The Shuttle

By dpb1298, in X-Wing

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)

swx60-starkiller-base-pilot.png trandoshan-slaver.png

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.

I listed losing the aux arc. You lose the larger arc but gain a four dice primary; seems like a square deal to me; then for everything else you lose you gain a system slot(powerful upgrades here) and two tech slots(some good stuff here as well). It is tougher to really compare the illicit and crew slot because the illicit and a lot of Scum crew are all Scum specific; you can't lose what you don't already have access to and I would argue that the system slot is just as valuable as the illicit. The thing doesn't need the cannon slot since it has a four dice primary.

I'm not suggesting anything about the Upsilon being over, under, or correctly costed. I was just remarking that for 1 point more over the tried and tested YV-666, if the dial is similar, I think it is worth a hard look. Hopefully it's not a turkey like, say, the Khiraxz, Punisher, Starviper, or TIEs/f(haven't seen anyone playing these at tournaments.)

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.... ^_^

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 upgrade card

FGD hit the nail on the head. As someone that has only been playing 6 months some of this is frustrating. I have no desire to buy the Shadowcaster or this model because I don't want to have to learn new mechanics until the old ones become second nature. I'm sure that will change, eventually.

nail-hammer.jpg

Edited by Boba Rick

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.... ^_^

There is zero emphasis on deck building. If anything, building your lists would be the closest it comes to deck building, which has been a major focus of the game for a long time. And, honestly, it should be. The game's creativity shouldn't die as soon as you've learned how to not fly into the gorram obstacles, or think you're finally a tricky enough flier to out-predict your opponent. That's incredibly stale, and this game would have died waves ago.

I like that conditions will allow the game to exceed current card text restrictions. And, if you can remember what the hell happens when you hit a debris token (or a gorram Connor Net), these won't be much more challenging than that.

Edited by ArbitraryNerd

Side note, deploying the raider at range 2 of this ship sounds spicy in epic.

Raider cannot be deployed after this ship.

I'm trying to figure out a good miniswarm or semi aces compliment to a Upsilon using Major Stridan as pilot, General Hux and FCS as a starting point. I was trying to think of 2 semi-ace pilots like Omega Leader along with something I'll fill in as a 3rd ship, but I can't think of another 25ish pt semi-ace for Imps. Tie Striker might be able to provide a solid option too once we see the preview. Otherwise, I've never run a mini swarm. There's the obvious 4 BlackCracks, but I was looking for something a bit more interesting.

I have been having a lot of fun with Omega Ace with Push the Limit, but with the awesome support, you could load him with Juke+Comm Relay just like Omega Leader, and do some heavy damage.

I would totally suggest Backdraft, but with VI and FCS he's 30 points. That's 30 well-spent points, but it does make it tough for him to fit into the squad.

As they mentioned in the article, Epsilon Ace's PS 12 could also make him a decent pocket ace, but not a lot of offense.

Side note, deploying the raider at range 2 of this ship sounds spicy in epic.

Except that the Raider deploys first, so he won't get the benefit of Lt. Dormitz, and Huge ships don't get free actions, so Coordinate from the shuttle is useless.

...and ninja'd

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

Debatable, and probably in need of an FAQ.

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

The two effects of Targeting Synchronizer aren't interdependent.

Side note, deploying the raider at range 2 of this ship sounds spicy in epic.

Except that the Raider deploys first, so he won't get the benefit of Lt. Dormitz, and Huge ships don't get free actions, so Coordinate from the shuttle is useless.

...and ninja'd

I downloaded what seemed to be the latest huge ship rules from ffg and it said huge ships follow normal setup.

I'm by no means an epic expert so I'm assuming I missed something but based just on that it looked like the combo should work.

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

The two effects of Targeting Synchronizer aren't interdependent.

If that's true, then why not word it exactly the same way as Shara's ability?

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

The two effects of Targeting Synchronizer aren't interdependent.

If that's true, then why not word it exactly the same way as Shara's ability?

Because you can't freely spend this lock, you can only discard it to pay costs.

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

The two effects of Targeting Synchronizer aren't interdependent.

If that's true, then why not word it exactly the same way as Shara's ability?

Edited by digitalbusker

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

The two effects of Targeting Synchronizer aren't interdependent.

The trigger condition does apply to both of the effects though.

The "When a friendly ship at Range 1-2 is attack a ship you have locked" applies to both things that the card does.

1. Treat "Attack (TARGET LOCK):" header as "Attack:

2. If a game effect instructs that ship to spend a target lock, it may spend your target lock instead.

Edited by WWHSD

Huh. Go figure. That's a lot better than I thought.

Is it just me or is each wave just oozing with more and more unnecessary complexities? Are they out of ideas for simple upgrades. For ezample VI and FCS. I have most of the ships and just play casually with friends. I worry as each new wave comes out my friends will lose interest in playing due to all these complexities of the new waves. Thoughts?

Nothing too exciting for me in this preview, other than some of the shenanigans Dormitz and a few Hyperwave Comms could get up to. It's a bit disappointing to me too because I was really hyped for the ship and now I just kind of feel like "Eh, I get two Snapshots out of it, I guess." Still buying it though but I don't know when I'll use one.

Edited by EYEL1NER

Is it just me or is each wave just oozing with more and more unnecessary complexities? Are they out of ideas for simple upgrades. For ezample VI and FCS. I have most of the ships and just play casually with friends. I worry as each new wave comes out my friends will lose interest in playing due to all these complexities of the new waves. Thoughts?

Well, there's only so many simple ideas out there, and they need to keep it fresh.

For a new player, I think this can start to become a little daunting, but for people that have played a while, they should be able to absorb and adapt.

Is it just me or is each wave just oozing with more and more unnecessary complexities? Are they out of ideas for simple upgrades. For ezample VI and FCS. I have most of the ships and just play casually with friends. I worry as each new wave comes out my friends will lose interest in playing due to all these complexities of the new waves. Thoughts?

If you're just playing together, don't buy/run the new stuff. There's no need to -- X-Wing has a great roster and is a ton of fun right now .

As far as staying in a competitive market, as a competitive game, there are certain things FFG has to avoid, and one of those things is being stale.

Y'all know MtG drops new sets so frequently that they literally have to tell you "all of your cards bought before XXXX are not allowed anymore," right?

Really? I think it's exciting to me to have an expansion where the star of the show is really the ship and the characters. I mean, yeah, the upgrades are alright, but I can't wait to fly this thing with my growing First Order fleet!

And yes, I am going to do everything in my power convince my local group to throw down in some glorious Epic Force Awakens battles!

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

The two effects of Targeting Synchronizer aren't interdependent.

If that's true, then why not word it exactly the same way as Shara's ability?

So you can't use it to reroll attack dice. So Omega Leader doesn't gain Ultimate Power.

Why not? The rules say:

While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.

Spend being on of the operational words here.

Edited by Ken at Sunrise

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

The two effects of Targeting Synchronizer aren't interdependent.

If that's true, then why not word it exactly the same way as Shara's ability?

So you can't use it to reroll attack dice. So Omega Leader doesn't gain Ultimate Power.

Why not? The rules say:

While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.

But it doesn't HAVE the target lock. It can simply borrow it in a very specific manner.

Why not? The rules say:

While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.

The rules are not a game effect. Go ahead and submit a rules question about this once the expansion is released, but until then let's assume they had a reason for going with the complicated wording they used instead of the much shorter text of Shara Bey's ability.

Side note, deploying the raider at range 2 of this ship sounds spicy in epic.

Except that the Raider deploys first, so he won't get the benefit of Lt. Dormitz, and Huge ships don't get free actions, so Coordinate from the shuttle is useless.

...and ninja'd

I downloaded what seemed to be the latest huge ship rules from ffg and it said huge ships follow normal setup.

I'm by no means an epic expert so I'm assuming I missed something but based just on that it looked like the combo should work.

Nope. Huge ships deploy first before all other ships. No way to put Dormitz out before the Raider.

So you can't use it to reroll attack dice. So Omega Leader doesn't gain Ultimate Power.

Why not? The rules say:

While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.

But it doesn't HAVE the target lock. It can simply borrow it in a very specific manner.

Makes sense. Oops!

Why not? The rules say:

While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.

The rules are not a game effect. Go ahead and submit a rules question about this once the expansion is released, but until then let's assume they had a reason for going with the complicated wording they used instead of the much shorter text of Shara Bey's ability.

Even under Target Lock is says that if you do not have the Target Lock symbol you can get it from "another" game effect. The word "another" strongly implies that even a regular Target Lock is a game effect? Where are you seeing the definition to Game Effect?

Edited by Ken at Sunrise

Don't know if anyone else mentioned this already, but I found the mistake!

Targetting Synchronizer only works for secondary weapons, so Omega Ace couldn't trigger her ability off of it.

The two effects of Targeting Synchronizer aren't interdependent.

If that's true, then why not word it exactly the same way as Shara's ability?

So you can't use it to reroll attack dice. So Omega Leader doesn't gain Ultimate Power.

Why not? The rules say:

While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.

But it doesn't HAVE the target lock. It can simply borrow it in a very specific manner.

Makes sense. Oops!

Why not? The rules say:

While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.

The rules are not a game effect. Go ahead and submit a rules question about this once the expansion is released, but until then let's assume they had a reason for going with the complicated wording they used instead of the much shorter text of Shara Bey's ability.

Even under Target Lock is says that if you do not have the Target Lock symbol you can get it from "another" game effect. The word "another" strongly implies that even a regular Target Lock is a game effect? Where are you seeing the definition to Game Effect?

It requires that you are instructed to spend your target lock. Spending your TL for the standard reroll effect is optional, and nothing instructs you to do so.