[CCL]Resistance Series IV Ewing, most powerful starfighter in the Galaxy

By Rakaydos, in X-Wing

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Not every SLAM action is an an actual SubLight Accelerator Drive. The Ewing Series IV redirects it's power around in flight, able to enhance two systems per turn- Guns, Shields, or Engines. With Guns and Shields, it regenerates shields and shoots. With Guns and Engines, it gets two maneuvers and still shoots. And with Engines and shields, the guns are disabled as the shields recover and the ship boosts around trying to escape.

At least, that's the plan. The ship is extremely vulnerable to bumping, however- a single large base in the right place can deny all possible maneuvers except the 3 straight, and bumping shuts down both the SLAM and the shield regen. It's durable enough to survive this once, maybie twice, but for as many points as it costs, it needs a fighting chance.

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Wraith Squadron and Piggy, not much to say here.

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And Tycho, who is powerful in a completely different way than he is in the Awing.

In the Awing, Tycho doesnt care about his stress stack, and the only maneuvers he ignores are the Kturns. In the Series IV, however, he opens up the possibility of choosing the 2k,then SLAMming out. taking a red for the first action, or pulling a white into a green while stressed,

Thoughts? looking them over, prices might actually be a bit low, but I am totally on board with making them more expensive.

Edited by Rakaydos

Shield regen anytime you reveal ypur dial? AND you could get r2d2? No thanks

Did you even read the other option?

Did you even read the other option?

Being able to attack after slamming? Still doesnt make the ability to regen 2 shields on every green maneuver or 1 every turn regardless of your maneuver any better.

At least the other shield regen all requires a tradeoff. R2d2 has to be a green. R5p9 has to have a focus. Gonk requires 2 actions

0 points for autoregen is crazy. Even if its factored into the cost of the ship (which i havent looked at the numbers close enough to say)

Did you even read the other option?

Being able to attack after slamming? Still doesnt make the ability to regen 2 shields on every green maneuver or 1 every turn regardless of your maneuver any better.

At least the other shield regen all requires a tradeoff. R2d2 has to be a green. R5p9 has to have a focus. Gonk requires 2 actions

0 points for autoregen is crazy. Even if its factored into the cost of the ship (which i havent looked at the numbers close enough to say)

Losing the ability to attack after SLAM -IS- the drawback.

It's easy enough to drop the astromech slot entirely, if it's the stacked healing sources that are the problem, but APA basically has 3 modes- Shield and shooting, Shield and SLAM, or SLAM and shooting, and the dial is deliberately limited to make SLAM a powerful option each turn.

Perhaps requiring the Series IV to not be blocked, to get the shield regen?

Dreaming is fun....it might crush the game we love, but fun.

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Did you even read the other option?

Being able to attack after slamming? Still doesnt make the ability to regen 2 shields on every green maneuver or 1 every turn regardless of your maneuver any better.

At least the other shield regen all requires a tradeoff. R2d2 has to be a green. R5p9 has to have a focus. Gonk requires 2 actions

0 points for autoregen is crazy. Even if its factored into the cost of the ship (which i havent looked at the numbers close enough to say)

Losing the ability to attack after SLAM -IS- the drawback.

It's easy enough to drop the astromech slot entirely, if it's the stacked healing sources that are the problem, but APA basically has 3 modes- Shield and shooting, Shield and SLAM, or SLAM and shooting, and the dial is deliberately limited to make SLAM a powerful option each turn.

Perhaps requiring the Series IV to not be blocked, to get the shield regen?

See I see it just the opposite. I see a shield regen card that gives me an extra bonus when I dont need regen . R2d2 and r5p9 are just wastwd points xwhile youre at full shields. This lets you slam with no consequence. It doesnt even take up your action because the free title that gives auto regen AND shooting after a slam ALSO lets you take advanced slam.

And that is NOT a dial limited in a way that makes slam important. Its got a full stop, a kturn, sloops AND talon rolls. Theres so many ways to make sure you get arc on stuff its not even funny. And you can take fcs to ensure you always have tls on your target. A limited dial that needs slam is the kwing. Or the hwk. Or the yv666

Yeah sorry no most of this is ludicrously broken.

You can do a green maneuver up to a 3 straight, recover a shield with r2-d2, slam, get a free action, then recover ANOTHER shield during the combat phase. you now basically just went 7 forward, recovered 2 shields, and STILL got an action. That's ****ing dumb.

In a bad situation? Lost some HP? Completely exit the fray, recover half your shields, and get a defensive token just in case.

Rebel regen is already still viable, This makes that literally twice as good.

And that dial, jesus christ.

This pretty much needs to be completely redone.

Edited by Razgriz25thinf

Did you even read the other option?

Being able to attack after slamming? Still doesnt make the ability to regen 2 shields on every green maneuver or 1 every turn regardless of your maneuver any better.

At least the other shield regen all requires a tradeoff. R2d2 has to be a green. R5p9 has to have a focus. Gonk requires 2 actions

0 points for autoregen is crazy. Even if its factored into the cost of the ship (which i havent looked at the numbers close enough to say)

Losing the ability to attack after SLAM -IS- the drawback.

It's easy enough to drop the astromech slot entirely, if it's the stacked healing sources that are the problem, but APA basically has 3 modes- Shield and shooting, Shield and SLAM, or SLAM and shooting, and the dial is deliberately limited to make SLAM a powerful option each turn.

Perhaps requiring the Series IV to not be blocked, to get the shield regen?

See I see it just the opposite. I see a shield regen card that gives me an extra bonus when I dont need regen . R2d2 and r5p9 are just wastwd points xwhile youre at full shields. This lets you slam with no consequence. It doesnt even take up your action because the free title that gives auto regen AND shooting after a slam ALSO lets you take advanced slam.

And that is NOT a dial limited in a way that makes slam important. Its got a full stop, a kturn, sloops AND talon rolls. Theres so many ways to make sure you get arc on stuff its not even funny. And you can take fcs to ensure you always have tls on your target. A limited dial that needs slam is the kwing. Or the hwk. Or the yv666

SLAM with no consiquence is the point. The regen is actually secondary here.

If I remove the option for shield regeneration, then what are your thoughts?

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It still has bar none the best dial in the game. SLAM makes it even better. Attacking after SLAM is hilariously busted. It's just that double regen was MORE busted.

Honestly, chances are that if someone uses SLAM on this thing they're doing to get out to dodge, not to gain arc. I REALLY don't see why it needs to be able to attack. It has a full stop, 1 speed sloops, 2 speed tallon rolls, 1 hard turns, and a 3 speed K-Turn. This thing is a stupidly good knife-fighter. This ship literally has no downsides. None.

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It still has bar none the best dial in the game. SLAM makes it even better. Attacking after SLAM is hilariously busted. It's just that double regen was MORE busted.

Honestly, chances are that if someone uses SLAM on this thing they're doing to get out to dodge, not to gain arc. I REALLY don't see why it needs to be able to attack. It has a full stop, 1 speed sloops, 2 speed tallon rolls, 1 hard turns, and a 3 speed K-Turn. This thing is a stupidly good knife-fighter. This ship literally has no downsides. None.

Other than costing more than a loaded Corran? This ship is in solid Superdash territory.

Edited by Rakaydos

There's something really broken here you didn't consider: Pattern Analyzer Red manuvers into green manuvers.
Effectively you can turn in place by using a 1/3k, and then slamming into the corresponding green straight manuver. Red gives the stress and then green clears it. You're where you started and stress free, maybe even got an action with advanced slam.
Oh and you can still shoot because of that title.
Slamming into U-turns is an incredibly powerful combination and there's a reason why the only ships that can do it have to discard the card.

There's something really broken here you didn't consider: Pattern Analyzer Red manuvers into green manuvers.

Effectively you can turn in place by using a 1/3k, and then slamming into the corresponding green straight manuver. Red gives the stress and then green clears it. You're where you started and stress free, maybe even got an action with advanced slam.

Oh and you can still shoot because of that title.

Slamming into U-turns is an incredibly powerful combination and there's a reason why the only ships that can do it have to discard the card.

While you have a point about pattern analizer basically giving Tycho's ability, I prefer to use that as an excuse to remove more green maneuvers.

Unprecedented maneuverability is the point of the ship. It is like Super Dash, if superdash had to use it's firearc, and had the ability to do so. (and with a smaller gun)

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It still has bar none the best dial in the game. SLAM makes it even better. Attacking after SLAM is hilariously busted. It's just that double regen was MORE busted.

Honestly, chances are that if someone uses SLAM on this thing they're doing to get out to dodge, not to gain arc. I REALLY don't see why it needs to be able to attack. It has a full stop, 1 speed sloops, 2 speed tallon rolls, 1 hard turns, and a 3 speed K-Turn. This thing is a stupidly good knife-fighter. This ship literally has no downsides. None.

Other than costing more than a loaded Corran? This ship is in solid Superdash territory.

Dash can't SLAM.

Dash's dial isn't this good.

Dash can't equip Sensor or Tech upgrades.

Dash maxes out at PS7.

Dash doesnt have 3 agility.

Dash doesnt have the evade action.

Dash isn't available in generic form.

The ability for turbo-broken combos here is so strong.

Like what FourDogs said. PA to perform one of this dial's many red maneuvers and still getting to SLAM and get the free action. AND attack.

But, most important, the potential to have 2 Super Dashes on the board thanks to generics or other uniques.

2 Wraith Squadron Pilots with title, AS, PA and VI.

PS7 super-arcdodgers at 3 agility with defensive actions like focus or evade that are statistically worth more than it would be to Dash because of the extra agility.

Edited by Razgriz25thinf

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It still has bar none the best dial in the game. SLAM makes it even better. Attacking after SLAM is hilariously busted. It's just that double regen was MORE busted.

Honestly, chances are that if someone uses SLAM on this thing they're doing to get out to dodge, not to gain arc. I REALLY don't see why it needs to be able to attack. It has a full stop, 1 speed sloops, 2 speed tallon rolls, 1 hard turns, and a 3 speed K-Turn. This thing is a stupidly good knife-fighter. This ship literally has no downsides. None.

Other than costing more than a loaded Corran? This ship is in solid Superdash territory.

Dash can't SLAM.

Dash's dial isn't this good.

Dash can't equip Sensor or Tech upgrades.

Dash maxes out at PS7.

Dash doesnt have 3 agility.

Dash doesnt have the evade action.

Dash isn't available in generic form.

The ability for turbo-broken combos here is so strong.

Like what FourDogs said. PA to perform one of this dial's many red maneuvers and still getting to SLAM and get the free action. AND attack.

But, most important, the potential to have 2 Super Dashes on the board thanks to generics or other uniques.

2 Wraith Squadron Pilots with title, AS, PA and VI.

PS7 super-arcdodgers.

2 ships with 3 naked reds each, and less durability than brobots. They're jumpy, as intended, but I do not think the result is OP in a 100 point list.

AbRp8lj.jpg

It still has bar none the best dial in the game. SLAM makes it even better. Attacking after SLAM is hilariously busted. It's just that double regen was MORE busted.

Honestly, chances are that if someone uses SLAM on this thing they're doing to get out to dodge, not to gain arc. I REALLY don't see why it needs to be able to attack. It has a full stop, 1 speed sloops, 2 speed tallon rolls, 1 hard turns, and a 3 speed K-Turn. This thing is a stupidly good knife-fighter. This ship literally has no downsides. None.

Other than costing more than a loaded Corran? This ship is in solid Superdash territory.

Dash can't SLAM.

Dash's dial isn't this good.

Dash can't equip Sensor or Tech upgrades.

Dash maxes out at PS7.

Dash doesnt have 3 agility.

Dash doesnt have the evade action.

Dash isn't available in generic form.

The ability for turbo-broken combos here is so strong.

Like what FourDogs said. PA to perform one of this dial's many red maneuvers and still getting to SLAM and get the free action. AND attack.

But, most important, the potential to have 2 Super Dashes on the board thanks to generics or other uniques.

2 Wraith Squadron Pilots with title, AS, PA and VI.

PS7 super-arcdodgers.

2 ships with 3 naked reds each, and less durability than brobots. They're jumpy, as intended, but I do not think the result is OP in a 100 point list.

If the statline and dial wasnt so stupidly strong, i'd think SLAMing and attacking would be alright.

This ship has too many options available to it. That's what makes something in a game good; When it has access to a lot of options at any given time. This ship has more options available to it than any other in the game, definitely more so than it's price suggests.

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It still has bar none the best dial in the game. SLAM makes it even better. Attacking after SLAM is hilariously busted. It's just that double regen was MORE busted.

Honestly, chances are that if someone uses SLAM on this thing they're doing to get out to dodge, not to gain arc. I REALLY don't see why it needs to be able to attack. It has a full stop, 1 speed sloops, 2 speed tallon rolls, 1 hard turns, and a 3 speed K-Turn. This thing is a stupidly good knife-fighter. This ship literally has no downsides. None.

Other than costing more than a loaded Corran? This ship is in solid Superdash territory.

Dash can't SLAM.

Dash's dial isn't this good.

Dash can't equip Sensor or Tech upgrades.

Dash maxes out at PS7.

Dash doesnt have 3 agility.

Dash doesnt have the evade action.

Dash isn't available in generic form.

The ability for turbo-broken combos here is so strong.

Like what FourDogs said. PA to perform one of this dial's many red maneuvers and still getting to SLAM and get the free action. AND attack.

But, most important, the potential to have 2 Super Dashes on the board thanks to generics or other uniques.

2 Wraith Squadron Pilots with title, AS, PA and VI.

PS7 super-arcdodgers.

2 ships with 3 naked reds each, and less durability than brobots. They're jumpy, as intended, but I do not think the result is OP in a 100 point list.

So you ditch advanced sensors for fcs. Now youve got tl/focus on attack. And less durability than brobots? Not bycthr time you've regened 10 shields...

yeah less durability my ass

SLAMing and then using AdSLAM to barrel roll into a blind spot, after you used AdSensors to gain a focus early so that you can't get shot at ever and get easy, well modded attacks because you're so stupidly maneuverable because you also happen to be on a small base that makes it easier to escape arcs?

Not getting shot at ever, and having the HP and agility to weather any damage you do get makes you hella durable.

It's broken on a fundamental level. Redesign it.

Edited by Razgriz25thinf

Advances Sensors doesnt work with SLAM. It shuts down the only phase you are allowed to SLAM in. I can only guess someone misread your ASLAM as AS.

And I removed regen like 10 posts back.

With the Wraith squadron example build, adding FCS means dropping either ASLAM or Pattern analiser.

Even the build i posted was still dumb and busted.

But i mean, sure. Ignore the negative reactions to your expansion being broken.

That'll get it voted in for sure.

Even the build i posted was still dumb and busted.

But i mean, sure. Ignore the negative reactions to your expansion being broken.

That'll get it voted in for sure.

Ideally, I want to fight you for every backward step I take, and when you and Vanderleigon cant justify more reductions, THEN it's ready to submit.

It's looking like the dial is the next point that should be attacked.

Might as well just give it 5 maneuvers (1 - 5) and have it choose whatever it wants after its revealed.

Id agree dial should be tackled. Whays the source for it being so brutally maneuverable. Everything I can find is that its more maneuverable than an xwing, but not more than EVERYTHING. Its also supposed to br FASTER than an xwing (could keep up with ties) which that dial doesnt reflect at all.