N-1 Naboo Starfighter Preview!

By MegaSilver, in X-Wing

14 minutes ago, Darth Meanie said:

Uh.

How do you play anything Star Wars without a movie quote every 5 minutes??

I'm waiting to snag my N1s. Then, at last, I will reveal myself to the Jedi play my first game of 2.0.

I don’t know about every 5 minutes, but we do have quite a few quotes.

Yeah.... I played against a quad Arc list over the weekend at CAC. And I saw some other fun builds out there i didn’t play against.

It is really, really tempting to jump into republic. I have my full conversions times 4 (Original 3 factions plus First Order), and Ive been buying Resistance ships so I’ll be at 2x of everything Resistance released (once the transport drops)....

Who knew weekly open play casual game night would prompt the need to buy so much more? I’m still not excited for the droids so I’ll skip CIS regardless. They’re fun thematically just not for me.

12 minutes ago, ficklegreendice said:

jIt'll actually probably be the only reason to fly lil' Annie.

Lil' Annie:

Image result for lil annie oakley

Lil' Ani:

Related image

Lil' Orphan Annie:

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Lil' Orphan Ani:

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1 hour ago, Parakitor said:

Are we in agreement that Passive Sensors isn't all that great if you aren't using good ordnance? Getting a Calculate is okay, but not getting it until you engage when you are a low-initiative pilot isn't great. You'd rather take the focus and use it for defense.

One of the AMAZING things about Passive Sensors with ordnance spam on generics is that you don't take the lock until you engage, so if target #1 is destroyed after the first two shots, your 3rd ship is free to lock the next threat in line. THAT seems pretty potent.

It's also probably the best sensor-slot option for 4-LOM. With only 1 agility and single-token Calculate, he's not missing much by waiting for his action. He'd only be able to change a single defensive Focus result. With Passive Sensors, he can instead get full offensive rerolls on the target of his choice.

TIE/SF Fighters will also love it, as they can link the TL action into a turret rotation.

I'll try spinning, that's a good trick

*barrel rolls on top of a rock

1 hour ago, ClassicalMoser said:

Must. It’s proper game state.

Advantage being that if Leia or Vader fall behind you’re allowed to “catch up” because it’s restoring proper game state

Yeah I can see that being one of the many steps that is consistently forgotten about.

PS is pretty awesome on Vader!

Screw the bid, you can barrel roll away from any pilot at engagement after locking. Having initiative means nobody shoots him first either.

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10 minutes ago, wurms said:

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Dank, but Juke will be up to 7 by then. Or so rumor has it. Outmaneuver and afterburners on that whisper would be delightful though. Maybe trickshot, but that's supposed to go up as well. Maybe Lone Wolf for extra survivability?

19 minutes ago, Tk421doyouloveme said:

PS is pretty awesome on Vader!

Screw the bid, you can barrel roll away from any pilot at engagement after locking. Having initiative means nobody shoots him first either.

🤨 Vader can do that now without Passive Sensors as second player , which would still be the requirement for him to do so with Passive Sensors without being shot at before he does his delayed action (It triggers just before he engages, not at the start of the Engagement Phase).

What this does permit him to do is perform the Passive Sensors action, Barrel Roll, then Lock and in effect get back the force charge he spent on the Lock when he engages via the Calculate action from Passive Sensors.

So so so. How many Naboos? 1 2 or 3 ?

I'm thinking 2.

Wombo Combo incoming for Hyperspace! Some fun thoughts:

A Sense Mace Windu informs Dinee of an enemy's speed, to which Dinee reacts with R2-A6.

Ric Ollie takes an R2 astro for 2 extra shields. His path to a diet TIE Defender is near complete! Maybe even the suggested Daredevil to do that 180* turn, especially since 3 bank is blue.

Even after Juke goes up, a Juke Padme would be good fun. Juke is not necessary, since you can use Luminara to troll the ship shooting at Padme.

Naboo Handmaidens to possibly push the envelope on Calibrated Laser Targetings legitimacy. Probably not, but will sure be useful for Delta 7B. At least there will be a role akin to dedicated although guaranteed to work. Don't know how aggressively it will be costed, considering how Dedicated is effectively an 8pt upgrade for V19's and ARCs.

8 minutes ago, Hiemfire said:

🤨 Vader can do that now without Passive Sensors as second player , which would still be the requirement for him to do so with Passive Sensors without being shot at before he does his delayed action (It triggers just before he engages, not at the start of the Engagement Phase).

What this does permit him to do is perform the Passive Sensors action, Barrel Roll, then Lock and in effect get back the force charge he spent on the Lock when he engages via the Calculate action from Passive Sensors.

Right but as first player with PS, you shoot first and also get to reposition last if you want.

Hence, screw the bid and take the iniative, you get the best of both worlds.

Edited by Tk421doyouloveme

Wait, who said that they're jacking up juke again? Only two ships like it, and while the Phantom is in a good spot, the Defender isn't good even with Juke. Juke needs to go down so that I can fly quad juke phantoms again.

6 minutes ago, Blail Blerg said:

So so so. How many Naboos? 1 2 or 3 ?

I'm thinking 2.

I’m thinking 3 to have 2 Handmaidens guarding a 3rd N-1.

6 minutes ago, player3010587 said:

Dank, but Juke will be up to 7 by then. Or so rumor has it. Outmaneuver and afterburners on that whisper would be delightful though. Maybe trickshot, but that's supposed to go up as well. Maybe Lone Wolf for extra survivability?

Man, I really hope they don't increase Juke. It's already only remotely viable on ships that get to evade for free. I'd like to be able to fly a Juking N-1, but they can't abuse it like Phantoms can so 7 points would be pretty yeesh.

Here are some ways to fix Juke, which is only a problem in the quad Phantoms list because you can run multiple copies of it on ships with 3 attack dice and free evades:

  • Sigma +1 means you can't fit a third Juke into a four Sigmas list
    • Also bumping Imdaar +2 means you can't fit three Jukes into any four Phantom list
  • Drop the price of both generic Phantoms and just take away the Sigma's talent slot
  • Make Juke pay a tax for multiple copies in a list (first one costs 4, second one costs 6, third costs 8, etc)
  • Errata Juke to be unique or 2x limited (note: I know this won't actually happen)

There's lots of stuff you could do to fix the problem without breaking Juke for everyone just because of Phantoms.

1 minute ago, Maui. said:

Make Juke pay a tax for multiple copies in a list (first one costs 4, second one costs 6, third costs 8, etc)

Ugh this would be such a mess in practice. I seriously hope they don't start doing this.

Initiative or base-size scaling makes sense, but adding this on top would just be the last straw...

1 hour ago, ficklegreendice said:

It'll actually probably be the only reason to fly lil' Annie. Dude's a force user, so no talent (no juke :( ) or crazy ability to augment his piddly two-die primary. At I4, it's VERY difficult to get locks on very popular I5+ pilots

Enter passive sensors + force + full throttle +/- r2-c4

Well, Instinctive Aim, if baby-Ani has a Force Talent. I wouldn't be surprised if he didn't.

22 minutes ago, Maui. said:

Man, I really hope they don't increase Juke. It's already only remotely viable on ships that get to evade for free. I'd like to be able to fly a Juking N-1, but they can't abuse it like Phantoms can so 7 points would be pretty yeesh.

Here are some ways to fix Juke, which is only a problem in the quad Phantoms list because you can run multiple copies of it on ships with 3 attack dice and free evades:

  • Sigma +1 means you can't fit a third Juke into a four Sigmas list
    • Also bumping Imdaar +2 means you can't fit three Jukes into any four Phantom list
  • Drop the price of both generic Phantoms and just take away the Sigma's talent slot
  • Make Juke pay a tax for multiple copies in a list (first one costs 4, second one costs 6, third costs 8, etc)
  • Errata Juke to be unique or 2x limited (note: I know this won't actually happen)

There's lots of stuff you could do to fix the problem without breaking Juke for everyone just because of Phantoms.

I like Juke price scaling by an absurd and complicated spreadsheet, if only because Juke is so utterly trash on almost every ship other than Phantoms and Defenders and maybe N-1s that I don't want to over-punish folks who make the mistake of playing it.

Just passing by with a tidbit of info:

I've been given a hint Padme is set to be 44 points.

Source: Dude, trust me - I'm from Poland. You know we spoil these things like crazy. This article? We had it all ready posted last week.

2 minutes ago, Ryfterek said:

Just passing by with a tidbit of info:

I've been given a hint Padme is set to be 44 points.

Source: Dude, trust me - I'm from Poland. You know we spoil these things like crazy. This article? We had it all ready posted last week.

I’m convinced you guys have actually time traveled the entire country a short way in to the future.

Thinking for a moment about pricing:

The generic Init 2 seems pretty blah. In maneuverability, damage, toughness, and action economy, it's pretty similar to an RZ-1, but a little bit more flexible.

But the named pilots seem pretty solid. They've got really quite strong abilities. Anakin has half a Supernatural Reflexes. Ric Olie gets bonus dice on both attack and defense. Padme weakens Focus for any enemy in her arc, regardless of who the attacker and defender are.

I feel like this kind of enables a wide point spread. Like, if the limited pilots get Torrent-like price increases over the generics, I don't think that'd be terrible here. Even if Ric Olie had an Oddball-level weak pilot ability, he'd probably have to cost a lot, since a Juke Proton Torpedo, even if only 4 dice, is kind of scary and should be priced accordingly. But by getting an actually-good pilot ability, hopefully that'll allow Ric to be as expensive, and the generic to be as cheap, as they each deserve.

1 hour ago, Ryfterek said:

Just passing by with a tidbit of info:

I've been given a hint Padme is set to be 44 points.

Source: Dude, trust me - I'm from Poland. You know we spoil these things like crazy. This article? We had it all ready posted last week.


I have no issue with Padme being 44, so long as the Init 2 is like... 32.

Edited by theBitterFig
3 hours ago, wurms said:

Yeah, a strong charge-free ability.

They got it right with BB droids, so why this time they don't?

2 hours ago, Sithborg said:

I am not a big fan of all of this keeping track of what maneuver people did after the activation phase. Cool stuff, but too much to remember.

I play a lot of l5r which has had similar dial tracking mechanics for a while and thankfully it’s never been an issue and comes up pretty regularly (e.g. the composure key word and a crap ton of Scorpion cards). I don’t think this will be an issue, especially once people a few games with and against these new pilots

2 hours ago, HolySorcerer said:

Well nobody is flying five of them with FCS, which while weaker on turn one is more consistent after that if they keep their locks. At the end of the day they are just low ps ships with mediocre dials, mediocre action bars, and an action dependent 3rd attack die. I don't see five of them being an issue at all.

Totally agree, it’d actually be pretty cool to see that get played and I’m not even sure it’d be tier 1

6 minutes ago, FriendofYoda said:

I play a lot of l5r which has had similar dial tracking mechanics for a while and thankfully it’s never been an issue and comes up pretty regularly (e.g. the composure key word and a crap ton of Scorpion cards). I don’t think this will be an issue, especially once people a few games with and against these new pilots

I can see it getting annoying vs a 6-8 ship list (or more, in epic?) that's done a lot of different 1 and 2 speed maneuvers (IE a vulture swarm splitting up after engagement) and then the N1 doing a 2 speed. Any other scenario where there's just 3-5 ships per side seems super easy to manage.