Bring on the Alpha Strike (News)

By Arkanta974, in X-Wing

7 minutes ago, Biophysical said:

The 180 maneuver would be great, but with SLAM, in not convinced it couldn't hang without it.

In a world full of turrets of all kinds, mobile arcs, and white sloops I'm not so sure.

Less reliable ordnance isnt AS big a deal if you arent permanently getting rid of it.
Gchips are mandatory because they make that 1shot get full damage more often than not. Its important when you only get 1 attempt to ensure it works that 1 time you try it.
Gunship and Kimo can just get their missiles/torps back every other round. Considering usually ordnance boats have to leave to safely turn around typically (unless they have a banked TL somehow), not that unusual of a penalty to only get it every other round.

If theres a way to get this thing to reliably get 4die Cruises for instance, i'd gladly dump gchips for adv slam. Basically turning my main gun into a range2-3 4die attack, i just cant dogfight, But i'd be surprised to see the maneuvers to allow dogfighting anyway.
Or the upcoming harpoons. Main thing is something that doesnt use the TL (Harpoon, Cruise, Homers)

Edited by Vineheart01
23 minutes ago, Biophysical said:

I've got a good feeling about the Gunboat. The Reload action seems like it will allow solid ordnance use with minimal investment. The SLAM action gives you a huge amount of pre-positioning and disengagement options. Cannons are good for control, and the AGI 2/7HP defensive profile is pretty tough. It all comes down to points, but it seems like a flexible ship.

Cautious ly optimistic as well

The biggest positive is we KNOW, even this early into spoilers, that it won't fly like any other ship in the game this far. It has unique interactions with ADV SLAM (mainly reload, the title and Major Greendice) that allow you to explore a whole new dimension of manueverability that simply wasn't available prior

My biggest doubts lie, as always, in dice mods. aSLAM means no chips. Less mods means more dice means less fun :(

Edited by ficklegreendice
19 minutes ago, spartan1128 said:

In a world full of turrets of all kinds, mobile arcs, and white sloops I'm not so sure.

I'm not sure either. It really depends on the dial.

Absolutely LOVING the Gunboat and everything that comes with it. Linked Batteries isn't Gunboat exclusive, so it could give the B-Wing some love depending what it does (it has SOMETHING to do with cannons)... I'm thinking (much like everyone else) it's going to be similar/identical to the BTL-A4 title card for the Y-Wing. Have we gotten any idea of what the OS-1 configuration does? Maybe strips the torp and missile upgrades for a point reduction/dial modification?

The shuttle has me VERY interested since it changes how the Ghost will work (gonna miss the second turret firing, not gonna lie!). I wonder if it will fit on the back of modified Ghost models with the Phantom dock.

The Kimo is a get, but since I don't fly scum, I'm not overly concerned on it's mechanics... but the bullseye arc is pretty awesome :D

15 minutes ago, Transmogrifier said:

The only other issue is that if you are taking Adv SLAM it means you are giving up Guidance Chips, so your ordnance is less reliable.

Yep - and I really like that. I imagine that both Advanced Slam and Guidance Chips will be viable options, depending on the points you have and the role you want your Gunboat to play in your squad.

The low PS generic, depending on the dial, will be able to throw out some decent damage with Cruise Missiles and Chips, won't die too quickly, and that SLAM will make it an annoying blocker, too. I can see this ship having a few decent builds.

Linked may not be exclusive to the gunboat but from what we can read you need a 2nd cannon to get anything from it. Could still be wrong potentially but thats how i see it.
Which means only the gunboat and the Iggies could use it. Oh wait small ship only.

If its granting rerolls to your MAIN weapon based on the cannon upgrades it wouldnt even be used on the gunboat. Only reason i'm not complaining about it being a 2die ship (annoyed for gchips reasons only) is because its a very cheap ship with a cannon, its almost as cheap as a SCYK which is the only ship ive flown with a cannon slot that didnt have a gunner or doubletap rule to help it that felt like a good investment. Everything else has a 3die and usually expensive enough where you need to leave the cannon off just to bring the dang thing, so its never used.
If it had a 3die gun i imagine it would be +4-5pts. At that cost it would be rivalling QD/Vader for costs and would either replace them or never see the light of day because of them (until the inevitable FFG imp nerf to remove them from the meta). While the top pilot would probably still reach mid30s, the lowest ones could easily be an alternative to Sabaac for 26-27pts and offer a tractor/fletchett/jamming beam to support qd/vader (well, tractor in the sense of future positionings not -1agi)

Edited by Vineheart01

I'm thinking linked... lets you reroll 1 die on a primary attack per equipped cannon upgrade.

It's a cannon itself. So basically a buff to gunboat, bwing and ig, if that is true.

Edited by MaxPower

No K Turn or Sloop or Talon on the Gunboat and we riot. If they give the gunboat the U-Wings dial...so help me Jar Jar ill binks.

Edited by Boom Owl
5 hours ago, __underscore__ said:

Sure, but those 8 points are going to have to be traded against the reach and consistency of two TLT shots. Of course I'm sure there will be viable builds with it, but a Ghost + Docked Ship is an awful lot for a support ship (presuming you can't co-ordinate yourself).

It a support ships with a 4 dice primary. On the forward and backward arc. And with fire-control system. It not like that primary attack is not rather solid for a support ship. The batwing has a few other issues besides its price. Not having a rear arc is one of those.

11 minutes ago, Boom Owl said:

No K Turn or Sloop or Talon on the Gunboat and we riot. If they give the gunboat the U-Wings dial...so help me Jar Jar ill binks.

It has slam. It can double turn with slam, advanced slam to reload in the same turn and basically unleash the missiles and torpedos the next turn again. And still fire its cannon(s) despite the two weapon disable tokens. ;-)
I honestly don't see the need for a red move to turn around.

Edited by SEApocalypse

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

3 minutes ago, Celestial Lizards said:

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

I'm thinking the scramblers will do damage and a jam token to that ship (might be splash jamming though)

Jamming cannon upgrade I think will be like the tractor beam. No damage, but an effect. Probably a point, maybe 2.

5 hours ago, MrMaggles said:

Is the Gunboat the first ship to be announced that dosent have an upgrade card in the book that it has access too?

I.e: no Torpedo upgrade card in the box?

The Scyk only comes with cannons and title.

Based on the text we saw, the Jamming Beam really look like the tractor Beam but assign a Jam token ?

Cost 1 or 2

Attack 3
Range : 1 - 3
Attack: Attack 1 ship.
If this attack hits, the defender receives 1 tractor Jam token. Then cancel all dice results.

?????

Edited by futil

if it does no damage i hope its just 1pt. Thats the only reason i can even justify tractorbeam, its so cheap even if i dont use it im not hurting for bringing it.
But, it kinda makes no sense for a jamming beam to do damage. Missile makes sense, considering whatever is doing the jamming just embedded itself in your ship (better not be another 4die no spend TL missile that does full damage)

If I was designing the gunboat with SLAM in mind, I'd give it a 5K but no 5 straight.

The Jam itself is explained in Space Balls on the reference card for the Reload Action:

swx69-reload-action-and-jam-tokens.png

2 minutes ago, Vineheart01 said:

if it does no damage i hope its just 1pt. Thats the only reason i can even justify tractorbeam, its so cheap even if i dont use it im not hurting for bringing it.
But, it kinda makes no sense for a jamming beam to do damage. Missile makes sense, considering whatever is doing the jamming just embedded itself in your ship (better not be another 4die no spend TL missile that does full damage)

If it does no damage, it is worth no points

Gains are nice, but sacrificing an attack to do no damage is just a waste. Even tb at least gives you 50/50 on rocks and can completely nullify attacks.

For the linked battery(?) I hope that it allows to apply any canon secondary effects you have. There seems to be something about "re-…" might be reroll. no idea, less than thrilled about re-rolls on a 2 dice primary attack ship which might want to shoot its cannon every other turn, while firing its missiles/torpedos in the other half of turns.

1 hour ago, spartan1128 said:

Pretty sure the text for Linked Batteries reads as such or at least close to it

"When you perform a primary or [cannon] secondary attack you may reload."

...I dunno, I think you might be onto something, but I'm not sure that fits into the wording. Isn't it usually worded like " you may perform a free evade action. " like with Isard? But then again, I suppose "you may reload" would be the non action verb for the reload action. Like "Acquire a Target Lock" or "Gain a Focus/Evade token". So, even if you were stressed you could still reload.

Wait, wait, does this mean things that wouldn't normally have access to a reload, but do have a cannon slot going fallow (and are small based) now get a free reload action?

If this is 2pts or less that is a VERY interesting option for the B-Wing. Nera with that and Advanced Protons + Firecon? Keyan + Plasma + Linked Batteries for a 5point HLC that does extra shield damage (plus his usual PTL/SoT build)

I like it, and I find myself hoping you've nailed it.

3 minutes ago, ficklegreendice said:

If it does no damage, it is worth no points

Gains are nice, but sacrificing an attack to do no damage is just a waste. Even tb at least gives you 50/50 on rocks and can completely nullify attacks.

This depends on the linked bat(tery) canon. If that canon allows you to combine your primary attack with your secondary cannon, we are talking not about giving up your primary, but adding the canon effect. In that case no extra damage from the beam itself would be fine, as you usually use it together with your primary attack UNLESS you have your weapon disable token from slam/reload in which case you at least can still jam for no damage, but much annoyance.

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.

Link batteries would be fun as

After performing an attack with a CANNON secondary weapon, if the defender suffered no damage as the result of the attack, you may perform another attack with a CANNON secondary weapon

You may not attack again this round etc.

6 hours ago, Kharnete said:

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

Definitely should be included in a title for the punisher somehow, someday...

1 minute ago, ficklegreendice said:

Link batteries would be fun as

After performing an attack with a CANNON secondary weapon, if the defender suffered no damage as the result of the attack, you may perform another attack with a CANNON secondary weapon

You may not attack again this round etc.

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.