yes, Harpooned! does that

By NoShieldsAllGuts, in X-Wing

57 minutes ago, BlodVargarna said:

When you are explaining the harpoon missile rules to your opponent, do you also tell them how you are not a good person for bringing a list with harpoon missiles, or is that just fairly obvious?

Yeah I mention that right before "but I'm going to chain the Harpoons in the same round so you can't use an action to discard them before I make them splash."

1 hour ago, BlodVargarna said:

When you are explaining the harpoon missile rules to your opponent, do you also tell them how you are not a good person for bringing a list with harpoon missiles, or is that just fairly obvious?

No need if you play Scum.

I mean, it's "Scum", isn't it? ;)

Edited by Cerve
3 hours ago, Skargoth said:

Yeah I mention that right before "but I'm going to chain the Harpoons in the same round so you can't use an action to discard them before I make them splash."

"...and delete your 40 point ace"

Don't get mad at the player who brings powerful cards to a competition. Seriously!

Let’s just call the game ‘Poon wing and be done with it.

1zruac.jpg

I'm not quite sure why Harpoons get to retain the TL for modification. They are the best missile, in my opinion, because they pretty easily deal "5" damage tanks to TL + GC + Harpoon's eventual effect. This is with ANY speed maneuver you want. Cruise Missiles require going Speed 4 for that same kind of output, which is very limiting.

The potential for "splash damage" is just gravy against Biggs lists or Khiraxz/Wookie Swarm lists.

They would be the best missile without the condition card. OP pos.

Just now, Estarriol said:

They would be the best missile without the condition card. OP pos.


It's also super complicated with like two paragraphs of text. Reflective of so much recent design: text heavy, complex, and OP compared to previously existing options which it obsoletes.

It's also a predominately Scum and somewhat Imperial card, since Rebels don't have any ship that can equip Deadeye + Harpoon Missile, other than Green Squadron A-Wings which are squishy and pay a 2pt tax for the missile (given Chardaan Refit). They also can't take EM for extra missiles like the Scurgg or Gamma Vet can.

1 minute ago, AllWingsStandyingBy said:


It's also super complicated with like two paragraphs of text. Reflective of so much recent design: text heavy, complex, and OP compared to previously existing options which it obsoletes.

It's also a predominately Scum and somewhat Imperial card, since Rebels don't have any ship that can equip Deadeye + Harpoon Missile, other than Green Squadron A-Wings which are squishy and pay a 2pt tax for the missile (given Chardaan Refit). They also can't take EM for extra missiles like the Scurgg or Gamma Vet can.

Except the Rebels get the Scrrrrrrrg.

Don't forget Airen Cracken and Lt. Blount!

Just now, BlodVargarna said:

Except the Rebels get the Scrrrrrrrg.

And Cracken. Discount the Rebel Harpoon alpha at your own peril.

1 minute ago, Incard said:

Don't forget Airen Cracken and Lt. Blount!

OMG You're right! Recommissioning Rebel Z95s in 3.... 2.... 1... :)

So if you fire off the poon, and wipe out a ship with the 4 atk die lets say, do they still take the harpooned condition? and still do AoE dmg to other ships at range 1?

2 minutes ago, gennataos said:

And Cracken. Discount the Rebel Harpoon alpha at your own peril.


Maybe I should be more scared, but with only 4 HP, 2 Agility, no defensive buff, and a single Harpoon (no EM) at PS6 and PS8-10 (pending Cracken's EPT) I'm not too worried. Even with like a Biggs/Lowhrick escort, after those two missiles which *might* kill one ship, those Zs are then doing nothing for the rest of the right against the rest your list. And I say this as someone who took 2nd Place at an 85 person regional with Cracken and Blount sporting missiles in the era pre-guidance chips, even, before alpha strikes were at all efficient.

Now, two Scurrgs with Deadeye and double Harpoons that can't be easily killed before they shoot off one or both Harpoons... they scare me like crazy and have been a real struggle on the tabletop to defeat. Especially since they are usually paired with a quality Scum Ace you don't want in the endgame.

1 minute ago, Raltus said:

So if you fire off the poon, and wipe out a ship with the 4 atk die lets say, do they still take the harpooned condition? and still do AoE dmg to other ships at range 1?

Yes, because Harpooned assigns when the ship is hit, and one of its trigger conditions is if the ship dies. So

(1) Ship is attacked
(2) Ship is hit
(3) Harpooned is Assigned
(4) Damage is dealt
(5) Ship is destroyed
(6) Harpooned triggers

I figured as much but best to ask

But what if the Z-95s were shooting at PS 12 because of Roark's HWK-290 and judicious use of Swarm Tactics? hmmm? Interested?

Here's a take on the Rebel PS 10 Harpoon Alpha (it's not PS12, but also has 1 fewer HWK in the list):

Rebel Alpha

Tycho & Cracken are PS 10, they take TL. Tycho uses Swarm Tactics to get the Green Squadron Pilot to PS 10, who in turn uses Swarm Tactics to get the Bandit to PS 10. The Bandit and the Green Squadron take a focus. Airen shoots and gives a free action to the Bandit for a target lock.

Rebel Alpha ( 99 )

Tycho Celchu — A-Wing 26
Veteran Instincts 1
Harpoon Missiles 4
Swarm Tactics 2
Guidance Chips 0
A-Wing Test Pilot 0
Ship Total: 33
Airen Cracken — Z-95 Headhunter 19
Veteran Instincts 1
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 24
Bandit Squadron Pilot — Z-95 Headhunter 12
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 16
Green Squadron Pilot — A-Wing 19
Deadeye 1
Harpoon Missiles 4
Swarm Tactics 2
Guidance Chips 0
A-Wing Test Pilot 0
Ship Total: 26
Edited by Incard
5 minutes ago, Incard said:

But what if the Z-95s were shooting at PS 12 because of Roark's HWK-290 and judicious use of Swarm Tactics? hmmm? Interested?

The problem with that, or any high PS Rebel A-Wing/Z-95 Missile strike, is that once the missiles are gone none of the ships are capable of outputting any damage (and they are all quite squishy). Even if you obliterate one of your opponent's ships with the missiles, the surivor(s) can very likely clean up your list pretty easily.

At least the Scurrg versions sport two missiles, and can bring bombs and their Attack 3 to the rest of the fight. They are also tanky with almost as much HP as a **** Falcon. Gamma vets don't fare much better, but they have a second missile and 2 more HP over Zs/As, at least. Scum and Imps also have great aces in the 25-30 range to pair with missile strikers, while most good Rebel aces or tanks cost 35+ points.

2 minutes ago, AllWingsStandyingBy said:

Maybe I should be more scared, but with only 4 HP, 2 Agility, no defensive buff, and a single Harpoon (no EM) at PS6 and PS8-10 (pending Cracken's EPT) I'm not too worried. Even with like a Biggs/Lowhrick escort, after those two missiles which *might* kill one ship, those Zs are then doing nothing for the rest of the right against the rest your list. And I say this as someone who took 2nd Place at an 85 person regional with Cracken and Blount sporting missiles in the era pre-guidance chips, even, before alpha strikes were at all efficient.

Now, two Scurrgs with Deadeye and double Harpoons that can't be easily killed before they shoot off one or both Harpoons... they scare me like crazy and have been a real struggle on the tabletop to defeat. Especially since they are usually paired with a quality Scum Ace you don't want in the endgame.

You've not been following the Rebel alpha threads, most haven't, can't fault you. It's real, though.

@AllWingsStandyingBy You're absolutely right of course. The only way it wins is if your opponent loses self control and the capacity for rational thought due to the intial salvo of missiles.

Edited by Incard
12 minutes ago, AllWingsStandyingBy said:

Yes, because Harpooned assigns when the ship is hit, and one of its trigger conditions is if the ship dies. So

(1) Ship is attacked
(2) Ship is hit
(3) Harpooned is Assigned
(4) Damage is dealt
(5) Ship is destroyed
(6) Harpooned triggers

This is wrong. Harpooned is applied after the attack is resolved so if the ship is destroyed it happens before that.

1 minute ago, gennataos said:

You've not been following the Rebel alpha threads, most haven't, can't fault you. It's real, though.

That is a thing of beauty, and certainly would work better with only one Z and an X and a Super Nym, as those ships can do something after the ordnance shot (Nym also gets two). I'm still skeptical A-Wings or more than one Z or some conjunction with Roarke could ever be reliable, though.

Just now, AllWingsStandyingBy said:

That is a thing of beauty, and certainly would work better with only one Z and an X and a Super Nym, as those ships can do something after the ordnance shot (Nym also gets two). I'm still skeptical A-Wings or more than one Z or some conjunction with Roarke could ever be reliable, though.

Agreed. I don't think an alpha can work for Rebels right now outside of a list very similar to @Stay On The Leader 's in the blog. They definitely don't have any low PS missile carriers which can reliably survive to deliver their ordnance.

5 minutes ago, Incard said:

@AllWingsStandyingBy You're absolutely right of course. The only way it wins is if your opponent loses self control and the capacity for rational thought due to the intial salvo of missiles.

As the great Bobby Fischer once said "I like to see 'em squirm"