Gunboat and Kimogila Unboxing

By Nhoj4, in X-Wing

1 hour ago, Kdubb said:

Surely I do not considering it’s one of the imperials best ships now.

If by "one of the best" you mean "the absolute and clear centerpiece that is Quickdraw" :P

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The largest dot in the middle is Quickdraw - and that's over combined US+Australian+Canadian Nationals...

2 hours ago, ficklegreendice said:

There are no "more powerful" ordnance than HLCs, unless you get lucky with Harpooned! but even then the reduced action economy will average out lower damage

What do you mean by "more powerful"? It can't be damage because Harpoons get guidance chips and an additional damage from the condition, giving it 0.45+1 additional expected hits (comparing TL+GC Harpoon with Focus HLC) - and that +1 can splash, too! Even without GC you have the same direct damage, plus the chance of crits, plus the condition+splash.

Don't get me wrong, I think that HLC is the better choice for the gunboat. But not because it's more powerful than Harpoons if two shots are compared.

2 hours ago, ficklegreendice said:

The TL restriction of the OS-1 title makes it a lot more limited, both in utility and damage, than it initially seems.

I don't understand that point. You are only going to perform torpedo/missile attacks on ships that you have locked, anyway, unless you have Prockets which make no sense on a Gunboat, right? Because there's no way to take Unguided+Harpoons, and Tracers are also questionable.

Well, the Silencer is probably the fault of the typical pre-release problems, like the Striker. They did talk about it sooner than some other ships but who knows when FFG was working on the Silencer? They can't release it super before the movie anyway. There's also the question of if people would actually use it to missile, given its high cost. People don't do that a lot on Defenders, as far as I know. I mean, I get you're still mad it lacks a feature it "should" have, but hey, look on the bright side. Your TIE/AGs got missiles and shields, that's something FFG didn't give them before (In AoR).

I don't think there's any excuse to the Punisher, everybody knows it's a poorly designed ship. Like you say, the K has turret coverage and the Punisher... doesn't. If I had to guess, I'd say the idea was that it's loaded up with munitions so it can't go very fast, but boost is supposed to help you push some distance or something? Like, I just have so many questions about the ship. They did it much better in AoR. A good pilot can eat -2 handling and it has twice the hull of a normal TIE, is still the same speed as most normal fighters and has a frightening amount of torpedoes and bombs.

15 minutes ago, RufusDaMan said:

Why does this ship have a better dial than the TIE bomber?

Here I think you're just nuts and trying to be upset. The Kimo having a "better" dial than the TIE Bomber is VERY debatable. The only thing the M12-L has on the bomber is the red 1 turns, and the Bomber has a 4↑, and has a 5K over a 4K. For one point they can both add 4 green maneuvers. And that's without getting into, y'know, the Scimitar being 16 and the Cartel Brute 22.

22 minutes ago, RufusDaMan said:

The Jumpmaster has features that the original ship didn't have (only the Punishing one)

Because before the lesser features trick made a bad generic (ORS). Sadly, the reverse makes... too good a generic. A lesson for the future.

18 minutes ago, RufusDaMan said:

Is the gunboat dial 4 times better?

I don't want to do the math, and I don't know if you can actually quantify dials in such a way, but adding another set of turns in there does actually really multiply your maximum number of maneuver combinations.

27 minutes ago, RufusDaMan said:

Why does this ship have a better dial than the TIE bomber?

It doesn't?

The Bomber lacks the 1 turn, but gains the 4 straight and the 5k is more useful than the 4.

It's a wash, at best.

And it's the same speed as the Punisher, but without Boost.

2 minutes ago, UnitOmega said:

Here I think you're just nuts and trying to be upset. The Kimo having a "better" dial than the TIE Bomber is VERY debatable. The only thing the M12-L has on the bomber is the red 1 turns, and the Bomber has a 4↑, and has a 5K over a 4K. For one point they can both add 4 green maneuvers. And that's without getting into, y'know, the Scimitar being 16 and the Cartel Brute 22.

I don't want to do the math, and I don't know if you can actually quantify dials in such a way, but adding another set of turns in there does actually really multiply your maximum number of maneuver combinations.

Let's not pretend that adding more banks is the same as adding a set of banks, straights and turns. The astromech option is so much better. Green turns are awesome.

Let's examine what do the Kimos get for those 6 points.

+1 attack, +2 shields, a reload action, two slots that can help the ship's shortcomings, and a slightly better dial. (the option for a 1 turn is very useful in some situations). Oh, I forgot the Bullseye firing arc.

Now, what do they lose. 1 agility, 1 missile slot, 1 torpedo slot, 1 bomb slot.

The -1 agility hurts, not gonna lie, but it is a bit beefier ship.

-1 missile slot is kinda irrelevant, it has reload, and a torpedo to get extra munitions. It looses the ability to use unguided rockets, but it has a 3 dice attack, so that's that.

-1 extra torpedo slot doesn't worth anything. Torps are garbage, and the Kimo can take EM. There is no reason to take an additional torpedo ever.

-1 bomb. Imperial bombs are the weakest, without Sabine or Cad bane, and 1 bomb isn't going to change anything. There is a reason why you don't see imperial bombing lists.

The bomber also only has 1 slot that is not dedicated to ordnance, so the several shortcomings it has has to be fixed there. Yeah, the ship can add 4 more greens for 1 point, but that means it's never getting LWF, GC or LRS.

And you know... you don't have to bring the Kimo as an ordnance ship. You can totally build a jouster from it without relying on targetlocks and missiles or reload. You just shoot. That you can't do with the bomber.

Do you think all of these benefits are worth about 6 points?

**

The gunboat.

It might give a large number of additional moves, but the K-wing proportionately covers a larger area. a 360 arc is still better than a hypothetical dial of all green moves, with every maneuver, because even with a crazy dial like that you can be dodged. That is not the case with turrets. If you are in range, and the K-wing can attack otherwise, it will be able to shoot.

1 hour ago, GreenDragoon said:

If by "one of the best" you mean "the absolute and clear centerpiece that is Quickdraw" :P

Let’s not act like outside of some corner cases, ships are largely represented by one specific pilot. :P

I agree, Jam seems to not be worth giving up an entire attack just for 1 token. Jam made more sense as an action. Will probably only see play on TIE/Ds.