Why the Assault Gunboat might save us all
My musings on how the Gunboat might open the meta wide open
Why the Assault Gunboat might save us all
My musings on how the Gunboat might open the meta wide open
Its an interesting theory. The ability to SLAM into missiles is really going to allow the lower PS ships to play range games at the beginning of the game to get the initial alpha off. If they can break up the current meta boogeymen to bring back the arc dodgers, that will be a good thing.
I also wonder if the minefield mapper may suddenly become something we see in some limited quantity as Turn 0 game setup becomes more important to block or slow certain routes to prevent getting SLAM + Alpha'd so quickly.
Edited by kris40kMinefield Mapper is actually very refreshing to play against. Every game where its been used against me I felt like I really had to re-think my deployment and opening strategy.
There was one game where my opponent boxed me into one third of the board using mines and asteroids and I had to figure out how to get my ships out and still have a strong first engagement. I ended up doing some things that would be considered crazy in a normal game but ended up winning in the end.
Between harpoons, ion pulse and unguided rockets + ss gunboats have all the tools they need to mince the current meta, (and probably the new rebel meta) even if they are bad choices elsewhere. The question is what will scum move onto with the kimogilla and gfh?

I'm starting to question how effective it's going to be with that dial. It's essentially an X-Wing dial, but with no K-Turn.
SLAM is very good, but like any other form of repositioning it requires an action and as such can be shut down by stress. Unlike K-Wings - which can really exploit the SLAM action by dropping bombs and firing out of arc - the Star Wing is limited to it's primary arc, and SLAM is it's only option for turning around. Allowing the Gunboat to shoot following a SLAM with the XG-1 or OS-1 titles isn't really doing anything that other ships can't already do with a K-Turn, S-Loop or T-Roll, it's just tying it to an action. I would have liked to see a K-turn on the dial, if only to mix things up a little.
As it is, I think the SLAM 180s are going to be predictable, experienced players will take full advantage of that and the Gunboat could struggle in low-ship count lists as a result, which is a worry considering the most effective Gunboat builds are probably going to be in the 30+ points range.
2 hours ago, FTS Gecko said:I'm starting to question how effective it's going to be with that dial. It's essentially an X-Wing dial, but with no K-Turn.
SLAM is very good, but like any other form of repositioning it requires an action and as such can be shut down by stress. Unlike K-Wings - which can really exploit the SLAM action by dropping bombs and firing out of arc - the Star Wing is limited to it's primary arc, and SLAM is it's only option for turning around. Allowing the Gunboat to shoot following a SLAM with the XG-1 or OS-1 titles isn't really doing anything that other ships can't already do with a K-Turn, S-Loop or T-Roll, it's just tying it to an action. I would have liked to see a K-turn on the dial, if only to mix things up a little.
As it is, I think the SLAM 180s are going to be predictable, experienced players will take full advantage of that and the Gunboat could struggle in low-ship count lists as a result, which is a worry considering the most effective Gunboat builds are probably going to be in the 30+ points range.
I'm going to poach this straight from my gunboat blog which will be going up shortly...
QuoteI'm flat out very disappointed in the Gunboat's dial.I understood all along that the fact it had SLAM would be a limiting factor on how maneuverable it was, but I hoped that two years on from the K-Wing we might get something more adventurous. I expected to see some powerful red moves on the dial, like a 3 K-Turn or Tallon Roll, or even a hard 1 turn (if the Upsilon Shuttle can do it, this can!).I wanted to see the developers playing with how red moves and SLAM interacted with each other, but no, we got it played very safe and just a small incremental improvement on the K-Wing. Without the K-Wing's turret the Gunboat really needs ways of swinging its firing arc about and it's just missing the option to stress itself to get where it needs to be.There's nothing wrong with it. It's fine, I guess. It's just... it's a bit boring. Imperial players don't like boring dials.
2 hours ago, FTS Gecko said:As it is, I think the SLAM 180s are going to be predictable, experienced players will take full advantage of that and the Gunboat could struggle in low-ship count lists as a result, which is a worry considering the most effective Gunboat builds are probably going to be in the 30+ points range
Agreed. IMO, that’s why the best Gunboat builds will feature something else along side them. Be that a support shuttle (Lambda or Upsilon), Vader Squad Leader, or something similar... or some sort of Ace or bump screen to run interference.
2-3 Gunboats with a friend might greatly increase the threat value of their builds.
The 180 Slam is just a red herring, it throws your arc way off the side and the odds it keeps you on target vs anyone with a brain are quite slim.
Theyre for either multiple unpredictable attack angles where you don't know which will slam round, or for darting in and out on attack runs.
3 minutes ago, Stay On The Leader said:The 180 Slam is just a red herring, it throws your arc way off the side and the odds it keeps you on target vs anyone with a brain are quite slim.
Theyre for either multiple unpredictable attack angles where you don't know which will slam round, or for darting in and out on attack runs.
This is why i want vi vynder to work, at ps9 it's going to be **** hard to dodge him..... but **** he's expensive and squishy for it.
1 hour ago, Stay On The Leader said:The 180 Slam is just a red herring, it throws your arc way off the side and the odds it keeps you on target vs anyone with a brain are quite slim.
Theyre for either multiple unpredictable attack angles where you don't know which will slam round, or for darting in and out on attack runs.
With the wide turns and no K-turns or other such shenanigans, maybe the ship's best option will be to take a shot, then SLAM away for a turn, before setting up for another run.
Of course, once your opponent catches on to this strategy, you throw them for a loop by not SLAMming, and ending up with their ships pointing the wrong way! I don't know what will be the best build for them, but I expect to have a lot of fun during tests to find out!
The more I build Gunboat squads, the less sold I am in Advanced SLAM. LRS is just too good for an alpha strike
10 hours ago, FTS Gecko said:I'm starting to question how effective it's going to be with that dial. It's essentially an X-Wing dial, but with no K-Turn.
SLAM is very good, but like any other form of repositioning it requires an action and as such can be shut down by stress. Unlike K-Wings - which can really exploit the SLAM action by dropping bombs and firing out of arc - the Star Wing is limited to it's primary arc, and SLAM is it's only option for turning around. Allowing the Gunboat to shoot following a SLAM with the XG-1 or OS-1 titles isn't really doing anything that other ships can't already do with a K-Turn, S-Loop or T-Roll, it's just tying it to an action. I would have liked to see a K-turn on the dial, if only to mix things up a little.
As it is, I think the SLAM 180s are going to be predictable, experienced players will take full advantage of that and the Gunboat could struggle in low-ship count lists as a result, which is a worry considering the most effective Gunboat builds are probably going to be in the 30+ points range.
Not really. What if you do a two bank to clear the stress, and SLAM a two turn?
12 minutes ago, Lobokai said:The more I build Gunboat squads, the less sold I am in Advanced SLAM. LRS is just too good for an alpha strike
Not Chimps Chips?
10 hours ago, FTS Gecko said:I'm starting to question how effective it's going to be with that dial. It's essentially an X-Wing dial, but with no K-Turn.
you underestimate its power...
...oh ****, it really is emo anakin
http://stayontheleader.blogspot.co.uk/2017/10/so-this-is-how-liberty-dies-with.html
I had a stab at it too...
Muh build!
But yeah, in general I'm not feeling TL restrictions on the OS-1. Never been one for sacrificing mods for gimmicks
Xg-1 HLC linked may give up the xg-1's incredibly meh SLAM gimmick, but you're still using its unique double cannon small base gimmick and you get a unique ordnance-tier offense (more, with crackshot) without any of the restrictions normally present
You even get a bonus to your piddly primary, which isn't the worst at range 1
Might seem strange to ignore a ships central gimmick, but SLAM is still incredibly useful. It's like the difference between an x7 and D, you're giving up flashy and expensive tricks for raw efficiency (except it's all out offense instead of defense)
4 hours ago, Stay On The Leader said:http://stayontheleader.blogspot.co.uk/2017/10/so-this-is-how-liberty-dies-with.html
I had a stab at it too...
I like, thanks. Having a hard time with ordnance builds myself.