Is it too early to nickname this shuttle "Batman"?
The Shuttle
Is it too early to nickname this shuttle "Batman"?
All while stressed, because you took Collision Detectors and decided to run over some debris!So... If I'm reading this right...
Starkiller Pilot + FCS + Gunner + Operations Specialist = 4 dice gunner attack with focus and target lock on the second shot?
40 points, but that's brobots level of damage.
Aren't collision detectors system slots? Fire control systems takes that spot I think.
Whoops, completely missed FCS in the post I quoted. Derp.
Need to see a dial before we get excited about it being a gunship (though it possibly being a gunship is very exciting)
Edited by ficklegreendiceNeed to see a dial before we get excited about it being a gunship (though it possibly being a gunship is very exciting)
This is true but the green 2 bank is promising and worst case electronic baffle means it will probably be able to run pretty punchy.
Green 2 bqnk could judt be a troll ass lambda dial
Kinda like a z95 compared to an Xwing
Need to see a white turn somewhere first!
Goes for the U too
Edited by ficklegreendiceIs it too early to nickname this shuttle "Batman"?
The INS Na-na-na-na-na-na-na-na
Side note, deploying the raider at range 2 of this ship sounds spicy in epic.
When I first saw the topic title, i was really hoping that we were talking about this potential future shuttle:
I like that its not just another Palp-mobile. It has a totally different feel and mechanics. Looking forward to using some of the Imperial crew that hasn't seen the light of day or the new crew in this expansion.
But will it have a 5-K?
PS 2 generic shuttle looks a bit too cheap with 30 points. When I compare it with the Slaver with the same stats but one less attack die. So the dial of the shuttle must really be inferior to the slaver (which should be difficult to achieve)
You also have to take into account the Aux side firing arcs though. Plus the fact that the Slaver is 3 crew, which for the Scum, is VERY good.
I think it's safe to say most people who say this isn't a "killer app" (as it were) are right, the Upsilon is neat, but it's no Jumpmaster. But now Jumpmasters aren't as Jumpmaster and that's okay. I think it's interesting because it's got a great base to do a support shuttle with like, pocket aces or pocket swarms. Except then it's also a shuttle with 4 reds and 12 health when the fighter screen is shot down. And the fact that it's not ideal to hold palpatine is good, people will actually consider not just gluing palpatine on there. Maybe some people don't want to buy an Imperial Raider.
Also, for Op Spec (which I need to remember not to accidentally call OPSEC), the needing to miss does kind of suck, but unlike Rex it's unlimited. Also, you know what attack will probably miss? Snap Shot. You know what this pack comes with? A couple of snap shots. Efficiency it probably isn't, but with the right build, could be a nice little treat. If you hit, you hit. If you miss, make it rain focus.
Dial's really gonna make or break how much shenanigans you can get up to though.
PS 2 generic shuttle looks a bit too cheap with 30 points. When I compare it with the Slaver with the same stats but one less attack die. So the dial of the shuttle must really be inferior to the slaver (which should be difficult to achieve)
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Don't forget that the YV-666 has a 180 firing arc, which is actually a pretty big advantage over the Shuttle. A fourth attack dice is worth nothing if you can't shoot.
Yeah, and it looks like they misspelled "law and order" as "terror" in the flavor text.
It's an easy mistake to make.
Edited by kris40kPS 2 generic shuttle looks a bit too cheap with 30 points. When I compare it with the Slaver with the same stats but one less attack die. So the dial of the shuttle must really be inferior to the slaver (which should be difficult to achieve)
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So for 1 more point you get an extra die, two tech slots, the system slot, and the coordinate action while losing the aux arc, cannon slot, missile slot, one crew slot, and the illicit.
I bet the dials are just about carbon copy except instead of 1 banks green, the two banks will be green.
If that is the case I would try this thing with Engine Upgrade and Pattern analyzer so I can keep boosting to turn around and bring the four dice primary to bear.
Definitely feels like a new designer(s) on this Wave.
A lot of the cards, new Conditions aside, seem much more complicated than usual. I've been playing for years, and I had to read quite a few of these cards two or three times slowly to really get a sense of what they did. X-Wing cards tended to be basic conditions: IF X THEN Y. A lot of these cards are more text intensive and seem to be of the sort that has a compound antecedent or consequent: "(IF X AND Y) THEN Z" or "IF X THEN (Y OR Z)"
We seem to be moving more from:
X --> Y
to
(X & Y) --> Z
X --> (Z v Y)
and the like. It's not a good or bad thing, but definitely feels different this wave.
The base VCX is five more points than the generic Upsilon. Without Hera the ship has access to all turns, although two are red, and a 5k. It also can fire torpedoes out its rear arc. If you take the VCX to 36 points it has access to all its maneuvers every turn. Take it up to 41 and it gets every maneuver without losing much in the way of action efficiency between Ezra and FCS.
So...I don't think a loaded Upsilon will be as good as a loaded Lothal, probably. But I also think there's every reason to believe it will have a usable dial, particularly since part of the Lothal's cost is access to a rear arc for ordinance or, if you spend 18 more points, its primary four dice attack too.
Could this potentially be the first ship with a 0 and a K Turn? If all turns were Red, say 2 and 3, but it had a 0 and a K Turn, would that still be too powerful? Or are people mainly focused on having a white turn?
Edited by RStan
PS 2 generic shuttle looks a bit too cheap with 30 points. When I compare it with the Slaver with the same stats but one less attack die. So the dial of the shuttle must really be inferior to the slaver (which should be difficult to achieve)
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So for 1 more point you get an extra die, two tech slots, the system slot, and the coordinate action while losing the aux arc, cannon slot, missile slot, one crew slot, and the illicit.
I bet the dials are just about carbon copy except instead of 1 banks green, the two banks will be green.
If that is the case I would try this thing with Engine Upgrade and Pattern analyzer so I can keep boosting to turn around and bring the four dice primary to bear.
Well, hold on. Let's remember the YV-666 has a 180-arc... that's double the attack opportunity as the Upsilon. Also, the YV's triple crew slots enjoy arguably the best suite of 1pt-3pt crew in the game (Zuckuss, 4-LOM, Boba Fett, IG88d, Dengar, Outlaw Tech, K4 Droid, Lattz Razzi) which are all fantastic. Also, the Illicit slot is one of the most valuable slots in the modern game.
So even if the Upsilon has the same dial as the YV, I'm not sure this comparison suggests that the Upsilon is under-costed given those differences. In fact, that might be just about right.
Edited by AllWingsStandyingByHmm, I am not sure. These condition cards take the focus away from maneuvering to deck building.
Or, as one of my friends called it; X-Wing The Gathering....
Hmm, I am not sure. These condition cards take the focus away from maneuvering to deck building.
Or, as one of my friends called it; X-Wing The Gathering....
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why do they?
people like to throw out some bizarre conjectures for something we've had since wave 1
conditions are, for all intents and purposes, freaking reference cards
hell, look at ionization
it's got upgrades that dispense it
it's got its own little tokens
it's got its own reference (condition) card
Edited by ficklegreendiceHmm, I am not sure. These condition cards take the focus away from maneuvering to deck building.
Or, as one of my friends called it; X-Wing The Gathering....
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I cried foul on this when they were first spoiled and got the usual chastising/support we oft see - glad to see more and more people are coming around.
More focus on the side-board and less focus on flying. Every new effect is "Choose three friendly ships withing range 1-3 and two friendly ships within range 1-2 of them and give them all focuses/a face-up damage card"
Again, this looks like a fun addition to the game. I play rebel, but have a couple of empire ships to play with people I introduce the game to. It think this may be an addition to my very small empire fleet.