Double Gunner BSF17 confirmed

By Bucknife, in X-Wing

New points list from FFG showing double gunners and a crew slot for bombers.

Nice!!

They're gonna be expensive.

Might just have to try 1 with an escort.

Ouch!

Thankfully they're expensive. You can only get 3 Cobalts in if you either run them bare or just put on FCS OR Seismics.

Run two of them with a couple RZ-2's very thematic

I was actually wondering how viable the Generics will be as actual Gunboats without Bombs.

They're not that Nimble but they're as close to a 360 degree arc as you get in 2.0 and can gunner up nicely.

Might be worth a test.

hm..... I have two. may need to give them a spin.

11 minutes ago, Sonikgav said:

I was actually wondering how viable the Generics will be as actual Gunboats without Bombs.

They're not that Nimble but they're as close to a 360 degree arc as you get in 2.0 and can gunner up nicely.

Might be worth a test.

I’m thinking a pair w/ VTG alongside an A-wing or two. Just need YASB to update...

2 minutes ago, Innese said:

I’m thinking a pair w/ VTG alongside an A-wing or two. Just need YASB to update...

Possibilities I see for generics along that line (and the Vet Tur Gunner for the range 3 3/2 double tap is one of the things I really don't like on this thing. Give Scum forward primary + turret ships gunner slots already FFG):

Generic Gunship: Cobalt + Vet Tur Gunner + FCS + Hotshot Gunner (Optional, could be useful against low I swarms for stripping focus or off a Swarm Tac boost for general focus stripping); 81 with Hotshot, 74 w/o

Generic Mixed focus: Cobalt + Vet Turret Gunner + Traj Sim + Bombardier + Prot Bombs + Seismics; 87

Is there a double-gunner setup that's actually scary/fun/weird/interesting?

Rey and Finn work together but forward-arc requirement makes that less than good on the Bombers.

Paige and Bombardier?

VTG alone will be quite fine. Turret-arc forward, double-tap whatever's in front of you.

Edited by CaptainIxidor

Actually Paige + VTG is immense.

After you perform a Primary you can use Paige to Rotate your Turret to a new facing before you fire the secondary shot.

Edited by Sonikgav
21 minutes ago, Sonikgav said:

Actually Paige + VTG is immense.

After you perform a Primary you can use Paige to Rotate your Turret to a new facing before you fire the secondary shot.

Oh, good catch on that one! Yeah, that is solid. No need to keep it always forward.

Want to fly Rey + Finn? Not a fan of the falcon?

...here you go, I guess?

17 minutes ago, ficklegreendice said:

Want to fly Rey + Finn? Not a fan of the falcon?

...here you go, I guess?

Rey, Rose and Finn on one ship without it being the Falcon for those of the leaning. The bomber has a Crew Slot on top of the dual Gunner Slots.

I'm hesitant to dump points into these ships. If you're going for the named ones, then you need to tailor their upgrades to doing what the ability is. The Generics is where I could see the use of VTG and a bomb. This ship may have many slots, but definitely not planning on using more than 3 or 4 of them at a time.

I mean, you basically always need sims + bombs for these guys to do...anything?

So yeah, I don't see the gunner slots getting much use beyond skilled bombadier (currently)

The crew slot seems much more important for opening up c3po

Maybe cat and Rey? Pricey, though

Edited by ficklegreendice

If you can't see anything other than bomb launchers, you lack VISION!

Vennie (67)
Advanced Sensors (8)
Perceptive Copilot (10)
Veteran Turret Gunner (8)
Paige Tico (7)

Blue Squadron Recruit (32)

Blue Squadron Recruit (32)

Blue Squadron Recruit (32)

Total: 196

5 minutes ago, ficklegreendice said:

I mean, you basically always need sims + bombs for these guys to do...anything?

So yeah, I don't see the gunner slots getting much use beyond skilled bombadier (currently)

The crew slot seems much more important for opening up c3po

Maybe cat and Rey? Pricey, though

Their attacking profile covers a large area that can be built upon, I just don't think that's worth building into a lot if you're using a named ship you plan to build with bomb upgrades as well. Otherwise it gets way too expensive.

Large area coverage isn't worth much at that price range

Hwk does it just fine with only two arcs, but also with far better and more relevant abilities

So I don't think building upon the gun is ever going to be worth it. They're no Palob or moldy crow, they're bombers

Albeit far pricier and less effective than Redline, but also with unique access to support upgrades

Edited by ficklegreendice
12 minutes ago, ficklegreendice said:

I mean, you basically always need sims + bombs for these guys to do...anything?

So yeah, I don't see the gunner slots getting much use beyond skilled bombadier (currently)

The crew slot seems much more important for opening up c3po

Maybe cat and Rey? Pricey, though

Dial + Base size means a Cobalt with Vet Tur Gunner makes for a large but not too slow gunship for clean up attacks. It is only slightly slower than the Firespray (not counting boosting for the Firespray) and is faster than Y-Wings and Scurrgs. The 3/2 double tap also out ranges the Traj Simmed bombs slightly.

It's a 3-die and then 2-dice barely modded double tap on what I assume is a horrible dial, clocking in at +15 for vet and Paige gunner (assuming you want vet gunner to be relevant after enemies fly past your primary arc( BEFORE any bomb upgrades

Not feeling it, personally

Edited by ficklegreendice

double gunner realistically means its going to have bombardier on it all the time.

Unless for some reason its capable of getting main guns that are a threat, most of the gunners are a complete waste on this thing.

Ah, I've found the best pilot!

Vennie - 67 (pricey!)

Summary: while defending, If the attacker is in a friendly turret arc, add focus to your defense

So they've probably got the most gunner synergy since their turret matters the most. Also, hilarious synergy with Rey gunner guaranting two evades if you got a focus/calc (though that's 81 points now...87 with c3po)

So, you're already basically stapling Traj Sims + seismics/protons (at the very least) for +6/8 points

So Vennie's already 75, 81 for c3po and 83 with skilled bombadier

Throw Rey atop that and you've got a bumbling 97 point monstrosity

42 minutes ago, Sonikgav said:

If you can't see anything other than bomb launchers, you lack VISION!

Vennie (67)
Advanced Sensors (8)
Perceptive Copilot (10)
Veteran Turret Gunner (8)
Paige Tico (7)

Blue Squadron Recruit (32)

Blue Squadron Recruit (32)

Blue Squadron Recruit (32)

Total: 196

That's a lot of un-kill-able A-Wings, but can they dish it out? Even with 5 attacks per turn, 4 of those are just 2 dice. Action economy isn't incredible for the A-Wings either. What about something like:

Vennie, Traj Sim, Protons

2x Blue Squadron Recruit, Targeting Synchronizer, Clusters, heroic

L'ulo, heroic

So the As can almost always shoot with three, and then for offense or defense they have blank-out protection, plus Vennie for extra defense.

Edit: Never mind, that doesn't work. Blues don't have talent slots (YASB had it wrong). Drop off one of the Targeting Synchronizers and it still works.

Edited by ClassicalMoser
4 minutes ago, ClassicalMoser said:

That's a lot of un-kill-able A-Wings, but can they dish it out? Even with 5 attacks per turn, 4 of those are just 2 dice. Action economy isn't incredible for the A-Wings either. What about something like:

Vennie, Traj Sim, Protons

2x Blue Squadron Recruit, Targeting Synchronizer, Clusters, heroic

L'ulo, heroic

So the As can almost always shoot with three, and then for offense or defense they have blank-out protection, plus Vennie for extra defense.

I love the inflexibility in this thread.

"How about a completely different Bomber build that's the exact opposite of what you seem to be trying to work with, and instead play the generic way everyone seems to be auto-picking"

Also, Targeting Sync on I1's? Doesn't seem the best use.

Edited by Sonikgav