Strikers and new turrets

By Commander Kaine, in X-Wing

The age of TIE Strikers is upon us!

Strikers (and reapers) are uniquely well suited for avoiding mobile firing arcs. If they chase a ship, their ailerons are able to change their position from the rear quadrant to either of the side quadrants, or even stay where they are in most cases.

Sadly, their aces are low Initiative, but generic turrets will not be able to hit strikers at all... That is huge.

Actually, all positioning, even a simple barrel roll, becomes super important.

Maybe... maybe everything I ever complained about is... fixed?

We can only hope

Polish Luke gunner spoiler threatens to defeat the purpose of 2.0

If he's as pants sh*ttingly brain addled as spoiled, kiss the importance of positioning goodbye

TIE Strikers are getting bombs.. that is all for me.

3 minutes ago, ficklegreendice said:

We can only hope

Polish Luke gunner spoiler threatens to defeat the purpose of 2.0

If he's as pants sh*ttingly brain addled as spoiled, kiss the importance of positioning goodbye

Because you can put •Luke on every ship...

Just now, That Blasted Samophlange said:

Because you can put •Luke on every ship...

I'm fairly sure that even with a Luke Gunner, 5 strikers tear a new butt on the Falcon.

Just now, That Blasted Samophlange said:

Because you can put •Luke on every ship...

And?

You only need 1 fat turret in a list

You could only ever fit one

"Oh this horrible mechanic is fine, you can only put one in a list!"

FGD could be right, Gunner Luke might be too good. They still can make him so absurdly costly that he's no longer an overpowering threat. Or they could even remove the Gunner slot from any ship he's best used abusively aboard.

Edited by NervousSam
17 minutes ago, ficklegreendice said:

We can only hope

Polish Luke gunner spoiler threatens to defeat the purpose of 2.0

If he's as pants sh*ttingly brain addled as spoiled, kiss the importance of positioning goodbye

Well there is a negative to the Luke Gunner from what I remember. You do have to use his Force Token to rotate the turret. Meaning you lose the ability to use it on offense or defense. Also we dont know the points, he may cost 10 points, which would be in line with the doubling of points in 2.0 X-Wing.

That's not a negative

He's an action independent precombat rotate that takes all skill out of the 2.0 mobile arc mechanics, transforming it back into the pwt we were trying to get away from and leaving your action open to boost

Same **** all over again. Doesn't matter if it's not as loaded with action independent mods, it's still a repeat of the same **** mistake they should have already learned from

Hit it from multiple side. Swarm it. There are ways to defeat Luke.

10 minutes ago, ficklegreendice said:

And?

You only need 1 fat turret in a list

You could only ever fit one

"Oh this horrible mechanic is fine, you can only put one in a list!"

My guess is that fat turret will be north of 140 2.0 points. Han with •MF, some Talent, Gunner slot Luke and Engine Upgrade seems to be more above the 2.0 power curve than Phat Han ever was in 1.0. Hopefully, there aren’t any other powerful ships that will fit in a list with him (Jan Ors comes to mind >.<). It is certainly the pinnacle of easy mode from all that we know so far of 2.0. I suspect he will be the meta defining ship soon after release.

6 minutes ago, ficklegreendice said:

That's not a negative

He's an action independent precombat rotate that takes all skill out of the 2.0 mobile arc mechanics, transforming it back into the pwt we were trying to get away from and leaving your action open to boost

Same **** all over again. Doesn't matter if it's not as loaded with action independent mods, it's still a repeat of the same **** mistake they should have already learned from

I understand your frustration because he defeats the purpose of the new mechanic, but with swarms and mini swarms more relevant in the new system, I think the natural predator is there to keep it in line. If you can block him, choosing to rotate arc means you don’t have mods, for defense or offense, making him burn down fast, there is no c3po or lone wolf.

So like I said, it probably shouldn’t exist, but as far as I can see a swarm should rip a falcon or 2400 apart

but i guess it’s all still speculation at the moment

7 minutes ago, ficklegreendice said:

He's an action independent precombat rotate that takes all skill out of the 2.0 mobile arc mechanics, transforming it back into the pwt we were trying to get away from and leaving your action open to boost

Same **** all over again. Doesn't matter if it's not as loaded with action independent mods, it's still a repeat of the same **** mistake they should have already learned from

Luke gunner is still action dependent and can be shut down by stress. Taking him over Han or a veteran gunner is also going to forfeit bonus attacks to compensate for poor flying, and if he doesn’t cost a lot of points when 2.0 drops there’s a good chance he’ll get increased in points as time goes on.

He is a good gunner, but I find it extremely unlikely he’ll be game breaking forever, if at all...

39 minutes ago, Commander Kaine said:

I'm fairly sure that even with a Luke Gunner, 5 strikers tear a new butt on the Falcon.

I have 5 but it seems I will have stuff to make 3 valid. ?

29 minutes ago, GamerGuy1984 said:

Well there is a negative to the Luke Gunner from what I remember. You do have to use his Force Token to rotate the turret. Meaning you lose the ability to use it on offense or defense. Also we dont know the points, he may cost 10 points, which would be in line with the doubling of points in 2.0 X-Wing.

No that's a positive.

Luke can either move your turret at the start of combat regardless of your flying or if you happen to have the turret in the right spot you get to use his force token to modify.

@ficklegreendice is right, Luke defeats the point of changing the turrets in 2.0. and the argument he can only be put on one ship is garbage because the 1.0 lists that abused turrets were usually 1 turret ship lists anyways. If he can go on the Yt-2400, and the yt-1300 he is going to make all the turret changes and emphasis on flying in 2.0 pointless. You cannot ever arc dodge a Luke equipped ship and now that ship gets ranged bonuses a boosting falcon will be insane.

So either the polish card is just wrong, or they cost him so high that he is out of the game, there is no cost that's still playable that does not break the game.

What was the point of converting to mobile arcs if you just include an upgrade that makes that meaningless?

Edited by Icelom
3 minutes ago, Pewpewpew BOOM said:

I have 5 but it seems I will have stuff to make 3 valid. ?

Just so you can fit a reaper in :)

14 minutes ago, intoxicatedALF said:

Luke gunner is still action dependent and can be shut down by stress. Taking him over Han or a veteran gunner is also going to forfeit bonus attacks to compensate for poor flying, and if he doesn’t cost a lot of points when 2.0 drops there’s a good chance he’ll get increased in points as time goes on.

He is a good gunner, but I find it extremely unlikely he’ll be game breaking forever, if at all...

No luke is not shut down by stress.... he can rotate while stress or if he does not have rotate he can use his for token to modify while stress..... Luke gunner is immune to stress not shut down by it.

edit: unless its a stress action then it can be shut down by stress.... not sure on the polish. However, he still gets a mod while stressed from luke, so the thing that shuts him down only kinda does now you are left with a mod.

"at the beginning of the combat phase, you can spend 1 to rotate the pointer"


That's my translation, you need to add the symbols in but its not an action. So stress does nothing to luke.

Edited by Icelom

I'm hoping Luke Crew was one of those early cards that didn't make the final cut, but who knows. If he becomes oppressive, they can make him a stupid amount of points, or outright ban it in the app.

But then it's a waste of a good character

It just needs to not occur during combat to not be utterly stupid

End phase

Planning phase

Systems phase

These would all make for a fantastic upgrade

Edited by ficklegreendice
22 minutes ago, ficklegreendice said:

But then it's a waste of a good character

It just needs to not occur during combat to not be utterly stupid

End phase

Planning phase

Systems phase

These would all make for a fantastic upgrade

End Phase would be quite nice. Do you spend the force token during the engagement phase to boost your offence or defence or do you keep it to ensure you have the best shot next round?

If it's Engagement ... then we have a Initiative 5 Dash with Luke Gunner and Jan Ors riding in the HWK ... a five dice turret shooting at a jammed target .. which then follows up with an Ion Cannon from the HWK.

*stares out the window as the tramua of wave 5 come flooding back*

I can’t remember, where is the picture and translation of the Polish Luke card?

Why do we do this all the time? Let's keep cool heads and wait until we see the english card.

1 minute ago, Forgottenlore said:

I can’t remember, where is the picture and translation of the Polish Luke card?

(Paraphrased) At the beginning of the Combat Phase, you may spend 1 [force] to rotate your secondary firing arc. +1 [force]. Regen Force.

At least that's what I'm finding. We really don't know if that translation is accurate or if there are any other factors to consider from the rule book.

Edited by Force Majeure

Luke almost certainly provides a rotate action, which means he's susceptible to stress.

1 minute ago, Force Majeure said:

(Paraphrased) At the beginning of the Combat Phase, you may spend 1 [force] to rotate your secondary firing arc. +1 [force]. Regen Force.

Yeah, I want to actually review the image and what was said about it when it was first posted.