wave 10 (part deux!) changes to the meta

By So Crates, in X-Wing

So, the second part of wave ten releases tomorrow. Welcome the Upsilon shuttle, Quadjumper and Sabine's Tie Fighter to the game!

What do you believe this will do to the high level meta, as in the top 16 at large regionals and such? Will "I'll Show You the Darkside" push anything out of the meta? Have we seen the last of Corran and Whisper? Will ships going backwards confuse everyone?

Anyone with experience on Vassal with the new cards, please speak up on your opinions!

Kylo RAC will make a splash, but not be the dominating. Dauntless will be prominent on those that do well.

Quadjumpers with Spacetug will be a powerful, forcing the meta to large base ships, mostly scum as they pair up well.

Quackjumpers in groups of 4 or more will have to be referred to as "flocks."

The "Determination" EPT will make a comeback as the "what am I gonna spend this extra point on" upgrade.

Quad will be the biggest thing. That PS1 auto tractor will royally screw with people, even large ships considering it still reduces agility. And its not an attack so have it dive right into Dengar's face, tractor him for -1 agi, and sit there waiting for him to bump. No retaliation! Even more hilarious if its Plutt, -2 agi :D

The UPS is slightly too expensive to be a support ship, it kinda has to be a main force. As a result you might not see it as much as we thought, though when you do it'll be a pain in the ass.

8 minutes ago, Vineheart01 said:

Quad will be the biggest thing. That PS1 auto tractor will royally screw with people, even large ships considering it still reduces agility. And its not an attack so have it dive right into Dengar's face, tractor him for -1 agi, and sit there waiting for him to bump. No retaliation! Even more hilarious if its Plutt, -2 agi :D

The UPS is slightly too expensive to be a support ship, it kinda has to be a main force. As a result you might not see it as much as we thought, though when you do it'll be a pain in the ass.

The Coordinate action on the UPS is probably the biggest gain. It gives it additional potency on those turns where it has to turn around but doesn't want to switch target locks.

For Rebels, Rex and Zeb are probably going to be the most popular TIE pilots. Rex is going to be a much better option than the Prototype Pilot as a disruptive ship under 15 points. And for 13 points, Zeb is a nice, tanky filler (for a TIE, anyway) who can still block most named pilots, while also becoming an annoying crew carrier for one more point.

I have no idea what ships will actually want Captain Rex as crew, though. Maybe the Moldy Crow?

The Ghost will become more popular

5hp 2agi will still pop just as quickly tomorrow as it does today, tugboat too fragile for intended use.

51 minutes ago, RayCidivist said:

Quackjumpers in groups of 4 or more will have to be referred to as "flocks."

That's just Tug Lyfe.

I have no idea what the thought process behind Rex was (crew card).

For 2pts: "Oh you missed an attack? Have a focus (you)"
For 3pts: "Some friendly ship in the vicinity of you missed an attack. Give a focus to any friendly ship in a huge area of the ship that fails at aiming"

The frick? Rex should have been a 1pt or even 0pt crew with OpSpec being around at 3POINTS!!!

2 minutes ago, Vineheart01 said:

I have no idea what the thought process behind Rex was (crew card).

For 2pts: "Oh you missed an attack? Have a focus (you)"
For 3pts: "Some friendly ship in the vicinity of you missed an attack. Give a focus to any friendly ship in a huge area of the ship that fails at aiming"

The frick? Rex should have been a 1pt or even 0pt crew with OpSpec being around at 3POINTS!!!

The fact it's launching with Ops Spec is crazy, but it's also nuts that Rex mimics Bossk crew's effect in a worse package for a faction without a three crew ship where Bossk crew thrives.

It's like they just ran out of ideas.

IMG_0607.JPG

I don't know what to do with it, but I really hope there's a good way to fit the Upsilon into actually good lists just because it looks so cool.

4 hours ago, unfassbarnathan said:

Kylo RAC will make a splash, but not be the dominating. Dauntless will be prominent on those that do well.

Quadjumpers with Spacetug will be a powerful, forcing the meta to large base ships, mostly scum as they pair up well.

Not exactly most large base ships are agility 1. Give them a tractor beam token in the activation phase and wollah, no C-3PO for you, you roll no dice,

In all honesty, you shouldnt see any real change in the top tier meta

Outside of kylo ren finally necessitating a pwt overhaul if RAC becomes the most idiotic thing imaginable

The ships simply require too much effort to fly next to the far more forgiving and maneuverable x7s, mindlinks and dengaroos

The ups has to dial dance

The quad and the tie are made out of soap bubbles and prayer

They are all gloriously designed and look fun as hell, but they wont be easy to use well

Additional note on the quad, actionless 2 dice primary might as well not exist. Tractor array is exciting, but youre paying to get it to work

and at range 1 on a speed 3 MAX ship, it wont be that simple

TUG life aint easy

Edited by ficklegreendice
7 hours ago, Nyxen said:

5hp 2agi will still pop just as quickly tomorrow as it does today, tugboat too fragile for intended use.

32 minutes ago, ficklegreendice said:

In all honesty, you shouldnt see any real change in the top tier meta

Outside of kylo ren finally necessitating a pwt overhaul if RAC becomes the most idiotic thing imaginable

The ships simply require too much effort to fly next to the far more forgiving and maneuverable x7s, mindlinks and dengaroos

The ups has to dial dance

The quad and the tie are made out of soap bubbles and prayer

They are all gloriously designed and look fun as hell, but they wont be easy to use well

Additional note on the quad, actionless 2 dice primary might as well not exist. Tractor array is exciting, but youre paying to get it to work

and at range 1 on a speed 3 MAX ship, it wont be that simple

TUG life aint easy

This pretty much sums up the tug, if you run two of them you'll likely get 1 dream turn of double tractor array before melting or becoming irrelevant which is a bummer.

If kylo deci is good my heart wants to believe stresshog will come back in force. Although inspiring recruit is definitely a thing :(

I am not sure if inspiring recruits is really good for the game.

How much hate are not the piles of stress tokens drawing now on the forum, from today on for all factions: double stress, who cares....

Another of those upgrades where inherently negative effects in the game suddenly are a lot less punishing.

7 hours ago, Marinealver said:

Not exactly most large base ships are agility 1. Give them a tractor beam token in the activation phase and wollah, no C-3PO for you, you roll no dice,

It does however stop them being thrown around by the tractor beam token, which (I imagine) will be very painful for small ships

2 hours ago, Managarmr said:

I am not sure if inspiring recruits is really good for the game.

How much hate are not the piles of stress tokens drawing now on the forum, from today on for all factions: double stress, who cares....

Another of those upgrades where inherently negative effects in the game suddenly are a lot less punishing.

Are they, though? It's a Crew slot card - a very competitive and limited upgrade. To work, you either need to put it on the ship that might be double-stressed, or fly close with a support ship carrying crew - a vulnerability. Like a lot of cards, IR allows you to make certain plays - you can combine it with stuff like Rage or whatever so you can try and double-stress yourself and clear it, building a specific strategy around it, for which it has a nice competitive cost at 1 point. But if you're using it you're planning on counteracting something specific. Now, you could slap it on a Decimator sure, you have the points, but then you've lost your other two crew slots so you can't say throw in palp (Pretty sure nobody would), or HSCP+Gunner and lots of other option narrowing. You limit what you can do to counteract the specific mechanic. Ships people complain about ignore stress because they're built to just not bother caring about piles of stress tokens, whereas Inspiring Recruit would probably make those builds worse. Plus it's like saying Determination is bad because it means "Kylo Ren builds, who cares?"

2 hours ago, Managarmr said:

I am not sure if inspiring recruits is really good for the game.

How much hate are not the piles of stress tokens drawing now on the forum, from today on for all factions: double stress, who cares....

Another of those upgrades where inherently negative effects in the game suddenly are a lot less punishing.

It. Costs. A. Crew. Slot.

The only time you get giant piles of stress without caring about them outside of Tycho are on ships that are already using their crew slots for other things - Ghosts with Hera crew, Party Buses with Zuckuss crew, Dengaroo. There's no room for another crew in any of these apart from the Ghost, and they have better options now anyway (Rey).

Inspiring Recruit is fine but it's not going to break anything.

I think UPS-Deci will be a bit of thing. Probably not meta-topping but good enough to see some tournament play, particularly since this is the first time the Empire gets 2 decent large-based ships to play around with.

8 hours ago, Managarmr said:

I am not sure if inspiring recruits is really good for the game.

How much hate are not the piles of stress tokens drawing now on the forum, from today on for all factions: double stress, who cares....

Another of those upgrades where inherently negative effects in the game suddenly are a lot less punishing.

Inspiring is fine

It is almost absolutely worthless as pure counter mechanic because stress control is so rare

1 point and a crew slot are a lot to throw,away for incredibly marginal benefit

Its REAL usefulness lies in things like r3a2 or rage or ptl/eh with pattern analyzer

I am absolutely not saying that Inspiring Recruit is overpowered, it is certainly not.

It's more a philosophical thing, double stress on most ships (apart from a few special pilots or builds) up to now more or less meant that the respective ship was doomed.

No longer though.

No, it still does.

Because most ships don't have a crew slot, let alone a free crew slot, let alone a free crew slot and a spare point.

It makes it possible for some builds to double stress themselves and get away with it, which is cool, it opens up some builds.

Unless you're planning on only bringing crewed ships, and bringing a Recruit on each one... it won't do much to prevent stress control from hurting.

How quadjumper fills in as a blocker/tractor shenanigans will be the biggest meta change. That and potentially some RAC Kylo lists.

Sabine's Tie is hilarious for casual games and I plan to get a lot of use out of the one I picked up, but I don't think it'll be in any top tier lists.