Age of Turret Wing....what's a poor fighter pilot to do?

By clanofwolves, in X-Wing

When she arrived in her crayola crayon colors and bubble windows with the Jumpmaster, Inquisitor and the Scum B-Wing; and she didn't seem scary at all. Even with Biggs, tough, but OK....we can take her down with the Aces of the Empire; really tough with the Aces of the Rebellion, but not impossible; Aces of the Scum faction, still tough but not that bad especially now with Guri's title and wicked rolls.

Now? Holy Cow, I feel I need to go to the Top Gun school....I'm not able to get over her with any regularity at all. PS11 coordinate, a stack of tokens, and multiple TLTs are brutal; I get to Fenn and kill him, but my losses are too great on my Aces to take the Ghost with the exception of times that my dice just break out hot.

I want to play X-Wing..... you know, the game that is akin to the lovely core set, fighters vs. fighters. How?

H2P5IlS.jpg

Man, she didn't seem scary.....

This is my dream: this is my nightmare.

Ghost’s always been just under the curve of ‘too good’, now it’s just over.

Im just hoping to dodge the match up!

this game needs fluid squad point costs that change with new releases. too crazy right now

i just find it comical that a 4die primary ship is considered deadly because of its turret...not its 4die attack...

I find TimeWalk Vintress scarier/harder. One round of no damage is crucial, but two!! Ouch. ...And she can deal out stress as well... and she is fast with 2 green dice.

Fly 5 Cartel Marauders. That ghost dies in 2 rounds, 3 if you roll poorly.

Just try not to get paired with Rasta flying his Poe & Dash...

47 minutes ago, Vineheart01 said:

i just find it comical that a 4die primary ship is considered deadly because of its turret...not its 4die attack...

You think that's bad? What about a zero agility ship routinely shrugging off 3 dice attacks?

1 minute ago, FTS Gecko said:

You think that's bad? What about a zero agility ship routinely shrugging off 3 dice attacks?

More enabled by easily the most ****** support ship ever introduced in the game.

"Lets give them a ship with coordinate at PS9 with only 20pts base. While were at it, give him an ability to negate token use."
Theres a reason everyone says the Coordinate on the Sheathipede is actually good, and its not the PS - its the cost combined with the passive freaking effect that is super powerful - stupid thing literally just has to exist to be an impact on the game.

43 minutes ago, Ccwebb said:

I find TimeWalk Vintress scarier/harder. One round of no damage is crucial, but two!! Ouch. ...And she can deal out stress as well... and she is fast with 2 green dice.

Treadmill Assaj is worse, try 4 turns of no damage!

6 minutes ago, Vineheart01 said:

More enabled by easily the most ****** support ship ever introduced in the game.

"Lets give them a ship with coordinate at PS9 with only 20pts base. While were at it, give him an ability to negate token use."
Theres a reason everyone says the Coordinate on the Sheathipede is actually good, and its not the PS - its the cost combined with the passive freaking effect that is super powerful - stupid thing literally just has to exist to be an impact on the game.

Don't forget Stressbot. Just for giggles.

Image result for turret gif

Answer:

Don't be poor, be great.

Edited by Jadotch
1 hour ago, Quadjumper King said:

Treadmill Assaj is worse, try 4 turns of no damage!

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This post is brought to you courtesy of 2016.

22 minutes ago, Slugrage said:

This post is brought to you courtesy of 2016.

What happened in 2016?

Turrets have been a problem for ages and FFG has done little to correct them. I wouldn't hold your breath that the Ghost/TLT will get a nerf.

Edited by CRCL

What's also sad is they gave both dengar and rey AMAZING abilities...if they have a ship in arc.

BUUUUUTTTTT...then they had to go and give them both white S-Loops (dengar naturally, rey with new mf title and kanan crew) to make it super easy to keep ships in arc and still get an action as well.

Edited by markcsoul
2 hours ago, markcsoul said:

What's also sad is they gave both dengar and rey AMAZING abilities...if they have a ship in arc.

BUUUUUTTTTT...then they had to go and give them both white S-Loops (dengar naturally, rey with new mf title and kanan crew) to make it super easy to keep ships in arc and still get an action as well.

It’s actually worse that that when you think about. Forget about the white sloop for a second. Dengar and Rey are turrets. They always get to shoot at stuff in range. But if they are in arc, they get super abilities.

Let that sink in. What arc ship gets a super ability when they have stuff in arc?

So not only are the turrets that can shoot where they like, they get in arc abilities that most arc ships can only dream of.

And they get white sloops.

You go post on this thread

:rolleyes:

If you think around the problem rather than auto jump on "DEAR GOD!!! WHY HAS FFG DONE THIS!!!! WE ALL GONNA DIE"

There is counters you just have to think about it and practice. TLT Ghost has a R1 bubble, not as good as Dash's, but it's there exploit the donut.

You know what co-ordinate doesn't like? Stress. As for the Ghost Why not take double Ion Cannon, and Bobba, take off that TLT or Title, and Ion it off the board?

#ThinkDon'tMoan

Edited by the1hodgy
10 hours ago, Vineheart01 said:

More enabled by easily the most ****** support ship ever introduced in the game.

"Lets give them a ship with coordinate at PS9 with only 20pts base. While were at it, give him an ability to negate token use."
Theres a reason everyone says the Coordinate on the Sheathipede is actually good, and its not the PS - its the cost combined with the passive freaking effect that is super powerful - stupid thing literally just has to exist to be an impact on the game.

Agreed. Fenn's ability is incredibly powerful - not far short of Dark Curse, but for 4 points you're essentially buying the ability to transfer both your action and the ability from a cruddy little ~20 point 2-dice runabout to another ship of your choice. Under those circumstances, why would you not choose the 50-70 point battleship? It's why I've always been hesitant about cheap 'buff' ships - the first OMFGBORKEN ship in the game was Howlrunner, for example.

10 hours ago, Gilarius said:

Fly 5 Cartel Marauders. That ghost dies in 2 rounds, 3 if you roll poorly.

Just try not to get paired with Rasta flying his Poe & Dash...

I haven't had a chance to face it with strikers yet, but I'm hoping they can make a mess. I'm worried that it'll not be as easy as it sounds in practice - because there's pretty good odds I'll lose a striker a turn, and that pool of firepower dries up fast.

I'm trying to decide if I need to focus up and strafe the ghost, or evade up to try and preserve my ships whilst I get past the ghost and hunt down fenn.

If I can kill the ghost, the match is basically over - yes, all right, I'll need to take out Fenn and Zeb, but Zeb is a striker with no lightweight frame, no ailerons, and the same PS as my generic ships so theoretically I should stand a good chance against him even if left one-on-one, but killing the ghost is easier said than done - especially if we're talking Kanan/Recon Specialist/Sensor Jammer/Fenn/Hotshot Copilot, dropping two of my ships to 2-dice attacks, and stopping 2 of them using tokens against the sensor jammer, and tanking the first hit on an evade token, every round.

If I can catch fenn first before facing the VCX, the irritating little squit is dead meat - 5 hits, no evade action and no repositioning action means 3-4 strikers can chop him into dogmeat in a single shooting phase, but it's a question of how many strikers I'll lose to the ghost whilst doing it - and if I'll still have enough left to beat the ghost once I've done so.

1 hour ago, DodgingArcs said:

It’s actually worse that that when you think about. Forget about the white sloop for a second. Dengar and Rey are turrets. They always get to shoot at stuff in range. But if they are in arc, they get super abilities.

Let that sink in. What arc ship gets a super ability when they have stuff in arc?

So not only are the turrets that can shoot where they like, they get in arc abilities that most arc ships can only dream of.

And they get white sloops.

Well, actually, the ML-12 Kimogila.

It has an arc, but gets bonuses - especially the named pilots and the Enforcer - when it has you super-duper-extra-in-arc. Which, satisfyingly, is much, much easier to achieve against large based ships of the kind normally found with turrets. Dalan Oberos with R4-B11 is terrifying; if you're boresighted, you cannot spend defensive tokens and you'll have to reroll any evade you roll naturally into the bargain.

Or, arguably, anything with missile or torpedo upgrades. I'm not a fan of this argument, because I'm not massively happy that the game seems to be going down the road of either ( a ) have a turret and bugger your arc of fire or ( b ) have ordnance and use your arc of fire or ( c ) have neither and pretty much sit on a shelf, but there is an argument that ordnance racks are 'a special ability limited to your arc of fire'.

Rey, I don't mind. Even Rey/Finn I don't mind - because she's got a 4-dice-rerolled railgun o'doom within her arc (comparable to a Fire Control Ghost) and a 3-dice turret with no modifiers except her normal one action outside it. The latter is good, but it's not 50 points good, and as such you've got a ship which has a turret but is encouraged (positively) to fly as if it hadn't. I've played against it on many occasions and it's both beatable and an enjoyable matchup.

The new millennium falcon title is similarly okay. It's essentially adding a Segnors' loop to the dial as an option, which is fair enough because most new ships have a choice of end-around moves but the falcon (being an early wave ship) didn't. Plus you're buying it at a cost of not being able to buy the evade action, and it costs you points.

What I do mind is specifically Kanan Jarrus. I had serious issues with that bloody card before Heroes came out - because you're essentially turning every white manoeuvre on your dial green, and you can 'loan' the ability out to a friend if you don't need it yourself. As someone used to spending forever trying to pen Push The Limit Dash Rendar into a box, anywhere, anyhow, this was just insane.

Edited by Magnus Grendel

@Magnus Grendel the Falcon has a k-turn, but generally I agree it’s not too bad. Rey’s ability being a point less than Han’s when it’s better is annoying, but hardly gamebreaking.

57 minutes ago, Estarriol said:

@Magnus Grendel the Falcon has a k-turn, but generally I agree it’s not too bad. Rey’s ability being a point less than Han’s when it’s better is annoying, but hardly gamebreaking.

Sorry; not being clear - by 'a choice of' I meant a K-turn and a segnor, or a K-turn and a talon roll, or a choice of K-turns which aren't at adjacent speeds where one ship can readily block both.

3 hours ago, Magnus Grendel said:

What I do mind is specifically Kanan Jarrus. I had serious issues with that bloody card before Heroes came out - because you're essentially turning every white manoeuvre on your dial green, and you can 'loan' the ability out to a friend if you don't need it yourself. As someone used to spending forever trying to pen Push The Limit Dash Rendar into a box, anywhere, anyhow, this was just insane.

I agree.

Kanan has been dumb since his release. He should have been 1-2pts and only worked on another friendly ship at R1-2 (you know, you should actually have to work a bit for the benefit). Kanan + Dash is (somewhat) hobbled by dash being PS7, but he's pretty much the reason I don't run swarms anymore. Dash is fairly common in our meta, and that matchup is so one-sided it's just not fun to play. I can fly well, and my opponent flys poorly, and he still wins 75% of the time.

Edited by CRCL
2 hours ago, CRCL said:

I agree.

Kanan has been dumb since his release. He should have been 1-2pts and only worked on another friendly ship at R1-2 (you know, you should actually have to work a bit for the benefit). Kanan + Dash is (somewhat) hobbled by dash being PS7, but he's pretty much the reason I don't run swarms anymore. Dash is fairly common in our meta, and that matchup is so one-sided it's just not fun to play. I can fly well, and my opponent flys poorly, and he still wins 75% of the time.

I'm not sure what he should have been, but yeah. As described, that's a lot like Cassian Andor's pilot ability - and I've played Rey & Cassian, and it's interesting, but not ridiculous.

I supposed you could argue that Rey rarely needs to loop more than three times in a game, so if you just consider kanan to be a three-high stack of Adrenaline Rush cards it's okay, but it's not; because every turn that Rey's not using it, someone else can be.

But ultimately, even with Kanan I don't mind too much. I'd far rather have a 'turreted' ship like dengar or rey (where you're still encouraged to point yourself at the enemy) than Chiraneau or Dash. And, as noted, there's something deeply disturbing about the fact that we're essentially gathering on the internet to complain about the optional turret on a 4-dice primary large ship.

15 hours ago, FTS Gecko said:

You think that's bad? What about a zero agility ship routinely shrugging off 3 dice attacks?

Indeed. Worse is the fact that it tends not to shrug off the attacks entirely (so you don't even get compensation in the form of gunner, or operations specialist) but that you abrade the darn thing so slowly that it's killing you faster than you're hurting it.

Don't get me wrong; large ships dodging damage is one thing. An IG-88 or a Lancer on drugs should be able to dodge most of, or all of, incoming fire. But agility 0 targets tanking that much fire feels weird.