Wave 11 fully spoiled

By thespaceinvader, in X-Wing

2 hours ago, thespaceinvader said:

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.

So, like...seriously, I'm the only one bothered by the name of this upgrade? I mean, the effect is cool, but...the thing that defines a 'cruise missile' (IE., the 'cruise' part) is that it's very long range and autonomous . The thing the word means is that it's "fire and forget".

The upgrade we got (which, again, totally love the effect - it's just badly named) is the exact opposite of that .

Grrrrr....OCD!

FWIW, the effect we got feels like it would have fit a lot better with the old X-Wing/TIE Fighter "bombs", given the feeling it has of a bit of a 'dive-toss' mechanic...fly towards the target at high speed, release ordnance, and bank away while the momentum from your speed carries it further ahead:

f0651-03.gif

56 minutes ago, PhantomFO said:

I have to wonder now how this impact the meta. 2- and 3-ship lists in particular seem like they should be vulnerable to this type of list. They will have a hard time killing a Gamma before it can shoot, and a staggered approach will make it difficult for someone like Fenn to avoid eating at least two or three attacks.

Yeah, the homing missile version has been on my list of things to try for quite a while, but it doesn't allow Extra Munitions. This would give you room for EM, and has a higher damage ceiling, although it constrains your dial a little. With 4, though, you should be able to get some of them to get 4-5 dice reasonably often, and someone diving to range 1 against them is probably eating a Focus/TL 3-dice attack with Crack Shot, which isn't a joke.

21 minutes ago, Parable said:

Hey, it's no Ryad. At that point you should want to do a green... no k-turn again... hopefully. There'a always MK II engines if you don't want to take GC.

LWF...

Cruise Missiles are really good.

Wouldnt really want to use it on low PS, unless they have deadeye. It is way too hard to use if you are moving first.

But this could be really good on elites, even as a one-off. Especially if they already have a way to get Focus/TL or have Expertise.

I think this speaks for itself: I need to put a hold on my Raider plans.

5x Seiner test pilots (tap) with Cruise, title, and guidance chips... sweet... The problem is i need 5 of these missiles now...

26 minutes ago, xanderf said:

So, like...seriously, I'm the only one bothered by the name of this upgrade? I mean, the effect is cool, but...the thing that defines a 'cruise missile' (IE., the 'cruise' part) is that it's very long range and autonomous . The thing the word means is that it's "fire and forget".

The upgrade we got (which, again, totally love the effect - it's just badly named) is the exact opposite of that .

Grrrrr....OCD!

FWIW, the effect we got feels like it would have fit a lot better with the old X-Wing/TIE Fighter "bombs", given the feeling it has of a bit of a 'dive-toss' mechanic...fly towards the target at high speed, release ordnance, and bank away while the momentum from your speed carries it further ahead:

f0651-03.gif

I'm probably on some sort of list for Googling this at work, but:

Wiki: " A cruise missile is a guided missile used against terrestrial targets that remains in the atmosphere and flies the major portion of its flight path at approximately constant speed. Cruise missiles are designed to deliver a large warhead over long distances with high precision; that is, small circular error probability . Modern cruise missiles are capable of travelling at supersonic or high subsonic speeds, are self-navigating, and are able to fly on a non- ballistic , extremely low-altitude trajectory. "

Guidance, in X-Wing, would be the Target Lock data. Flying at constant speed is there, and makes tying damage to speed of the ship feel right. It's definitely a "long" distance in X-Wing (the similarly powered Prockets being Range 1 only).

It sounds right to me? And you're needing to fly fast to get the most punch out of them matches modern speeds, I suppose.

And the diagrams you listed don't work in a zero G environment, though I don't think that is important to your point either way.

Holy crap the TIE aggressor has an accessible dial. Not an immense amount of greens but thats what Mk2 is for if you really feel you need it, but with a turret that thing shouldnt be getting stressed easily anyway.

8 hours 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.

Scum Boba Fett is fine with either event.

So now that we know the Aggressors dial can we call it DOA yet?

no, because it ain't bad

and cruise missiles are pretty stupid, so it's hard to dismiss anything that can use it and is a relatively cheap base

20 minutes ago, HolySorcerer said:

So now that we know the Aggressors dial can we call it DOA yet?

No, it's absolutely fine.

Eh, it's a mediocre dial on a ship that's only claim to fame is that the Imperials can now mount TLTs on something. There's certainly no reason to be excited about this ship.

1 minute ago, ficklegreendice said:

no, because it ain't bad

and cruise missiles are pretty stupid, so it's hard to dismiss anything that can use it and is a relatively cheap base

Possibly the power card of the wave? I'm surprised they've priced a relatively straightforward 5 dice attack at 3 points.

Just now, Vargas79 said:

Possibly the power card of the wave? I'm surprised they've priced a relatively straightforward 5 dice attack at 3 points.

Id def put money on it. **** can easily out alpha scouts

Who'd've guessed the standout card in ANY wave would be a missile!?

5 minutes ago, HolySorcerer said:

Eh, it's a mediocre dial on a ship that's only claim to fame is that the Imperials can now mount TLTs on something. There's certainly no reason to be excited about this ship.

The dial is exactly what it needs to be for a tlt platform. An exciting ship? No. A solid tlt platform that opens up new list building approaches for imperial players? Absolutely.

Edited by Vargas79

poor 'gressor's getting a bad rep apparently

kinda like the SF two waves ago...

except it already has the tools it needs to bring out some stupid good potential :P

Just now, Vargas79 said:

The dial is exactly what it needs to be for a tlt platform. An exciting ship? No. A solid tlt platform that opens up new list building approaches for imperial players? Absolutely.

Calling it DOA was a bit hyperbolic, but it's certainly BOA (Boring On Arrival). Someday FFG will release something interesting for the Imperials, they have to, right?

7 hours ago, jwilliamson12 said:

So probably not worth it unless you're in a golden situation. Could you drop two different types of bombs at one time on a ship?

*edit: sorry, stupid question. Only one bomb per turn. Overthinking it.

Also PTL only lets you perform actions on your bar something a lot of people forget

15 minutes ago, HolySorcerer said:

Eh, it's a mediocre dial on a ship that's only claim to fame is that the Imperials can now mount TLTs on something. There's certainly no reason to be excited about this ship.

Y-Wing have a bad dial too, but they ruled the world from 6 to 12 months. TLT is a great insurance for the dial.

Just now, Cerve said:

Y-Wing have a bad dial too, but they ruled the world from 6 to 12 months. TLT is a great insurance for the dial.

Y-Wings have three extra health, making them a much more durable platform for TLT.

2 minutes ago, HolySorcerer said:

Y-Wings have three extra health, making them a much more durable platform for TLT.

And 1 agility, in an high ordnance meta.

The interceptor is actually better for me. And his dial is far from be "bad", it's pretty good.

Edited by Cerve
1 minute ago, HolySorcerer said:

Y-Wings have three extra health, making them a much more durable platform for TLT.

Add on LWF and there's next to no difference for the same cost.

Just now, Vargas79 said:

Add on LWF and there's next to no difference for the same cost.

The math I've seen still puts the Y-Wing ahead in survivability.

That being said you can probably ignore me. I'm just a grumpy old man having a bad day who hated the TIE/sf too.

11 minutes ago, HolySorcerer said:

The math I've seen still puts the Y-Wing ahead in survivability.

That being said you can probably ignore me. I'm just a grumpy old man having a bad day who hated the TIE/sf too.

Yup, it's slightly in the y-wings favor.