2.0 Ion Cannon/Turret

By Mrk1984, in X-Wing

On ‎6‎/‎1‎/‎2018 at 8:15 AM, Kehl_Aecea said:

It's 1 ion for small, 2 for medium, and 3 for large. Say you roll 3 hits and the defender blanks out. They get one damage and 2 ions. If they manage 1 evade, it's one damage and 1 ion. 2 evades, 1 damage only. If nothing hits, they receive no damage or ions.

Since they know ion and stress were a powerful combo, when you're ionized, you do a 1 blue straight.

So instead of starting a new thread I necro'd this one. Now that xwing 2.0 is out; Have we all agreed that this is how it works now?

Also, still trying to make Lt. Kestal work, even in 2.0 he seems like a major point sink for minimal gain. Too bad I like the aggressor so much ;(.

Right now I'm at Kestal with an ion cannon, and no other upgrades lol. And even that I think might be too much.

3 minutes ago, Gibbilo said:

Have  we all agreed that this is how it works now? 

Was there any doubt? Seemed really straight forward.

Just double checked the rule book, and speaking of straight forward, it is INDEED a blue 1 straight and they can then ONLY perform a focus action.

8 minutes ago, Gibbilo said:

So instead of starting a new thread I necro'd this one. Now that xwing 2.0 is out; Have we all agreed that this is how it works now?

Also, still trying to make Lt. Kestal work, even in 2.0 he seems like a major point sink for minimal gain. Too bad I like the aggressor so much ;(.

Right now I'm at Kestal with an ion cannon, and no other upgrades lol. And even that I think might be too much.

That is how it is written on the Ion weapon cards. Non-ordnance weapons don't ignore range adjustments to the # of dice rolled. So at range 1 Kestal would be rolling 4 dice for his Ion turret and 3 for his ion missiles. 5 and 4 if he has trick shot and is obstructed by an obstacle. Throw in his cancellation ability and he/she can be pretty nasty.

Edited by Hiemfire
2 hours ago, Hiemfire said:

That is how it is written on the Ion weapon cards. Non-ordnance weapons don't ignore range adjustments to the # of dice rolled. So at range 1 Kestal would be rolling 4 dice for his Ion turret and 3 for his ion missiles. 5 and 4 if he has trick shot and is obstructed by an obstacle. Throw in his cancellation ability and he/she can be pretty nasty.

Don't forget Ion Missiles are only range 2-3.

7 minutes ago, Antipodean Ork said:

Don't forget Ion Missiles are only range 2-3.

I had forgotten. :) So that would make it 0 dice at range 1. :)

Edited by Hiemfire

"4. Neutralize Results: During this step, pairs of attack and defense dice neutralize each other. Dice are neutralized in the following order:

a. Pairs of [evade] and [hit] results are canceled.

b. Pairs of [evade] and [crit] results are canceled."

"When a die result is canceled, a player takes one die displaying the canceled result and physically removes the die from the common area. Players ignore all canceled results."

with 3 hits vs 2 evades, there's nothing left to inflict ion tokens

<italics>though everyone probably knows this by now</italics>

Edited by skotothalamos
didn't realize this was a 4-month old zombie
3 hours ago, Gibbilo said:

Right now I'm at Kestal with an ion cannon, and no other upgrades lol. And even that I think might be too much.

This might be a fun way to run Kestal:

Lieutenant Kestal (36)
Trick Shot (1)
Ion Cannon Turret (6)
Veteran Turret Gunner (8)

Total: 51

2 minutes ago, skotothalamos said:

"4. Neutralize Results: During this step, pairs of attack and defense dice neutralize each other. Dice are neutralized in the following order:

a. Pairs of [evade] and [hit] results are canceled.

b. Pairs of [evade] and [crit] results are canceled."

"When a die result is canceled, a player takes one die displaying the canceled result and physically removes the die from the common area. Players ignore all canceled results."

there's nothing there to spend.

Just in case you're talking about Kestal, the wording on his ability:

"While you perform an attack, after the defender rolls defense dice, you may spend 1 focus token to cancel all of the defender's blank/focus result's."

Takes place before the neutralize dice step. :)

Just now, Hiemfire said:

Just in case you're talking about Kestal, the wording on his ability:

"While you perform an attack, after the defender rolls defense dice, you may spend 1 focus token to cancel all of the defender's blank/focus result's."

Takes place before the neutralize dice step. :)

nope. I was answering the 4-month-old Ion question.

Kestal is

*Barrage rockets

*Ion turret

*Ruthless

Run her with passive mods, such as Jonus and/or Palp (also fine ruthless targets), and just have her butcher aces

Ion stays locked on a side, completely screwing over higher I aces

2 minutes ago, ficklegreendice said:

Kestal is

*Barrage rockets

*Ion turret

*Ruthless

Run her with passive mods, such as Jonus and/or Palp (also fine ruthless targets), and just have her butcher aces

Ion stays locked on a side, completely screwing over higher I aces

Not a fan of VTG?

3 minutes ago, Hiemfire said:

Not a fan of VTG?

You lose the coverage of the turret by locking it foward, it's more expensive, and barrage rockets are just better (esp with Jonus)

Esp at range 3 where rockets get you 3 die v natural agility as opposed to a piddly 2 v agility + 1

Might be okay for non-kestal gressors, but barrage rockets are just so good...

Edited by ficklegreendice
1 minute ago, ficklegreendice said:

You lose the coverage of the turret by locking it foward, it's more expensive, and barrage rockets are just better (esp with Jonus)

VTG, while best for single target double taps, doesn't limit a platform to them. Still, there is no problem running with Jonus for the re-rolls.

1 minute ago, Hiemfire said:

VTG, while best for single target double taps, doesn't limit a platform to them. Still, there is no problem running with Jonus for the re-rolls.

Jonus rerolls only torps or missiles

If you're paying 8 (!!!!!) points for vtg, you really want double tap to make it worth half a ****

Personally believe barrage rockets + ICT for coverage is a far superior set up, and it's cheaper

2 minutes ago, ficklegreendice said:

Jonus rerolls only torps or missiles

If you're paying 8 (!!!!!) points for vtg, you really want double tap to make it worth half a ****

Personally believe barrage rockets + ICT for coverage is a far superior set up, and it's cheaper

I should have mentioned that I was aware of that limitation. :) Both our Kestal builds work differently. 3 dice with multiple rerolls (Barrage + Jonus) is a great combo. The 4 primary + 5 Ion (potential of 1 more damage and 3 + an extra ion token) of mine also has its uses and is less dependant on other pilots so can fit in more lists. All in how you build. And I'm aware of how potent TIE/SAs have become. They got a huge boost from the rework of upgrade points, the addition of charges on devices and ordnance, and the addition of Sol Sixxa's 1.0 ability as a base chassis ability. :)

12 minutes ago, ficklegreendice said:

Jonus rerolls only torps or missiles

If you're paying 8 (!!!!!) points for vtg, you really want double tap to make it worth half a ****

Personally believe barrage rockets + ICT for coverage is a far superior set up, and it's cheaper

Hot shot gunner then?

(Imps really need some good generic gunners)

Edited by HolySorcerer
4 minutes ago, HolySorcerer said:

Hot shot gunner then?

(Imps really need some good generic gunners)

His core point was that it would shave off 2 points on Kestal if you run his setup along side Jonus and be fairly potent for the platform.

21 minutes ago, HolySorcerer said:

Hot shot gunner then?

(Imps really need some good generic gunners)

I would if it weren't expensive and kestal only 5 health, 2 agi

Yeah, I want to like the aggressors, but they're just too expensive. FFG should give them the sensor slot, drop their cost, and get us some decent gunner/turret options. I'd say that they should have had 3 agility, but the ship has sailed on that one.

Kestal/ICT/Trick Shot and Hot Shot Gunner come to a smooth 50 points. That doesn’t seem so outrageous for that combo. I think the biggest hold up is keeping it alive.

1 hour ago, HolySorcerer said:

Yeah, I want to like the aggressors, but they're just too expensive. FFG should give them the sensor slot, drop their cost, and get us some decent gunner/turret options. I'd say that they should have had 3 agility, but the ship has sailed on that one.

Kestal isn't that expensive

(36) Lieutenant Kestal
(6) Barrage Rockets
(1) Ruthless
(6) Ion Cannon Turret
Points 49

Total points: 49

49 (25 in 1st Ed) is entirely reaso nable imo for this slayer of aces

41 minutes ago, ficklegreendice said:

Kestal isn't that expensive

(36) Lieutenant Kestal
(6) Barrage Rockets
(1) Ruthless
(6) Ion Cannon Turret
Points 49

Total points: 49

49 (25 in 1st Ed) is entirely reaso nable imo for this slayer of aces

Do aces need slaying anymore? They are no longer invincible behind a wall of tokens, they die just like everything else now. Maybe I'm just underestimating the value of the turret (I'm an imperial player, I'm used to having to fly my ships to get shots), but I'd rather have a bomber most of the time. The only real reason to go aggressor is to get a double tap with VTG.

Major Rhymer (34)
Ruthless (1)
Ion Torpedoes (6)
Barrage Rockets (6)

Total: 47

Ion weapons work best against B-Wings and Y-wings. The only 1 agility small base ships. Two hits to ionise them minimum, 3 hits even if they get an evade.

Y wings have turrets and can't rotate them after ionisation, B-Wings have fixed arc and maybe cannons such as the bullseye HLC.

Ships like the Yt-2400 require 4 hits assuming no evade results, so really more like 5 hits required.

But tokens accumulate until a ship is ioinzed, so it might just take two turns to ionise a Yt-2400 or JM5K.

7 minutes ago, HolySorcerer said:

Do aces need slaying anymore? They are no longer invincible behind a wall of tokens, they die just like everything else now. Maybe I'm just underestimating the value of the turret (I'm an imperial player, I'm used to having to fly my ships to get shots), but I'd rather have a bomber most of the time. The only real reason to go aggressor is to get a double tap with VTG.

Major Rhymer (34)
Ruthless (1)
Ion Torpedoes (6)
Barrage Rockets (6)

Total: 47

aces still need slaying

they aren't invincible, but they aren't exactly helpless unless you're lining up a majority of your shots. Ketsal lets you nail anyone, no matter how squirrely or token stacked they are. If Defenders ever become a thing (or, more reasonably, phantoms )

I've also just punked basically any ship you can think of thanks to Kestal. This includes full health howlrunner who rolled two blanks, two focus while packing a focus and Elusive. dead. Luke skywalker trying to be cute with his ability. dead . Whisper packing double evade (because she can do that now) and focus. dead.

Evades change results now, so Kestal got a super buff there

Now Rhymer is fine, but he's definitely no Kestal. Rhymer, like all bombers, has issues being flexible that a turret-bearing Aggressor just doesn't suffer from. Also, he has to deal with defensive tokens which are a major headache.

In fact, I'd say rhymer is the opposite of Kestal. You dive him Advanced proton torpedoes, and he SAVAGES lower initiative opponents that he gets to lock. I like having both in the same squad