So close to wiping Imps out of game!

By Favoritism Flight Games, in X-Wing

3 hours ago, GrimmyV said:

@Norsehound, that’s actually a well thought out plan for the GUNBOAT anti-bomb patrol. But you need to put some whining and doom and gloom in there because thread is about how everything sucks before it even ships.

Oh good, I still got it :)

I can sympathize with Imperial whining, though. In Armada Empire's supposed to be the faction with big ships, but the game rewards spamming key upgrades (Assault Proton Torpedoes as I mentioned, Dual Turbolaser Turrets), for lighter ships that hit harder than they should, and attrition attacks against limited pools of defense resources. The Victory Star Destroyer out of the starter kit has been impotent ever since the Imperial was released. And since no medium ship can out-perform the already poorly performing Victory, half the Imperial faction is "tricky" to fly.

And before any other Armada players call me out, think of how great Victory is when defending against an XI7 battery that rolls a natural accuracy. What are the VSD's defense options then?

3 hours ago, Rinzler in a Tie said:

Welcome back. Enjoying it?

You'll be able to field three of them when properly upgraded.

Sadly, I don't see their dials allowing them to be able to stay in the fight and not just run over bombs/fall prey to TLT carousel'ing around the map.

My boss and I are playing casual games in my office with outdated(?) wave equipment. I've been snapping up modern minis (except scum and TIE Aggressors, all of that can die in a fire) for some new play but we've avoided meta power lists. Probably because we don't want to fly those fighters.

I think Gunboats getting the option to SLAM for an action may enable to them to get out of tricky situations at-will when faced with a lot of bombs. The problem is making those moves when Nym/Bombers has a lot of freedom to react to what you're doing with the higher pilot skill, which is probably where everyone's having problems (I haven't flown against this combo, so I don't know particularly how it works). Still, two things I want to learn about the Gunboat dial are:

+How well does this thing turn around? S-Loops, T-Rolls, what speeds are the K-turns?

+How much red/green is on the dial and what are the tightest turns it can perform?

One thought is to use Gunboats in large sweeping manuvers where if one is getting cornered trying to bait fighters in, his wingmate is right behind you hitting you at long range. One approach to facing bombs is to spread out and try to limit the number of ships that bomber can attack. SUre, Nym can go delete one fighter, but if that puts him in a position where he's facing a board edge or away from play...?

2 hours ago, ficklegreendice said:

It's Armada, man. You're taking damage regardless (though there is an upgrade that lets you Contain crit effects now)

You dodge assault protons same way you dodge bombs, don't be in close range of the super deadly thing

Though Armada does this better because you have more ships to burn and can therefore deal with high power close range ships just by foddering a crappy raider or hammerhead and then lighting the bastard up. Said close range ships also can't hurt you for **** at long range (for their cost)

In xwing we got less ships to lose and, more importantly, the high damage close range bomb ships ALSO get TLTs for some of the best long range offense in the game (or have dash/dengar torps)

Not having defense dice isn't the problem (it's the opposite), it's that turrets are just too powerful an advantage that also happen to simultaneously exploit and counter bombs

Damage Control Officer works only on ships that have a contain already... another point towards the VSD's poor predicament over the ISD.

Another difference between here and Armada is that Armada doesn't have area effect cards for the most part. It's just in fighter land with "their" version of Mauler Mithel and Ten Numb.

2 hours ago, NakedDex said:

DCO is your friend. Contain that APT before it even has a chance. I've a funny feeling that'll be more common once Profundity/Raddus hits the tables...

ANYWHO. At the very least, the Gunboats can SLAM, so if they at least have a white hard anything, they can turn around, albeit at the cost of a shot (ignoring the title). I doubt they'll be as fast as the Defender, but if they have something comparable to the Bomber dial, I'll be pretty darn happy. A white 2turn would be nice over the red of the Bomber dial, but if it's a carbon copy, I won't be unhappy. It's not the most maneuverable, but I've found it to be remarkably efficient when lining up for ordnance.

As I mentioned above, you can have sweeping Gunboats making large high-speed passes where they attack something once and fly away. It'll be a thing if Gunboats end up faster than TIE Strikers with their Slam maneuver, but they must not have as many maneuvering options since SLAM is locked at the same speed as their current move. Still, the option is nice.

11 hours ago, HolySorcerer said:

That and we're the only faction without an exclusive upgrade slot (should have been systems and tech). Rebels have droids, scum has illicit and droid, and we just got our first ship with access to the tlt slot, which the other two had exclusive for eleven waves. There is nothing special about the empire, and that's criminal.

Pure hyperbole.

-Scum did not ecist for 11 waves.

-Scum lost their Illicit and now even the unique Agromechs to Rebels.

So only Rebels have their own unique upgrade category.

Then thematically Empire is spamming cheap uniform ships, or some few aces in between, but even these at the most slightly modified.

Empire would need some more Squad level synergy (which even swarms of Z95s, Awings and Scyks with nit more than 1 Ace and the rest plain generics could use), reflecting their military training and disciplin. And more ruthless tactics. Problem with these is the counting system. Mov severely punishes sacrifying ships to obtain victory (thus also punishes stuff like Vader crew, Electronic Baffle and Dead Man trigger).

Rebels have limited access Illicit and very limited limited access to Salvaged Astros, all through mods or titles. Scummies are still the only faction that have native access to these.

Imps now have access to Turrrets natively but you wouldn’t know it from all the griping about the Aggressor. Imps will finally get SLAM with the glorious GUNBOAT, but only after having to share Cloaking with first Scummies and now Rebel TIEs.

But guess who gets Reload! That’s right, GUNBOAT! SLAM, jam and spam, all in one turn! Watch out Meta, GUNBOAT is coming.... for you!

but really, the grousing about which faction get access to what slots is moot when it’s obvious that one faction has less useful Crew than the the other two, has multiple ships with ZERO upgrade slots but the standard mod/title/EPT, has more high agi ships that are ignored through auto damage, and were the first to lose their exclusive Bomb slot even tho they were the first faction to field actual Bombers.

but nobody is complaining that Scummies only have Tech on the Quad-jump-ah, soooooo....

5 minutes ago, GrimmyV said:

Rebels have limited access Illicit and very limited limited access to Salvaged Astros, all through mods or titles. Scummies are still the only faction that have native access to these.

Imps now have access to Turrrets natively but you wouldn’t know it from all the griping about the Aggressor. Imps will finally get SLAM with the glorious GUNBOAT, but only after having to share Cloaking with first Scummies and now Rebel TIEs.

But guess who gets Reload! That’s right, GUNBOAT! SLAM, jam and spam, all in one turn! Watch out Meta, GUNBOAT is coming.... for you!

Kimogila appears to be getting Reload too - the card for Reload is shown in its section:

https://www.fantasyflightgames.com/en/news/2017/8/21/bring-on-the-alpha-strike/

3 minutes ago, Ironlord said:

Kimogila appears to be getting Reload too - the card for Reload is shown in its section:

https://www.fantasyflightgames.com/en/news/2017/8/21/bring-on-the-alpha-strike/

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!

not the Kimo-gila-monster! Is nothing sacred??????

to be fair I only saw GUNBOAT in the preview, everything else looking kind of blurry and hazy. Probably from all the manly tears of joy.

Edited by GrimmyV
1 hour ago, Managarmr said:

Empire would need some more Squad level synergy (which even swarms of Z95s, Awings and Scyks with nit more than 1 Ace and the rest plain generics could use), reflecting their military training and disciplin. And more ruthless tactics. Problem with these is the counting system. Mov severely punishes sacrifying ships to obtain victory (thus also punishes stuff like Vader crew, Electronic Baffle and Dead Man trigger).

How to fix Imperials:

Swarm Leader (or just make a new card... Imperial Swarm Doctrine...) becomes Imperial only, and is bought as a universal upgrade, it goes on no ship, and effects the whole player board for that player. Only ships sharing the type (TIE) are effected.

There's our unique shtick, make a few Imperial _______ Doctrine cards that give universal bonuses to fix our fighters...

1 hour ago, GrimmyV said:

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!

not the Kimo-gila-monster! Is nothing sacred??????

to be fair I only saw GUNBOAT in the preview, everything else looking kind of blurry and hazy. Probably from all the manly tears of joy.

I mean, it's still sacred because glia is a ploddy brick of a ship (probably) that is going to have a **** of a time ever utilizing reload because of its (lack of) speed and squishiness

The boat has SLAM, ASLAM and an ordnance title that I'm pretty sure let's you fire through weps disabled (pretty sure through tons of squinting). Its reload is built into its design. With ptl, you can fire infinte ordnance round after round

Imps also have weird uniqueness in double upgrade slots, but so far that only translates to unguided rockets and linked batteries (small ship only, eat your non-existant hearts out IGs)+ another cannon

Edited by ficklegreendice

On 9/19/2017 at 6:19 PM, Favoritism Flight Games said:

List Juggler Results as of 9/19/17

All right! We are rapidly approaching the milestone of having no Imperial lists in the Top 20! Just so everyone understands the significance: The game has NEVER had one faction be so poorly represented at any time since the release of Scum and the 3 faction game. I, for one, would like to extend my warmest congratulations to the Dev team- YOU'RE SO CLOSE TO YOUR DREAM OF REMOVING IMPERIALS FROM THE GAME! REACH FOR THE STARS!

j2udc.jpg

Precisely 1 year ago, Triple Defenders dominated the meta... and after that, Imperial A*Holes.

Where are the posts of you complaining the overpower of Imperial squads, from one year ago?

5 minutes ago, pflrocha said:

Precisely 1 year ago, Triple Defenders dominated the meta... and after that, Imperial A*Holes.

Where are the posts of you complaining the overpower of Imperial squads, from one year ago?

Indeed. It wasn't all that long go that the forum was literally screaming for nerfs to Palpatine and the x7 title. I said at the time that the nerfs weren't necessary, but would anyone listen?

34 minutes ago, FTS Gecko said:

Indeed. It wasn't all that long go that the forum was literally screaming for nerfs to Palpatine and the x7 title. I said at the time that the nerfs weren't necessary, but would anyone listen?

Poor Imps, your time in the sun was so brief, like a fart in the wind. Palpy an Defenders didn’t even get to win worlds. Now they are slightly worse and have been totally kicked out of the Meta. One small change and bam you are under thAt OP line by a slim margin, but it’s enough.

Edited by GrimmyV

So you guys don't think that the gunboat or a Kylo Ren Tie Silencer doing his best impression of a 100 pt Corran Horn is going to save imps?

Edited by Roman109
52 minutes ago, Roman109 said:

So you guys don't think that the gunboat or a Kylo Ren Tie Silencer doing his best impression of a 100 pt Corran Horn is going to save imps?

Nerp

They're not turrets and the game doesn't give enough incentive to field arced ships anymore

They'll be fine (Gunboat in particular because it just seems a more flexible ship than the TIE "hi I was made for highest ps possible arc dodging, LOOKATME!") but they're not dumb enough or excessively cheap enough to "save" imps at the highest level of competitive play

Edited by ficklegreendice
21 minutes ago, ficklegreendice said:

Nerp

They're not turrets and the game doesn't give enough incentive to field arced ships anymore

They'll be fine (Gunboat in particular because it just seems a more flexible ship than the TIE "hi I was made for highest ps possible arc dodging, LOOKATME!") but they're not dumb enough or excessively cheap enough to "save" imps at the highest level of competitive play

Always the bridesmaid, never the bride. One day Imps, one day.

15 minutes ago, GrimmyV said:

Always the bridesmaid, never the bride. One day Imps, one day.

Marriage is overrated

Nothing matters as long as you can be with the boat you love

8 hours ago, Norsehound said:

Oh good, I still got it :)

I can sympathize with Imperial whining, though. In Armada Empire's supposed to be the faction with big ships, but the game rewards spamming key upgrades (Assault Proton Torpedoes as I mentioned, Dual Turbolaser Turrets), for lighter ships that hit harder than they should, and attrition attacks against limited pools of defense resources. The Victory Star Destroyer out of the starter kit has been impotent ever since the Imperial was released. And since no medium ship can out-perform the already poorly performing Victory, half the Imperial faction is "tricky" to fly.

And before any other Armada players call me out, think of how great Victory is when defending against an XI7 battery that rolls a natural accuracy. What are the VSD's defense options then?

My boss and I are playing casual games in my office with outdated(?) wave equipment. I've been snapping up modern minis (except scum and TIE Aggressors, all of that can die in a fire) for some new play but we've avoided meta power lists. Probably because we don't want to fly those fighters.

I think Gunboats getting the option to SLAM for an action may enable to them to get out of tricky situations at-will when faced with a lot of bombs. The problem is making those moves when Nym/Bombers has a lot of freedom to react to what you're doing with the higher pilot skill, which is probably where everyone's having problems (I haven't flown against this combo, so I don't know particularly how it works). Still, two things I want to learn about the Gunboat dial are:

+How well does this thing turn around? S-Loops, T-Rolls, what speeds are the K-turns?

+How much red/green is on the dial and what are the tightest turns it can perform?

One thought is to use Gunboats in large sweeping manuvers where if one is getting cornered trying to bait fighters in, his wingmate is right behind you hitting you at long range. One approach to facing bombs is to spread out and try to limit the number of ships that bomber can attack. SUre, Nym can go delete one fighter, but if that puts him in a position where he's facing a board edge or away from play...?

Damage Control Officer works only on ships that have a contain already... another point towards the VSD's poor predicament over the ISD.

Another difference between here and Armada is that Armada doesn't have area effect cards for the most part. It's just in fighter land with "their" version of Mauler Mithel and Ten Numb.

As I mentioned above, you can have sweeping Gunboats making large high-speed passes where they attack something once and fly away. It'll be a thing if Gunboats end up faster than TIE Strikers with their Slam maneuver, but they must not have as many maneuvering options since SLAM is locked at the same speed as their current move. Still, the option is nice.

Re Victory class star destroyers. Stick Minister Tua on it, that gives access to Electronic Counter Measures. If the enemy use an Accuracy against your Brace (the defence token that halves damage) the ECM negates it. It is not permitted to use two Accuracies against the brace.

Disposable Capacitors allow you to throw fire medium range blue dice weapons out to long range for one turn.

Moff Jerjerrod allows you to take a point of damage in order to turn tighter.

I don't think the VSD is fantastic but it's far from impotent now FFG have issued these upgrade cards.

29 minutes ago, GrimmyV said:

Always the bridesmaid, never the bride. One day Imps, one day.

In the last months not even the bridesmaid... More like the child who brings the flowers...

12 minutes ago, Jehan Menasis said:

In the last months not even the bridesmaid... More like the child who brings the flowers...

I would say red headed step child but that’s racist to us gingers.

I'd honestly love to see how reverting the FAQ nerfs to x7 and Palp changed things. It's not like x7 is necessary- there's stuff that doesn't get punished for bad flying (K4 Security Droid, Nym), so why even pretend like the devs care about bad flying being punished?

3 hours ago, GrimmyV said:

Poor Imps, your time in the sun was so brief, like a fart in the wind. Palpy an Defenders didn’t even get to win worlds. Now they are slightly worse and have been totally kicked out of the Meta. One small change and bam you are under thAt OP line by a slim margin, but it’s enough.

They were meta defining for a while because they were everywhere and were the only list that could hold up at the top levels, but the list never made it to the top spot.

Then it was quickly nerfed....even though the X7 was their stinking buff to an unused ship so it could see tournament play, WTH?!?

Begs the rhetorical question that goes on unanswered for almost a year: why haven't the FFG designers done the same to the other faction's meta defining top dogs???

Edited by clanofwolves
7 minutes ago, clanofwolves said:

They were meta defining for a while because they were everywhere and were the only list that could hold up at the top levels, but the list never made it to the top spot.

Then it was quickly nerfed....

Begs the rhetorical question that goes on unanswered for almost a year: why haven't the FFG designers done the same to the other faction's meta defining top dogs???

TR8RS

10 minutes ago, clanofwolves said:

They were meta defining for a while because they were everywhere and were the only list that could hold up at the top levels, but the list never made it to the top spot.

Then it was quickly nerfed....

Begs the rhetorical question that goes on unanswered for almost a year: why haven't the FFG designers done the same to the other faction's meta defining top dogs???

Answer: My Name. Alex Davy has a serious soft spot for Scum- he's the driving force behind making them the dominant faction.

6 minutes ago, Favoritism Flight Games said:

Answer: My Name. Alex Davy has a serious soft spot for Scum- he's the driving force behind making them the dominant faction.

your pic makes it hard to take this claim seriously

11 minutes ago, Favoritism Flight Games said:

Answer: My Name. Alex Davy has a serious soft spot for Scum- he's the driving force behind making them the dominant faction.

PGS, you really SLAY me!

3 hours ago, FTS Gecko said:

Indeed. It wasn't all that long go that the forum was literally screaming for nerfs to Palpatine and the x7 title. I said at the time that the nerfs weren't necessary, but would anyone listen?

Those nerfs were entirely necessary.