Rampant Speculation: Quad Gunboat

By Biophysical, in X-Wing

The PS7 Gunboat is 26 points. If it pays a point for it's pilot ability, the PS2 is 20 points. For 5 points, you could get Assault Configuration, Tractor Beam, Ion Cannon, and Long Range Scanners. Four of these are one more HP than triple Scouts, have have SLAM, bucketloads of control, and modest firepower.

Anybody thing this goes somewhere? Hyper-agility can usually dodge one or two arcs, but 4 gets tough, and then the Ion hits you and it's a feeding frenzy.

A lot will depend on the dial but four could be a real pain to face.

19 minutes ago, Biophysical said:

The PS7 Gunboat is 26 points. If it pays a point for it's pilot ability, the PS2 is 20 points. For 5 points, you could get Assault Configuration, Tractor Beam, Ion Cannon, and Long Range Scanners. Four of these are one more HP than triple Scouts, have have SLAM, bucketloads of control, and modest firepower.

Anybody thing this goes somewhere? Hyper-agility can usually dodge one or two arcs, but 4 gets tough, and then the Ion hits you and it's a feeding frenzy.

If linked cannons does what we think, Title + IonC + Linked Cannons might be the way to go (with one or two bringing a tractor instead). The dial's the only unknown factor, but if it's decent I can see that list being pretty nasty.

I've been playing lots of TIE/Ds recently, and I forgot how crippling a well timed ion hit can be. It just wrecks so many of the current 'it' lists (F*** you Miranda, lets see you drop a bomblet now!).

Edited by CRCL

I've preordered 4. I don't care if I have to fly them bareass-naked, I'm flying 4.

It could be interesting, but I think the SLAM at low PS could be overrated, especially on a ship without turrets. (Not for the turn you slam but for picking up shots the next round).

U boats prospered largely on their alpha strike, which these gunboats would not be able to deliver.

Shooting on the SLAM though... that could be huge. I do think that these four boats would do well in a lot of current meta matchups. Against two agi 1 ships using bombs, I think these would be just fine.

For me, I'm also interested in the other title. So long as we're speculating, I am confident that the other title is for shooting ordnance on the SLAM. That could also be huge, especially on a ship with reload. It could be our first true 'boom'n'zoom' archetype ship.

3 minutes ago, NakedDex said:

I've preordered 4. I don't care if I have to fly them bareass-naked, I'm flying 4.

Username checks out XD. Although i think you'll get some upgrades for 4.

15 minutes ago, CRCL said:

If linked cannons does what we think, Title + IonC + Linked Cannons might be the way to go (with one or two bringing a tractor instead). The dial's the only unknown factor, but if it's decent I can see that list being pretty nasty.

I've been playing lots of TIE/Ds recently, and I forgot how crippling a well timed ion hit can be. It just wrecks so many of the current 'it' lists (F*** you Miranda, lets see you drop a bomblet now!).

Am I missing something? I thought the cannon title only worked on 2 point or lower cannons for the gunboat.

Edited by FlyingAnchors
Spelling

6 minutes ago, FlyingAnchors said:

Am I missing something? I thought the cannon title only worked on 2 point or lower cannons for the gunboat.

The 2 point limit only applies to firing when your weapons are disabled. You can still equip and use more expensive cannons.

Edited by DarthEnderX
7 minutes ago, FlyingAnchors said:

Am I missing something? I thought the cannon title only worked on 2 point or lower cannons for the gunboat.

The title allows you to equip cannons in the first place since it's not actually on the upgrade bar.

You are correct that the additional ability only works on 2 point or less cannons.

9 minutes ago, FlyingAnchors said:

Am I missing something? I thought the cannon title only worked on 2 point or lower cannons for the gunboat.

you can equip an autoblaster and HLC to the gunboat to fill the two cannon slots if you have the points, and simly not care about the second half of the title.

16 minutes ago, FlyingAnchors said:

Am I missing something? I thought the cannon title only worked on 2 point or lower cannons for the gunboat.

There's no limit on what cannons you equip on the XG-1. The 2-cost only matters if you want to fire cannons while you have a weapon disabled token:

swx69-xg-1-assault-configuration.png

The relevance of the 2-cost ability will depend on the dial. If you need to SLAM a lot to keep arc having an Ion Cannon instead of a jam/fletchette/tractor might be an issue.

Edited by CRCL
1 hour ago, CRCL said:

If linked cannons does what we think, Title + IonC + Linked Cannons might be the way to go (with one or two bringing a tractor instead). The dial's the only unknown factor, but if it's decent I can see that list being pretty nasty.

I've been playing lots of TIE/Ds recently, and I forgot how crippling a well timed ion hit can be. It just wrecks so many of the current 'it' lists (F*** you Miranda, lets see you drop a bomblet now!).

Rule Questions: Can a ship slam when it is ionyzed? Is there something saying that you cannot slam the 1 ion-forward maneuver?

Was a question from my last game.

6 minutes ago, Cerve said:

Rule Questions: Can a ship slam when it is ionyzed? Is there something saying that you cannot slam the 1 ion-forward maneuver?

Was a question from my last game.

Off the top of my head I believe you can indeed SLAM a 1 move, even if you're ion'd. From memory it references the manoeuvre you performed, rather than the one you revealed.

I could be wrong though.

Edited by CRCL

If four small low ps arcs with io cannons worked 4 tpvs with mindlink ion and prs would. And they DO NOT.

And yes you can slam after the ionised 1 straight for any 1 speed move on your dial.

7 minutes ago, thespaceinvader said:

If four small low ps arcs with io cannons worked 4 tpvs with mindlink ion and prs would. And they DO NOT.

And yes you can slam after the ionised 1 straight for any 1 speed move on your dial.

The Scyks are garbage though, even with the +1 hull. A better question is can an old-school rebel control list do well in the current meta?

26 Gold w/ TLT, R3A2, BTL-A4.
50 (2x) Blue w/ IonC, CollisionD.
23 Blue w/ TractorB, CollisionD.

There's a few tough matchups, but I think this list could actually be good considering how much agility 1 & 2 ships are currently in the meta. I'd have to try it to be sure.

I see the 4x gunboats as a potential variant of this list.

Edited by CRCL
10 minutes ago, thespaceinvader said:

If four small low ps arcs with io cannons worked 4 tpvs with mindlink ion and prs would. And they DO NOT.

And yes you can slam after the ionised 1 straight for any 1 speed move on your dial.

In fairness, I've seen that work. Granted, it was around the time of the Heavy Scyk buff, but it was still oddly effective at the time.

Either way, I have 4 ordered. I shall run at least a pair in a "proper" list, I'm sure, but I'll be making it my business to give 4 a good try. I'm already using 4x Bombers on a regular basis, so it's right in my wheelhouse.

3 hours ago, NakedDex said:

I've preordered 4. I don't care if I have to fly them bareass-naked, I'm flying 4.

Exactly the same :)

No idea what the OS-1 title does, but
4x Nu Squadron pilot (20)
Cruise Missiles (3)
Advanced SLAM (2)

4 missile alpha strike from different angles, then disengage with SLAM and reload. Repeat.

Could this work?

4 hours ago, Biophysical said:

The PS7 Gunboat is 26 points. If it pays a point for it's pilot ability, the PS2 is 20 points. For 5 points, you could get Assault Configuration, Tractor Beam, Ion Cannon, and Long Range Scanners. Four of these are one more HP than triple Scouts, have have SLAM, bucketloads of control, and modest firepower.

...very modest firepower with no turrets, no astromech and no action economy to support your dice.

I see your comparison to three Scouts and raise you a comparison to four B-Wings.

13 minutes ago, Azrapse said:

No idea what the OS-1 title does, but
4x Nu Squadron pilot (20)
Cruise Missiles (3)
Advanced SLAM (2)

4 missile alpha strike from different angles, then disengage with SLAM and reload. Repeat.

Could this work?

I think just about any of the big damage missiles/torpedoes (concussion, Homing, cruise, plasma, proton, etc) will work with the Gunboat.

I personally want to run 4 with Plasma Torps and LRS for one big strike, assuming the lowest PS costs 20, you can slap some cannons in there for good measure.

It's really hard to decide between GC, LRS or Adv SLAM, GC and LRS offer more damage, but Adv SLAM gives you what most ordnance carriers have problems with: disengaging to set up the next ordnance run.

3 minutes ago, Stay On The Leader said:

...very modest firepower with no turrets, no astromech and no action economy to support your dice.

I see your comparison to three Scouts and raise you a comparison to four B-Wings.

With slam!

1 minute ago, Warlon said:

With slam!

Yay?

5 minutes ago, Warlon said:

With slam!

X03mg.gif

Edited by Stay On The Leader
5 hours ago, Biophysical said:

The PS7 Gunboat is 26 points. If it pays a point for it's pilot ability, the PS2 is 20 points.

Why would it be 20 points? If it pays one point for its native ability and one point for the EPT slot (which seems to hold for most ships) then we're down at 24 points. Two points of pilot skill is generally valued at 1 point, so getting the PS2 up to PS6 would cost 2 points more, leaving us at 22 points. Now we have that extra point of pilot skill, bumping it up to 7. This could be between 0 and 1 point depending on the circumstances, let's be generous and say 1 point. This still leaves the PS2 at 21 points.

Then again, costing isn't always done in a formulaic way, so I guess we'll see. But my money is on the ship costing 21 points.

The Gunboat and the Silencer are two ships that I know a lot of people are looking forward to as a solution to Imperial problems, but at the moment both of them are behind the curve as it's been pushed on so dramatically. Right now if you don't have a turret you're in a bad place, and we are still in the upward curve of turret dominance as they seem to be pushing the FSR and Fenn Rau threats down (the main non-turret competitors) so I think September will only see more turrets than August.

JCoLZUp.png

If turret dominance continues it's very difficult to see a role for either the Gunboat or the Silencer because depending on a primary firing arc has become an almost unsurmountable handicap to overcome. Neither the Gunboat or the Silencer are able to join the high-PS missile alphas that seem to be the best route for the Imperials. They both fail the 'is it better than Quickdraw?' test.

If an FAQ drop then all bets are off, as the precise contents of that FAQ are impossible to predict and could change everything. Both the Gunboat and the Silencer have a ton of potential IF the game is significantly different when they are released.

Edited by Stay On The Leader