First Huge Ship Game Thoughts... or why you should try 2.0 Huge Ships and Wings!

By Tervlon, in X-Wing

1 hour ago, Faerie1979 said:

In all fairness, my eventual goal for my collection is to be able to field every named Rebel Alliance pilot and all of every named rebel squadron. All in one massive fleet.

I might need another Epic Battles expansion or two to accomplish that eventual goal. But just think of the epic battle one could do.

I have this image in my head of a Super Epic Wing Tool.

3 hours ago, ClassicalMoser said:

That's... pretty ridiculous.

You could literally field every pilot in every ship at once, and still have to put out a bunch of generics.

That comes out to something like 7 of every ship that's ever been made... Are you sure?

If he's not sure, I'm sure that's what I got.

I have 12 of a lot of my favorites, because that used to be the max ships allowed for Epic. And I have 4 of every small based ship, because I often flew things as elements of 4.

Of course, now the dang flight tool has units of 6!!

Epic should be good for sales, if wings get to be a thing. . .

Edited by Darth Meanie

I found a First Order Gozanti build I want to try:

First Order Sympathizers (60)
- General Hux (6)
- Comms Team (8)
- Boosted Scanners (8)

Hux uses his ability to perform a red Coordinate action and spends 2-3 energy, letting up to five First Order ships perform the same red action at range 0-3. That's fantastic for only 82 points, and you still have one crew slot (with Command if desired), a hardpoint, gunner, and cargo slot open for further upgrades.

4 minutes ago, PhantomFO said:

I found a First Order Gozanti build I want to try:

First Order Sympathizers (60)
- General Hux (6)
- Comms Team (8)
- Boosted Scanners (8)

Hux uses his ability to perform a red Coordinate action and spends 2-3 energy, letting up to five First Order ships perform the same red action at range 0-3. That's fantastic for only 82 points, and you still have one crew slot (with Command if desired), a hardpoint, gunner, and cargo slot open for further upgrades.

Great for getting locks especially, considering the huge ships move after all small ships are in place.

My problem with Hux is there isn't a high-initiative platform to carry him; the stress shuts out any further actions.

Edited because my reply was rude than it had to be.

Edited by ChahDresh
On 11/8/2019 at 9:34 PM, ClassicalMoser said:

So I could theoretically field 17 wings at once with my own ships.

Not that I would ever do that 😛

Coward.

😀

Double post â˜šī¸

Edited by Hatemonger
1 hour ago, Hatemonger said:

Coward.

😀

It looked like the 17 wings would be for different factions. One person couldn't fly them all at once.

On 11/11/2019 at 12:40 PM, Tervlon said:

Targeting Battery combined with Ordnance Tubes was amazing, it really helped preserve the lock and to give more mods. It was also nice if the Torpedo shot took out the original target with the lock, Targeting Battery acquires a new target lock, then you fire missiles at the new target.

What really bums me out is that Ordnance Tubes don't actually give any ordnance slots... the CR90 should be able to get a torp and missile, too.

How did it work with the Ordnance Tubes? Did you fire more than one ordnance a turn? Did you use ORdnance Team for the reloads? Did it take a lot of energy? I know Ordnance before was the easy energy one, but not so much now.

Jeepers....thinking about what I can make Wings with my existing ships?

  • 10 Tie Fighters
  • 6 Tie Bombers
  • 5 Tie Interceptors
  • 4 Tie Aggressors
  • 5 T-65's
  • 5 Z-95's
  • 3 Y-wings
  • 5 Scyks
  • 3 Kihraxz
  • 3 StarVipers
  • 3 First Order Ties
  • 8 Vultures

There are a lot of ships where I have just 2 and one more would make that 3. I also plan on getting more First Order ships. I want a total of 4 FO SF to put on a Gozanti.

Ok so how does epic and wings work? What are the points?

On 11/11/2019 at 6:25 PM, ClassicalMoser said:

That's... pretty ridiculous.

You could literally field every pilot in every ship at once, and still have to put out a bunch of generics.

That comes out to something like 7 of every ship that's ever been made... Are you sure?

I have at least two of everything, and a lot more in some cases. Theres like 10x Z95s, for example. Its probably closer to 400 because I did get rid of a bunch. I think there were 16x TIE/ln and 9x TIE/sa at one stage. Fairly sure I had enough Interceptors in 1E to field every unique pilot and one of each generic at once. The running joke was I could run a tournament by myself.

Okay what I meant was how do the points work? Is it balanced? How much can you put in an epic list?

If running a scenario, it depends on the scenario. If Otherwise it depends upon what everyone agrees to. Although the standard for Epic seems to be 500 points. Thursday I'll be doing a 300 point Epic scenario, as an example.

EDIT:

As for point costs, point costs haven't changed. And there's a PDF that shows the Huge ship upgrade slots and how much all the Huge ships, related upgrades, and Epic upgrades cost.

Edited by Faerie1979
18 minutes ago, Blail Blerg said:

Okay what I meant was how do the points work? Is it balanced? How much can you put in an epic list?

You have to forget the old way to do things. "Epic" is not what it was in 1st Ed. That was 500 pts that you build a list to fight each other. "Epic" is now "Epic Battles" or playing a game using one of the scenarios from Epic Battles. Huge ships is different than "Epic Battles". There is not a rules set that is just about a big list of Huge ships fighting each other. That doesn't exist anymore. You can just play a casual game of whatever points you want of huge ships vs huge ships.

Epic Battles has 11 scenarios that deal with all sorts of different ways to play the game. It can be one called "Aces High" where each player plays a single ship in kind of a Hunger Games style game. There are one vs. one games that have various points. There are 6 player free for alls where everyone uses 400 pts. There are all sorts of different ways to play the game using these 11 Scenarios. That is "Epic" now. You can, but don't have to, use Huge ships when you play "Epic".

Granted, if you have them you're probably going to want to field your Huge ships.

Oooo nice. Can't wait to try it out.

Say, do you have any more pics of that Black Sun YV-666?

49 minutes ago, Faerie1979 said:

Granted, if you have them you're probably going to want to field your Huge ships.

Well.....our small group has been doing Epic for ages. SlingPaint did a team Epic event. I couldn't make it, but two of our guys showed up. They put the minimum points into the Huge ship and loaded their list down with Ordnance. They easily won the event because most people put too many points into their Huge ships. Sure, it was 1st Ed, but the idea is the same. I think there will be a lot of people that won't really play a lot of games with the Huge ships....or that they take a while to get used to it. Those that wrap their heads around it early will be at an advantage.

I think I will avoid using too many big ships or putting too many points in my first few games as everyone will be geared towards fighting them. Numerous Wings will win the day.

I may be Casual, but I'm Competitive Casual! 😀

2 minutes ago, heychadwick said:

I may be Casual, but I'm Competitive Casual! 😀

The best kind of casual, in my opinion! It improves the experience for the rest of us. :)

3 hours ago, heychadwick said:

How did it work with the Ordnance Tubes? Did you fire more than one ordnance a turn? Did you use ORdnance Team for the reloads? Did it take a lot of energy? I know Ordnance before was the easy energy one, but not so much now.

Assumption, I have one enemy ship locked. I am armed with Ordnance Tubes and Targeting Battery as hard points and Proton Torpedoes and Concussion Missiles in the ordnance slots. Engagement proceeds as follows:

1. Fire Torp Bonus Attack at locked target. - Let's say the target is destroyed and I lose my lock. I am now unable to use the Missile bonus attack without a lock)

2. Fire Targeting Battery at new desired target, acquire lock on it.

3. Use Concussion Missiles with newly locked target ship.

Essentially the Targeting Battery provides flexibility in the middle of the engagement phase. If the target is destroyed, or you want to switch targets with ordnance that requires a lock, it gives you the opportunity to do so.

1 hour ago, Tervlon said:

Assumption, I have one enemy ship locked. I am armed with Ordnance Tubes and Targeting Battery as hard points and Proton Torpedoes and Concussion Missiles in the ordnance slots. Engagement proceeds as follows:

1. Fire Torp Bonus Attack at locked target. - Let's say the target is destroyed and I lose my lock. I am now unable to use the Missile bonus attack without a lock)

2. Fire Targeting Battery at new desired target, acquire lock on it.

3. Use Concussion Missiles with newly locked target ship.

Essentially the Targeting Battery provides flexibility in the middle of the engagement phase. If the target is destroyed, or you want to switch targets with ordnance that requires a lock, it gives you the opportunity to do so.

Yes, that's about what I was thinking it would work, but I wondered about energy for different things. The Torpedo only has 2 shots before you have to reload. So, I was wondering about spending the energy on removing the no-fire token and if you would spend extra energy to reload both Missile and Torpedo on the 2nd go round. That would be right when energy would be at a premium.

I also was thinking Bombardment Specialist was the same thing as Ordnance Team and spending the Energy to shoot further. My mistake.

19 hours ago, Tervlon said:

Assumption, I have one enemy ship locked. I am armed with Ordnance Tubes and Targeting Battery as hard points and Proton Torpedoes and Concussion Missiles in the ordnance slots. Engagement proceeds as follows:

1. Fire Torp Bonus Attack at locked target. - Let's say the target is destroyed and I lose my lock. I am now unable to use the Missile bonus attack without a lock)

2. Fire Targeting Battery at new desired target, acquire lock on it.

3. Use Concussion Missiles with newly locked target ship.

Essentially the Targeting Battery provides flexibility in the middle of the engagement phase. If the target is destroyed, or you want to switch targets with ordnance that requires a lock, it gives you the opportunity to do so.

As I understand, you can only fire bonus attacks if you perform a non-bonus attack. I could be wrong. Either way, you certainly want to get that 4-die primary off, so I don't see a huge issue there

Huge ships can do their Hardpoint bonus attacks before, after, or instead of their primary weapon attack. Which does mean that if you have a targeting laser battery and turbolaser battery both pointing forward on the CR-90, you can shoot at something in your forward arc with both even though your primary weapon is out of arc. Of course, this does raise a question to me. If you have a turret gunner who gives you a bonus turret attack, would a Huge ship be able to, for example, fire their targeting laser, fire the turbolaser, fire their primary weapon, then take another shot with the targeting laser via their gunner?

6 minutes ago, Faerie1979 said:

If you have a turret gunner who gives you a bonus turret attack, would a Huge ship be able to, for example, fire their targeting laser, fire the turbolaser, fire their primary weapon, then take another shot with the targeting laser via their gunner?

No, Veteran Turret Gunner only lets you shoot with a turret that you haven't used in the round yet, and doesn't work with hardpoints.

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Just now, AwesomeJedi said:

No, Veteran Turret Gunner only lets you shoot with a turret that you haven't used in the round yet, and doesn't work with hardpoints.

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The only thing it could potentially help you with is it could save you one energy per round. Jury's still out on whether it works at all though, because it typically uses attacks that have an "ATTACK:" header, and these don't. We'll see.