Bring on the Alpha Strike (News)

By Arkanta974, in X-Wing

4 minutes ago, Kdubb said:

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.

I'm not trying to say he'll absolutely hard counter aces, I just think it'll not be quite as hard to get them in your bullseye arc as other people are trying to say. Not that there's many classic aces around right now anyway, VI hard counters em easier than the bullseye anyway.

3 hours ago, EdgeOfDreams said:

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.).

Yeah but there isnt a single "Perform a targetlock action" clause, closest we get is a flatout free action and we choose a targetlock. Thats the main thing i dont get, unless you are choosing the targetlock action you will never be stress-denied a TL.

1 hour ago, Vineheart01 said:

Yeah but there isnt a single "Perform a targetlock action" clause, closest we get is a flatout free action and we choose a targetlock. Thats the main thing i dont get, unless you are choosing the targetlock action you will never be stress-denied a TL.

Interesting point. I'd have to dig to verify, but that's the way I recall them worded.

There are plenty of free focus mechanics though too.

16 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!

That's..... Getting multiple ships lined up in the Bullseye arc won't be easy, but I didn't realise it was all of them. That's potentially very nasty! (Although I suppose that since they can't use them inside a bullseye arc, most of the time it's an easier choice)

But yes, lining this up is going to be quite hard. Bear in mind that this arc is narrower than a base width, and you can't just "jiggle your ship a bit", but only use the movement templates - if, for example, you move your KillerGodzilla and find that the bullseye arc is just a hair to the left of your target, then yes of course you can go "mwahaha! I am PS10 because veteran instincts!" and barrel roll.

But since you barrel roll a base width left, no more, no less, plus the bit of your base to the left of the template guides before you move, plus the bit of your base to the right of the template guides after you move, you'll find the bullseye arc is now just a hair to the right of your target.

Similarly, boost does sweep your arc back and forth, but it's done in big chunks - it doesn't matter for your normal arc, because the resulting positions overlap - but....

Experiment (if someone who has access can produce this in vassal, it'd be great!): get 3 small ships, a bank 1 template, 2 straight 1 templates, and 3 range rulers. Set up 'ship 1', and put 2 other possible positions of ship 1 1 bank left, and barrel roll left. Extend range rulers from each of the three positions and see how close you can put another ship such that there's nothing you can do to line up the bullseye (by my estimation, a ship as little as 2 1/2 bases in front and less than a base width off-centre - essentially as near a face-to-face as makes no odds - is still untargetable.

Ultimately, I like the ability for three reasons:

  • It rewards piloting and planning. Getting a narrow arc lined up on someone is hard, and given the nature of movement in this game, boost and barrel roll doesn't cut it because the 'distance steps' available with reactive moves are big enough to step completely past the target rather than move onto it.
  • Like snap shot, it suits a playstyle of....not exactly 'jousters' but ships which move first and point at the enemy; "I've got you bang to rights, sonny jim" actually means something, especially against ships which can spawn tokens like nobodies business (intensity Poe, TIE/x7 defenders, attani mindlink ships)
  • It is going to hurt large ships far more than small ships because a large base will emphatically not fit in the blind spots. I'm not going to say I think large ships "ruin the game" or any hyperbole like that, but they are a very dominant subcategory (pretty much every successful list in recent years has had a large ship in it, even if it's just an omicron with Palpatine) and there are very few effects which are worse for large ships - ion tokens and tractor tokens have a lesser effect, stress has a generally lesser effect (because turrets restrict movement less and crew and system slots that help manage stress abound), and the nature of list building is that good ships are greater than the sum of their parts, and ships with the most slots tend to see the best of this exponential effect.

I agree: I really, really want a Bullseye firing arc elite talent. Given that it effectively requires nothing printed on the base insert, it could in theory be added to any ship. It would need to be relatively carefully costed as a result, though - turning a ship into (nearly) omega leader is harsh if they're good already.

11 hours ago, Cerve said:

.......yes, if that Kigithing will shoot at you into the bullseye.

I mean, try to catch Fel or Vader in this way :-/

Fel at least gets 4 dice (even if without tokens) and potentially still autothrusters. That's still not a guaranteed shot even if he gets bulls-eyed.

I think people vastly overestimates the 'skill' needed to aim the bullseye arc.

PS10 also makes it very reactive, even at the 'deploy your forces' step.

But yeah, the big ships at 0/1 agility are absolutely terrified of not being able to modify 0/1 green die.

Just now, Jehan Menasis said:

I think people vastly overestimates the 'skill' needed to aim the bullseye arc.

PS10 also makes it very reactive, even at the 'deploy your forces' step.

But yeah, the big ships at 0/1 agility are absolutely terrified of not being able to modify 0/1 green die.

They're often scared of losing their offensive tokens at ps10 though.

watch us not get another sliver of news for the next 3 months

12 hours ago, Sparklelord said:

All of them will activate at the same time, and therefore resolve independently of whether there is still a token to be removed or not.

If two things happen at the same time, the controlling player sets the order of events.

Ill take being shot down in a bullseye arc over being shot down by a tlt or pwt any time of the day, thank you!

Now good day.

Pew pew pew.

I SAID GOOD DAY, SIR!

29 minutes ago, Jehan Menasis said:

I think people vastly overestimates the 'skill' needed to aim the bullseye arc.

PS10 also makes it very reactive, even at the 'deploy your forces' step.

But yeah, the big ships at 0/1 agility are absolutely terrified of not being able to modify 0/1 green die.

True, but a fair number of large ships out there are agility 2 (Dash Rendar, Dengar, to a lesser extent Rey) and taking away tokens from them does hurt.

Plus, a lot of agility 0-1 big ships come primed with evade tokens that this also prevents you using. And, as noted, Enforcer takes away your offensive focus tokens too.

1 hour ago, Jehan Menasis said:

I think people vastly overestimates the 'skill' needed to aim the bullseye arc.

PS10 also makes it very reactive, even at the 'deploy your forces' step.

But yeah, the big ships at 0/1 agility are absolutely terrified of not being able to modify 0/1 green die.

But you can't really finetune the arc after movement because banks move too much and 2ships over by barrel roll is also too much. You can already try to dodge/avoid it now to see yourself.

So the bullseye should be fine as long as it really remains restricted to that narrow band.

1 hour ago, Magnus Grendel said:

I agree: I really, really want a Bullseye firing arc elite talent. Given that it effectively requires nothing printed on the base insert, it could in theory be added to any ship. It would need to be relatively carefully costed as a result, though - turning a ship into (nearly) omega leader is harsh if they're good already

For once I really disagree. I also want it, but that won't be costed correctly. Imagine a Vader, Sabacc, Quickdraw, Fenn, Dengar or Poe with that, so HighPS Pilots that don't absolutely need a certain EPT to be amazing.

They would dominate with token denial.

Hm... actually that could be quite awesome ^^

I think the Bullseye arc is going to be most effective against large ships, and swarms flying in formation.

But you could see opposition players boosting or barrel rolling instead of focusing if they think you have a chance to line up the shot 'just in case', it could still be effective without even being fired. It is going to be hard to judge for both players.

4 minutes ago, The Mighty Boushh said:

I think the Bullseye arc is going to be most effective against large ships, and swarms flying in formation.

But you could see opposition players boosting or barrel rolling instead of focusing if they think you have a chance to line up the shot 'just in case', it could still be effective without even being fired. It is going to be hard to judge for both players.

Yes I think that will be the main benefit - the other player HAS to react or he's in trouble - but also not instantly dead.

I really like the concept

17 minutes ago, GreenDragoon said:

Yes I think that will be the main benefit - the other player HAS to react or he's in trouble - but also not instantly dead.

I really like the concept

I like the concept too, shame its with Scum. This would have been an awesome Imperial mechanic.

4 minutes ago, Viktus106 said:

I like the concept too, shame its with Scum. This would have been an awesome Imperial mechanic.

TIE Avenger:

On Bullseye shots, you can fire your cannons and primary weapons together. ;-)

1 minute ago, SEApocalypse said:

TIE Avenger:

On Bullseye shots, you can fire your cannons and primary weapons together. ;-)

I think Imperials should get a new game mechanic entirely:

Danger Zone:
Make a Top Gun reference, then when attacking a ship at range 1, if you are not inside their primary firing arc, assign the defender a stress token and double your range bonus when attacking.

Done.

1 hour ago, Blail Blerg said:

watch us not get another sliver of news for the next 3 months

Could be worse. At least this isn't Armada. We'd have to wait 12 with that.

2 hours ago, GreenDragoon said:

Yes I think that will be the main benefit - the other player HAS to react or he's in trouble - but also not instantly dead.

I really like the concept

Essentially, yes. At the moment, positioning is often ill-rewarded; a good shot with a focus token (range 2, focus) is better than a great shot without (range 1, no focus).

The Bullseye arc rebalances that a bit - because if you boost and 'centreline' your target, you go up to a range 1 shot but also knock your opponent's defensive tokens out of the equation.

Plus it's even more scary with Intensity/Predator/etc (so you can still get dice modifiers yourself) or outmaneuver (so not only is your opponent relying on unmodified dice, but less unmodified dice than he should get). Getting centrelined by a Killergorilla's bullseye arc from the side or rear, I think, is something that the rules should support with "you're screwed"; a fairly heavy fighter has thoroughly outflown you.

2 hours ago, GreenDragoon said:

For once I really disagree. I also want it, but that won't be costed correctly. Imagine a Vader, Sabacc, Quickdraw, Fenn, Dengar or Poe with that, so HighPS Pilots that don't absolutely need a certain EPT to be amazing.

They would dominate with token denial.

Completely agree that pricing will matter. I would just like this not to be a mechanic which never appears on anything else.

If it's an elite upgrade, it gives you a certain amount of 'control' over who can equip it - making it small ship only, or adding a "you may not fire outside your arc" clause.

Fenn Rau would be brutal with it, but on the other hand, is it that much worse than Push The Limit or Attani Mindlink? Would you really want to take this rather than intensity on Poe? Depends how good you are at centrelining your target...which is fair enough, I think.

It strikes me as a lot harder to centreline someone with this thing than to catch someone with a cluster mine token. Even with boost or barrel roll and a higher Pilot Skill, there can still be quite sizeable spots quite close in where you can't bring it to bear.

Fortunately, getting to use this isn't the end of the world; you miss by a hairs width with a cluster mine token, it does jack.

You miss by a hairs width with your bullseye arc....they're still in 'normal' primary arc.

Edited by Magnus Grendel
2 hours ago, SEApocalypse said:

TIE Avenger:

On Bullseye shots, you can fire your cannons and primary weapons together. ;-)

Cannons? That's the TIE Hunter.

3 minutes ago, Odanan said:

Cannons? That's the TIE Hunter.

No, that is not the Hunter.
The Avenger has a configuration with a tractor beam. :)

Edited by SEApocalypse
5 hours ago, Jehan Menasis said:

I think people vastly overestimates the 'skill' needed to aim the bullseye arc.

PS10 also makes it very reactive, even at the 'deploy your forces' step.

But yeah, the big ships at 0/1 agility are absolutely terrified of not being able to modify 0/1 green die.

The skill to hit 1 ship with it will be far less, but to line up multiple, yeah that would take some fancy flying (particularly since your opponent is (should) flying to exactly counter that prospect).

Biggest thing about the bullseye is its FINALLY the first mechanic that genuinely messes with large bases more than small.
It will be quite difficult for any large base to avoid that bullseye. Heck, lot of them will be hardpressed to avoid it even if they go second w/o just flying right by the kimo-therapy.

As for the pilot ability, it makes him even nastier against large bases. Forces them to purge their tokens or take damage, they are usually fat enough to just suffer it once or twice but any more than that and they basically just handed a free attack to the enemy w/o ever being shot.

However it would be funny against QD and you're low on hp. "Oh, suffer a damage you say? Sure... oh look i lost a shield YOU DIE NOW"

5 hours ago, SEApocalypse said:

No, that is not the Hunter.
The Avenger has a configuration with a tractor beam. :)

Indeed. In my custom TIE Avenger expansion, I added this "utilitarian" cannon to the title.

x_wing_miniatures__custom_tie_avenger_up

BTW, look at the other cards... some are pretty familiar with this Wave, aren't they? ;)

20 hours ago, Celestial Lizards said:

Has anyone figured out what Scrambler Missiles, or the new EPT, or Jamming Beam, or, well, anything does?

Boldly calling it:

Scrambler Missiles

3 att dice, range 2-3

Attack (Target lock)

Discard this card to perform this attack. If this attack hits the defender suffers 1 damage and receives 2 rapsberry Jam tokens. Then cancel all dice results.

2-3pts.