Happy Friday - U-wing and T65

By Cubanboy, in X-Wing

I must respectfully disagree X-Wings are on par with Defenders in terms of jousting power (and a torp); where the defender tumps them is action-economy and movement. (and 1 hull and 1 more ag (but that why they are more expensive))

X-wings should be dancers; that's why they have s-foils is to allow better movement;

I agree the X-wing needs something; but I feel it should be something unique for this iconic ship

15 hours ago, PhantomFO said:

I'm still at a loss for how to possibly fix the U-Wing.

Only thing I can think of is to allow for the title to trigger at the start of the activation phase. That way you do not "telegraph" the pivot.

Side A (Attack): Increase your agility by 1.

After you execute a maneuver At the start of the Activation Phase, you may flip this card.

Side B (Landing): When you reveal a (0 ) maneuver, you may rotate your ship 180°.

After you execute a maneuver At the start of the Activation Phase, you may flip this card.

I still doubt it would be enough, but its a start.

Edited by Jo Jo
3 hours ago, Jo Jo said:

Only thing I can think of is to allow for the title to trigger at the start of the activation phase. That way you do no "telegraph" the pivot.

Side A (Attack): Increase your agility by 1.

After you execute a maneuver At the start of the Activation Phase, you may flip this card.

Side B (Landing): When you reveal a (0 ) maneuver, you may rotate your ship 180°.

After you execute a maneuver At the start of the Activation Phase, you may flip this card.

I still doubt it would be enough, but its a start.

I strongly agree with this idea.

12 hours ago, the1hodgy said:

I must respectfully disagree X-Wings are on par with Defenders in terms of jousting power (and a torp); where the defender tumps them is action-economy and movement. (and 1 hull and 1 more ag (but that why they are more expensive))

X-wings should be dancers; that's why they have s-foils is to allow better movement;

I agree the X-wing needs something; but I feel it should be something unique for this iconic ship

You've actually helped my point, here: Defenders match them in jousting, and do so with a fancy K-turn and extra manouverability.

Why not let the X-wing outjoust anything that dares try? That alone should be scary enough.

If we want S-foils to be a thing, allow them to act as a 1-straight-only Adaptive Ailerons, which may be flipped to the Super Jouster mode (ie, when it 'sets S-foils to attack position): This way they're not strictly more wriggly, but can reposition fast at the start of the game (Consider the value on a flanker trying to cover the board in a hurry!), and you get a neat timing challenge of when to flick from Cruise Position to Attack Position.

This could be emphasised if it could be flipped one way, but not the other. X-wings did not as a rule flap their wings constantly in a fight, after all. :D

Oh nuts. It’s a fix thread in disguise. Judge! I want off the ride!

On 11/2/2017 at 9:09 PM, PhantomFO said:

I'm still at a loss for how to possibly fix the U-Wing.

change all instances of after in the title to before.

5 hours ago, Reiver said:

You've actually helped my point, here: Defenders match them in jousting, and do so with a fancy K-turn and extra manouverability.

Why not let the X-wing outjoust anything that dares try? That alone should be scary enough.

If we want S-foils to be a thing, allow them to act as a 1-straight-only Adaptive Ailerons, which may be flipped to the Super Jouster mode (ie, when it 'sets S-foils to attack position): This way they're not strictly more wriggly, but can reposition fast at the start of the game (Consider the value on a flanker trying to cover the board in a hurry!), and you get a neat timing challenge of when to flick from Cruise Position to Attack Position.

This could be emphasised if it could be flipped one way, but not the other. X-wings did not as a rule flap their wings constantly in a fight, after all. :D

But they are already in attack mode; the mini has its wings out. The Defenders have more offensive power;

Defender (/D) Armament

Once again I think it comes to personal taste; I think if the offensive power of an X-Wing should increase it should be via torpedos.

How about a dual sided card for Xwings that lets them toggle between linked fire (4 shots at once, slower rate) and chain fire (1 at a time, fast rate) like in the X-wing games?

Chain fire could increase odds odds of hitting but decrease damage, quad fire increases damage if you hit but less chances to hit. Not sure how to make it work.

Edited by Rettere
On 11/2/2017 at 8:10 PM, Cubanboy said:

Happy Friday everyone,

I was watching Rebels with the family this evening and it got me thinking, what an ACE Pack for Rebels that had U-wing and T65s be any good?

Be excellent kids.

Give them partisan paint jobs and add Saw to the game. And K-2SO.

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Or, go with the blanket idea of

MOR STARWARZ IZ GUD!!!

Well how’d I miss this? I knew there was something odd about this weekend... happy Monday CB!

Anyway I think there’s some upgrades in the phantom 2 that (I hope) will be a boost to the T-65 and maybe U-wing in general.

of course, I still want some of our other esteemed pilots in a T-65, and I would really love K-2S0 as a U-wing pilot.

Edited by FlyingAnchors
On 11/3/2017 at 6:11 AM, MacchuWA said:

Yeah, the U Wing is in such a weird place now that the Auzituck is out.

Straight up points reduction is an option, but I'm not sure getting it down to 21 points base is enough, and going below a T-65 seems like an inherently bad idea (also does nothing for the B Wing).

If all you wanted to do was get it on the table, you could go the Palp shuttle route: put out a really good double slot crew card with a Large Ship Only restriction - at that point you're competing with the Resistance Sympathiser and the Lothal Rebel, and a Blue Squadron Pathfinder is substantially cheaper than either of those, but I doubt FFG wants to do that: It's not really a fix, and it makes things pretty restrictive in terms of future development, and I think that Palp probably scared them a little - consider Jabba's near complete lack of an impact on the competitive scene. That said, it still might happen - the rebels do have some candidates, after all, and the "iconic character double crew card" has shown up for the other two factions, so... Maybe?

Beyond that... Well, it's not like it's so far away from being usable, the U Wing. A suitably powerful K2-SO pilot ability, possibly something regen related, would go a long way towards compensating for the chassis. Perhaps... PS8, with an EPT, once per round when your remove a stress token, regen a shield? It might basically be a single pilot ship at that point (or possibly two if they put out a double crew as above) but that would hardly be unique in X Wing: See exhibit A, Corran Horn.

I dig your thoughts, but then you had to go there?!?

35 minutes ago, clanofwolves said:

I dig your thoughts, but then you had to go there?!?

Kind of, yeah. There's a reason Miranda is the only K Wing most people play. There's also a train Poe and Corran fill a similar role for their ships. Regen has been a core part of the rebel faction since the core set, and it's not going anywhere.

Besides, would it really be that egregious in this iteration? Say FFG did exactly my suggestion: It has two actions on it's action bar, so PTL is a bad call to generate stress, so you're left with things like Expert Handling and EI, which means you need Inspiring Recruit clear the double stress, and ideally Kanan. Best build would be something like K2SO, FCS, EI, EH, Inspiring Recruit, Kanan and Title. Assuming the pilot costs 2 points more than PS6 Cassian, that's a 40 point arced ship without a K Turn. You really think that'd be broken good, even regening a shield a turn?

I get your thoughts @MacchuWA, but as a guy who's flown lots of squad member carrying ships around without K-Turns or regen, I can understand why you'd want regen, but the Imperial ships can't really hold up either. I guess the Houndstooth is pretty good at staying around with that 180 arc and that beef, but man, the U-Wing can at least get her butt turned, albeit telegraphed. I just think you're asking too much. Apart from Luke, I think regen blows in this game.

The U-Wing should of had side auxiliary arcs to be sure, akin to the TIE/SF: shoot 3 from one side or 2 from both, perhaps with some pilot abilities that add a crit out just the starboard when used or something asymmetrical like that. The front arc should be secondary only, so it should have a pair of torpedo slots on it's bar, IMO. Just no stinking regen!! Now that would have been a much cooler ship.

But h***, the SF should have a crew slot, the Striker should have a bomb slot, etc.......we have to simply dream of 2.0.

OK, @MacchuWA, I'll take the anti-regen back. If all regen only allows the regen up to original shield value (including Miranda), I'm in. Except Luke, he gets all he wants, haha!

Edited by clanofwolves

Opening crew doors, on a U-Wing, in Space... lots of dead crew on your hands lol

On 11/3/2017 at 10:02 PM, LagJanson said:

Oh nuts. It’s a fix thread in disguise. Judge! I want off the ride!

There are no brakes on the fix thread hyperspace lane train.

1 hour ago, Superstrength79 said:

Opening crew doors, on a U-Wing, in Space... lots of dead crew on your hands lol

Moff jerrjerod would be proud.

So, how about that dual sided T-65 upgrade card....

Side A: Chain Fire

"When attacking with a primary weapon, you may add one attack die. This attack may not deal more than 2 damage total. You may flip this card after moving."

Side B: Quad Fire

"When attacking with a primary weapon, you must roll one less attack die. If that attack hits, add two *hit* results. You may flip this card after moving."

8 minutes ago, Rettere said:

So, how about that dual sided T-65 upgrade card....

Side A: Chain Fire

"When attacking with a primary weapon, you may add one attack die. This attack may not deal more than 2 damage total. You may flip this card after moving."

Side B: Quad Fire

"When attacking with a primary weapon, you must roll one less attack die. If that attack hits, add two *hit* results. You may flip this card after moving."

I don't like dual cards; mainly because it adds more and more useless complexity creep in a game that used to be attractive because it is fat-paced.

What we do in our group for X-wings and Tie Interceptors is the following rule : while not stressed, when using primary weapon, you can cancel all dice results then add two "Hit" results.
Basically a free Accuracy Corrector when unstressed, to represent the reliability of quad lasers with their different fire options.

We find the rule to be quite nice for generics, allowing X-wings to use their focus for defense and still get a reliable attack. Even better for the interceptors, which are quite nice now, and tend to play a lot more with repositionning for blocking or evade action when closing in front of the target.
Not really much a use for the expensive aces, that often already go with multiple dice mods.

And unexpected bonus : R3 droid is usable now (ok, not quite good, but adding the evade and getting two hits can be nice) ! ^^

The U-Wing was supposed to have fixed guns on the sides but the rebels didn't have the time or money to install them so they opted for door gunners firing from mounted guns. I think it is stated in the rogue one visual guide.

2 hours ago, Salsashark said:

The U-Wing was supposed to have fixed guns on the sides but the rebels didn't have the time or money to install them so they opted for door gunners firing from mounted guns. I think it is stated in the rogue one visual guide.

They were fixed, but were still infantry based weapons, so it still would have had an open gun port with the fixed guns. The rebels converted them to removable hardpoints so they could interchange weapons etc.