TIE Reaper Maneuver Dial Question

By Ken at Sunrise, in X-Wing

To anyone that has gotten the TIE Reaper. Looking at the 2.0 maneuver dial, since the TIE Reaper is more like a troop transport does it maneuver like one? Or is Fantasy Flight staying with keeping all ships maneuverable like fighters? No I don't have a hard and fast what does a troop transport suppose to maneuver like. But one would think it isn't as maneuverable as a fighter, less hard turns, not as fast. A bit sluggish or as best as that can be portrayed?

I think the handwave is that it is meant to be maneuverable enough to protect the cargo, and was meant to operate alongside Strikers.

Plus, if it was a pig, less people wanting to buy it.

The 2e reaper retains Ailerons, so it's still fast and can't go slow without stress, but its blues are slower (1 banks, not 2), and it has no white turns at all, so if it wants to turn it has to do a 1 bank then a 1 bank which means it's fast in a straight line/wide arc but really lumbering to get its arc round without stress.

23 minutes ago, thespaceinvader said:

The 2e reaper retains Ailerons, so it's still fast and can't go slow without stress, but its blues are slower (1 banks, not 2), and it has no white turns at all, so if it wants to turn it has to do a 1 bank then a 1 bank which means it's fast in a straight line/wide arc but really lumbering to get its arc round without stress.

That change makes it almost unplayable as an actual fighter. Now it's just a faster Palp carrier to a much more watered down Palp in a shuttle. And with no rear arc like the shuttle. Frankly I'm glad I only have one of them.

Debatable.

It still have the sloops which gives it a MASSIVE edge over the palp shuttle, even with the rear arc, especially with how much more mobile the medium base is than its original small base. It has hugely flexible abilities to turn round and continue leveraging its arc that the shuttle doesn't.

But I an super disappointed that it lost the 1 turns. I'd maybe like to have seen its Ailerons be more like 'when you reveal your dial, if you revealed a bank, sloop, stop, or straight do the thing', meaning it could still make tight turns.

The 1 bank 1 turn is such a key part of its arsenal that it can't match the striker on.

For theme, casual play and home made missions I prefer freighters and transport flying like freighters and transport. Everything being as nimble as fighters was a missed opportunity for theme based scenarios. I agree that fewer people would want to buy them for combat, so that might reduce sales. But there is something inherently wrong with bulk freighters out performing fighters.

P.S. I'm not saying Star Wars: X-Wing isn't deep in Star Wars theme, it is. But in most other war/miniature games there is the theme of differing units in combat and not everything is a fighters nor should they all be compared against that roles. But alas... that is just my two cents and I really hope X-Wing 2.0 addresses this from the 1.0 idea that everything is a fighter.

I took a proton bomb in a 2.0 proxy game and we played it under the shields (which i think is wrong but that's okay), got the "take 2 stress" crit on top of having 1 already. The game ended before I got turned back around.

#ReturnOurTurns

33 minutes ago, thespaceinvader said:

It still have the sloops which gives it a MASSIVE edge over the palp shuttle, even with the rear arc, especially with how much more mobile the medium base is than its original small base. It has hugely flexible abilities to turn round and continue leveraging its arc that the shuttle doesn't.

The sloop gets a little more tricky as it moves up to medium base. In tighter obstacle fields you need to be a lot more careful.

1 hour ago, HammerGibbens said:

#ReturnOurTurns

Hahaha, yes brilliant.

I am quite annoyed with how the reaper is going to be in 2.0. The ship looses a lot of its appeal for me as it is no longer a fighty transport but just a transport trying to run away.

With no white hard turns, this thing is going to be difficult to keep its guns pointed at anybody.

I played it with Adrenaline Rush at a store champ this weekend and that was an amazing combo. Yeah, only once, but I used it every match to great effect. The 2.0 dial is slightly worse, but I still feel like that combo is worth it.

I'm not worried about the v2 dial. It looks like a great support ship, retains it's sloops, 3ATK. Great synergies with fighters.
The real trick is the medium base. That may make it hard to function as a fighter, but I'm still gonna make 2xReapers + 2xStrikers work :)

4 hours ago, Ken at Sunrise said:

For theme, casual play and home made missions I prefer freighters and transport flying like freighters and transport. Everything being as nimble as fighters was a missed opportunity for theme based scenarios. I agree that fewer people would want to buy them for combat, so that might reduce sales. But there is something inherently wrong with bulk freighters out performing fighters.

This right here is why 100-200/6 needs to **** right off. Everything wouldn’t need to be a fighter if there wasn’t only 1 way to win. I mean seriously why make anything but fighters if they all have to function like fighters? They really need to add objective play.

6 hours ago, Ken at Sunrise said:

To anyone that has gotten the TIE Reaper. Looking at the 2.0 maneuver dial, since  the TIE Reaper is more like a troop transport does it maneuver like one?    Or is Fant  asy Flight staying with keeping all ships maneuverable like fighters? No I don't have a hard and fast what does a troop transport suppose to maneuver like. But one would think it isn't as maneuverable as a fighter, less hard turns, not as fast. A bit sluggish or as best as that can be portrayed?

4 hours ago, Ken at Sunrise said:

For theme, casual play and home made missions I prefer freighters and transport flying like freighters and transport. Everything being as nimble as fighters was a missed opportunity for theme based scenarios. I agree that fewer people would want to buy them for combat, so that might reduce sales. But there is something inherently wrong with bulk freighters out performing fighters.

P.S. I'm not saying Star Wars: X-Wing isn't deep in Star Wars theme, it is. But in most other war/miniature games there is the theme of differing units in combat and not everything is a fighters nor should they all be compared against that roles. But alas... that is just my two cents and I really hope X-Wing 2.0 addresses this from the 1.0 idea that everything is a fighter.

The Reaper, I assume, is designed to drop off troops to active combat areas covering small distances so I’d say the dial is reflective of that and it’s performance as seen on Scarif. This is different to the Lambda which is also a small carrier but is designed for long haul missions with more space and a hyperdrive, like we saw at Endor. So I’d say yes the Reaper manoeuvres like a troop transport for it mission profile. This gives you more tools to create missions where you might have diplomats or spies you need to intercept maybe using interdiction tech - most likely in a Lambda - compared to intercepting personnel that are to reinforce a ground battle or other active situation - most likely in a Reaper. Well that’s how my rose-tinted spectacles see it ?

5 hours ago, Ken at Sunrise said:

For theme, casual play and home made missions I prefer freighters and transport flying like freighters and transport. Everything being as nimble as fighters was a missed opportunity for theme based scenarios. I agree that fewer people would want to buy them for combat, so that might reduce sales. But there is something inherently wrong with bulk freighters out performing fighters.

P.S. I'm not saying Star Wars: X-Wing isn't deep in Star Wars theme, it is. But in most other war/miniature games there is the theme of differing units in combat and not everything is a fighters nor should they all be compared against that roles. But alas... that is just my two cents and I really hope X-Wing 2.0 addresses this from the 1.0 idea that everything is a fighter.

There's room for multiple kinds of cargo vessels. A C-130 flies very differently from an Apache helicopter. A Super Jolly Green Giant helicopter handles different from both, but it will handle much closer to the Apache than to the C-130.

I guess what I'm trying to say is that we should stick door guns on the Reaper.

21 minutes ago, JJ48 said:

There's room for multiple kinds of cargo vessels. A C-130 flies very differently from an Apache helicopter. A Super Jolly Green Giant helicopter handles different from both, but it will handle much closer to the Apache than to the C-130.

I guess what I'm trying to say is that we should stick door guns on the Reaper.

And the U Wing.

TIE pilots are in space-capable flight suits, and rebels have personal force field space breathing gear, they're FINE.

(And 2e has plenty of room in the design space for an upgrade like this)

8 minutes ago, thespaceinvader said:

And the U Wing.

TIE pilots are in space-capable flight suits, and rebels have personal force field space breathing gear, they're FINE.

(And 2e has plenty of room in the design space for an upgrade like this)

Hm...speaking of C-130s, now I'm envisioning a YT-1300 with the cargo space filled with sensors and power generators, with a couple turbolasers attached for Close Air Support missions...

Speaking of changes to the TIE Reaper in Second Edition, I am a little disappointed that it keeps its 3 attack dice. Why? Because ALL of the Imperial support ships (Lambda, Reaper, and Decimator) have 3 attack dice, making them somewhat pricey for support ships. We no longer have a cheap 2 attack ship like the TIE shuttle in Second Edition, and I think the TIE Reaper would be great in that role.

DISCLAIMER: This is all purely selfish so that I have more upgrade options when I run a TIE Reaper and 4 TIE strikers in a squad, because at it's current price point, the Reaper just can't get the equipment it needs to really support 4 TIE strikers.

1 minute ago, Parakitor said:

Speaking of changes to the TIE Reaper in Second Edition, I am a little disappointed that it keeps its 3 attack dice. Why? Because ALL of the Imperial support ships (Lambda, Reaper, and Decimator) have 3 attack dice, making them somewhat pricey for support ships. We no longer have a cheap 2 attack ship like the TIE shuttle in Second Edition, and I think the TIE Reaper would be great in that role.

DISCLAIMER: This is all purely selfish so that I have more upgrade options when I run a TIE Reaper and 4 TIE strikers in a squad, because at it's current price point, the Reaper just can't get the equipment it needs to really support 4 TIE strikers.

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9 minutes ago, Parakitor said:

Speaking of changes to the TIE Reaper in Second Edition, I am a little disappointed that it keeps its 3 attack dice. Why? Because ALL of the Imperial support ships (Lambda, Reaper, and Decimator) have 3 attack dice, making them somewhat pricey for support ships. We no longer have a cheap 2 attack ship like the TIE shuttle in Second Edition, and I think the TIE Reaper would be great in that role.

DISCLAIMER: This is all purely selfish so that I have more upgrade options when I run a TIE Reaper and 4 TIE strikers in a squad, because at it's current price point, the Reaper just can't get the equipment it needs to really support 4 TIE strikers.

We have no particular confirmation either way yet, whether a TIE Shuttle config might be available.

Heck, it could easily be done via slots in the app - the TIE Bomber may equip EITHER bomb missiles and torps OR crew.

1 minute ago, thespaceinvader said:

We have no particular confirmation either way yet, whether a TIE Shuttle config might be available.

Heck, it could easily be done via slots in the app - the TIE Bomber may equip EITHER bomb missiles and torps OR crew.

Touche. I jumped the gun on my assumption, because we know that such a card could come out in the future TIE bomber pack.

EDIT: Mind you, I don't like the TIE bomber because it's not quite beefy enough, but it can do some work occasionally.

Edited by Parakitor

There's a thought that would have been nice. A weaker primary weapon that could be upgraded. That same for maneuvers would have been a nice touch too. A YT-1300 freighter that when some sees it they say 'what a piece of junk' and it probably is, poor maneuverability and limited cannons. But with a few 'personal modifications' it get a new primary weapon and a different maneuver dial. There's only one Falcon, but there a bunch of YT freighters out there.

Sigh... hind-sight is always better.

13 hours ago, thespaceinvader said:

We have no particular confirmation either way yet, whether a TIE Shuttle config might be available.

Heck, it could easily be done via slots in the app - the TIE Bomber may equip EITHER bomb missiles and torps OR crew.

The card isn't in the unboxing video.

I suspect the Reaper is essentially now our TIE shuttle. Which is a shame, but I agree the ability to bank/loop still lets it come around a lot more easily than a lamda. It's just going to have to use that a lot more than the bank/turn strikers (so it may be worth keeping an eye out for 'on a red move' abilities and crew)

6 minutes ago, Magnus Grendel said:

The card isn't in the unboxing video.

I suspect the Reaper is essentially now our TIE shuttle. Which is a shame, but I agree the ability to bank/loop still lets it come around a lot more easily than a lamda. It's just going to have to use that a lot more than the bank/turn strikers (so it may be worth keeping an eye out for 'on a red move' abilities and crew)

Yeah, I said that before the video,so I'll obviously retract it now.

it could still come out in the bomber expac though.

I wanna see a landing mode config on the shuttle when its expac hits. The original flappy wings should serve a more glorious purpose than simply saving space when stored.

So, something akin to the U-Wing's pivot wing ability?