Rampant Speculation: Quad Gunboat

By Biophysical, in X-Wing

25 minutes ago, Stay On The Leader said:

Both the Gunboat and the Silencer have a ton of potential IF the game is significantly different when they are released.

Well, but we can say that about 90% of the ships in the game.

From my point of view, for a ship to be good it needs to be competent versus the average of other ships in the pool (not necessarily restricting the pool to even Top 50). Asking for it to be as good as Jumpmasters or Scurrg equals to asking for it to be broken overpowered.

If the Phantom nerf, Palpatine nerf, Fat Han nerf, Triplex7 etc taught us anything is that a broken ship is so until it's nerfed to almost oblivion. I wouldn't want the gunboat to get that bullseye on its head, honestly. So I am actually happy that its above average, and not top of the top.

5 hours ago, NakedDex said:

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

At least five GUNBOATS for me. Naked sexy GUNBOATS. After that I will try to get a full squad of 12. I've been waiting a long time for this.

Edited by GrimmyV

Darn double post ?

Edited by GrimmyV
2 hours 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.

4 B-wings with ion cannons wrecks a ton of lists even now. The main thing holding them back is the dial. The Gunboats' maneuverability is in question, so it may not be any better, and could even be worse, but if you think Nym-Miranda wants to see 4-Ion Blues, I think you're mistaken.

Good thoughts and theories as usual @Biophysical .

I, like many Imperial ship lovers ordered four; one is a gift however. I can see the beef on the table being nice, but if I cannot load missiles on my Gunboats, I will feel less-than, regardless of the viability of four with Ion cannons. I love the Flechette cannon so that'll be a hard choice to replace it with Ion on one of these, but I can see one of each. I just theorize that these need to bring the pain in the current meta to have any chance, therefore four is not the best way to go IMO. I can easily see a pair of these with Vessery TIE/D making a solid run in some games and well worth testing.

What are you scrubs thinking? By spliting this out of the mighty GUNBOAT thread you will bring doom over all of us!

Edited by Hannes Solo

QUADBOATS....you go home to our victory thread now!

3 hours 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.

Scout comparison would be more three ps 4s with linked HLCs and LRS

Far more durable than scyks, unhampered by ml stress and not dependent on TL or even DEADEYE

Doubt they're broken, but they got the ps over scum equivalents and are more flexible. Lesser health is a problem until the mythical faq removes dengar's alpha

8 hours ago, DarthEnderX said:

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

Which is great for versatility. Get a Tractor Beam, Jamming Beam, or Flechette Cannon for slamming and reloading, and a Mangler or HLC for normal attacking.

1 minute ago, Celestial Lizards said:

Which is great for versatility. Get a Tractor Beam, Jamming Beam, or Flechette Cannon for slamming and reloading, and a Mangler or HLC for normal attacking.

It is, but at the same time title gives you the unique capability to link your cannons

You could ignore the SLAM half of the title if linked gives you enough rerollss

7 minutes ago, ficklegreendice said:

It is, but at the same time title gives you the unique capability to link your cannons

You could ignore the SLAM half of the title if linked gives you enough rerolls

A cheap(ish) HLC carrier with inbuilt rerolls could be really nasty. Again it will depend on the dial though.

GUNBOAT GUNBOAT GUNBOAT GUBOAT!

I was planning on buying 3, but if I can field 4 I might buy 4. Seems pretty good with such high health AND 2 agility!

The cheap gunboat I'm thinking about is Title, Advanced Slam, and Flechette Cannon. While I don't necessarily think it's good (low damage output), I think it's interesting. The ability to slam, focus, and attack isn't something we've seen before.

5 hours ago, Lyynark said:

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 PS7 Punisher costs 27 points, and has a 21 point PS2 generic. The PS7 Gunboat comes in 26 points, one point cheaper than Redline, so I'd guess a PS2 generic Nu would be one point cheaper than a Cutlass, or 20 points.

Additionally, while VI is costed at 2 PS per 1 point, that's as an upgrade. Mostly, when looking at different pilots for the same ships, it's 1 point per PS, and usually 1 point for having a pilot ability or Elite upgrade. The 2 PS step is usually a 2 point step. Places where you get a 2 PS jump between pilots for 1 point are far less common, and often when ships get a second release of pilots.

Do you think that a Range 1 Specialist squadron could work when all your ships can tractor your opponents towards the range 1 arc of their friends?

2 x Tau Squadron Pilot (22)
Expertise (4)
Advanced Proton Torpedoes (6)
Tractor Beam (1)
XG-1 Assault Configuration (1)
Advanced SLAM (2)

Nu Squadron Pilot (20)
Jamming Beam (1)
Linked Batteries (1?)
Advanced SLAM (2)
XG-1 Assault Configuration (1)
Plasma Torpedoes (3)

Edited by Azrapse
2 hours ago, ficklegreendice said:

It is, but at the same time title gives you the unique capability to link your cannons

You could ignore the SLAM half of the title if linked gives you enough rerollss

Confused.

4 minutes ago, Celestial Lizards said:

Confused.

swx69_spread_legal.png

Linked batteries

Cannon upgrade gives cannon (and primary weapon) reroll, supposedly

Small ship only. Which small ship has two cannon slots to take advantage of such an upgrade? Gunboat

Edited by ficklegreendice
2 minutes ago, ficklegreendice said:

swx69_spread_legal.png

Linked batteries

Cannon upgrade gives cannon (and primary weapon) reroll, supposedly

Small ship only. Which small shop has two cannon slots to take advantage of such an upgrade? Gunboat

Could be good on the B-Wing too.

15 minutes ago, ficklegreendice said:

swx69_spread_legal.png

Linked batteries

Cannon upgrade gives cannon (and primary weapon) reroll, supposedly

Small ship only. Which small ship has two cannon slots to take advantage of such an upgrade? Gunboat

Screw you Brobots, you should have been small base if you wanted the cool toys.

4 minutes ago, GrimmyV said:

Screw you Brobots, you should have been small base if you wanted the cool toys.

They should have been gunboats, yes

30 minutes ago, ficklegreendice said:

swx69_spread_legal.png

Linked batteries

Cannon upgrade gives cannon (and primary weapon) reroll, supposedly

Small ship only. Which small ship has two cannon slots to take advantage of such an upgrade? Gunboat

Spacing doesnt quite work out.

It's "Small base or -------- only"

Imperial fits the blank, which helps the Lambada and imperial firespray. I didnt try "Aggressor", but that's only a letter off and suggests a revival of non FCS bots. Rebel is far too short, and nobody wanted a reroll on Eaton Vrill anyway.

Edited by Rakaydos

I wonder if four GUNBOATs with Cruise Missiles and Guidance Chips would be ok? Reloading would be annoying, but they could get quite a powerful opening volley! And they're more survivable than four TIE Bombers. If the base GUNBOAT only costs 20, then that would work, because you could trade out the chips for Advanced Slam.

Edited by Kieransi
4 minutes ago, Kieransi said:

I wonder if four GUNBOATs with Cruise Missiles and Guidance Chips would be ok? Reloading would be annoying, but they could get quite a powerful opening volley! And they're more survivable than four TIE Bombers. If the base GUNBOAT only costs 20, then that would work, because you could trade out the chips for Advanced Slam.

Depends entirely on what the boat's other title offers

2 minutes ago, ficklegreendice said:

Depends entirely on what the boat's other title offers

I'm assuming they want quad gunboat CruiseMissiles+Slam+Reload to work, since Cruise Missiles come in the pack, so maybe the title is a negative squad cost or something?

25 minutes ago, Kieransi said:

I wonder if four GUNBOATs with Cruise Missiles and Guidance Chips would be ok? Reloading would be annoying, but they could get quite a powerful opening volley! And they're more survivable than four TIE Bombers. If the base GUNBOAT only costs 20, then that would work, because you could trade out the chips for Advanced Slam.

Spamming missiles every other round while advance SLAMing would be worth losing chimps. the Spam SLAM.

49 minutes ago, Kieransi said:

I'm assuming they want quad gunboat CruiseMissiles+Slam+Reload to work, since Cruise Missiles come in the pack, so maybe the title is a negative squad cost or something?

I'm expecting a 19 point generic. (pilot skill+ ability+ept)

Cruise, ASLAM is 25 points, then, with no title.