Indiscriminate Devastation GUNBOAT

By Rinzler in a Tie, in X-Wing

2 hours ago, Giledhil said:

Edited because misread the dial.
Anyway this ship is pure ******* power creep.

This ship doesn't seem to be grossly OP compared to other ships, and even if it hits a little higher than its weight, couldn't Imps use a little bit of a boost? It's not like the thing is likely to be meta-defining on its own.

2 hours ago, Giledhil said:

The thing can FIRE ORDNANCE AFTER A SLAM !
Its costs 18pts ! The price of a Y-wing !!!

That probably says more about the Y-Wing being under powered than it says about the Starwing being over powered.

1 hour ago, Koing907 said:

After the mediocre releases for Empire lately, I'm fine with this. I don't think the Os-1 title is going to break the game, but it might make the Starwing more than a desk decoration.

Agreed. I like that the Starwing actually has some interesting and useful mechanics that set it apart from other ships. I expect that eventually other ships will come out with Reload actions, so the ability to shoot through them will help keep the Starwing playable.

35 minutes ago, Stubby said:

So…if you take Saturation Salvo, Cruise Missile and Munitions Failsafe…

Cruise Missile says:

Attack (Target Lock):

Discard this card to perform this attack.

You may roll additional attack dice equal to the speed of the maneuver you executed this round, to a max of 5 add dice.

I don’t have to actually Spend the target lock.

I don’t have to actually roll additional dice (the Cruise Missile starts at 1 attack dice)

So I can fire at a locked target, pretty much auto miss due to only having 1 attack dice and then saturation salvo kicks in on everything that is only defense dice 2 or less near the defender. Munitions failsafe saves the missile for the next turn; and since I still have an unspent lock I can repeat.

I could take four Black Sun Aces with Vaksai, Saturation Salvo, Cruise Missile, Munitions Failsafe, Guidance Chip (when you actually do want to hit), Inertial dampners all for 100pts.

Hmm…

I was thinking about using a missile that didn't discard the Target Lock in order to Reload and fire every round, as long as you can keep your target in your sights!

21 minutes ago, HolySorcerer said:

It's a shame that Linked Battery is 2 points overcosted. :(

It gives a predator like effect for 1 point cheaper and leaves your EPT slot open. Seems costed pretty good to me.

3 hours ago, PhantomFO said:

So, Linked Battery. 2 points for a single offensive reroll when attacking with primary or cannon. Limited, and Small Ship Only.

I'm not sure who would even want this thing other than Starwing pilots.

Small Ship Only makes little sense. I guess they don't want Firesprays or YT-2400s running around with this thing?

On the small-ship count, it's not worth paying 4 points to give a single reroll to a Scyk's primary, and Defenders are always going to prefer the TIE/D title if they're using their cannon slot. You might have a case for B-Wings, since they can use Collision Detector in their system slot and would always get a single reroll on their primary. Not sure if that build is worth 24 points, though.

Linked battery is not a title, it takes up a cannon slot. So far it is only the Gun boat That can use it.

Just now, Dwing said:

Linked battery is not a title, it takes up a cannon slot. So far it is only the Gun boat That can use it.

The B-wing can get some use out of it, and maybe Sunny Bounder, but that's it. At zero points it might have even given B-Wings a chance, but at 2 points?

5 minutes ago, Joe Censored said:

It gives a predator like effect for 1 point cheaper and leaves your EPT slot open. Seems costed pretty good to me.

On the one hand, true. On the other, LB is almost also a B-Wing fix, and the B-Wing is probably overcosted. Likewise when putting it on a Heavy Scyk. I'd rather it was a point or two cheaper, and the XG-1 title was a point or two more expensive. Or increase the base cost of the Gunboat, and reduce the titles.

For a thought-experiment: what if LB was 1 point, either title was free, and the Gunboat itself was 2 points more expensive? The cost of any particular Gunboat build with either title, and also with Linked Batteries would remain the same, but there'd be no budget build where Gunboats could save points by not taking a title. Such a world would be better for B-Wings, Scyks, and any other small-base ship with Cannon slots, but I'm not sure if that's a better game overall.

Anyhow, at 0 points for Linked Batteries, 4x BSP with LB and AdvSensors would be fun. A Tansarii Point Veteran with Attanni, Heavy Scyk, and LB would be 20 points. Reasonable, but not OP.

Wow, glad i bought 3 gunboats. The missile version is gonna be nasty.

Saturation Salvo seems silly, especially with that cruise missile hack when you don't have to roll extra dice, and it becomes almost guaranteed damage. Look forward to shredding all those low agility ships the meta is full of.

13 minutes ago, HolySorcerer said:

The B-wing can get some use out of it, and maybe Sunny Bounder, but that's it. At zero points it might have even given B-Wings a chance, but at 2 points?

Ah yes, works on on primary too I see. But yes 2points for 1 reroll on a B-wing, I don't think so.

4 minutes ago, Dwing said:

Ah yes, works on on primary too I see. But yes 2points for 1 reroll on a B-wing, I don't think so.

B-Wing/E2 with Gunner. That's a reroll twice. Getting kinda pricey, though, BSP + E2 + Gunner + LB = 30 pts. And FCS is already only 2 points .

6 minutes ago, Dwing said:

Ah yes, works on on primary too I see. But yes 2points for 1 reroll on a B-wing, I don't think so.

Dengar and Predator only give a single reroll in many cases, and see regular play at 3 points. Lone Wolf only affects a single blank die for the same price, but also works on defense. Overall, it's comparable to what we already have, especially since it opens up the System slot for other upgrades.

30 minutes ago, BadMotivator said:

Wow, glad i bought 3 gunboats. The missile version is gonna be nasty.

Saturation Salvo seems silly, especially with that cruise missile hack when you don't have to roll extra dice, and it becomes almost guaranteed damage. Look forward to shredding all those low agility ships the meta is full of.

It's not even close to guaranteed damage. You still have to miss and it's still die roll based if and when you do.

10 minutes ago, thespaceinvader said:

It's not even close to guaranteed damage. You still have to miss and it's still die roll based if and when you do.

it's not even "not even close", it's literally infinetly removed from anything "guaranteed" because there's a chance for failure

and a significant 50% chance at that

also note the points/agility restriction

swx69-saturation-salvo.png

cruise missiles (3 points) would not affect agility 3 ships (or cloaked ships)

ALSO also note, it is fully friendly fire capable

this garbage has almost as many hoops to jump through as the freakin' r3 astromech

Edited by ficklegreendice

More. R3 at least doesn't rely on discardable munitions.

2 minutes ago, thespaceinvader said:

More. R3 at least doesn't rely on discardable munitions.

it does rely on shooting before the opponent, though

unless you pay even more points for comm relay and REALLY double down on the utter jank

gun to my head, I'd take Salvo every time over r3 (because at least it's half the points)

Edited by ficklegreendice

However - thanks to @Rakaydos - I'm now seriously considering Rho OS-1s with Saturated Salvo, Cluster Missiles and Advanced SLAM...

1 minute ago, FTS Gecko said:

However - thanks to @Rakaydos - I'm now seriously considering Rho OS-1s with Saturated Salvo, Cluster Missiles and Advanced SLAM...

Why clusters? You have to miss with both attacks in order to trigger Salvo.

19 minutes ago, ficklegreendice said:

it's not even "not even close", it's literally infinetly removed from anything "guaranteed" because there's a chance for failure

and a significant 50% chance at that

also note the points/agility restriction

swx69-saturation-salvo.png

cruise missiles (3 points) would not affect agility 3 ships (or cloaked ships)

ALSO also note, it is fully friendly fire capable

this garbage has almost as many hoops to jump through as the freakin' r3 astromech

Concussion Missile comeback?

Just now, FTS Gecko said:

However - thanks to @Rakaydos - I'm now seriously considering Rho OS-1s with Saturated Salvo, Cluster Missiles and Advanced SLAM...

The other topic brought up the timing chart. Clusters dont work with saturation bombardment, though Double Edge's missiles do.

2 hours ago, ficklegreendice said:

Rho Rho Rho your GUNBOATS?

FFG article also included this:

”Never Disarmed. Never Disabled.”

was that FFG referencing me referencing Galaxy Guest “never give up, never surrender”, something I did multiple times in the GUNBOAT mega topic?

they ARE watching me! Oh no, where’s my tin foil hat?!

15 minutes ago, Rakaydos said:

The other topic brought up the timing chart. Clusters dont work with saturation bombardment, though Double Edge's missiles do.

First you get my hopes up @Rakaydos , then you smash them into a million pieces...

So Saturation Salvo; a ship is at range one of itself and the card doesn't say each OTHER ship at range one rolls for damage. So the ship you miss rolls a Dice for damage too?

6 minutes ago, Goseki1 said:

So Saturation Salvo; a ship is at range one of itself and the card doesn't say each OTHER ship at range one rolls for damage. So the ship you miss rolls a Dice for damage too?

Yessir, provided its agility < the ordnance's point cost

Otherwise it'd be SUPREMELY worthless

Edited by ficklegreendice
2 minutes ago, ficklegreendice said:

Yessir, provided its agility < the ordnance's point cost

Otherwise it'd be SUPREMELY worthless

Noice

It seems like Saturation Fire is designed specifically for turtle lists - at the moment FSR2. The way it's written Saturation Fire works on the target of the attack. I think Harpoon Missiles will be everyone's best friend with this EPT, and potentially munitions failsafe instead of Guidance chips.

21 minutes ago, Astech said:

It seems like Saturation Fire is designed specifically for turtle lists - at the moment FSR2. The way it's written Saturation Fire works on the target of the attack. I think Harpoon Missiles will be everyone's best friend with this EPT, and potentially munitions failsafe instead of Guidance chips.

Not turtle lists, specfically biggs with low/rex/kanan.

Now pulling their tricks still spreads the damage, but also likey increases it

6 hours ago, Astech said:

It seems like Saturation Fire is designed specifically for turtle lists - at the moment FSR2. The way it's written Saturation Fire works on the target of the attack. I think Harpoon Missiles will be everyone's best friend with this EPT, and potentially munitions failsafe instead of Guidance chips.

The trouble with Biggs/Low lists isn't hitting them, it's doing meaningful damage once you HAVE hit them. They usually have enough defence dice control to let one damage slip through.