Comparison: U-Wing vs Ghost

By TBot, in X-Wing

U-Wing Heff Tobber:

PS: 3

Pilot Ability: If enemy ship runs into you, you get free action

Dial highlight: Can do a zero stop or a zero K-Turn

Upgrades: Hera Crew (1) & FCS (2)

Price: (24) + (1) + (2) = 27

Stats: 3-1-4-4

Action bar: Focus & Target Lock

Other: Can increase agility by 1 to loose ability to Zero K-Turn

Lothal Rebel:

PS: 3

Pilot Ability: None

Dial highlight: 5 K-Turn

Upgrades: Hera Crew (1) & FCS (2)

Price: (35) + (1) + (2) = 38

Stats: 4-0-10-6

Action bar: Focus, Evade & Target Lock

U-Wing Pros:

-11 points cheaper

-Gain free action if bumped (ability)

-Gain 1 agility

-Gain another agility (sometimes)

-Can do a 0 stop and or a 0 K-Turn

-Looks gorgeous

Lothal Rebel Pros:

-Gain 1 attack

-Gain 6 Hull

-Gain 2 Shields

-Gain evade action

-Can do 5 K-Turn

What are your thoughts? I think spending an extra 11 points just to get the extra health and attack dice might be more bang for your buck.

we havn't played with the 0 k yet, but it's safe to say that dependency on the title makes it a lot more clunky than the 5k

also, slight problem in that you don't move with the 0 k. So, if you get outplayed or even bumped and you're facing the wrong way, you're kinda boned (without hera)

the VCX doesn't have that problem because it'll plop itself behind the enemy regardless (if not flown poorly)

Edited by ficklegreendice

I think comparing the ghost to the u wing is an exercise in futility since they function entirely differently and in my mind don't have enough similarities for a comparison to be meaningful. They are both large based ships and can carry at least 2 crew but that's not really a good ground for comparison.

I would more compare Uwing to Bwing. More similarities there.

Large base, 2 crew, systems slot, lack of high PS, lack of barrel roll or boost. The reason I compared them is that I found myself kitting out a cheap version of the u-wing the same way I would a lothal rebel.

Large base, 2 crew, systems slot, lack of high PS, lack of barrel roll or boost. The reason I compared them is that I found myself kitting out a cheap version of the u-wing the same way I would a lothal rebel.

minus the auto-blasters :(

we havn't played with the 0 k yet, but it's safe to say that dependency on the title makes it a lot more clunky than the 5k

also, slight problem in that you don't move with the 0 k. So, if you get outplayed or even bumped and you're facing the wrong way, you're kinda boned (without hera)

the VCX doesn't have that problem because it'll plop itself behind the enemy regardless (if not flown poorly)

I agree. I think a 5k is better than a 0 k turn. While they are both predictable I think a 5 k will keep u much safer than a 0 k

Large base, 2 crew, systems slot, lack of high PS, lack of barrel roll or boost. The reason I compared them is that I found myself kitting out a cheap version of the u-wing the same way I would a lothal rebel.

minus the auto-blasters :(

I wouldn't use the U without a "plan"

whatever the hell that plan is, however, is beyond me :wacko:

for the cost though, adding +7 for fcs the gunner does clock in for cheaper than a lothal

30 for a ps 2 or 31 for the ps 3, versus 35 with no upgrades

only point of comparison there is the B-wing, which can get the same loadout for the same price, so that doesn't bode too well

the large base does, however, make the U a hell of a lot faster than the B and its 0-k can't be blocked

the biggest appeal to the U from what I can see, however, is jank

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!236:36,-1,198,21:47:3:;234:11,36,-1,201,75:47:25:;4:-1,78:-1:20:&sn=jank!

Edited by ficklegreendice

Lol that is some serious jank

The thing about the u-wing is that it will have the most predictable k turn ever, even more so then the defenders. Usually you will have the title sitting on the plus one agility so you have to complete a maneuver, then flip the title, then next turn you can turn around. I have the feeling these ships will only ever be turning around away from the fighting.

0-k is less predictable when you have Biggs

because who needs +agility when you have Biggs?

I find the idea of the Lothal costing 141% of what Tobber costs for a bigger attack and increased doubled hitpoints to be a hard point in comparison. If you could double a ship's life and increase its firepower by paying a 41% "fee" wouldn't you do it?

Which is better a screwdriver or a hammer?

Which is better a screwdriver or a hammer?

Usually the hammer. Unless you need a screwdriver, and then the screwdriver. Or maybe still the hammer.

Screwdriver is often used as a hammer...just saying...

Coming from an electronics guy that has dabbled in both average every day computer stuff and advanced stuff such as automatic factory machines (PLCs for those who know wtf that is), a screwdriver is VERY often my hammer lol.

Anyway..

A common Ghost list is 2 naked ghosts (maybe autoblasters) and some cheap ship (usually a ywing). The main power of this list is its sheer bulk. Its hysterically easy to outfly, but to keep outflying it for 8+ rounds to take both of them out (and thats optimistic) is unlikely.

How about 4 Uwings? With FCS/Title, you got 4 Uwings right there at 100pts. Half as durable as a Ghost, but has 2 agi to make up for it (from experience, 8-9hp ships with 2agi are still quite difficult to remove).

The only issue the 4UWing list will have is turning around, as it takes 2 turns to actively flip due to no Kturn and their wide base will make casual turning difficult since they only have a 2turn.

Still...tempted to try it rofl. Ive never spammed anything other than tie fighters, and i kinda wanna run 4 U's lol

Thats a total of 32HP behind 2agi and a combined firepower of 12/16 dice (though probably wont get all on the same target easily)

Edited by Vineheart01

The only thing these two things have in common are the crew slots + system... I think they will serve different roles.

For instance: you can take two u wings with some upgrades and a lean dash (Jeff Berling's 2015 nationals version), and that sounds pretty cool.

Common ghosts are not naked

They have fcs and autoblasters at a minimum

Generally hera crew somewhere as well

we havn't played with the 0 k yet, but it's safe to say that dependency on the title makes it a lot more clunky than the 5k

also, slight problem in that you don't move with the 0 k. So, if you get outplayed or even bumped and you're facing the wrong way, you're kinda boned (without hera)

the VCX doesn't have that problem because it'll plop itself behind the enemy regardless (if not flown poorly)

I don't think this bit about bumping is correct. I'm pretty sure if a ship has overlapped you, before you move, your zero move happens unimpeded, and you may rotate 180 degrees as normal. The ship doing the hardstop never overlaps another ship. It wouldn't suffer the penalties thusly.

Thats not the case i brought up

Your 0k cant be blocked

But you can block a higher ps enemy after you flip

Then youre facing the wrong way

Making lower ps 0k jousts a potentially problematic situation esp v defenders who dont care and can 4k into bumps without issue

By conrrast, if you make the 5k youll always be behind the enemy

Edited by ficklegreendice

As per the FAQ:

fccKtG3.png

They are still touching as they did not move away.

However unlike most upgrade/abilities, the Uwing title is not prevented by bumping. It simply has you reveal a maneuver, then you may rotate your ship.

Somewhat advantageous, as you can have someone bump into you, and depending on who it was you can rotate around so you are now in this constant "slow ship moves foward 1, fast ship slams into its ass" issue that most Aces tend to have when chasing low PS. If their speeds dont match, often they have to leave or bump.

Or you could have been planning to rotate, they bumped when you expected them to clear, and opt to not rotate.

I find the idea of the Lothal costing 141% of what Tobber costs for a bigger attack and increased doubled hitpoints to be a hard point in comparison. If you could double a ship's life and increase its firepower by paying a 41% "fee" wouldn't you do it?

The answer is yes! But I wish it wasn't.

we havn't played with the 0 k yet, but it's safe to say that dependency on the title makes it a lot more clunky than the 5k

also, slight problem in that you don't move with the 0 k. So, if you get outplayed or even bumped and you're facing the wrong way, you're kinda boned (without hera)

the VCX doesn't have that problem because it'll plop itself behind the enemy regardless (if not flown poorly)

I don't think this bit about bumping is correct. I'm pretty sure if a ship has overlapped you, before you move, your zero move happens unimpeded, and you may rotate 180 degrees as normal. The ship doing the hardstop never overlaps another ship. It wouldn't suffer the penalties thusly.

Doing a Stop maneuver maintains any "touching" that was already going on but there is no new overlap so I'd certainly assume that you could pick your ship up and turn it around even if someone had been touching you.

Oddly it seems that you could even complete a maneuver and not break "touching" even if you don't cause a new overlap. The situation here would be a ship performing a 1 straight right along the edge of a large ship that it was touching and parallel/perpendicular to which would have you move from one side of the edge you were touching to the other. I'm of the belief that if you can complete your non-stop maneuver you will break touching but that isn't how some read the FAQ.

I wouldn't use the U without a "plan"

whatever the hell that plan is, however, is beyond me :wacko:

Obviously the Death Star plans :P

Which is better a screwdriver or a hammer?

A Sonic Screwdriver!

Discussion over!