Fast Enough - Lando's Falcon 2nd Ed

By RStan, in X-Wing

2 hours ago, streamdragon said:

Sorry, I meant Gunner, not turret.

It's a new type of card, and that's not a crew icon on the new Solo card. The YT-1300 losing a crew slot for a gunner slot seems pretty likely to me. It also fits that 'fluff' everyone likes to think should determine rules. :P

Ahh, yah I knew about the gunner slot. And I don't think it will be losing a crew slot for the gunner. Generally in first edition, if a ship has a gunner, it didn't get a slot for it. The y-wing can have a gunner, but got no crew slot, same with the TIE/sf. K-wing can carry a crew (bombardier) and 2 gunnesr, just got the crew slot. The same is true for pretty much every ship that has a dedicated gunner, they don't get an extra crew for it, the gunner is just assumed to be manning the turret or whatever. In second edition, they changed that to add actual gunner slots, but that doesn't mean they're taking away crew slots for them. Dash for instance they said has a crew slot and a gunner slot.

15 hours ago, Skitchx said:

It just seems odd that the JM5K would get hit really hard with the mobile arc (again, barring future/unrevealed upgrades) in addition to getting hit in its dial and its ability to rotate its arc when ALL other turreted ships got a double arc.

It just seems inconsistent based on a direct quote from Frank Brooks.

Somewhere else they said that ships with one turret get one arc and those with multiple get two.

7 hours ago, streamdragon said:

1. Trying to compare old and new versions of the YT. We know, at this point, that there is no real reason to do so.

Actually we do have some reason. Most of the crew upgrade slots seem to cross over into 2nd Edition pretty well and I'm almost certain that one of the builds Alex played against at the UK Expo was a Falcon with a Gunner and two crew. I think even the U-Wing and Auzituck kept their crew slots as well.

7 hours ago, streamdragon said:

3. Using fluff to justify mechanics. This usually ends poorly.

Hardly. It's been stated plenty of times by the designers that they start with fluff first, then design around that. You don't want to bet your house on it, but a small flutter seems safe enough.

7 hours ago, VanderLegion said:

Ahh, yah I knew about the gunner slot. And I don't think it will be losing a crew slot for the gunner. Generally in first edition, if a ship has a gunner, it didn't get a slot for it. The y-wing can have a gunner, but got no crew slot, same with the TIE/sf. K-wing can carry a crew (bombardier) and 2 gunnesr, just got the crew slot. The same is true for pretty much every ship that has a dedicated gunner, they don't get an extra crew for it, the gunner is just assumed to be manning the turret or whatever. In second edition, they changed that to add actual gunner slots, but that doesn't mean they're taking away crew slots for them. Dash for instance they said has a crew slot and a gunner slot.

Interestingly enough for 2e the bombardier is a gunner crew type not standard crew.

I feel like it’s important to keep the Firespray in mind when considering the Scum turrets. While it’s not a turret, it is going to have a built in white boost and Slave 1 title for positioning superiority. Boba Fett and Marauder title will have built in mods. While I haven’t put it on a table yet, I feel like the Firespray may actually function like the “fat turret” of Scum, so we shouldn’t look to the other ships for that.

4 hours ago, Q10fanatic said:

I feel like it’s important to keep the Firespray in mind when considering the Scum turrets. While it’s not a turret, it is going to have a built in white boost and Slave 1 title for positioning superiority. Boba Fett and Marauder title will have built in mods. While I haven’t put it on a table yet, I feel like the Firespray may actually function like the “fat turret” of Scum, so we shouldn’t look to the other ships for that.

I disagree that counting double arcs matters when discussing turrets. Especially when rebels ALSO have those on top of their turret ships.

And there’s more builds using turrets than just “fat” turrets. I’ve run asajj a lot, but never ran parts crew or time walk. I prefer a more aggressive version with predator and tactician. I’ve also run the contracted scout with title and dengar crew for a fairly cheap, reliable 3 attack turret. I’ve run bumpmaster a ton, which is hurt less by the weapon change, but gets crushed by the dial changes

33 minutes ago, VanderLegion said:

I disagree that counting double arcs matters when discussing turrets. Especially when rebels ALSO have those on top of their turret ships.

And there’s more builds using turrets than just “fat” turrets. I’ve run asajj a lot, but never ran parts crew or time walk. I prefer a more aggressive version with predator and tactician. I’ve also run the contracted scout with title and dengar crew for a fairly cheap, reliable 3 attack turret. I’ve run bumpmaster a ton, which is hurt less by the weapon change, but gets crushed by the dial changes

A turret will move, then (if necessary) rotate arc. Boba can move and (if necessary) boost to get things in arc. The Firespray can even still have mods. It's not exactly the same, but its a lot closer than the Firespray was to 1.0 turrets. As far as other builds go, I'm not sure we have enough information to see how we might use the other turrets. Assaj/Ketsu should still be disruptive. Falcon could provide support? JM5K might benefit from some crew/droid that opens up the dial or adds mods somehow. I suspect, but can't prove, that there will be a scum droid that helps the JM5K. That might be the reliable, 3 dice turret we need.

2 hours ago, Q10fanatic said:

A turret will move, then (if necessary) rotate arc. Boba can move and (if necessary) boost to get things in arc. The Firespray can even still have mods. It's not exactly the same, but its a lot closer than the Firespray was to 1.0 turrets. As far as other builds go, I'm not sure we have enough information to see how we might use the other turrets. Assaj/Ketsu should still be disruptive. Falcon could provide support? JM5K might benefit from some crew/droid that opens up the dial or adds mods somehow. I suspect, but can't prove, that there will be a scum droid that helps the JM5K. That might be the reliable, 3 dice turret we need.

The fire spray can’t always reposition to get arc, if theres a ship in the way, or a rock, or the board edge, or it just leaves you in a really bad spot the next round, etc. a turret (if it has an action available) ALWAYS has the option to rotate for a shot.

And “boba” can always have mods (IF he’s in range), not necessarily other pilots.

Mans the jump master isn’t a 3 die turret. It’s 2 dice and gets the third *in the front arc only* if you take the title and point the turret forwards. And only has the one arc.

Edited by VanderLegion
3 hours ago, VanderLegion said:

Mans the jump master isn’t a 3 die turret. It’s 2 dice and gets the third *in the front arc only* if you take the title and point the turret forwards. And only has the one arc.

Oh, forgot about the front arc limitation. Yeah, thats going to be hard to figure out.

Han and Boba Fett in the same faction, further proof that Smugglers should have been a separate faction.

1 minute ago, Shadow345 said:

Han and Boba Fett in the same faction, further proof that Smugglers should have been a separate faction.

Omg Vader and Motti in the same faction... But Vader choked Motti! What is this even?