Fear the Reaper?

By Ronu, in X-Wing

2 minutes ago, thespaceinvader said:

But would you take a Kimogila with no red mods purely to jam things as an action?

I don't think I would.

no, you'd take a cheaper lambda with some important crew to jam things as an action when it inevitably doesn't get to shoot, making it doubly useful as a support craft

I sorta doubt the Ailereons will see much of any play if it's just opening up the dial because then the Reaper is just a "B-wing" (but the title has more text so...)

Edited by ficklegreendice
56 minutes ago, Magnus Grendel said:

Agreed. You can't win the game in list building (regardless of what some of the more.....vocal?...members of the community seem to believe) but you can lose it. Some ships are flatly not as good for points as other, similar ships, and whilst I'm the first to advocate 'fly what you love' you have to accept that this may be less effective than someone else's tweaked list of ships and pilots you've never heard of.

that said, if we get a shuttle that's actually responsive (ailerons) that actually makes you care about arcs of fire, even if playing against someone with a turret (death troopers) but needs to use that manoeuvrability a la generic strikers - as part of a planned, low-to-medium PS dialled in move rather than a PS-11-advanced-sensors-who-cares-what-I-dialed-in reaction, then you actually create a ship where the player's decision making really matters. And that's a good thing.

Its super exciting to have another ship thats from the same "design family" as the Tie Striker! For me it is the absolute best designed ship in the entire game besides maybe Snap Wexley's T-70 or Jake Farrell. Its basically perfect.

Red moves matter. Advanced Sensors applies only to boost and is a built in mechanic. One wrong move and you blow up. At higher PS you have a # of options to think through on every turn. At lower PS you have lots of options for maintaining arc with multiple ships and can dial in blocks better than basically any other small base ship. Its lightening fast. Has no native Red Dice modification so you don't just get to ignore variance unless you add pts to do it. It can bring the pain at Range 1 for sure. And now we get Krennic to help one of them out against the bane of their existence...4X TLT shots in a round.

swx_tiestriker_w2.png

The reaper should hopefully be a ship that "feels" similar. Serves a roll in any list you put it in. Represents a threat you can't ignore, dies when you shoot at it, and hopefully places the burden of execution on the player using it.

Just completely stoked that this is the direction FFG is taking Imperials with the next release. I hope its a sign of things to come.

5 hours ago, UberMunchkin said:

I'm finding it hard to get excited about another Imperial Shuttle, we already have the Lambda, Upsilon and TIE Shuttle. A 4th Shuttle just doesn't seem like anything interesting to me. I'm happy to be proved wrong and think some of the upgrades in the box look really awesome so I'll but it just for that, but really I would have liked to have something other than another shuttle.

It's so true. The Imperials could really use another TIE fighter variant. We only have 15 different TIE fighters to chose from at this point.

Edited by Darth Meanie
1 hour ago, Vineheart01 said:

Systems Officer would have been amazing if it either worked on the ship it was on or was R1-2.
Its incredibly difficult to get a non-crew carrier imp ship in R1 of a crew carrying imp ship after a green move AND be R1-3 of an enemy until the fighting already started, which usually means the shuttle is hurt already too.

One of the first things i tried was Stridan with it for R1-3, but that thing's greens dont like that mentality lol.

If it could select the ship it was on, it'd be a K4 security droid but better, for a point less.

Range 1-2 wouldn't have killed it, though, and Stridan would still have been worth it (because he'd make it work at range 3.

2 hours ago, Boom Owl said:

I was thinking the exact opposite. Glad to get a ship with only 3 upgrade slots. Makes the game so much more fun when a ship has to depend on more than just the card combos it can carry.

Can't......like.....multiple......times.....

Whilst it's not my place to tell people how to build their squads, I really, really don't like the 1-2 ship 'combo!' 'Combo!' 'COMBO!' approach compared to a larger squad with actual formation flying. Both are tactical challenges in their own way, but I find the latter more fun.

18 minutes ago, ficklegreendice said:

it should be fine, provided it's cheap

if it's cheap, it'll have a **** dial

I'm with @clanofwolves and @Stay On The Leader - I'd far rather keep paying lambda money and 'trade' my systems, cannon and 2 hit points for the ability to actually move in a direction of my choosing than be cheap.

18 minutes ago, ficklegreendice said:

if you add the Ailerons, it'll probably up the cost somewhere around the Kimoglia range and will probably be slightly worse (no K-turn, calling it)

I'd be surprised if it doesn't have either a stop or a 'turn around' move, but I doubt it'd have both. I'd be happy with a single K-turn because if Advanced Ailerons does the same as Adaptive Ailerons, you don't really 'need' segnors and talon rolls to have flexibility in turning around (the TIE striker's red dial is insanely good)

As a momentary thought:

If it does have a 'stop', which is not 'out of family' considering the U-wing, Lamda and Upsilon - essentially all the 'assault landers' - all do, then that makes it likely that @Sciencius is right and the Advanced Ailerons changes Adaptive Ailerons' 'must' to 'may' - because it would make little sense to reveal a 'stop' and be forced to fly straight ahead regardless....

10 minutes ago, Boom Owl said:

Its super exciting to have another ship thats from the same "design family" as the Tie Striker! For me it is the absolute best designed ship in the entire game besides maybe Snap Wexley's T-70 or Jake Farrell. Its basically perfect.

Red moves matter. Advanced Sensors applies only to boost and is a built in mechanic. One wrong move and you blow up. At higher PS you have a # of options to think through on every turn. At lower PS you have lots of options for maintaining arc with multiple ships and can dial in blocks better than basically any other small base ship. Its lightening fast. Has no native Red Dice modification so you don't just get to ignore variance unless you add pts to do it. It can bring the pain at Range 1 for sure. And now we get Krennic to help one of them out against the bane of their existence...4X TLT shots in a round.

swx_tiestriker_w2.png

The reaper should hopefully be a ship that "feels" similar. Serves a roll in any list you put it in. Represents a threat you can't ignore, dies when you shoot at it, and hopefully places the burden of execution on the player using it.

Just completely stoked that this is the direction FFG is taking Imperials with the next release. I hope its a sign of things to come.

Agreed. I love the TIE striker so darn much, and being able to field a squad of them backed up by the striker-that-ate-all-the-pies is the first thing in a couple of waves that's made me go 'waaaaaaaant soooo much'.

Provided (a) it's a credible threat as a dogfighter if you don't load it out with expensive crew, and (b) it's not breaking the bank as a 'let's not get involved' support ship the way a decimator or upsilon forces you to build the entire squad around it, you can fit one in just about any squad, serving just about any role. That's amazing potential if it gets delivered on.

(also - predator rather than expertise! in practice, this is much better - you can focus & reroll if you get an uninterrupted attack run, and you can get rerolls even when looping or turning. Plus, at 25 points you get 4. Of course, that's FFG's articles for you....)

Edited by Magnus Grendel

Honestly, I think it ought to be costed at 20 or less. For 22 points, getting a B Wing chassis with LWF is solid at this point in the game - and consider that the Gunboat is only 1hp less and 1 AGI more, and weighs in at 18.18 or 19 points please FFG

I'm having a hard time not being stoked about this ship.

1.) It's a hearty small base ship that looks like it has a reasonable price point. The Empire lacks that right now.

2.) It's a modestly priced crew carrier that looks like it can contribute in its own right.

3.) It's a PS1 ship that can won't fold to a stiff breeze and has enough offense to be interesting. It also looks like it has some options that make it a good blocker. This is awfully handy vs Wookies.

4.) Jam action might end up being pretty solid.

It seems like the kind of ship that has a lot of interesting strengths while probably not being overwhelming in any one area, and it fills niches the Empire doesn't currently have, all while adding undetermined extra utility.

Part if me even wonders whether a pair of these and an ace will make an interesting "100 point X" style list, with the Reapers providing blocking, jamming, and other support to neuter key enemy ships while the ace (X) works toward the end game. Throwing two jam tokens out on a key ship during an initial engagement can really slow down the damage race.

7 minutes ago, Biophysical said:

Part if me even wonders whether a pair of these and an ace will make an interesting "100 point X" style list, with the Reapers providing blocking, jamming, and other support to neuter key enemy ships while the ace (X) works toward the end game. Throwing two jam tokens out on a key ship during an initial engagement can really slow down the damage race.

Dilly Dilly!

I think that is definitely going to be something to try.

Palp on one with Krennic/Kylo Crew on the other? Your choice of Ace.

Its like the most wholesome version of RAC/Lo imaginable.

Edited by Boom Owl
Just now, Boom Owl said:

Dilly Dilly!

I think that is definitely going to be something to try.

Palp on one with Krennic/Kylo Crew on the other? Your choice of Ace.

Its like the most wholesome version of RAC/Lo imaginable.

With Vader as ace, you've probably got the points, and the crit generation. Krennic sort of doubles up with Kylo as well, Kylo does damage under shields, so it leaves more shields intact for Optimized Prototype to kill for free.

6 minutes ago, Biophysical said:

With Vader as ace, you've probably got the points, and the crit generation. Krennic sort of doubles up with Kylo as well, Kylo does damage under shields, so it leaves more shields intact for Optimized Prototype to kill for free.

Right and if you want something besides Vader or Inqusitor just put the Optimized Prototype on the Palp Reaper.

Darth Vader — TIE Advanced 29
Veteran Instincts 1
Cruise Missiles 3
Advanced Targeting Computer 1
Engine Upgrade 4
TIE/x1 0
Ship Total: 38
Unspoiled PS1 TIE Reaper Pilot — TIE Reaper 20
Emperor Palpatine 8
Lightweight Frame 2
Ship Total: 30
Unspoiled PS1 TIE Reaper Pilot — TIE Reaper 20
Director Krennic 5
Kylo Ren 3
Lightweight Frame 2
Ship Total: 30
Edited by Boom Owl

I do think there might well be a list there.

Heck, 3 or 4 Reapers could be vicious just because of all the Jams. A lot will depend on how good standard-play Jam is too. If it's range 3, amazing. If it's range 1, less good...

When exactly is "when performing a primary weapon attack"?

I think it's immediately after rolling dice, but I have no clue why I think so. What is the precedent?

It's during Attacker Modifies Attack Dice, per the rulebook for the BSF.

Specifically, the Spend Results keyword is timed to then.

Man they need to update the core rulebook.

5 minutes ago, Boom Owl said:

Right and if you want something besides Vader or Inqusitor just put the Optimized Prototype on the Palp Reaper.

So much depends on the dial and the title now! Man, I am so happy that they did not give it a PWT or a turret slot.

I'm already looking forward to the thread complaining about how a quad TIE Reapers squad has broken X-Wing. I hope it's as good as the quad U-Wing one.

2 minutes ago, Stay On The Leader said:

I'm already looking forward to the thread complaining about how a quad TIE Reapers squad has broken X-Wing. I hope it's as good as the quad U-Wing one.

I have my response ready :)

"_____!!"

"_____ is to good for this sinful world"

"_____gets a bad wrap because people are bad at xwing"

"It is a gift to all people who love playing xwing"

"Everyone is so bad at this game they cant dodge the arc of _____"

"if you lose to _____ its probably your fault...its straight up learn to play xwing"

"Its not the _____"

"its 100% you"

"unirronically git gud"

"i will fight everyone of you"

"what was the casual player playing when he was complaining about _____? Was it a turret regen list?"

"my dice were so bad"

"we dont want to be mean here but git gud"

"the idea of going to tournaments makes me sad"

I lack imagination because I don‘t think a primary arc only 3/1/6/2 with only crew and ept slots can ever be broken. Ever.

Two Harpoons and it‘s as good as dead (-> joke is on me when a start of combat phase timed Jam action requires me to remove tokens)

Dash will remove it in 3 turns alone while dancing around it.

The Ghost can almost destroy it in a single turn!

And so on. And the slots mean that it will be great as support ship (ironic, wasn‘t that the Rebel shtick?), but it will never be problematic by itself. It has no selflessness, no Biggs, no reinforce, no TLT, no bombs.

It looks like a really well made ship.

Jam is about the only thing it has outside its crew potentials that'd be annoying. 3die attacks w/o mods can do damage, but generally not much.
The Jam token itself is pretty strong, its the beam/missile that sucked balls. Unless the reaper needs its evade, jamming someone could really piss them off. Its actually the main reason i want this thing (the ship it self that is, i want the cards for other reasons). The amount of times i wish i could take a TL off or kick Poe's focus square in the balls has been mindnumbing.

Imps have no token removals, closest we got is Jax which simply prevents them being spent/actioned. Now we do.

4 minutes ago, GreenDragoon said:

I lack imagination because I don‘t think a primary arc only 3/1/6/2 with only crew and ept slots can ever be broken. Ever.

palp was considered broken before his errata, so really anything can happen

given the current state of the game, however, I'm inclined to agree with you. Still, it seems very decent

now with the "Reaper" broken threads, using the U-wing threads as an example, would be a case of overreacting to a ship rather than it actually being broken :P these threads have occurred and are funny in hindsight given how the U-wing is currently viewed

7 minutes ago, GreenDragoon said:

I lack imagination because I don‘t think a primary arc only 3/1/6/2 with only crew and ept slots can ever be broken. Ever.

It looks like a really well made ship.

Yeah, just what the doctor ordered in this TLT, Regen, Reinforce, HP stack meta: the TIE REAPER, another well balanced Imperial ship.

5 minutes ago, Vineheart01 said:

The Jam token itself is pretty strong,

Yep, that should make the ship good enough. I'm curious to see the other pilot abilities. Maybe the second highest PS will deal two Jam tokens?

4 minutes ago, ficklegreendice said:

palp was considered broken before his errata, so really anything can happen

given the current state of the game, however, I'm inclined to agree with you. Still, it seems very decent

Yes, I think it's decent, but not broken. That's perfect and adds a nice building block to the imperial roster. QD and Vader are the individual topshots, RAC is close by, and Gunboats still ride the hype wave. I really like this ship and what it adds.

4 minutes ago, clanofwolves said:

Yeah, just what the doctor ordered in this TLT, Regen, Reinforce, HP stack meta: the TIE REAPER, another well balanced Imperial ship.

It is finally a good support ship besides the space cow. RAC was too expensive at 60+ points, and the space cow is nearly unflyable. But this shout be a nice addition. And it even has a useful action! It will help to take down the TLTs, Regen, Reinforce and high HPs. So yes, definitely something I want!

6 hours ago, Magnus Grendel said:

On the other hand, Systems Officer at the moment only tends to see use on Stridan, and they are offering two copies in the pack; suggesting they think it'll be good, so maybe.

R3

23 minutes ago, GreenDragoon said:

The Ghost can almost destroy it in a single turn!

5+3 Dice are 8 damage (Primary + Sync), all of that could be critical, 2 major explosions into direct hits, 5 normal direct hits. Theoretical that's 16 damage. :D Now other ghosts and decimators are only save because of their shields. :D

morecowbell.jpg

1 hour ago, thespaceinvader said:

I do think there might well be a list there.

Heck, 3 or 4 Reapers could be vicious just because of all the Jams. A lot will depend on how good standard-play Jam is too. If it's range 3, amazing. If it's range 1, less good...

Thats what I was thinking. Range 1? Occasionally useful. Range 3? Multiple Reapers could be brutal.

in regards to the multi-reaper idea, notice they give us 2 more system officers?

1 officer as ive mentioned before is kinda...meh...but one thing ive never tried due to simply not having the ships to bother (multiple tie shuttles...wat) is multiple system officers.

What about 2 reapers + ace, where both reapers have a system officer, one has Krennic, other has .. something else lol. Heck that might even be a viable build for Hux on the other reaper, depending on points. Make Vessery the ace so he doesnt even need to get the targetlocks, and the OP condition makes him even nuttier.