Do you think it will ever be re-released and if so will it get the R7 bots in some form.
re-release of e-wing??
Re-released? Yes, most definitely. All ships from 1e will get their own 2e release.
R7 bots? Sure why not. Plenty of numbers besides, R2, R3, R4, R5, etc.
I really can't wait for EWings to be Hyperspace Legal. I got a fun Boom-n-Zoom Triple EWing list I've been flying here and there. Its very fun to fly.
Alternatively, pilot + upgrade packs
Yes 3 rogues are fun 1 with protons 2 plasma and R4 on each
Yeah, the E-Wing’s getting re-released for sure.
Based on current info, I don’t think it will re-release with any R7 astros, but they might show up in a future card pack.
It would be cool if R7s had a good synergy with E-Wings, though preferably not anything that makes it the only Astro option for Es.
I hope so! Although fugly in its own way, the E-Wing and YT2400 hold a special place in my heart.
The first ships I flew in 1.0 (Etan and Leebo - I know, I sucked at the get go).
The MI regional winner showed this padawan what Corran and Dash looked like.....
Rerelease as Resistance imo. It doesn’t fit with rebels anyways.
1 hour ago, TasteTheRainbow said:Rerelease as Resistance imo. It doesn’t fit with rebels anyways.
I've heard some rumors that Rebels and Resistance are going to be the same faction this time next year...
Just kidding.
But I'd be super stoked to put some Es in my Resistance lists, for sure.
Edited by BucknifeTo be sure, I'd expect an E-Wing re-release. With A-Wings coming in Wave 6, I don't think there's much OT or current lore stuff that hasn't been re-released.
As to R7, I kinda hope a few will show up. I'd probably expect them to be rather different from 1e, but it'd be nice for the designation to pop up. I'd guess that if R7s appear (and they might not), they probably won't be in the E-Wing expansion, and would likely be in some Resistance, Republic, or upgrade pack instead.
I kind of dislike that FFG has completely walled off their reprint expansions from newer upgrades. I understand that they don't want to create 1e Starviper/Autothrusters issues, where people feel forced to buy ships just for upgrades, but they haven't fixed it. Take for example Autoblasters. The cannon will be in the upcoming pilot pack, but the B-Wing and M3-A Scyk Interceptor reprint expansions--both ships which could have used it--haven't included it. So far, the only Autoblasters are in the Resistance Transport. We still have a case where you have to buy a ship to get an upgrade, only it's a new ship rather than a reprint. More options would just be better, and it'd have been great if stuff like Passive Sensors had been in the TIE/sf, or Plasma Torpedoes in the Silencer, etc etc.
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E-Wings are kind of fun. I've been flying some Torpedo R3 Knaves (2 Proton, 1 Plasma), and those double locks have felt vital. Seems like a list which is at best OK (I'm 2-3 with it, between casual play and a small kit tournament), but still fairly enjoyable. It can be flown without too much stress (real-life stress, not in-game), and I can see it really hitting home sometimes. They seem like they can typically weather the initial round of fire, and can smash some stuff with a hefty Torpedo Barrage.
However, while 3 green dice can sometimes make you invincible, 3 green dice can also let you down, and Init 2 is pretty vulnerable. Just lost to A-Wings, where twice my opponent had Crack Shot Range 2 natty hits to kill an E-Wing before it could offload the 2nd Torpedo. My opponent flew well to get to that position, but it does point to a weakness in the list.
They need an r7 that’s something like Full Throttle to really shine. It would block their regen access as well, limiting the regen-heavy Corran builds that can already sort of hang.
Maybe. Dunno'. It's not any higher on their priority list than TIE/RBs, I frakkin' hope..!
1 hour ago, Captain Lackwit said:Maybe. Dunno'. It's not any higher on their priority list than TIE/RBs, I frakkin' hope..!
Well, considering the E-Wing is a re-release and FFG viewing Empire as a “complete” faction, I’d say odds are that we’ll see the E- Wing before the TIE/RB.
6 hours ago, librarian101 said:Yes 3 rogues are fun 1 with protons 2 plasma and R4 on each
What, take Ethan or you are missing the party.
Sorry, gavin. I am an old sole. My favorite us 2 Es and wedge.
7 hours ago, theBitterFig said:I kind of dislike that FFG has completely walled off their reprint expansions from newer upgrades.
I’m pretty sure they said, during one of the AMA Streams, that the card packs being successful will make them less constrained when it comes to what they will or won’t include in reprint expansions. So we may well see some new upgrades appearing in reprints, with card packs being released every few waves to make sure everyone gets access to the cards without having to rebuy ships.
Also; Yay! E-Wings! Gimme!
Edited by DexterOnone7 hours ago, TasteTheRainbow said:They need an r7 that’s something like Full Throttle to really shine. It would block their regen access as well, limiting the regen-heavy Corran builds that can already sort of hang.
That's just a TIE Defender at that point (alright, without the white K-turn). Stick on the 8pt shield upgrade and the R7 needs to be 10+ points to not invalidate the defender entirely. Knaves already have better initiative.
12 hours ago, TasteTheRainbow said:Rerelease as Resistance imo. It doesn’t fit with rebels anyways.
I dunno. It doesn't exist per se in the new timeline, but even then, whilst it was a 'new republic' ship it was first 'a thing' less than a decade after Yavin (9 ABY) when the new republic was far from solidly established and imperial holdouts were popping up every five minutes.
That's far, far closer to the Rebel timeline than the resistance one; it's only 4 years after Jakku, when a non-trivial number of the Resistance's members are children or haven't even been born yet.
5 hours ago, GhostOfAFlea said:That's just a TIE Defender at that point (alright, without the white K-turn). Stick on the 8pt shield upgrade and the R7 needs to be 10+ points to not invalidate the defender entirely. Knaves already have better initiative.
Like full throttle, not exactly full throttle You could make it a calc or a focus or some other effect.
14 minutes ago, TasteTheRainbow said:Like full throttle, not exactly full throttle You could make it a calc or a focus or some other effect.
A Calc might be alright. You have to be careful handing out full focuses, but a calculate’s more limited effect I think will be easier to balance.
13 hours ago, TasteTheRainbow said:They need an r7 that’s something like Full Throttle to really shine. It would block their regen access as well, limiting the regen-heavy Corran builds that can already sort of hang.
I think that would be a great design for it, but probably only for a named R7. The genetics could give out a calculate and then the named one could give out an evade. It would give rebels access to true ace builds.
Now, if R7s are given a Full Throttle like ability, I feel we need to make sure we control what they go on. The “Rebel Only” is a given, but I almost feel “E-Wing Only” would also be a wise course of action.
5 minutes ago, SabineKey said:Now, if R7s are given a Full Throttle like ability, I feel we need to make sure we control what they go on. The “Rebel Only” is a given, but I almost feel “E-Wing Only” would also be a wise course of action.
E-Wing only would let you do a bit more with focus since they can’t link it.
Using R7 to give a calculate would be OK. Although the E-Wing can already have double mods easily with the target lock action it can take from outside range 3. The old R7 ability might be good using the target lock as a defensive mod.
I think you could design 4-5 unique, expensive r7’s that significantly change the way the ship works. Kind of like the gunboat titles. And then you have a generic of each that does quite a bit less. That’s how I’d fix the ship. Otherwise you’re going to end up overbuffing on certain pilots and not helping others.
1 minute ago, TasteTheRainbow said:I think you could design 4-5 unique, expensive r7’s that significantly change the way the ship works. Kind of like the gunboat titles. And then you have a generic of each that does quite a bit less. That’s how I’d fix the ship. Otherwise you’re going to end up overbuffing on certain pilots and not helping others.
The question is then if the mods make it weaker, why take them, the mods have to keep it at least equal with the base ship.