Wave 11 fully spoiled

By thespaceinvader, in X-Wing

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R4E1: 1 point. You can perform actions on your [bomb] and [torp] upgrade cards even if you are stressed. After your perform an action in this way you may discard this card to remove one stress token from your ship. Seems decent.

Cruise missiles: 3 points. Attack 1 range 2-3, Attack tl no tl spend, roll up to 4 additional dice equal to the speed of your move. So if you can close to range 2-3 with a 4 or 5-speed move, this is a FIVE dice missile. Holy wow.

Lok Revenant and Wookiee Liberator both 26 w/EPT. Both I believe pretty much exactly as expected.

Cruise Missiles seem likely to be really strong, but not possible to use in a slow-roll, and probably the missile equivalent of Plasma Torpedoes.

From this video:

https://www.youtube.com/watch?v=dkKgi4ZVo48

Edited by thespaceinvader

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Loving Cruise Missiles. Not sure about this but sounds fun: A-wing... Pick up a TL early and do a 5k... 5 reds with a TL to modify. Guidance Chips for any stubborn blanks.

Cruise Missile is pretty sweet. It can be a big attack but you have to manage your engagement range carefully, seems like a pretty skillful weapon.

Cruise Missiles are gonna be nuts. Basically every missile carrier just got a crazy strong buff.

Except, of course, the TIE Punisher :( Poor Redline.

E: just waiting for the 3-AGI ship with double missile now. Prockets and Cruise for 6 points, with EM or Crane for 8. Boggles the mind.

Edited by thespaceinvader
1 minute ago, Burius1981 said:

Cruise Missile is pretty sweet. It can be a big attack but you have to manage your engagement range carefully, seems like a pretty skillful weapon.

Yeah I think in practice Cruise Missiles are very hard to use - your opponent is going to know you plan on speeding in at top speed to use them so they'll almost certainly be able to manage the speed of approach to either sit out of range or dive into R1.

"Fully Spoiled"??

Where's the Aggressor dial? "Haha"

Yeah, Scrugg will do fantastic things! The cruise missiles are nuts; LRS will be a must on this to make it work best. ?

Edited by clanofwolves
I'm not very bright this AM
2 minutes ago, clanofwolves said:

"Fully Spoiled"??

Where's the Aggressor dial?

Yeah, Scrugg will do fantastic things! The cruise missiles are nuts; LRS will be a must on this to make it work best. ?

literally first pic on post

don't even think you want SCURRG with cruise, you can put it on nearly any missile ship can expect good returns

only SF might have problem with red 3-turns

Ketsal is going to love these

Edited by ficklegreendice
4 minutes ago, SOTL said:

Yeah I think in practice Cruise Missiles are very hard to use - your opponent is going to know you plan on speeding in at top speed to use them so they'll almost certainly be able to manage the speed of approach to either sit out of range or dive into R1.

And if you know that your opponent knows what you are trying to do then you can set up another ship for a block, but then he will of course know that, for he has studied swarms and is no stranger to blocking... where were we?

It will be useful on a flanker, forcing your opponent to divide his attention or risk getting hit by a 5 dice attack with re-rolls.

Edited by Burius1981
Just now, clanofwolves said:

"Fully Spoiled"??

Where's the Aggressor dial?

Yeah, Scrugg will do fantastic things! The cruise missiles are nuts; LRS will be a must on this to make it work best. ?

It's like... the dial right there in the OP.

1: white banks green straight

2: white turns green banks/straight

3: white turns, banks, green straight

4: white straight/red k

3 minutes ago, SOTL said:

Yeah I think in practice Cruise Missiles are very hard to use - your opponent is going to know you plan on speeding in at top speed to use them so they'll almost certainly be able to manage the speed of approach to either sit out of range or dive into R1.

If only you could target lock and then fire after a 4/5 K-turn...

Thank the Force Miranda can't do 4-speed moves. The game did not need 6 die range 2-3 ordnance.

Just now, Stevey86 said:

If only you could target lock and then fire after a 4/5 K-turn...

A-Wings... Quins Jast.....Khiraxz...

Just now, Burius1981 said:

A-Wings... Quins Jast.....Khiraxz...

TIE Advanced... Z-95... everything that can take a missile except a K-Wing...

only real sad thing is gressor dial makes PTL kinda stupid on it (in a bad way...for the gressor)

this is going to make Ketsal stupid difficult to enable without hux or some other jank, despite how much cruise missiles do for her (so much dice, keeps her relatively cheap)

Edited by ficklegreendice

Cruise Missiles on Double Edge tho. Take a tl, miss with your tlt, 5 dice boom.

Lol. Agressor dial is the t-65 dial with better greens ?. What a backwards Star Wars world we live in.

Edited by Kdubb
Better greens, not just 1 better green.

Contracted Scout (25 points):

  • Cad Bane (2)
  • R4-E1 (1)
  • Extra Munitions (2)
  • Proximity Mines (3)
  • Experimental Interface (3)

36 points of doom and still room for an EPT and an illicit of your choice, with an option on a torpedo.

Edited by EdgeOfDreams
28 minutes ago, SOTL said:

Yeah I think in practice Cruise Missiles are very hard to use - your opponent is going to know you plan on speeding in at top speed to use them so they'll almost certainly be able to manage the speed of approach to either sit out of range or dive into R1.

TIE/D says hello. Range 3 is the weakness on that ship. This is a fantastic tool for them even if it never fires.

14 minutes ago, Kdubb said:

Lol. Agressor dial is the t-65 dial with better greens ?. What a backwards Star Wars world we live in.

It's the T-70 dial minus t-rolls.

30 minutes ago, thespaceinvader said:

It's like... the dial right there in the OP.

1: white banks green straight

2: white turns green banks/straight

3: white turns, banks, green straight

4: white straight/red k

So this is one of the only recent ships issued without S-loops huh?

Lack of greens kinda blows. Why would the Empire's latest ship not be new hotness in the dial?

Edited by clanofwolves
6 minutes ago, Biophysical said:

TIE/D says hello. Range 3 is the weakness on that ship. This is a fantastic tool for them even if it never fires.

Here you go, Bio , I made this for you:

Rexler Brath + Maarek Stele both with
Engine Upgrade
Expertise
Ion Cannon
Cruise Missiles
TIE/D

100 points on the nose.

29 minutes ago, thespaceinvader said:

Thank the Force Miranda can't do 4-speed moves. The game did not need 6 die range 2-3 ordnance.

Jan Ors, w/ Nien Numb. She can do 4 speed to keep up with screaming A-wings.

expertise Vess with one of these things is nasty

provided he doesn't get ps killed

9 minutes ago, EdgeOfDreams said:

Contracted Scout (25 points):

  • Cad Bane (2)
  • R4-E1 (1)
  • Extra Munitions (2)
  • Proximity Mines (3)
  • Experimental Interface (3)

36 points of doom and still room for an EPT and an illicit of your choice, with an option on a torpedo.

Yeah.....guys in my crew have their sites set on the new Jumpmaster bombing hotness ?