Bring on the Alpha Strike (News)

By Arkanta974, in X-Wing

2 minutes ago, Vineheart01 said:

Targetlocks are weird. Theyre an action but they arent for some reason. I never understood why "Acquire a target lock" effects is NOT considered doing a free targetlock action but everything else is.
I'd be rather surprised to see Reload ever get treated in a way its able to block the no action clause (because "After you attack, you may reload" would be similar to assigning a token)
However, thats a pretty powerful freakin' card if thats true. Getting a weapons disabled token after attacking basically means you never have downtime.

It still takes up a cannon slot, and small base ship is pretty restricting there. It WOULD make the XG-1 Gunboat pretty good. Rolling about with some Cruisers or Concussions, fires the missiles, reloads by firing his Primaries or a Jammer/Flechette Cannon and if your Vynder, you now have 3 green dice and whatever mods you've managed to save.

I think it works. I mean, let's face it unique B-Wings have needed some kind of buff for a while now as well, and getting a free reload would be thematic, there's at least one pilot who would directly benefit from it, and you can see a clear combo with Vynder as well as mentioned above.

The only issue I see with Linked Batteries allowing for reloading is that it kind of does not fit its own name. The basic idea behind the such a card seems sound, maybe we get in that case a linked cannons as well for some other cannon shenanigans. Not all the cards are spoiled yet, right?

2 hours ago, VanderLegion said:

The top Pilot is a PS8, which means they'll be running VI and moving at PS10, which means they move after the soontirs and fenns. Vader runs VI often enough to actually be ablet o dodge arc.

Unless the dial is stellar, I truly feel aces flown correctly should be able to dodge the bullseye arc consistently even if the kimo is moving last. If I'm wrong, it will be a sad, sad day to be an ace pilot.

2 hours ago, ficklegreendice said:

in the later case, that's entirely on the player who left their ace there

planning ahead is kind of one of the biggest themes of the game, given the whole dial thing and all

Depends on the starting positions, and the Kimo's dial. Even just with basic banks, straights, and a turn you can have your bullseye arc probably aiming almost anywhere you want in almost a 180 arc. Especially if you ALSO take engine (which may or may not be the case).

2 minutes ago, Kdubb said:

Unless the dial is stellar, I truly feel aces flown correctly should be able to dodge the bullseye arc consistently even if the kimo is moving last. If I'm wrong, it will be a sad, sad day to be an ace pilot.

It's got barrel roll, and it's likely moving last (if you have the PS8 with VI). Shouldn't be THAT hard to be able to get people in the bullseye arc if you're aiming for it.

21 minutes ago, SEApocalypse said:

Which would allow you to jam two targets at once or double tractor beam the same target twice. All while having weapon disable tokens on your ship from slam/reload. Double Tap Jamming / Tractor Beam sounds like fun. A single jam token is not very powerful anyway.

Either way, because the title only allows for 2 points or less canons to shoot while the weapons are disabled, I would assume that the beam indeed is 1 or 2 points. And would make most sense as a 1 point no damage weapon. If some other use applies with linked batteries (which takes the second cannon slot btw). Combining your primary with your secondary attack, double tapping no damage cannons, etc there are plenty of reasonable choices which fit the theme of the Gunboat.

BTW, the jamming beam would be a rather neat choice for TIE Defender too.

Oph

If it takes a cannon, it better allow an attack with any weapon

Jam is basically just the Wes effect except it sticks around like a lump if the defender doesn't have any tokens to ditch. It really isn't anything so powerful (and it's basically nothing compared to tbeam v small ships) that it merits not doing any damage, and really the cannon should do damage too ala flchette

Edited by ficklegreendice
2 hours ago, VanderLegion said:

The top Pilot is a PS8, which means they'll be running VI and moving at PS10, which means they move after the soontirs and fenns. Vader runs VI often enough to actually be ablet o dodge arc.

True. The PS8 might be an ace killer. Native Barrel roll, VI and maybe even engine boost for last minute changes of bullseye angle. At it doesn't have a system slot as well. But it has access to stims. And maybe the new mech does something.

26 minutes ago, SEApocalypse said:

The only issue I see with Linked Batteries allowing for reloading is that it kind of does not fit its own name. The basic idea behind the such a card seems sound, maybe we get in that case a linked cannons as well for some other cannon shenanigans. Not all the cards are spoiled yet, right?

That's because you've been thinking as the linkage being between the cannons and the primaries. What if the link is between the guns and the missiles?

2 minutes ago, VanderLegion said:

Depends on the starting positions, and the Kimo's dial. Even just with basic banks, straights, and a turn you can have your bullseye arc probably aiming almost anywhere you want in almost a 180 arc. Especially if you ALSO take engine (which may or may not be the case).

It's got barrel roll, and it's likely moving last (if you have the PS8 with VI). Shouldn't be THAT hard to be able to get people in the bullseye arc if you're aiming for it.

Ya if the ace player plants himself in front of you. The ace player should be boosting and rolling to no end while making the kimo player pay for chasing the ace with the rest of his list. I don't think getting an ace in that thin arc will be as trivial as, say, ramming Nym into an aces broadside to kill it.

Also, I'm operating under the assumption this thing won't have any 1 turns, which I think is reasonable to believe.

I like the mechanic and I think it will be good, but I think ace players that get punished by it will be able to look back and see they only have themselves to blame if they get nuked.

9 minutes ago, ficklegreendice said:

Oph

If it takes a cannon, it better allow an attack with any weapon

Jam is basically just the Wes effect except it sticks around like a lump if the defender doesn't have any tokens to ditch. It really isn't anything so powerful (and it's basically nothing compared to tbeam v small ships) that it merits not doing any damage, and really the cannon should do damage too ala flchette

I am hoping myself for a bog standard 3 dice r1-3 cannon attack or allowing to use your primary with a bonus hit or something like that. On a hit it allows to add effect of another cannon on top. And costs most likely more than 2 points to prevent you from using it during weapons disable token. Still, the text suggests otherwise, so I was hoping in vain. °_^

Just now, Kdubb said:

Ya if the ace player plants himself in front of you. The ace player should be boosting and rolling to no end while making the kimo player pay for chasing the ace with the rest of his list. I don't think getting an ace in that thin arc will be as trivial as, say, ramming Nym into an aces broadside to kill it.

Also, I'm operating under the assumption this thing won't have any 1 turns, which I think is reasonable to believe.

I like the mechanic and I think it will be good, but I think ace players that get punished by it will be able to look back and see they only have themselves to blame if they get nuked.

You still boost or barrel roll after the ace does. Unless they're always behind you, odds are decent they won't be able to always evade your arc. And even if you reposition and don't get to modify your shot, natural reds average higher than natural greens, so you're still likely coming out ahead in the long run.

1 minute ago, SEApocalypse said:

I am hoping myself for a bog standard 3 dice r1-3 cannon attack or allowing to use your primary with a bonus hit or something like that. On a hit it allows to add effect of another cannon on top. And costs most likely more than 2 points to prevent you from using it during weapons disable token. Still, the text suggests otherwise, so I was hoping in vain. °_^

using it with the primary would be worthless because the boat is a 2 die primary :(

1 minute ago, ficklegreendice said:

using it with the primary would be worthless because the boat is a 2 die primary :(

Add a dice per cannon you are linking. ;-)

Edited by SEApocalypse
1 minute ago, SEApocalypse said:

Add a dice per cannon you are linking. ;-)

now THAT would be legit

though it's probably just easier for ffg to slip in an upgrade that cancels dice canceling when you use cannon upgrades (so instead of "cancel all dice results", you just take them all full in the face +1 for flechette and ion)

Just now, ficklegreendice said:

now THAT would be legit

though it's probably just easier for ffg to slip in an upgrade that cancels dice canceling when you use cannon upgrades (so instead of "cancel all dice results", you just take them all full in the face +1 for flechette and ion)

Will be interesting to see if the linked batteries do anything for B-Wings too. :)
But we are just broady speculation and are imo far, far away from the options the text suggests.

There would be many fantastic options which sound great. But without playtesting and some math we are not sure anyway if adding an extra dice to the primary or canceling the cancel works and more importantly if it does not work to good. FFG has lately turned up the power curve first up and afterwards started trying to turn it down again. A 3 dice secondary attack with TB or Stress or Ions does sound quite nice and powerful if you can do full damage.

8 hours ago, dotswarlock said:

PS8 Kimogila:

"When you perform an attack, each enemy ship inside your bullseye firing arc in range 1-3 must choose to suffer 1 damage or remove all of its focus and evade tokens"

Well, that's nasty. I like it!

Finally!!! A counter to that meta giant Soontir Fel ?

58 minutes ago, Vineheart01 said:

Targetlocks are weird. Theyre an action but they arent for some reason. I never understood why "Acquire a target lock" effects is NOT considered doing a free targetlock action but everything else is.
I'd be rather surprised to see Reload ever get treated in a way its able to block the no action clause (because "After you attack, you may reload" would be similar to assigning a token)
However, thats a pretty powerful freakin' card if thats true. Getting a weapons disabled token after attacking basically means you never have downtime.

The distinction between "perform a free target lock action" and "acquire a target lock" is exactly the same as the distinction between "perform a free Focus action" and "assign a Focus token". You can get a Focus token without performing the corresponding action (e.g. Whisper's pilot ability, Tarkin, etc.), and likewise you can get a Target Lock without performing the corresponding action (FCS, K4, etc.).

Hmm wonder if alpha-class has a K-turn.

48 minutes ago, ficklegreendice said:

Oph

If it takes a cannon, it better allow an attack with any weapon

Jam is basically just the Wes effect except it sticks around like a lump if the defender doesn't have any tokens to ditch. It really isn't anything so powerful (and it's basically nothing compared to tbeam v small ships) that it merits not doing any damage, and really the cannon should do damage too ala flchette

From the image, it looks like jamming beam does no damage - the last line starts with "cancel".

Hopefully that means it's only 0-1 points. A 0-point cannon would be cool though, and I'd definitely try it on Vessery /D.

29 minutes ago, VanderLegion said:

You still boost or barrel roll after the ace does. Unless they're always behind you, odds are decent they won't be able to always evade your arc. And even if you reposition and don't get to modify your shot, natural reds average higher than natural greens, so you're still likely coming out ahead in the long run.

While that's true, there's still more to it than that. If the target is in a certain spot, there is nothing you can do to get it in the bullseye regardless. If you barrel roll, the bullseye jumps from one side of the target to the other, and 45 degrees can be too big of a swing with a narrow line.

The best players at eye-balling these possibilities will more effectively choose whether or not to try to reposition the bullseye, but I think you'll see a lot of wasted barrel rolls and boosts with those ship.

If you try and fail to line up the shot, you're allowing them to keep their mods and losing yours. So it won't necessarily be natural reds vs natural greens.

15 minutes ago, Sekac said:

While that's true, there's still more to it than that. If the target is in a certain spot, there is nothing you can do to get it in the bullseye regardless. If you barrel roll, the bullseye jumps from one side of the target to the other, and 45 degrees can be too big of a swing with a narrow line.

The best players at eye-balling these possibilities will more effectively choose whether or not to try to reposition the bullseye, but I think you'll see a lot of wasted barrel rolls and boosts with those ship.

If you try and fail to line up the shot, you're allowing them to keep their mods and losing yours. So it won't necessarily be natural reds vs natural greens.

Yeah, barrel roll only offers two other firing lines for it, the forward/back positioning doesn't do anything for you. The key will be angles - a large ship at 45 degrees to you is basically impossible not to bullseye.

However, the gap in which a small base at 45 degrees will escape the bullseye both before and after a barrel roll is almost nonexistent, as the diagonal is just over 1.4 bases across (and at a rough estimate, the gap in bullseye lines is maybe 1.5 bases across, assuming it aligns with the guide pegs).

Edited by Polaritie
3 hours ago, spartan1128 said:

Not hard to do if you move at PS 10 and have a barrel roll or Engine Upgrade. It would be worth spending your only action to catch them in the bullseye arc rather than having modifications to your attack/defense.

No, it still hard if the Imp player is good. But good things that it will improve player skill.

20 minutes ago, Polaritie said:

Yeah, barrel roll only offers two other firing lines for it, the forward/back positioning doesn't do anything for you. The key will be angles - a large ship at 45 degrees to you is basically impossible not to bullseye.

However, the gap in which a small base at 45 degrees will escape the bullseye both before and after a barrel roll is almost nonexistent, as the diagonal is just over 1.4 bases across (and at a rough estimate, the gap in bullseye lines is maybe 1.5 bases across, assuming it aligns with the guide pegs).

I think I follow what you're saying, but perhaps you and I aren't visualizing it the same way.

There is a large area in your firing arc, yet not in the bullseye, that cannot be reached with a boost or barrel roll. It's true that if a big ship is near the bullseye at the initial placement, it is impossible not to catch it (assuming you can b-roll both directions). However, if the large ship is just barely more than 2 base lengths from the outside of the bullseye, a player may be tempted into the roll, only to find himself just shy of it.

*edit*

There are basically 2 hiding spots for large bases--one more than 2 base lengths outside the bullseye and at least range 3.

There is a 3rd hiding space for small bases in addition to the outside wedges, and that's the narrow corridor between the bullseye and barrel rolled bullseye.

Edited by Sekac

You are all going to kick yourselves when Linked Batteries is "small ship only. Dual card" and the flip side is Sequence Fire.

9 hours ago, Kharnete said:

Also, how long until we have something that gives Reload to the mighty Punisher?

I suggested this in a Punisher thread a few weeks ago and was told it would be a crappy fix. Probably right since that ship dies before it can unload.

2 hours ago, VanderLegion said:

It's got barrel roll, and it's likely moving last (if you have the PS8 with VI). Shouldn't be THAT hard to be able to get people in the bullseye arc if you're aiming for it.

I feel like there are other examples currently that can do similar things, yet we don't see them as hard ace counters.

PS 10 Corran comes to mind specifically. He has an ability that, in theory, should allow him to demolish aces when he is moving after them. Yet VI Corran, while decent, has never (at least in my experience) been a "well let's pack up and go home" type counter to aces. Both he and the new kimo pilot might be decent against them, but the reaction I have been seeing here has been one that would make you think he makes you put a torch to the aces model at the start of the game

Edit: oops quotes the wrong message. Meant to quote your last one @VanderLegion lol.

Edited by Kdubb