FFG learned nothing from the TIE Defender

By Marinealver, in X-Wing

delta-squadron-pilot.png SWX17-maneuver-dial.png

So lets make a ship, it can't turn that well, only has one gimmick, and is the most expensive small ship for that faction. Sure it can absorb a bit of damage assuming it isn't outflanked (which it will be in every game).

swx64-kashyyyk-defender.png swx64_dial.png

Is it just me or has history repeated itself?

Well, At least is not 30 points this time.

So they did learn something.

Edited by Jehan Menasis
1 minute ago, Marinealver said:

delta-squadron-pilot.png SWX17-maneuver-dial.png

So lets make a ship, it can't turn that well, only has one gimmick, and is the most expensive small ship for that faction. Sure it can absorb a bit of damage assuming it isn't outflanked (which it will be in every game).

swx64-kashyyyk-defender.png swx64_dial.png

Is it just me or has history repeated itself?

No.

The Defender has one Gimmick, as you state.

The Auzituck has 2.

1 minute ago, Drasnighta said:

No.

The Defender has one Gimmick, as you state.

The Auzituck has 2.

and the second one is?

Just now, Marinealver said:

and the second one is?

Double Crew

+

Reinforce

Two Gimmicks.

Just now, Marinealver said:

and the second one is?

180-degree arc, reinforce token. A 27-point Auzituck with Vectored Thrusters and Commandos shouldn't be terrible, and the barrel roll action will help it maintain arc while it tries to turn around.

Auzituck has 180 arc and a special unique to him only gimick (reinforce)

Its also on average more durable (speaking pre-X7 here) as it has 9 hp vs 6 and majority of the time will have an auto evade against every attack (barring direction). Defenders have a tendency, due to their bad turning, to fly right into a heavy hitter or 2 and solidly blank on green dice. Auzituck would survive that atleast so it has that going for it.

Still, it does feel like they put too much emphasis on a gimick. And then put too much value into it. Reinforce will be awesome in standard play but 1) it means NO ACTION FOR YOU and 2) it can be bypassed, and especially with a ship that cant kturn/sloop/troll thats bound to happen a few times a game no matter how careful you fly.

7 minutes ago, Drasnighta said:

Double Crew

+

Reinforce

Two Gimmicks.

Rebels already have 3 ships with the 2x <crew> slot. YT-1300s, VCX, and the U-wing.

4 minutes ago, PhantomFO said:

180-degree arc, reinforce token. A 27-point Auzituck with Vectored Thrusters and Commandos shouldn't be terrible, and the barrel roll action will help it maintain arc while it tries to turn around.

the 180 degree arc and tactician would be an okay control ship, but since you can't double stress with tactician unless you find a way to attack twice. I still don't think this will make a suitable substitute for the stress hog. As for Commandos, The only place I can see for them is in Epic in a CR-90 since huge ships can't do anything with <focus> results. For standard, rerolling <focus> results is one of the least effective thing you can do (you got expertise, focus tokens, and a whole assortment of focus to hit/crit options.

Edited by Marinealver
1 minute ago, Marinealver said:

Rebels already have 3 ships with the 2x <crew> slot. YT-1300s, VCX, and the U-wing.

the 180 degree arc and tactician would be an okay control ship, but since you can't double stress with tactician unless you find a way to attack twice. I still don't think this will make a suitable substitute for the stress hog.

Baze + Tactician. would doublestress one mindlink target

I think the Auzituck is a strong testbed ship. They want to put something out there with the Reinforce and see if it sticks. If it works in the general ethos and people actually like it, they might do more with it. If it doesn't, then it becomes the Auzituck's one cool trick and goes nowhere from there. The ship has some interesting properties otherwise, it has a similar effect to a lot of rebel small ships but works with them in different ways.

Also it makes U-Wings cry because with Lowhhrick it's a way better platform for JynJan.

3 minutes ago, Wiredin said:

Baze + Tactician. would doublestress one mindlink target

Assuming you have 2 targets at range 2. Gunner would be better but then firepower becomes an issue. You have no way to prevent you first attack from hitting.

10 minutes ago, Marinealver said:

Rebels already have 3 ships with the 2x <crew> slot. YT-1300s, VCX, and the U-wing.

the 180 degree arc and tactician would be an okay control ship, but since you can't double stress with tactician unless you find a way to attack twice. I still don't think this will make a suitable substitute for the stress hog. As for Commandos, The only place I can see for them is in Epic in a CR-90 since huge ships can't do anything with <focus> results. For standard, rerolling <focus> results is one of the least effective thing you can do (you got expertise, focus tokens, and a whole assortment of focus to hit/crit options.

All 3 of those are large bases. This give them 2 crew on a small base, its much cheaper than a YT or VCX, and simply better than a uwing.

The doublestress shenanigans works with Braylen because he can opt out of his title to make his first attack lousy as crap (2die, dont use any mods, easily dodged) then opt for it when he goes for round 2.

Baze was and still is a horrible horrible POS card. The tactician thing is literally its ONLY possible application, but due to the range2 restriction it can be difficult to even get 1 ship in that sweetspot let alone 2. He really should have been something along the lines of a side-gunner - "May attack out of your firing arc, but you must roll 1 fewer attack dice" to give you a weakened "turret" on ships like oh i dunno the UWING?? some protection against being heavily outmaneuvered.

Only one way to find out if the ship is decent or not. Put it on the table. Now that the dial's been revealed it's only a matter of time before it shows up on Vassal.

I have no clue where you are making the comparison here. The only similarity between these ships is they have some of the same maneuvers (as every ship does), and they both have attack 3, PS 1, and 3 shields. That's hardly comparable.

edit: oh, and they both have focus. Surprise.

Edited by Kdubb
25 minutes ago, Marinealver said:

delta-squadron-pilot.png SWX17-maneuver-dial.png

So lets make a ship, it can't turn that well, only has one gimmick, and is the most expensive small ship for that faction. Sure it can absorb a bit of damage assuming it isn't outflanked (which it will be in every game).

swx64-kashyyyk-defender.png swx64_dial.png

Is it just me or has history repeated itself?

It's just you. These ships are nothing alike.

14 minutes ago, Marinealver said:

Rebels already have 3 ships with the 2x <crew> slot. YT-1300s, VCX, and the U-wing.

the 180 degree arc and tactician would be an okay control ship, but since you can't double stress with tactician unless you find a way to attack twice. I still don't think this will make a suitable substitute for the stress hog. As for Commandos, The only place I can see for them is in Epic in a CR-90 since huge ships can't do anything with <focus> results. For standard, rerolling <focus> results is one of the least effective thing you can do (you got expertise, focus tokens, and a whole assortment of focus to hit/crit options.

I never mentioned it as a substitute for the stress hog, although it would be a great complement to one.

The Commandos are not as good as a focus token, but that's not their point. A ship with no tokens averages 0.5 hit/crit results per attack die. A ship with a focus token averages 0.75. Commandos will average 0.625 per die, and they will do so while enabling you to use your action for anything else. All they cost you are two crew slots and a single point. A PS1 Auzituck with Vectored Thrusters and Commandos can freely use their action every turn to Reinforce or Barrel Roll, and will still average 1.875 hit results per 3-die attack instead of 1.5. That's not bad for a slow-rolling small ship with a 180 degree arc.

41 minutes ago, Marinealver said:

delta-squadron-pilot.png SWX17-maneuver-dial.png

So lets make a ship, it can't turn that well, only has one gimmick, and is the most expensive small ship for that faction. Sure it can absorb a bit of damage assuming it isn't outflanked (which it will be in every game).

swx64-kashyyyk-defender.png swx64_dial.png

Is it just me or has history repeated itself?

Well, they are one hell of a lot better than a Lambda....

Pure math says they did learn something.

Is there a way I can dislike this thread?

This new ship seems to have really a good dial as it has almost all of the turns, plus having the 180 degree firing arc means it doesn't need to turn so much either when wanting a shot.

With its good turns and 180 degree arc, I think its biggest weakness is if you try a direct joust against ships with K turns. It looks like a lot of fun to fly, trying to flank so you can pursue with the turns, and using other ships to try to keep enemies with good repositioning from getting behind it.

I don't know a lot but I do know crew on one agility small ships ain't great.

Not saying its DoA but I'm not seeing what need there was for yet another rebel one agi fighter.

7 hours ago, PhantomFO said:

I never mentioned it as a substitute for the stress hog, although it would be a great complement to one.

The Commandos are not as good as a focus token, but that's not their point. A ship with no tokens averages 0.5 hit/crit results per attack die. A ship with a focus token averages 0.75. Commandos will average 0.625 per die, and they will do so while enabling you to use your action for anything else. All they cost you are two crew slots and a single point. A PS1 Auzituck with Vectored Thrusters and Commandos can freely use their action every turn to Reinforce or Barrel Roll, and will still average 1.875 hit results per 3-die attack instead of 1.5. That's not bad for a slow-rolling small ship with a 180 degree arc.

yeah but even with commandos I would never use them. I would at best take a unique pilot with the EPT and give it expertise. Then for the crew slots I would put something like C-3PO and Luke Gunner. But then that is the points through the roof and I don't think it is an Ace type ship to justify that expense. The Wookie Commandos are like the ones from Battlefront II, they belong on the CR-90. I might even say they would work better than Han <crew> and weapons engineer if you have it fully decked out. Or you could put the Tantive VI title.

Edited by Marinealver
2 hours ago, Marinealver said:

yeah but even with commandos I would never use them. I would at best take a unique pilot with the EPT and give it expertise. Then for the crew slots I would put something like C-3PO and Luke. But then that is the points through the roof and I don't think it is an Ace type ship to justify that expense. The Wookie Commandos are like the ones from Battlefront II, they belong on the CR-90. I might even say they would work better than Han <crew> and weapons engineer if you have it fully decked out. Or you could put the Tantive VI title.

Luke and Expertise are already stepping on each other. You'd be better off with a regular Gunner. But you could run something like this:

Wullffwarro (30)
Push the Limit (3)
Kyle Katarn (3)
Kanan Jarrus (3)
Targeting Computer (2)

Total: 41

That's a PS7 ship that can execute almost every move on his dial while getting a Focus, Target Lock and a Reinforce token every turn.

Alternately, you can run the Vectored Thrusters build and massively slow-roll:

On the left is a normal 1-forward. On the right, a two-turn maneuver where I bank left, barrel roll left as far back as I can, then bank right and barrel roll as far right as I can. My forward motion is barely faster than the 1-straight, but I'm still maintaining solid coverage with that 180-degree arc. With Commandos, I'm not losing much offensive efficiency. If I want to maintain my straight line, I can still alternate left and right barrel rolls and would move the equivalent of a 2-straight every other turn. That's pretty solid for a ship with half a turret.

12 minutes ago, PhantomFO said:

Luke and Expertise are already stepping on each other. You'd be better off with a regular Gunner. But you could run something like this:

Wullffwarro (30)
Push the Limit (3)
Kyle Katarn (3)
Kanan Jarrus (3)
Targeting Computer (2)

Total: 41

That's a PS7 ship that can execute almost every move on his dial while getting a Focus, Target Lock and a Reinforce token every turn.

Alternately, you can run the Vectored Thrusters build and massively slow-roll:

On the left is a normal 1-forward. On the right, a two-turn maneuver where I bank left, barrel roll left as far back as I can, then bank right and barrel roll as far right as I can. My forward motion is barely faster than the 1-straight, but I'm still maintaining solid coverage with that 180-degree arc. With Commandos, I'm not losing much offensive efficiency. If I want to maintain my straight line, I can still alternate left and right barrel rolls and would move the equivalent of a 2-straight every other turn. That's pretty solid for a ship with half a turret.

See now this build I like way better than the r2d2/threepio Tankybuild