Reaper Article!

By dewbie420, in X-Wing

Well, if it was a rebel ship, it would work both ways, yes, but that doesn't mean we can't have fun with it

Feroph is gonna be a great jammer and Palp/Important Crew Carrier.

Feroph and Vermeil could make a nasty duo. Both with ISB Slicers, then Vader, Krennic

Jam em, keep em jammed, force damage with vader and shields with krennic.

Deathtroopers sound mean but difficult to pull off imo.

Thats a short range, and majority of the time its only going to do something if your opponent flies into 0-1 with a blue move. And since its a double crew slot that reaper isnt gonna do anything else very easily.
Best use of it i can think of is if someone does a redmove to keep you in arc, they arent losing that stress unless you get away.

2 minutes ago, Vineheart01 said:

Deathtroopers sound mean but difficult to pull off imo.

Thats a short range, and majority of the time its only going to do something if your opponent flies into 0-1 with a blue move. And since its a double crew slot that reaper isnt gonna do anything else very easily.
Best use of it i can think of is if someone does a redmove to keep you in arc, they arent losing that stress unless you get away.

I feel the fear of it will work better, as your Reaper could be moving to block them the turn where they WOULD be shedding the stress. It also just says activation phase, so any ability that would remove stress from another ship in that phase won't work if the target ship is within range 0-1.

Also nearly every ship now has either a red action or a linked red action. Now against a ship that can move twice towards you (AAs) do you risk doing that red action and not losing the stress next turn, or do you only do a simple white action and maybe leave yourself vulnerable this turn?

It isn't just about what the card actually does, it's what your opponent will do or not do because its on the table...

I could see it working on the coordinate guy, since thats pretty potent support power w/o crew and Deathtroopers rob you of the crew. And Coordinate being R1-2 means theres a pretty small gap between Coordinate working and Deathtroopers not working

Maybe they'll do the right thing and bring Tactician back as an Imperial Only crew. Stress control makes so much more sense for the Empire anyways.

40 minutes ago, HolySorcerer said:

I looks like these cards are using an old template design, as they don't match the cards from the conversion kits.

Am I the only one who would be triggered AF if both of these templates made it into printing side by side, for no apparent reason?

Just now, Vineheart01 said:

(which enables him to do the red coordinate then immediately clear it via blue maneuver)

If you take Tactical officer it is white, which opens up your dial.

37 minutes ago, ryfterek said:

Am I the only one who would be triggered AF if both of these templates made it into printing side by side, for no apparent reason?

Well the reason is that they hadn't finalized their design when the Reaper kit went to the printers. (Or marketing ****** up again and is showing prototype cards, as some of them do have functional differences.)

If it will bother you that much you can always wait for the Reaper to get a reprint, which will almost certainly be 2.0 only and have the updated template design.

Edited by HolySorcerer

Dammit they took the white turns off?!

1 minute ago, thespaceinvader said:

Dammit they took the white turns off?!

Hopefully this makes them cheaper than in 1.0, as the worse dial on a larger chassis makes them much less maneuverable.

10 minutes ago, GLEXOR said:

If you take Tactical officer it is white, which opens up your dial.

Yes, but the idea is with him you dont need that crew.
Which opens doublecrew options or another non-action crew instead.

16 minutes ago, thespaceinvader said:

Dammit they took the white turns off?!

I'm confused by your quote - they never had white turns. They had red 3 banks that turned white if you took Adaptive Ailerons, which are now built in so they just stay white.

3 minutes ago, Bad Idea Comics said:

I'm confused by your quote - they never had white turns. They had red 3 banks that turned white if you took Adaptive Ailerons, which are now built in so they just stay white.

They had white 1-turns.

swx75_a3_dial.png

Edited by HolySorcerer

Ah - my mistake. The white 1 turns never registered to me - was looking at the faster maneuvers.

26 minutes ago, thespaceinvader said:

Dammit they took the white turns off?!

This.

I pre-ordered waaaaay back. Now I'm not happy.

7 minutes ago, HolySorcerer said:

They had white 1-turns.

swx75_a3_dial.png

They should have at least stuck to this. I thought it was solid for an Imp ship. Seems the Rebellion has scored another point.

Does Vizier's special text effectively allow him Coordinate without stress?

I was excited for the 1 banks to be blue instead of the 2 banks, but now realizing the 1 turns are red. I'll give away my blue 1 banks to get those white 1 turns back please.

Edited by RStan
Just now, papy72 said:

Does Vizier's special text effectively allow him Coordinate without stress?

Sort of, he performs the action, which is still red, but he can remove it with a blue maneuver.

8 minutes ago, papy72 said:

Does Vizier's special text effectively allow him Coordinate without stress?

Yes

Just now, GLEXOR said:

Sort of, he performs the action, which is still red, but he can remove it with a blue maneuver.


No

Edited by HolySorcerer

No more shield bonus from optimized prototype for Soontir :(

6 minutes ago, TBot said:

No more shield bonus from optimized prototype for Soontir :(

Krennic is just bad now. He's a two ship combo card that might help your attack do a little something if you rolled poorly. I don't see anybody using him unless he becomes dirt cheap or the Empire gets a ship that can shoot multiple times out the front with its primary guns.

edit: Maybe a phantom takes him just so they can get access to FCS.

Edited by HolySorcerer
1 hour ago, Commander Kaine said:

You can easily trigger elusive tho :)

Elusive on one die is actually not bad? (Depending on cost, of course). But if I didn't eff up the math, it boosts you to a 61% chance of evading, up from 37%. On Vermeil, this is potentially a great way of boosting offense and defense (provided that you have ISB slicers and Jam them the turn before your sloop).

So far this is the first bit where the 2e content actually looks stronger than the 1e content... at least to my eyes. Maybe that's an indictment of 1e?

Just now, PaulRuddSays said:

So far this is the first bit where the 2e content actually looks stronger than the 1e content... at least to my eyes. Maybe that's an indictment of 1e?

You mean this one interaction? Or this ship?

1 minute ago, Commander Kaine said:

You mean this one interaction? Or this ship?

Sorry, the Reaper expansion overall. We knew Krennic would get nerfed (necessary), but the rest of it looks actually surprisingly OK, even with the nerfs to the dial. Vizier in particular is crazy more useful than the 1e version.