Is anyone playing gunner crew NOT named Han?

By Greedo_Sharpshooter, in X-Wing

20 minutes ago, svelok said:

You don't necessarily know your own ranges and arcs yet, since it's before you engage. But in practice that usually doesn't matter unless it's super super borderline, yeah.

It's kinda fair in Hyperspace and especially on things other than Boba. Lando + Han Gunner sounds super wholesome.

Lando + Han Gunner doesn't work. It's a red action for Han and Lando can't be stressed to use his ability.

Skilled Bombardier is overlooked, IMO.

If more people were running bombs with more of a focus on building around them, you'd see it a lot more. It's not an amazing, game breaking effect or anything but it's a very cheap card for a reliable, helpful effect. It would be great on Bombers if they weren't basically dedicated Barrage Rocket carriers.

As it is, Trajectory Simulator just takes the cake on bomb utility at the moment. Better to build around fewer ships with strong ordnance, TS and reload options than to try and spam dropped bombs.

If Bossk and the Hound's Tooth were any good at all, you might have seen BT-1 a bit more too. It's the easiest way of getting a crit for Bossk to use, and does so very cheaply.

EDIT: Ignore that, I totally forgot Bossk doesn't have a Gunner anyway. The below remains true as a bit of theoretical thinking.

The other problem is that Scum don't actually have all that many reliable ways of handing out stress and, IMO, 0-0-0 and BT-1 don't actually pair all that well together. The more effects you stack on using that stress token, the more appealing simply letting you have the calculate token becomes for the defender. You might well take the 0-0-0 stress if you're planning on a blue next turn anyway and there's no other consequence, but if that stress could become a crit or an extra hit result, why would you ever choose that?

And BT-1 lacks anyone in the Empire who can really benefit from his ability and has the gunner slot to take him. Hit to a crit without an effect triggering from that isn't really worth it.

Even if they did, the setup of bringing Vader, Sloane and BT-1 all on the right ships just won't be worth it.

Edited by GuacCousteau
18 minutes ago, GuacCousteau said:

EDIT: Ignore that, I totally forgot Bossk doesn't have a Gunner anyway. The below remains true as a bit of theoretical thinking.

The lack of a Gunner slot on the YV-666 is quite baffling to me, not least since it means you can't take Bossk Gunner on one. I do wonder if that was an intentional exclusion, or something we might see changed in the future.

1 hour ago, Jarval said:

The lack of a Gunner slot on the YV-666 is quite baffling to me, not least since it means you can't take Bossk Gunner on one. I do wonder if that was an intentional exclusion, or something we might see changed in the future.

And more than one YV quick build has a gunner, too...

Also of note, you can’t take Dengar gunner In the JM5k either.

Edited by Matanui3
2 hours ago, Jarval said:

The lack of a Gunner slot on the YV-666 is quite baffling to me, not least since it means you can't take Bossk Gunner on one. I do wonder if that was an intentional exclusion, or something we might see changed in the future.

With a gunner slot on the YV you could run Perceptive Co-Pilot, Lando, Han. Then reinforce, Han focus to get three tokens and use Lando as needed for rerolls. Instant Party Bus with better offensive and defensive mods than 1.0. If they kept a third crew slot, you could throw 0-0-0 on there for even more passive tokens. God, I hope that they let me do that someday.

Hotshot Miranda bomber, I roll 1 die and still strip a token. Doesnt work on a missileboat, though.

3 minutes ago, Q10fanatic said:

With a gunner slot on the YV you could run Perceptive Co-Pilot, Lando, Han. Then reinforce, Han focus to get three tokens and use Lando as needed for rerolls. Instant Party Bus with better offensive and defensive mods than 1.0. If they kept a third crew slot, you could throw 0-0-0 on there for even more passive tokens. God, I hope that they let me do that someday.

Except you're at initiative 4 at best, so if you're up against aces you're not getting your focus stack until after everyone has shot at you

9 hours ago, Stoneface said:

I think the whole points adjustment routine will be a crap shoot. I'm curious to see if FFG does a slash and burn like they did with the JM5K or a slower more balanced approach, like with the early Biggs.

Personally, I expect FFG to increase costs for pretty much everything that is borderline overpowered, but for underpowered ships, to focus on fixing the ones already released or tournament-legal.

10 hours ago, Da_Brown_Bomber said:

Veteran Tail Gunner, Hotshot Gunner, Agile Gunner seem ok but a bit pricey and/or situational. Can we expect them to get a points decrease in the january rebalancing?

For scum Dengar gunner just doesnt appeal and Bossk for 10pts seems overcosted for stressed double tap. Am i missing something?

Yeah... Han’s red Focus is a bit too cheap. And by a bit, I mean by about 6 points.

40 minutes ago, Maui. said:

Except you're at initiative 4 at best, so if you're up against aces you're not getting your focus stack until after everyone has shot at you

Oh sure, but I'd still be reinforced so they'd likely be doing only 1-2 damage per shot with modifications. Then I get to respond with three double modded dice back. That's a fantastic trade if I get to put 2 damage on an ace, plus whatever the rest of my list can do.

20 minutes ago, JJ48 said:

Personally, I expect FFG to increase costs for pretty much everything that is borderline overpowered, but for underpowered ships, to focus on fixing the ones already released or tournament-legal.

But what's overpowered? Is there enough data to provide a logical change in cost? Is a squad that's only good but easy to fly OP? Remember 4 scum Y-Wings with TLT? When it first hit the tables there was a lot of hate and discontent against it and TLTs in particular. Then players found a way to beat it and the build all but disappeared.

The old adage of "One man's meat is another man's poison" comes to mind. In 1e I would've considered Fel and two other interceptors as OP when flown by a very competent player. Trying to get them in arc let alone landing damage could be an excerise in futility. Especially with low PS ships with no post maneuver repositioning.

I'm not saying a points change isn't required it's just in my limited experience with 2e I have no basis for any complaints or comparisons.

Most of the gunners are pretty good. Scum Han is currently SO good for the cost and he works on every ship in almost every circumstance that there isn't much reason to run a different gunner for scum. I think the only bad gunners at the moment are Vet. Tail Gunner, Bistan, and Ezra. A lot of the others are very situational so they work well with some ships and some upgrades but not so well in other circumstances.

I've really enjoyed Veteran Gunner with Ion Turret Y-wings for that sweet double-tap. You can 3 of them with 2 gunrunners and it's fairly scary.

7 hours ago, Jarval said:

The lack of a Gunner slot on the YV-666 is quite baffling to me, not least since it means you can't take Bossk Gunner on one. I do wonder if that was an intentional exclusion, or something we might see changed in the future.

yeah this is odd. imiss the party bus setup of FCS and gunner from 1.0. i expect fG to give the YV-666 at least one crew slot soon. Jabba needs another carrier ship. i mean ddint it have 3 crew slots at one time in 1.0?im just underwhelmed by most of the crew options available for scum in general. theyre either obviously good or obviously bad meaning the same ones will get played. I miss tactician. it was broken in multiples but balanced when it became restricted. FFG seem to have been stinjy with stress giving effects in general. 4-LOM is really solid and in some ways am auto-include in scum utility squads along with Palob imo.

Edited by Da_Brown_Bomber

I have played Dengar (gunner) on Han (Yt-1300) for the scum. I have had opponents with low health aces refuse to shoot Han because of that, which is a pretty big bonus sometimes.

1 hour ago, It’s One Of Ours said:

Yeah... Han’s red Focus is a bit too cheap. And by a bit, I mean by about 6 points.

i hate to agree with this but Han gunner costing 10pts is probably where FFG is going. at that cost ur best 4 ship options are pretty much shattered as a scum player and even 3 ship squads become powered dowwn in some way. generic ships like mining guild ties will get added as fillers where previously jakuu gunrunners were being used (assuming the tugs get a points increase as many expect it will).

Edited by Da_Brown_Bomber
1 hour ago, joeshmoe554 said:

Bistan

Bistan is pretty good tbh, Bistan plus Perceptive Copilot is about the same price as a Z-95 but offensively is way more dangerous and you're basically guaranteed to trigger him

1 hour ago, Da_Brown_Bomber said:

i hate to agree with this but Han gunner costing 10pts is probably where FFG is going. at that cost ur best 4 ship options are pretty much shattered as a scum player and even 3 ship squads become powered dowwn in some way. generic ships like mining guild ties will get added as fillers where previously jakuu gunrunners were being used (assuming the tugs get a points increase as many expect it will).

On top of that, I think Han Gunner at 10pts for such a good ability, will also help to make the cheaper options a bit more tempting. Something like a Veteran Tail Gunner on a Firespray should not be passed up automatically for Han gunner.

I like Greedo if on a higher init ship, though that limits me to Kavil, Boba Marauder and Han Falcon. Maybe Lando Falcon and Kath or Emon Marauder if I'm feeling lucky... Only 3 ships with gunner slots sucks honestly...

1 hour ago, RampancyTW said:

Bistan is pretty good tbh, Bistan plus Perceptive Copilot is about the same price as a Z-95 but offensively is way more dangerous and you're basically guaranteed to trigger him

It's not scientific fact or anything, but I'd much rather have the Z. Not that either option has seen any competitive success for Rebels. The Z adds hitpoints to the list and can focus fire much better than Bistan, since he can't be used to double tap at any point. Maybe if he worked with a missile attack from the front arc he would be worth slightly less than he costs now.

He would definitely be good against swarms, but I hardly see them and they are probably still going to be a losing matchup for any already overcosted big base Rebel ship. Especially one carrying a 10 point perceptive co-pilot so your 14 point gunner can actually hope to push through maybe another point or two of damage on average to a different target.

It is hilarious to think that anyone ever thought that he should cost the same as Vader Crew or almost 3-4 times as much as Scum Han gunner. Just honestly comically ridiculous to the point that it has to be intentionally unbalanced. It is appropriately symptomatic of one of the basic underlying problems of the Rebel faction. Crew and gunners that are simultaneously more restrictive and expensive than the options for other factions.

15 hours ago, Schu81 said:

I have had some fun playing Skywalker Gunner lately :D

Is he worth the points? Depends... probably not in the semi-final of worlds, but this card is pretty decent for some matches against good friends.

If you've made it to the semis with luke gunner then he was more than worth his points.

i think FFG had this vision large ships like the falcon having access to gunners that allowed double taps from 2 diff arcs. pretty useful vs swarms. maybe as hyperspace format evolves we will start to see things more clearly in regards to using gunners of diff types to counter swarmy lists.

Edited by Da_Brown_Bomber

actually Dengar and marauder on Boba Fett looks half decent. 9pts total and can be used out of either arc. frees up han gunner to be added to Kavil/torps :)

Edited by Da_Brown_Bomber