That's the only Ywing that can take crew right?
A very interesting place we are in with this game, with differing actions and slots on ships.
That's the only Ywing that can take crew right?
A very interesting place we are in with this game, with differing actions and slots on ships.
10 minutes ago, It’s One Of Ours said:I knew he’d be driving the ship from the astro slot!
Strangely the Article implied that the Crew slot would replace the Gunner slot which really didn't make sense.
7 minutes ago, Blail Blerg said:That's the only Ywing that can take crew right?
Yes it is.
22 minutes ago, Blail Blerg said:A very interesting place we are in with this game, with differing actions and slots on ships.
This is a design space I wish they'd explore more. For example, a pilot who has only a very mediocre pilot ability, but has an extra action as his/her real strength.
17 hours ago, Vector Strike said:>Nantex comes with Targeting Computer
>has no Modification slot
After going under the same with Fang Fighter, I can say only one thing to FFG:
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**********! AGAIN, FFG? 😡
And they even forgot to add the Trade Federation Drone to the new points list...
In an odd way, I consider this to be a good thing. FFG eventually took the drastic step of removing the Torpedo upgrade from the Jumpmaster, after two nerfs had proven insufficient to address how ****ing awful the Torpedo Jumpmaster metagame was. In the end, the Plasma Torpedoes and Guidance Chips upgrades in the expansion became useless for the Jumpmaster.
To me, the high price of the Nantex, as well as removing the mod slot from something which at some point of time in development clearly had a mod slot, seems like playtesting caught something really busted and put the kibosh on it before it ruined all our games for a month or two and an emergency points update..
Sun Fac, our glorious enby bug ace, was pre-nerfed. Should FFG get better at recognizing potential problems before they get to this point? Sure. But like, I'm glad that the forthcoming Nantex Tractor Hades is probably not going to be so bad.
Edited by theBitterFig
Jakku's are going to have a field day with Nantexs.
4 hours ago, Blail Blerg said:Wait this is better I think
Sun Fac (54)
Ensnare (24)Stalgasin Hive Guard (34)
Ensnare (10)Count Dooku (63)
Heightened Perception (3)
Tractor Beam (2)
GNK “Gonk” Droid (10)
Total: 200
I shall name this list John Deere ship yard... there are so many tractors. I am here all day folks.
So, Precognative Reflexes seems really affordable. Standard Vader with PCR is 88 points, coincidentally the same cost as R2/7B Anakin. I can kinda see investing 13 points for those situations where it matters.
You'll be able to pre-boost into blue moves, to clear the strain immediately, to get a bit more range.
Doing a boost or roll before a red move seems like really powerful play. FCS keeps the lock from the previous round (one disadvantage of Advanced Sensors Vader is you couldn't FCS), so you'll have Lock, Force, and ideally be out-of-arc.
Maybe you'd rather bump someone than eat a shot, and PCR can help make that happen.
32 for Supernatural was a really expensive tool, and Boosts where really costly since they inflicted a damage. 13 point Precognative is a tempting price for a tool you probably don't want to use every turn (since shutting off actions is bad), but can probably earn it's worth if you get one good use per game.
4 hours ago, Vector Strike said:>Nantex comes with Targeting Computer
>has no Modification slot
After going under the same with Fang Fighter, I can say only one thing to FFG:
![]()
**********! AGAIN, FFG? 😡
And they even forgot to add the Trade Federation Drone to the new points list...
I'll say though: there's no ****ing excuse for Afterburners in the TIE/v1. That doesn't have a Mod slot, but can take missiles and FFG still hasn't released Instinctive Aim outside of the core set. It would have been a perfect upgrade here, allowing generic Inquisitors to zip off their missiles easily.
4 hours ago, Scum4Life said:Asohka Gunner seems very reasonably priced compared to Scum Han gunner
This is probably due to Ahsoka only affecting allies, and Han affecting the ship he's on. Its still strong for sure, but slightly more situational than Han's parameters. Han is also at engagement, whereas Ahsoka is at movement/activation. I think its fair they're the same cost. Ahsoka has a wider reach, and Han is more consistent.
3 hours ago, Caduceus01 said:Ensnare Sun Fac-78
Proton Torp Anakin-74
which seems like a better deal to you?
Sun Fac all day... He gets an extra die, the opponent loses one, he gets to move the opponents ship (potentially putting it in range 1 for another die), he's I6 which not only lets him reposition with perfect knowledge using his free straight boost or barrel roll, but he gets his normal action on top of that, and can essentially guarantee his turret or bullseye is lined up, knowing whatever he tractors will stay where he puts them.
Not to mention he is balanced against the rest of the faction. At his current cost you can still fit 6 vulture droids in with an 8pt bid (or run struts), or 5 with energy shells and a 2pt bid. With the rest of the faction being quite cheap and structured around swarms, he had to be balanced in accordance.
Anakin has 3 force mods on the slowest clunkiest ship in the faction, and its only 2pts cheaper than his Delta counterpart. He has to take the 13pt precog to get any useful repositioning capabilities to take advantage of his initiative.
A fully modded proton is good, but I can't see many taking that ship over the Delta-7B, his Y-wing is a prime target, and can be easily taken out unlike the Delta. He will probably get that torp off well, but its the only thing he'll do before he dies. That's a lot of points to sink into a 1 trick Pony.
3 hours ago, Hiemfire said:You missed the second part... You get the focus to hit conversion that that Force Charge provides automatically with the attack both when used as a bonus attack (which costs a Force) and when used during the Engagement Phase (which only requires you to have a shot lined up)...
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Low initiative ships won't line up the bullseye often, especially not for both shots; and high initiative ships won't have ships moving after them very often. It's a way more restrictive card compared to snapshot, and you need the force token to use it which is a sparse commodity on the likes of the Jedi Knights or Inquisitors. I think it should be fine, but it should definitely be cheaper than Snapshot.
4 hours ago, dsul413 said:Agreed. I think we see a lot of chertek subbing in for some of the other midrange ships in CIS swarm builds.
He’s substantially easier to arc-dodge, though, and his ability also only triggers when the target is fully Tractored.
Ensnare/Deflection Fac is not worth 83 points. That is bonkers for what is basically a Fang Fighter. Fel can run Predator, Shield and Hull Upgrades and comes in 13 points lower than that for greater ability.
As a republic player, I’m really struggling to see where these Y-Wings fit and there’s no obvious build for them that I can see. Guess it’ll take time and trial/error.
Red squadron bomber with Ion turret and 7th fleet gunner is 47 points, and you have movable arc for 7th fleet. 2 of those + 2 jedi might be interesting.
32 minutes ago, kempokid said:As a republic player, I’m really struggling to see where these Y-Wings fit and there’s no obvious build for them that I can see. Guess it’ll take time and trial/error.
Well, I'm building some lists with 1 in it, but I'm wanting to use 2 and nothing's quite working out how I want to.
1 hour ago, kempokid said:As a republic player, I’m really struggling to see where these Y-Wings fit and there’s no obvious build for them that I can see. Guess it’ll take time and trial/error.
Run them as actual bombers. It's the only ship of its type for the faction.
Edited by BVRCH2 hours ago, kempokid said:As a republic player, I’m really struggling to see where these Y-Wings fit and there’s no obvious build for them that I can see. Guess it’ll take time and trial/error.
While the ARC is (still) a big multi-arc gunship... the Y-Wing is the better ordnance carrier. Torpedo or bombs, no other Republic ship has a reload as of yet.
2 hours ago, BVRCH said:
Low initiative ships won't line up the bullseye often, especially not for both shots; and high initiative ships won't have ships moving after them very often. It's a way more restrictive card compared to snapshot, and you need the force token to use it which is a sparse commodity on the likes of the Jedi Knights or Inquisitors. I think it should be fine, but it should definitely be cheaper than Snapshot.
The timing is after they complete a mameuver, not after they perform an action. Bullseye is limiting, yes... But lower initiative does not mean they won’t get to use the ability as often due to the timing. Basically, they need something like Advanced Sensors, Precog, or Supernatural Referee to adjust their maneuver based upon board state knowledge.
Edited by It’s One Of Ours2 hours ago, kempokid said:As a republic player, I’m really struggling to see where these Y-Wings fit and there’s no obvious build for them that I can see. Guess it’ll take time and trial/error.
Ahsoka gunner on a ywing along side CLT jedi.
Ywings with dorsel also make great 7th fleet gunner carriers. The front and side arcs is alot easier to keep friendlies in, than a front and back arc. 5 dice range 1 CLTs baby! (roll 4 at range 1, add 1 eyeball for clt)
Mace Windu (45)
C1-10P (7)
Calibrated Laser Targeting (3)
Obi-Wan Kenobi (47)
Calibrated Laser Targeting (4)
Red Squadron Bomber (33)
Dorsal Turret (3)
Seventh Fleet Gunner (9)
Red Squadron Bomber (33)
Dorsal Turret (3)
Seventh Fleet Gunner (9)
Total: 196
37 minutes ago, It’s One Of Ours said:The timing is after they complete a mameuver, not after they perform an action. Bullseye is limiting, yes... But lower initiative does not mean they won’t get to use the ability as often due to the timing. Basically, they need something like Advanced Sensors, Precog, or Supernatural Referee to adjust their maneuver based upon board state knowledge.
I know how it works.
It will be hard to trigger because you'll need to guess your opponents move precisely in order to line up the bullseye. Foresight is a force power so you can't utilise precog or supernatural to adjust your positioning.
Jedi Knights and Inquisitors are good candidates for it, but its still going to be hard to pull off. They only have 1 force point, which is either spent on Foresight or fine tuned controls in the case of the Delta. The TAP has to rely on the post movement reposition actions or use advanced sensors. Both are still guessing either way at low intitiative. Sense is still a better choice for an inquisitor imo.
Edited by BVRCH3 hours ago, BVRCH said:This is probably due to Ahsoka only affecting allies, and Han affecting the ship he's on. Its still strong for sure, but slightly more situational than Han's parameters. Han is also at engagement, whereas Ahsoka is at movement/activation. I think its fair they're the same cost. Ahsoka has a wider reach, and Han is more consistent.
I disagree, for a few reasons.
Ahsoka adds a force mod to a ship shes on, This is an actionless, bump proof, stress free mod that is available to use to mod defense even against snap shot/foresight.
Second, if that a force mod in her carrier doesn't seem useful but another ship would rather get double mods or might bump, you can spend that force to send them a focus at the cost of a stress on that ship. But this could be before they move so they could have dialed in blue to get double mods and be stress free, or stress free with focus after bumping.
So there are some ways to get around the stress cost for the focus.
Finally the focus will be available from the start of initiative so while defending from i6 ships or even heightend sense force users/Null.
With multiple ships on the table Ahsoka could coordiante a Red focus to different ships so they dont even need to clear their stress for her to be activated again and she can do that while her carrier is stress too, not that I recommend filling your Squad with stress (unkess its the Last/ a crucial turn)
Han is restricted to one ship, always leaves stress, meaning you have to clear it before getting to use it again, Only procs when you engage so you may not have the focus when defending.
So I feeling Ahsoka is more consistent, easier to use, more flexible, and can be equally powerful than Han. I think its a Brilliant force user upgrade hope to see her on the table but makes me feel like some other force users(Seven sister)/Han gunner are overcosted.
TLDR - IMHO Ahsoka Gunner > Han Gunner at same cost.
Edited by Scum4Life
2 hours ago, BVRCH said:I know how it works.
It will be hard to trigger because you'll need to guess your opponents move precisely in order to line up the bullseye. Foresight is a force power so you can't utilise precog or supernatural to adjust your positioning.
Jedi Knights and Inquisitors are good candidates for it, but its still going to be hard to pull off. They only have 1 force point, which is either spent on Foresight or fine tuned controls in the case of the Delta. The TAP has to rely on the post movement reposition actions or use advanced sensors. Both are still guessing either way at low intitiative. Sense is still a better choice for an inquisitor imo.
The right choice is likely not to work hard to get that elusive bullseye shot, but to make your opponent work hard to avoid it. Taking Foresight can pay off even if it never triggers once, as long as it forces your opponent to pick suboptimal moves and actions.
6 hours ago, wurms said:Ahsoka gunner on a ywing along side CLT jedi.
Ywings with dorsel also make great 7th fleet gunner carriers. The front and side arcs is alot easier to keep friendlies in, than a front and back arc. 5 dice range 1 CLTs baby! (roll 4 at range 1, add 1 eyeball for clt)
Mace Windu (45)
C1-10P (7)
Calibrated Laser Targeting (3)Obi-Wan Kenobi (47)
Calibrated Laser Targeting (4)Red Squadron Bomber (33)
Dorsal Turret (3)
Seventh Fleet Gunner (9)Red Squadron Bomber (33)
Dorsal Turret (3)
Seventh Fleet Gunner (9)
Total: 196
Maybe something like this? Bombs could be dropped but like others have said, they make this ship different for the faction.
BTL-B Y-wing - Red Squadron Bomber - 48
Red Squadron Bomber - (33)
Dorsal Turret (3)
Seismic Charges (3)
Seventh Fleet Gunner (9)
BTL-B Y-wing - Red Squadron Bomber - 48
Red Squadron Bomber - (33)
Dorsal Turret (3)
Seismic Charges (3)
Seventh Fleet Gunner (9)
ARC-170 Starfighter - •“Wolffe” - 58
•“Wolffe” -
CC-3636
(50)
•C-3PO (8)
Naboo Royal N-1 Starfighter - •Ric Olié - 46
•Ric Olié -
Bravo Leader
(42)
R2 Astromech (4)
Total: 200/200
View in the X-Wing Squad Builder
(hyperspace legal variation)
ARC-170 Starfighter - •“Wolffe” - 58
•“Wolffe” -
CC-3636
(50)
•C-3PO (8)
Naboo Royal N-1 Starfighter - •Ric Olié - 48
•Ric Olié -
Bravo Leader
(42)
Predator (2)
R2 Astromech (4)
BTL-B Y-wing - Red Squadron Bomber - 47
Red Squadron Bomber - (33)
Ion Cannon Turret (5)
Seventh Fleet Gunner (9)
BTL-B Y-wing - Red Squadron Bomber - 47
Red Squadron Bomber - (33)
Ion Cannon Turret (5)
Seventh Fleet Gunner (9)
Total: 200/200
View in the X-Wing Squad Builder
11 hours ago, Hiemfire said:Jakku's are going to have a field day with Nantexs.
An Ensnare Nantex Wing and a Quadjumper Convoy fly into one another.
At the end of the activation phase, our ships are going to be..... somewhere . More than that, I'm not prepared to commit to.
And no, the manoeuvre you set on your dial does not feature particularly highly in where .
11 hours ago, theBitterFig said:To me, the high price of the Nantex, as well as removing the mod slot from something which at some point of time in development clearly had a mod slot, seems like playtesting caught something really busted and put the kibosh on it before it ruined all our games for a month or two and an emergency points update..
If I had to guess, I'd suggest loading it with Afterburners. The Nantex has a good selection of fast maneuvers, and the potential to move/boost/self tractor might well be a step too far in repositioning stakes, especially for a ship with an I6 pilot.
Edited by Magnus GrendelSo as I've not seen much talk on it yet, where are we coming down on Targeting Computer only being 3 points?
On the one hand, I do feel that if it was any more expensive, no one would bother with it.
But on the other, it does seem like a good deal compared with some similar upgrades. To my knowledge, the only other non-limited cards that give you additional actions are Debris Gambit, Angled Deflectors and Squad Leader.
Debris Gambit is 4 points, and adds a red evade that is situationally white. Angled Deflectors is also 3 points when cheapest, but it has a stat requirement (at least one shield) and reduces your max shield value for the whole game by 1. Squad Leader is 4 points at it's very cheapest (and that is only the bottom Initiative value - I'm not counting 0 here as that only effects Null), and is also a red action that is not a 'full' version of co-ordinate as it requires both ships to share actions on their action bar.
So Targeting Computer adds an action with no drawbacks, and is still the cheapest upgrade to add an action. Now, you might argue that Target Lock is also the least effective and game changing of all these actions. It's mostly used for ordnance, after all, and TC won't give ships the corresponding ordnance slot as well. But it does also seem like there's no real opportunity cost to it.
Imperials especially feel like they've been somewhat balanced around limited access to locks. But now for only 3 points a ship you can undo that, and open up a ton more options for Jendon, Vessery and the like.
I'm not saying that's a bad thing. Vessery is one of my favourite 1e pilots and he just isn't very good in 2e, in large part due to inadequate lock support.
But at 3 points, TC does feel like a bit of an autoinclude on ships like the Interceptor, who already have great action economy and are in something of a no man's land in terms of their current costing. A Jendon Sloane swarm with 4 Alphas (three with TC) suddenly feels like it's got more dangerous. TIE Strikers also stand to benefit for very little extra investment (how often are you using their mod slot anyway?), and I think a lot of people have already said how much Phantoms love them.
I'm not saying it's a good list, but you can fit Vessery with Soontir and Whisper both packing TC. That sounds dangerous as **** to me, there's a lot of potential for fully modded 3 dice shots on ships who are either tanky or dodgy.
And then there are some factions that get basically no use out if it. Every single Rebel ship except the Attack Shuttle, Sheathipede, Auzituck and TIE Fighter already has lock. Every single Republic and First Order ship so far already has target lock. Every single Resistance ship except the Transport Pod already has lock. Even most Scum ships already have lock.
I dunno, there's an argument for future proofing I suppose. A lot of those factions are nowhere near complete. But still, it does seem a bit like an upgrade that massively favours the Empire (and is a really great deal for them) and has very little use elsewhere.
Again, not a criticism exactly. Just an observation that this is a bit of a strange card.
I feel the cost of TC is more the mod slot than the 3 points.