Servants of Strife Preview Article

By Frimmel, in X-Wing

After reading the article, I'm not sure whether this makes me more or less interested in investing in a new faction. Don't get me wrong, I think they totally nailed the "feel" of the separatist: lots of cheap, mass produced ships. My gut feeling so far is that controlling the separatist will be more about strategically laying down a net and boxing down the enemy for a kill shot. The ability to stop on asteroids even adds a "chess" feeling to it, allowing a player to vie for positional advantage while the rest of the army gets into position. It feels like the kind of army that seeks to use logistics to trap an enemy while daring the latter to outwit the trap.

And that's the thing... I really like outwitting traps! I really like scum because I have dozens of tricks to really mess with people and get where I want to go. So overall, I think I will remain patient instead of flat out pre-ordering everything like I usually do. I can only play with so many factions after all :)

1 minute ago, dotswarlock said:

After reading the article, I'm not sure whether this makes me more or less interested in investing in a new faction. Don't get me wrong, I think they totally nailed the "feel" of the separatist: lots of cheap, mass produced ships. My gut feeling so far is that controlling the separatist will be more about strategically laying down a net and boxing down the enemy for a kill shot. The ability to stop on asteroids even adds a "chess" feeling to it, allowing a player to vie for positional advantage while the rest of the army gets into position. It feels like the kind of army that seeks to use logistics to trap an enemy while daring the latter to outwit the trap.

And that's the thing... I really like outwitting traps! I really like scum because I have dozens of tricks to really mess with people and get where I want to go. So overall, I think I will remain patient instead of flat out pre-ordering everything like I usually do. I can only play with so many factions after all :)

I think I'm in pretty much the same boat.

I'm looking forward to seeing them on the table, and playing against them, but I have no particularly desire to pick up the models and play them myself.

It's strange because I don't even have that much of a reaction to the First Order and Resistance factions. I know people are really enjoying Poe and the new A-Wings at the moment, but I just can't find anything in either faction that really interests me even as opposition. Maybe it's just down to the copycat aesthetic.

The CIS feels genuinely new in all respects.

I'm hoping that more Calculate tokens will mean less popularity for Palob.

22 minutes ago, JJ48 said:

I'm hoping that more Calculate tokens will mean less popularity for Palob.

My prediction so far:

- The introduction of so many calculate tokens will hamper Palob

- The presence of more ships which can be heavily affected by seismic charges will bring those in combination with trajectory simulator a lot into games.

- This in turn will lower the amount of quad jumpers, Han (scum pilot) and mining tie fighter.

That's my prediction. Seismic are already popular in my current meta and I expect that the popularity will only increase.

3 hours ago, Frimmel said:

Your snark and speciousness is not helpful. RAW for struts does work. This isn't "classic FFG" it is classic players not actually understanding the rules or properly comprehending what they've read on the card like you have there. "While you execute a maneuver" is not the same game state as "after you execute a maneuver." That you conflate the two is your failure not FFG's. Overlapping rocks or other ships is only determined while moving or executing a maneuver which are clearly defined in the rules reference. You can not go from open struts to closed to right back to open. The card in no way suggests that.

Of course the two are different. Here's the scenario:

You start struts closed. You overlap an obstacle while you execute a maneuver. Per closed struts, you choose to flip the card. Struts open. You finish executing the maneuver, checking stress step, etc. You have now executed the maneuver. Open struts say, "after you execute a maneuver, flip this card." It is now precisely after you executed a maneuver. You flip the card. Struts closed.

Obviously not rules as intended, but definitely rules as badly written.

Edited by hargleblarg
Got open/closed mixed up
3 hours ago, Frimmel said:

Double post

Edited by hargleblarg
Double post

As someone who is planning to get into the Confederacy pretty heavy I'm pretty disappointed in Grievous's incarnation. Seems like he has an ability that wants to be high PS but will just be useless against most squadrons he faces.

That being said the other pilots are really good for helping the swarm and will make for better commanders than the General himself. Maybe Soulless One will be amazing? Or probably just add a coordinate. Here is hoping they cost Grievous incredibly cheap or he is dead on arrival.

Vulture droids seem interesting though, aside from the aforementioned weakness to the already strong seismic charges they look like they will be a lot of stationary gun platform fun. And if they are cheap enough you could run 7 plus a hopefully Grievous in a flight and increase the chance of getting off a bullseye shot. Points are truly the other half of the equation though.

If seismic charges scare away obstacle-centric abilities, those will die out a bit. Then seismic charges will see less play. Then those abilities will come back.

As long as the points are balanced, I think the two will keep each other in check just enough without either completely negating the other.

I wouldn’t be surprised if Seismics went up one point with this update? Just to give the Vultures a bit of breathing room so people will buy 16 of them before seismics go back down and crush the droid army meta.

28 minutes ago, GILLIES291 said:

As someone who is planning to get into the Confederacy pretty heavy I'm pretty disappointed in Grievous's incarnation. Seems like he has an ability that wants to be high PS but will just be useless against most squadrons he faces.

I think you have to think of his ability as zone control. He creates this large swath of the board that you do not want any ships to be in without arc on him. That makes it easier for your other low I ships to jockey into position. The separatists are designed around swarms and I don't think we'll be able to expect any real ace play from them.

Also, at 5hp and 2ag, I can't see him coming in at more than 40 points, so he should fit nicely into a swarm list.

6 minutes ago, SpiderMana said:

If seismic charges scare away obstacle-centric abilities, those will die out a bit. Then seismic charges will see less play. Then those abilities will come back.

As long as the points are balanced, I think the two will keep each other in check just enough without either completely negating the other.

I wouldn’t be surprised if Seismics went up one point with this update? Just to give the Vultures a bit of breathing room so people will buy 16 of them before seismics go back down and crush the droid army meta.

They really shouldn’t. Here’s the secret: seismics aren’t that powerful. Their value is in more of the mind games with your opponent.

But the deep dirty secret? Sometimes you should just not worry about it and eat the damage. As someone who uses them proficiently I can assure you that often just taking the damage is the right call. It rarely* makes a critical difference.

For me the value is rarely the damage, it’s about giving my opponent something to fear enabling them to make a mistake. It’s great for the turn where I can disincentivise the optimal pursuit path. But if they fly through it I may be in trouble.

*though as someone who got bit by two seismics from Brobots in one turn, taking two damage on a flanking Countdown, it isn’t never.

31 minutes ago, hargleblarg said:

I think you have to think of his ability as zone control. He creates this large swath of the board that you do not want any ships to be in without arc on him. That makes it easier for your other low I ships to jockey into position. The separatists are designed around swarms and I don't think we'll be able to expect any real ace play from them.

Also, at 5hp and 2ag, I can't see him coming in at more than 40 points, so he should fit nicely into a swarm list.

I agree with much of what you said, but the price. 40 points for a 5 health 3 dice I4 pilot would put the dagger in the RZ-1.

13 minutes ago, millertime059 said:

I agree with much of what you said, but the price. 40 points for a 5 health 3 dice I4 pilot would put the dagger in the RZ-1.

That dagger was plunged the second the RZ-2 hit the shelves.

[edit]: I would concede as high as 42pts, but remember also that Hera in the attack shuttle has 1 less shield and 1 higher I for 39 points.

Edited by hargleblarg
48 minutes ago, hargleblarg said:

I think you have to think of his ability as zone control. He creates this large swath of the board that you do not want any ships to be in without arc on him. That makes it easier for your other low I ships to jockey into position. The separatists are designed around swarms and I don't think we'll be able to expect any real ace play from them.

Also, at 5hp and 2ag, I can't see him coming in at more than 40 points, so he should fit nicely into a swarm list.

Might be a bit low for an I4. Grevious is similar in capability (not an exact 1-1 thankfully) to Graz but with a faster dial, slightly worse flip arounds (Graz has the Tallons), the linked actions, both Boost and Barrel Roll and 1 less hp, though two of those hp can't be critted baseline on Grevious. I'd say +/- 1pt around Graz for Grevious cost wise (so 46-48 at current costs). The I1 on the other hand has no business being over 40pts bare but is too good to be below 37pts.

Card and dial for perspective:

swz29_autopilot.pngswz29_a1_ship-art.png

Keep in mind this little piece of translated text, specifically the "treacherous" EPT meant specifically so that Grevous can hide behind an ally ship. Now, if the CIS swarm meets a build with 3 aces, that build might have tu turn tail, giving Grevous all the excuse he needs to do a lot of damage.

2 hours ago, dotswarlock said:

After reading the article, I'm not sure whether this makes me more or less interested in investing in a new faction. Don't get me wrong, I think they totally nailed the "feel" of the separatist: lots of cheap, mass produced ships. My gut feeling so far is that controlling the separatist will be more about strategically laying down a net and boxing down the enemy for a kill shot. The ability to stop on asteroids even adds a "chess" feeling to it, allowing a player to vie for positional advantage while the rest of the army gets into position. It feels like the kind of army that seeks to use logistics to trap an enemy while daring the latter to outwit the trap.

And that's the thing... I really like outwitting traps! I really like scum because I have dozens of tricks to really mess with people and get where I want to go. So overall, I think I will remain patient instead of flat out pre-ordering everything like I usually do. I can only play with so many factions after all :)

Good analysis. Just hoping that they are efficient enough to withstand the trajectory sim of the resistance bomber gibbing them and their turret placements or Kylo's ability to "lol, despayeeto!" out of a killbox. Yeah, the bomber is a larger concern and Kylo is wanting for the tools that Poe has available, but the fact that an entire ship chassis based on Kylo's playstyle with I6 3F Anakin has me concerned for the clone v. droid balance. But the jakku-proofing of the chassis has me hopeful!

Does anything in this seem power creepy to anybody else? Now, obviously without points we don't know yet, but the spoiled abilities and upgrades seem a bit power creepy to me.

50 minutes ago, hargleblarg said:

That dagger was plunged the second the RZ-2 hit the shelves.

[edit]: I would concede as high as 42pts, but remember also that Hera in the attack shuttle has 1 less shield and 1 higher I for 39 points.

Very valid points all around.

And that’s the worst part! I love the A-wing, but am not going in on Resistance (literally only had two T-70 models, so not worth converting). And the RZ-2 is everything I want the A-Wing to be. Poor Jake.

2 hours ago, hargleblarg said:

Of course the two are different. Here's the scenario:

You start struts closed. You overlap an obstacle while you execute a maneuver. Per closed struts, you choose to flip the card. Struts open. You finish executing the maneuver, checking stress step, etc. You have now executed the maneuver. Open struts say, "after you execute a maneuver, flip this card." It is now precisely after you executed a maneuver. You flip the card. Struts closed.

Obviously not rules as intended, but definitely rules as badly written.

I'd ask you to pick one. Do you want to be pedantic or do you want to be slipshod?

Edited by Frimmel

The cheapest TIE Phantom - which has the same statline - is the I3 generic at 44 points, and that can cloak and has a much better dial.

wondering if they will drop the points for this expansion before they do the points rebalancing? can always hope.

squad building and theory crafting lists is really pointless without the actual points costs for ships.

16 minutes ago, Frimmel said:

I'd ask you to pick one. Do you want to be pedantic or do you want to be slipshod?

I'm really being neither. All I want is to have rules that don't have to rely on intent to function appropriately. God knows I wouldn't force an opponent to trigger these exactly as written, but that doesn't excuse sloppy game text.

6 minutes ago, hargleblarg said:

I'm really being neither. All I want is to have rules that don't have to rely on intent to function appropriately. God knows I wouldn't force an opponent to trigger these exactly as written, but that doesn't excuse sloppy game text.

you underestimate the english language

there's a reason legal contracts are 20,000 words, I'll take a little bit of ambiguity in my game rules

Just now, svelok said:

you underestimate the english language

there's a reason legal contracts are 20,000 words, I'll take a little bit of ambiguity in my game rules

I agree that some ambiguity is unavoidable, but this is too much and it keeps happening.

3 minutes ago, svelok said:

you underestimate the english language

there's a reason legal contracts are 20,000 words, I'll take a little bit of ambiguity in my game rules

There is something for this. There is always a way to manipulate or mangle text to suit a purpose. In this case, were I TO’ing an event and someone tried to play the ‘it immediately flips back to the front side’, I’d politely ask them to quit being a Walter.

As the Dude said, you’re not wrong Walter…

2 hours ago, Skitchx said:

Does anything in this seem power creepy to anybody else? Now, obviously without points we don't know yet, but the spoiled abilities and upgrades seem a bit power creepy to me.

2/2/3 ships and a complete lack of initiatives higher than 4 on your double-reposition ships feels like power creep to you?