Wookie Gunship Preview!

By MacchuWA, in X-Wing

10 minutes ago, FourDogsInaHorseSuit said:

But these are the only two things I wanted out of the preview article!
*finger curls on wookie's paw*

But I'm going to guess "26 With" which is still good and better than Braylen Stramm in my Swarm Leader list, but 25 With will be cool and good and YESSS

Lowhhrick + Baze + Tactician

Biggs + R2D2 + IA

Luke + Expertise + R5P9 + IA

points left over to feed Lowhhrick a bit more...

28 minutes ago, WWHSD said:

I don't see this ship as being a Biggs partner as much as I see if offering an alternative to Biggs.

I agree. I see Selflessness as the Biggs nerf, not because it takes away from Biggs, but because it adds to others. How do you promote flying ships other than Biggs? Give his power to everybody else!

The question in my mind now is, "Who has an EPT that is a better Biggs than Biggs?"

I had overlooked that Selflessness is also a discard EPT. That definitely makes it seem less overwhelming, as it's a trick that you can only pull once.

I think Selflessness might be a decent EPT for Biggs himself. Think of all the alpha strike lists like Dengar/Tel, who have enough ordnance to take out a ship like Miranda without ever worrying about Biggs. Throw Selflessness on Biggs and suddenly he is able to tank ordnance again (for one attack, but that one torp can make all the difference).

2 minutes ago, defkhan1 said:

I think Selflessness might be a decent EPT for Biggs himself. Think of all the alpha strike lists like Dengar/Tel, who have enough ordnance to take out a ship like Miranda without ever worrying about Biggs. Throw Selflessness on Biggs and suddenly he is able to tank ordnance again (for one attack, but that one torp can make all the difference).

If you want to give biggs selflessness he needs r2d6, so no r4d6, r2d2 or other useful droid

1 hour ago, MaxPower said:

This ship seems mighty solid. But can anyone explain to me why we should field a b-wing, like, EVER AGAIN?

On those days when you want a game based on the SW IP to look like the SW we all grew up with.

Or you want to K-turn occasionally.*

Or if they release the Bladewing upgrade and power creep this game into Death Star-like secondary weapons.

*I'm sure they think this is this Auzituck's weakness. OTOH, see how the "oddly asymmetrical dial you need to cope with" worked out for the JM5K.

Edited by Darth Meanie
1 hour ago, Darth 2Face said:

I agree. I see Selflessness as the Biggs nerf, not because it takes away from Biggs, but because it adds to others. How do you promote flying ships other than Biggs? Give his power to everybody else!

The question in my mind now is, "Who has an EPT that is a better Biggs than Biggs?"

Someone with alof of shields/hull and regen.

I'm going to take a moment to break my silence just this once to put my opinion in.

This ship is a terrible idea. Reinforce is, was, and will continue to be a bad idea at the 100 point scale. It's like Timmy designed this ship and just couldn't bring himself to stop, I haven't seen anything this obviously problematic since the pre-nerf Phantom. I could go into detail, but I'm sure others will/have/are doing so. If you don't build a list with a specific answer to the Auzituck (and God help you if you have 2 attack die ships), you are going to lose hard. Do the math. ONE of these ships built remotely logically has a very, very good chance of defeating an 8 TIE swarm single-handedly. The only saving grace, if you can call it that, is that most of the ships this thing erases completely from the meta were already nearly gone due to other (less) problematic ships.

I like finding powerful little interactions in otherwise balanced ships. I don't care for obviously OP crap like this. Offensive EPT+Reinforce+R2D2+C3PO. Takes about 2 seconds to find that combo, and it's stupidly powerful against anything it meets. FAR too powerful for its 30-40 point cost.

An ARC perhaps toting around R2D2?

Though the only ones that have an EPT is Norra and Shara. Norra is the focus to begin with so thats out and Shara....eh...maybe? ive had uses for that "extra" targetlock, more bummed by how tame SHE is not how good my other ship is.

Okay, so unlike the last article which has kept the dial hidden so we really can't do anything with the TIE Aggressor (the least FFG has told all the scheming rule lawyers to stop with their shenanigans). We now know what this can and can't do.

  • So the ship . Start with the Kyshick Defender. For the dial, only red is a straight 5. 1 banks and straights 1 through 3 are green so sort of like an E-wing but tighter on the banks. However no reversal maneuvers (k-turns s-loops, t-rolls). Also with a 180 aux get behind it and it is all over. The reinforce won't do anything against plasma torps or TLTs. Starting at 24 points for an ARC that can't shoot out the rear is not very promising. Another rebel ship without the target lock so might have to make use of those over-costed targeting computer upgrades from Imperial aces (again not very promising). The other generic is probably +2 points for +2 pilot skill, however it is still up in the air if that would include an EPT or not as with the last article revealed that none of the generics had an EPT. Another 2 <crew> slot ship for the rebels but considering that the rebels already have three ships. All in all this one is poised to fizzle into DOA territory. It depends too much on that reinforce gimmick.
  • Lowhhrich , a 5 skill unique with an EPT, allows other ships to treat your reinforce as an evade token at range 1. Nothing to write home about as using the ability reduces the reinforce action. 5 skill pilots have to have a great pilot ability to become competitive, this ability is not that.
  • Wullffwaro , 7 pilot skill isn't bad (especially with an EPT slot) but that is on the low end for Top Ace pilots on a ship. Sort of like an inverse Kenkirk only difference is Kenkirk had way more hull points. Maybe put chopper on this one if you haven't filled up the two crew slots. You sort of become a mini upsilon.
  • Selflessness , people has already brought up biggs with this EPT. It is a cheaper draw their fire but can be used to counter large volume attacks. Downside is that it only works once, and Tomex is not a Rebel.
  • Breech Specialist , Well Moff Jerjerrod will never be played again (as if Imperial Players did equip him). This is Rebel Moff Jerjerrod but on steroids, sure you could get more uses out of Jerjerrod's cannibalization but often that hurt your build more than the crit. So Jerjerrod was often a one time use card. This one is used for the entire turn. So cheaper than Jejerrod, and more likely to prevent more than a single crit effect. VT-49 players, open the airlock and throw this moff out of it, we have a more suitable replacement.
  • Wookie Commandos , Already spoiled in the announcement article if you squinted at the production shot. Yay, the Rebels got the double <crew> upgrade card they were not asking for, that is also weaker than Jabba. Seriously has FFG gone all Palp Shy? 1 point so it isn't expensive as far as squadron points go but the 2x <crew> slots it takes up is such the killer this upgrade could have been -3 points and still no one would have taken it. You can reroll your <focus> results when attacking, or you can just take expertise, or spend a focus token or lets skip the diplomacy this upgrade sucks and is DOA . Well there is one ship it is good on. The CR-90, although making standard cards that are great on huge ships are not a winning strategy. Still taking up 2 <crew> slots that could be used for Han Solo or Shield Tech. It is a hefty price.

So all in all, a big Meh. This is like the Rebel version of the TIE Defender , only with less maneuverability . The ship design is way too dependent on that reinforce action and starts at a whopping 24 points. Sure Defenders started at 30 and relied too much on that white K-turn but at least it had a stat-line to justify it. This ship doesn't even have a K-turn. Dial is on par with the HWK-290. To add further insult to injury, it doesn't give the Rebels anything they don't already have (except for that reinforce action which is new to standard). Rebels have 3 ships with 2x <crew> slots. To be honest this would have been a better Scum ship than a Rebel ship (you can stuff the slug in it and get those sweet sweet illicit tokens). Granted Rebels don't need too much help, they are doing well considering all things relative to the age of scum. I'm still going to get it, but I doubt I would be playing it.

Edited by Marinealver
taking epic formats into consideration
14 minutes ago, KineticOperator said:

I'm going to take a moment to break my silence just this once to put my opinion in.

This ship is a terrible idea. Reinforce is, was, and will continue to be a bad idea at the 100 point scale. It's like Timmy designed this ship and just couldn't bring himself to stop, I haven't seen anything this obviously problematic since the pre-nerf Phantom. I could go into detail, but I'm sure others will/have/are doing so. If you don't build a list with a specific answer to the Auzituck (and God help you if you have 2 attack die ships), you are going to lose hard. Do the math. ONE of these ships built remotely logically has a very, very good chance of defeating an 8 TIE swarm single-handedly. The only saving grace, if you can call it that, is that most of the ships this thing erases completely from the meta were already nearly gone due to other (less) problematic ships.

I like finding powerful little interactions in otherwise balanced ships. I don't care for obviously OP crap like this. Offensive EPT+Reinforce+R2D2+C3PO. Takes about 2 seconds to find that combo, and it's stupidly powerful against anything it meets. FAR too powerful for its 30-40 point cost.

Shoot the other hull zone. If you have 8 TIE fighters then you need only split them up and come at it from multiple angles. Its a clear instance of power creep for sure, but I'm not sure its quite that apocalyptic.
Honestly I think it will be tough to use the reinforce action normally. If you can come at the gunship from anything remotely resembling the side, I think you could ignore the token.

15 minutes ago, Marinealver said:

VT-49 players, open the airlock and throw this moff out of it, we have a more suitable replacement.

Gonna have to explain to me how your VT-49 is gonna get a Reinforce token.

EDIT: Also, I love in general we have an apocalyptic "The Gunship is the end of X-Wing" and a "The Gunship is overcosted and useless DOA" basically back to back. QUINTESSENTIAL X-WING COMMUNITY RIGHT THERE.

Edited by UnitOmega
29 minutes ago, KineticOperator said:

This ship is a terrible idea. Reinforce is, was, and will continue to be a bad idea at the 100 point scale. It's like Timmy designed this ship and just couldn't bring himself to stop, I haven't seen anything this obviously problematic since the pre-nerf Phantom. I could go into detail, but I'm sure others will/have/are doing so. If you don't build a list with a specific answer to the Auzituck (and God help you if you have 2 attack die ships), you are going to lose hard. Do the math. ONE of these ships built remotely logically has a very, very good chance of defeating an 8 TIE swarm single-handedly. The only saving grace, if you can call it that, is that most of the ships this thing erases completely from the meta were already nearly gone due to other (less) problematic ships.

I completely forgot about TIE swarms. You're right, Reinforce laughs in the face of swarms. Can you imagine 4 Auzitucks vs. a standard TIE swarm?

4 hours ago, MacchuWA said:

rebel-auzituckgunship-600px.gif

Looks like a toy for children. :/

4 minutes ago, defkhan1 said:

I completely forgot about TIE swarms. You're right, Reinforce laughs in the face of swarms. Can you imagine 4 Auzitucks vs. a standard TIE swarm?

TIE swarms would have a field day....

Send sacrificial academy pilot to bump your target. Target bumps you, gets no reinforce action, gets his 1agi butt slammed by the blackcracks and Howlie onslaught. I'd be surprised if they survive a single volley.

Selflessness does nothing either as it would at MOST soak 3 hits, assuming a range1 tie got all 3 hits to begin with instead of a peppered crit in there.

Edited by Vineheart01
35 minutes ago, KineticOperator said:

I'm going to take a moment to break my silence just this once to put my opinion in.

This ship is a terrible idea. Reinforce is, was, and will continue to be a bad idea at the 100 point scale. It's like Timmy designed this ship and just couldn't bring himself to stop, I haven't seen anything this obviously problematic since the pre-nerf Phantom. I could go into detail, but I'm sure others will/have/are doing so. If you don't build a list with a specific answer to the Auzituck (and God help you if you have 2 attack die ships), you are going to lose hard. Do the math. ONE of these ships built remotely logically has a very, very good chance of defeating an 8 TIE swarm single-handedly. The only saving grace, if you can call it that, is that most of the ships this thing erases completely from the meta were already nearly gone due to other (less) problematic ships.

I like finding powerful little interactions in otherwise balanced ships. I don't care for obviously OP crap like this. Offensive EPT+Reinforce+R2D2+C3PO. Takes about 2 seconds to find that combo, and it's stupidly powerful against anything it meets. FAR too powerful for its 30-40 point cost.

Like codegnave said, if you lose to a single auzituck with a full tie swarm, you flew it wrong. It's not like the reinforce token always gives a free evade against every shot no matter what. It's still limited to either in or out of arc. So if you're worried about reinforce...don't put everyone on the same side of the ship. Split up and force them to pick which ships to reinforce against.

2 attack dice ships are mostly out of the meta already, I don't honestly think this will change that much. It's not going to be any harder to hit than the high agility stuff around already, and a crack swarm can still crackshot away the evade from reinforce.

I also disagree that reinforce+r2d2+c3po is as scary as you say. Sure, it'll be hard to push damage through (if you're only shooting it with one ship), but it's also going to have pretty terrible offense. The only modifiers you'll be able to get will be from your ept, and it has to be a non-action EPT, so maybe predator or lone wolf. Expertise would be good, but makes you even more expensive and super vulnerable to stress mechanics. This thing is already going to be vulnerable to stress, since if you're stressed you can't reinforce, so expertise would just make it even more so.

And any maneuverable ship that gets behind it never really has to worry about ever being shot again.

Blocking also shuts down the reinforce.

5 minutes ago, defkhan1 said:

I completely forgot about TIE swarms. You're right, Reinforce laughs in the face of swarms. Can you imagine 4 Auzitucks vs. a standard TIE swarm?

I'd bet on the tie swarm. If you have 4 ships using reinforce, their offense is going to be pretty bad, and they're shooting at 3 agility ships. And the ties can actually k-turn

Edited by VanderLegion
3 hours ago, Tbetts94 said:

Splitting fire once per round helps Biggs. I don't see why people suggest this.

Because it doesn't help who he's flying with. Bigg's pulls fire from everything all the time until he's down, and then either mitigate's it or regen's it away. Splitting fire after one shot allows you to ignore Bigg's and obliterate whatever he's protecting.

You want Biggs to be the last ship standing, because he's a Ps 5 T-65. You don't want whatever he's protecting to be the last ship standing on the opponents team.

39 minutes ago, KineticOperator said:

I'm going to take a moment to break my silence just this once to put my opinion in.

This ship is a terrible idea. Reinforce is, was, and will continue to be a bad idea at the 100 point scale. It's like Timmy designed this ship and just couldn't bring himself to stop, I haven't seen anything this obviously problematic since the pre-nerf Phantom. I could go into detail, but I'm sure others will/have/are doing so. If you don't build a list with a specific answer to the Auzituck (and God help you if you have 2 attack die ships), you are going to lose hard. Do the math. ONE of these ships built remotely logically has a very, very good chance of defeating an 8 TIE swarm single-handedly. The only saving grace, if you can call it that, is that most of the ships this thing erases completely from the meta were already nearly gone due to other (less) problematic ships.

I like finding powerful little interactions in otherwise balanced ships. I don't care for obviously OP crap like this. Offensive EPT+Reinforce+R2D2+C3PO. Takes about 2 seconds to find that combo, and it's stupidly powerful against anything it meets. FAR too powerful for its 30-40 point cost.

I appreciate your thoughts a lot and it is worrying. I can certainly imagine a list that gets to abuse this (combofurball + Biggs + Selflessness-carrier). I will however reserve judgement until we know how hard this loses to its bad matchups like alphastrikers and TLTs. To me it doesn't look like something that would impact the current meta much. Most of the tankiness can also be shut down with blocking, which is a huge weakness.

2 minutes ago, FlyingAnchors said:

Because it doesn't help who he's flying with. Bigg's pulls fire from everything all the time until he's down, and then either mitigate's it or regen's it away. Splitting fire after one shot allows you to ignore Bigg's and obliterate whatever he's protecting.

You want Biggs to be the last ship standing, because he's a Ps 5 T-65. You don't want whatever he's protecting to be the last ship standing on the opponents team.

You can regen away the one shot that was pulled away from Biggs and enjoy both ships for a longer time.

14 minutes ago, Odanan said:

Looks like a toy for children. :/

Definitely NOT a toy for a grown a$$ man.

4 minutes ago, FlyingAnchors said:

Because it doesn't help who he's flying with. Bigg's pulls fire from everything all the time until he's down, and then either mitigate's it or regen's it away. Splitting fire after one shot allows you to ignore Bigg's and obliterate whatever he's protecting.

You want Biggs to be the last ship standing, because he's a Ps 5 T-65. You don't want whatever he's protecting to be the last ship standing on the opponents team.

The most effective way to fly biggs has ALWAYS been to use him to split the opponents fire, not simply to take all the shots until he dies. The more they split fire, the longer you have all of your ships on the board. It's better to split fire and have another ship or two at less health when biggs dies than it is for biggs to die fast and the other ships be full.

1 minute ago, BlodVargarna said:

Definitely NOT a toy for a grown a$$ man.

Don't you know? The only thing that differentiates a man from a children is the price of his toys.

25 minutes ago, VanderLegion said:

Like codegnave said, if you lose to a single auzituck with a full tie swarm, you flew it wrong. It's not like the reinforce token always gives a free evade against every shot no matter what. It's still limited to either in or out of arc. So if you're worried about reinforce...don't put everyone on the same side of the ship. Split up and force them to pick which ships to reinforce against.

2 attack dice ships are mostly out of the meta already, I don't honestly think this will change that much. It's not going to be any harder to hit than the high agility stuff around already, and a crack swarm can still crackshot away the evade from reinforce.

I also disagree that reinforce+r2d2+c3po is as scary as you say. Sure, it'll be hard to push damage through (if you're only shooting it with one ship), but it's also going to have pretty terrible offense. The only modifiers you'll be able to get will be from your ept, and it has to be a non-action EPT, so maybe predator or lone wolf. Expertise would be good, but makes you even more expensive and super vulnerable to stress mechanics. This thing is already going to be vulnerable to stress, since if you're stressed you can't reinforce, so expertise would just make it even more so.

And any maneuverable ship that gets behind it never really has to worry about ever being shot again.

Blocking also shuts down the reinforce.

I'd bet on the tie swarm. If you have 4 ships using reinforce, their offense is going to be pretty bad, and they're shooting at 3 agility ships. And the ties can actually k-turn

Presumably those ships using Reinforce will be taking Commandos. That helps their offense, essentially providing half the value of a standard Target Lock action to every attack while also giving you a guaranteed evade result against each attack coming into their reinforced section.

EDIT: and for those saying "I'll just block them!", remember that these guys are PS1. You're only blocking them with Academy pilots, and it's just as likely that they'll be blocking you instead.

Edited by PhantomFO
57 minutes ago, KineticOperator said:

I'm going to take a moment to break my silence just this once to put my opinion in.

This ship is a terrible idea. Reinforce is, was, and will continue to be a bad idea at the 100 point scale. It's like Timmy designed this ship and just couldn't bring himself to stop, I haven't seen anything this obviously problematic since the pre-nerf Phantom. I could go into detail, but I'm sure others will/have/are doing so. If you don't build a list with a specific answer to the Auzituck (and God help you if you have 2 attack die ships), you are going to lose hard. Do the math . ONE of these ships built remotely logically has a very, very good chance of defeating an 8 TIE swarm single-handedly. The only saving grace, if you can call it that, is that most of the ships this thing erases completely from the meta were already nearly gone due to other (less) problematic ships.

I like finding powerful little interactions in otherwise balanced ships. I don't care for obviously OP crap like this. Offensive EPT+Reinforce+R2D2+C3PO. Takes about 2 seconds to find that combo, and it's stupidly powerful against anything it meets. FAR too powerful for its 30-40 point cost.

It's definitely in the queue now to do the math on that reinforce action. Hopefully the geometrical limitations will, in practice, limit how often the reinforce can trigger to prevent it from being OP. It's definitely a killer vs 2ATT ships though. (Non Crackshot) 2ATT ships have needed a serious buff for a long time now.

Edited by MajorJuggler