FFG Your crimes against the Empire will not go unnoticed.

By Marinealver, in X-Wing

1 minute ago, Talamare said:

It's Range 1, you're better off just trying to make the attack actually hit/hurt. More than likely Arc Caster is just going to result in damage to your own face.

If you want to do Ruthless Shenanigans use Tractor Beam, cause then you can literally force your enemy next to his allies for 2 damage at range 1-3.

Yes, or, as I mentioned in the latest C-ROC topic, don't rely on having Tractor Beam yourself, but have a buddy with Tractor Beam pull enemies into your range-1 maw.

3 minutes ago, Herowannabe said:

Uh... there's more than just one...

TIE Advanced

TIE F/O

TIE Phantoms

TIE Interceptors with Royal Guard and Shield Upgrade (as had been pointed out)

Firepsray

TIE Defenders (technically they don't have a native evade action, but with x7 they have something better in most circumstances because they get the evade action for free)

TIE Adv Prototype (similar to Defenders, don't have the native evade but can easily get evades with the title)

Just saying. ;)

Pulse Ray Shields state only Shield Value 1 may equip...

Advanced has 2, Phantoms have 2, Prototype has 2, Defenders have 3, Firespray has 4
It's also a Modification, so any ships with Zero Shields needs 2 Modifications slots to be able to use it...

This gives us a complete Empire list of... Interceptor with Title, and TIE FO Fighter...

24 minutes ago, PhantomFO said:

The evade action IS your regen, especially when combined with Comm Relay.

Plus, the Imperials have had shields ever since Wave 2, when the Falcon came out. Black Squadron Pilot + Draw Their Fire = Imperial shielding.

Enough people have already pointed out how these are different, so I won't get into that.

But really, people are reading too much into my comment. I was simply pointing out that Imperial Ships with shields often don't get a native evade action, so they're not doubling up. Scum and Rebels will have access to both on the same ship after this release.

I'm not complaining, btw, but pretending that Imperials have a comparable effect at this time or that the are the equivalent, whether that be in game mechanics or an advantage in a tourney setting just isn't correct.

7 minutes ago, Herowannabe said:

Uh... there's more than just one...

TIE Advanced

TIE F/O

TIE Phantoms

TIE Interceptors with Royal Guard and Shield Upgrade (as had been pointed out)

Firepsray

TIE Defenders (technically they don't have a native evade action, but with x7 they have something better in most circumstances because they get the evade action for free)

TIE Adv Prototype (similar to Defenders, don't have the native evade but can easily get evades with the title)

Just saying. ;)

Fair point, and I'm sure I was just too focused on ships that actually see play and can use the new card (though with a regen option those others probably would as well). As for the prototype and defenders, it is why I used the word "native" since those are both conditional and require a title (ex. the D doesn't get it).

Edited by AlexW
4 minutes ago, Budgernaut said:

Yes, or, as I mentioned in the latest C-ROC topic, don't rely on having Tractor Beam yourself, but have a buddy with Tractor Beam pull enemies into your range-1 maw.

Wait, then who would be holding the Ruthlessness? The Tractor Beamer?

Also, Empire doesn't have access to Cheap Cannon ships like the Scyk, Your only real choice for a Tractor Beamer is going to be another TIE Defender... So now we have 2 TIE Defenders trying to combo kill a single enemy ship? That's ~70 points for a cheesy combo that probably wouldn't work half the time, and does about the same as normal shooting when it does work...

11 minutes ago, Talamare said:

Pulse Ray Shields state only Shield Value 1 may equip...

Advanced has 2, Phantoms have 2, Prototype has 2, Defenders have 3, Firespray has 4
It's also a Modification, so any ships with Zero Shields needs 2 Modifications slots to be able to use it...

This gives us a complete Empire list of... Interceptor with Title, and TIE FO Fighter...

That's a little redundant. It can only give you a shield token up to your shield value. So if it was put on a Protectorate it would give up to 0 shield tokens. Even if you did take an Ion token.

However I think a small ship only would have been a better restriction. Ion token for a shield. This sounds like a dream for Large based ships. Welcome to the fortress. Ohhohohoh Yes Regenerating shield fortress here I come. I don't need to move. I regen my shields. and shoot 360.

Edited by Marinealver

reinforced-deflectors.png

Hey look! The Upsilon can recover shields!

1 minute ago, Marinealver said:

That's a little redundant. It can only give you a shield token up to your shield value. So if it was put on a Protectorate it would give up to 0 shield tokens. Even if you did take an Ion token.

However I think a small ship only would have been a better restriction. Ion token for a shield. This sounds like a dream for Large based ships. Welcome to the fortress. Ohhohohoh Yes Regenerating shield fortress here I come. I don't need to move. I regen my shields. and shoot 360.

I didn't fully understand you, but here is a list of other Ships that can use it...

Rebels - HWK
Scum - HWK, Kihrahsahioxhcaouihoidsax, Scyk, StarViper...

Might as well either have been a no restriction upgrade or just limited it to Scum

1 minute ago, Parakitor said:

reinforced-deflectors.png

Hey look! The Upsilon can recover shields!

Waiting for Errata to change the card to "Rebel and Scum only."

2 minutes ago, Parakitor said:

reinforced-deflectors.png

Hey look! The Upsilon can recover shields!

It's not regen when it's a net loss :P

5 minutes ago, Talamare said:

Wait, then who would be holding the Ruthlessness? The Tractor Beamer?

Also, Empire doesn't have access to Cheap Cannon ships like the Scyk, Your only real choice for a Tractor Beamer is going to be another TIE Defender... So now we have 2 TIE Defenders trying to combo kill a single enemy ship? That's ~70 points for a cheesy combo that probably wouldn't work half the time, and does about the same as normal shooting when it does work...

No, the Arc Caster guy has Ruthlessness, but he's going to hurt himself if he fires it and is the only ship at range 1 of the target. So another ship with Tractor Beam would move a different enemy into range 1 of the first.

And if that's too much of a combo for you, do you still think throwing 8 dice it a single target in one turn isn't worth taking one damage over?

4 minutes ago, Parakitor said:

reinforced-deflectors.png

Hey look! The Upsilon can recover shields!

Well recover, not exactly regen, you still have a net loss no matter how many times this card is triggered. But yes this is way closer than comms relay evade token.

How is the /D broken by this?

Step 1- get range 1 if I want to double tap

Step 2- have a second enemy nearby if I don't want to hurt myself

Step 3- figure out a way to modify both shots.

Step 4- take weapons disabled before being able to try again.

Realistically we pay a minimum of 39-40 points to check all these boxes, then die by turn 3 of combat (Glaive/Ryad, cannon, predator/expertise)

8 minutes ago, Budgernaut said:

No, the Arc Caster guy has Ruthlessness, but he's going to hurt himself if he fires it and is the only ship at range 1 of the target. So another ship with Tractor Beam would move a different enemy into range 1 of the first.

And if that's too much of a combo for you, do you still think throwing 8 dice it a single target in one turn isn't worth taking one damage over?

You cannot hurt yourself with Ruthlessness. It says exactly that on the card. You must hurt another friendly ship if only friendly ships are within range 1 of the hit defender but not yourself.

2 minutes ago, Marinealver said:

You cannot hurt yourself with Ruthlessness. It says exactly that on the card. You must hurt another friendly ship if only friendly ships are within range 1 of the hit defender but not yourself.

No, but we're talking about the what-if scenario of having Ruthlessness on a TIE/D with Arc Caster.

1 minute ago, Nyxen said:

How is the /D broken by this?

Step 1- get range 1 if I want to double tap

Step 2- have a second enemy nearby if I don't want to hurt myself

Step 3- figure out a way to modify both shots.

Step 4- take weapons disabled before being able to try again.

Realistically we pay a minimum of 39-40 points to check all these boxes, then die by turn 3 of combat (Glaive/Ryad, cannon, predator/expertise)

1: insanely easy with Ryad especially, other defenders tend to be range1 of someone after a 2nd 4k flip trick.

2: Defenders are tanky enough to not give a rat's ass about 1 damage if it means nuking you dead.

3: Expertise says hello (or Vessery)

4: Their sheer speed allows them to get away quite easily. They usually DONT because they dont have to with a white Kturn. If you can hit the defender one turn its pretty likely you cant hit it the next turn in most cases (still possible but not easy) so it'll just go recharge unscathed for a turn.

Yes, Ryad with that build + mk2 engines is 41pts but i would TOTALLY fly that. Thats 8 freakin dice from 1 activation with Expertise mods, one of which has TL mods if i didnt focus for defense.

Your health is a resource. Use it wisely. And dealing 1 damage to myself to deal 6-8 to you is a wise spending.

11 minutes ago, Nyxen said:

Step 2- have a second enemy nearby if I don't want to hurt myself

Or have a Quickdraw at range 1.

great now I need to buy the C-Roc.

2 B-Wings w/Tractor Bearm

2 B-Wings w/Arc & FCS

32 minutes ago, Vineheart01 said:

1: insanely easy with Ryad especially, other defenders tend to be range1 of someone after a 2nd 4k flip trick.

2: Defenders are tanky enough to not give a rat's ass about 1 damage if it means nuking you dead.

3: Expertise says hello (or Vessery)

4: Their sheer speed allows them to get away quite easily. They usually DONT because they dont have to with a white Kturn. If you can hit the defender one turn its pretty likely you cant hit it the next turn in most cases (still possible but not easy) so it'll just go recharge unscathed for a turn.

Yes, Ryad with that build + mk2 engines is 41pts but i would TOTALLY fly that. Thats 8 freakin dice from 1 activation with Expertise mods, one of which has TL mods if i didnt focus for defense.

Your health is a resource. Use it wisely. And dealing 1 damage to myself to deal 6-8 to you is a wise spending.

At 40+ points I expect that kind of lethality. And you know what already exists that you just described? Corran Horn. But he's got regen and an evade token for the extra few points. So I say why not?

I will say, though, that I find it somewhat hilarious that my first exposure to the Arc Caster was from the Dark Trooper -- an Imperial class -- in Battlefront II. To now see the Arc Caster given to every faction except Imperials is rather strange, from a thematic standpoint.

34 minutes ago, Vineheart01 said:

3: Expertise says hello (or Vessery)

I mean, it is more expensive, but

3449086.jpg

Well anyways I made a post on how the Imperials have the least access to upgrades earlier HERE.

All the Rebel and Scum only seem to widen the upgrade gap between Imperials and the other two factions.

Though I can see why, regen Shielded TIE Interceptors would seem unthematic but with a Scyk with more missiles and torpedoes than a 4 pod TIE Punisher is FFG really concerned with theme?

15 minutes ago, Nyxen said:

At 40+ points I expect that kind of lethality. And you know what already exists that you just described? Corran Horn. But he's got regen and an evade token for the extra few points. So I say why not?

It would be a step towards giving Empire back the identity of being "High Skill, High Damage" ships, since that title has been slipping since Corran Horn was released and basically slapped away completely after Cobra, Dengar, Gramps, and Fenn Rau came out.

Pretty much.

TIE/SF, Decimator, the shuttles, and punishers are about the only ones that actually have options to them with bombers being a close contributor to that list.

Still waiting for even ONE turret upgrade slot. Striker should have had that but nope. Bomb too. SF has an aux arc so no complaint about no turret there (cant shoot sideways :D)

1 hour ago, Talamare said:

Pulse Ray Shields state only Shield Value 1 may equip...

Advanced has 2, Phantoms have 2, Prototype has 2, Defenders have 3, Firespray has 4
It's also a Modification, so any ships with Zero Shields needs 2 Modifications slots to be able to use it...

This gives us a complete Empire list of... Interceptor with Title, and TIE FO Fighter...

Confirmed, FFG went full guerrilla warfare against the Empire.

40 minutes ago, Marinealver said:

Though I can see why, regen Shielded TIE Interceptors would seem unthematic but with a Scyk with more missiles and torpedoes than a 4 pod TIE Punisher is FFG really concerned with theme?

Why regen Empire would be unthematic? Basically only 3 ships in the Empire's arsenal don't have shields. All the elite Imperial fighters relied on shields (most of the time, more powerful shields than the Rebels).

I find disturbing how this game makes people think the mighty Galactic Empire has least access to better technology than terrorists and criminals.

FFG, I will only forgive you for this Empire-bashing if you are preparing terrain for the release of the Assault Gunboat overlords.