other pilots much more viable.

A good E-wing fix would achieve the same. Leave Coran as he stands but provide an incentive to field some of the other pilots. Maybe something like the /x7 Title that provides a discount in exchange for removing some of the upgrade slots? Coran usually uses both Astromech and System slot so removing these and providing a discount would make some of the other pilots more cost-effective in comparison.

Y-wings don't really need a fix but a few new pilots would be nice (with EPTs).

They could certainly exceed range 3 for standard play. They've done it already twice with target locks. Maybe just make some ability that says you can only attack at range 3 and beyond, but cannot attack at range 1 or 2?

see though the problem with that is it would either be the most broken thing ever because you can attack literally 2 turns before your opponent can, or utter crap because the range bonus and obstacles in the way gave them like 5 dice.

No...being able to attack that far needs to be a one-off thing. Not even the e-wing is expensive enough to justify being able to fire turn1 at anything and get no rebuttal for it

How about:

When performing a prprimary weapon attack at range 3 treat the range of the attack as range 2.

You cannot perform another attack this round.

Edited by RogueLeader42

Y-wings don't really need a fix but a few new pilots would be nice (with EPTs).

I'd argue that they do since none of the named pilots ever see play. Pretty much only the PS2 (and in fringe cases the PS4) see play and that is as a stresshog. One of the problems with the named pilots is that they lack an EPT slot that they should have had from the start. A title such as this might be a way to go for the Y-Wing (a bit unimaginative but what the hell):

Gold Squadron Veteran

Title. Rebel Only. Y-wing only.

Your upgrade bar gains the EPT slot. You cannot equip this upgrade if your pilot skill is 4 or lower.

0 Points.

Edited by Lyynark

FreiTek Overcharged Targeting System:

System - E-Wing Only - 0 Points

"You may attack any target within your firing arc, regardless of range, treating the attack as a range three attack. Then receive one ion token. You may not attack again this round or next round."

I think this will help the others but not help Corran. Corran wants FCS so he's not giving up his system slot for a sniping ability that will also remove his double-tap. If it's too strong then make it lose another slot or something.

Edited by Boba Rick