Explosive Speed - Fireball Preview Article

By Jarval, in X-Wing

Kazuda is the Resistance's best ace hunter, but rank and file will always be dangerous to him.

I love this.

39 minutes ago, CaptainJaguarShark said:

What would a bunch of these being run as generics look like? I'm not saying this is a good idea, just a curious thought. R5 astros seem like they work with the ability, so you can turn your starting card back down to use again later, but is that even useful? I guess R4 is available to fix their blues. Hyperfuel maybe.

Seems more likely it might get thrown in as filler in a list with room that wants an RZ2 blocker but can't afford one?

I like the Fireball, but I'm sure I don't know where it sits in lists yet.

Poe + Rose + 4 of these? That's a lot of ships, and not necessarily a lot of upgrades (Poe can take R4 and that's it).

Snap + Rose + 4 with Advanced SLAM? Zippier, plus some Heroic copies.

Zizi Tlo with Heroic and Optics, 5 Fireballs with R4 and Advanced SLAM?

4 with Deadman Switch plus 2 Blue T-70s?

7 with Deadman Switch?

//

Not a generic, but Jarek with Heroic, DMS, and Advanced SLAM is a cute 39 point ship. I don't know if I really love DMS generics (seems like too much potential collateral damage), but on a filler pocket-ace? That seems a lot nicer.

1 hour ago, GreenDragoon said:

R4, choose damaged engine. Credit to a guy named Paul on Discord, it blew my mind.

Not a fan of this, because there's no way to repair the crit. That means you won't be able to use the ship ability again without suffering further damage.

For the title, I'm thinking either Damaged Power Regulator or Weapons Failure are the ideal choices. Weapons Failure is nice because it only takes an action to repair it, but doesn't have any lasting effects beyond that. Your offense suffers, but you won't risk further damage compared to other crits.

6 minutes ago, PhantomFO said:

Not a fan of this, because there's no way to repair the crit. That means you won't be able to use the ship ability again without suffering further damage.

For the title, I'm thinking either Damaged Power Regulator or Weapons Failure are the ideal choices. Weapons Failure is nice because it only takes an action to repair it, but doesn't have any lasting effects beyond that. Your offense suffers, but you won't risk further damage compared to other crits.

Did they maybe mean R5 astro? It is the easiest ship card to deal with if you're going to repeatedly flip it up and down, and you can regen two other hits if needed.

7 minutes ago, PhantomFO said:

For the title, I'm thinking either Damaged Power Regulator or Weapons Failure are the ideal choices. Weapons Failure is nice because it only takes an action to repair it, but doesn't have any lasting effects beyond that. Your offense suffers, but you won't risk further damage compared to other crits.

Slightly out there, but potentially interesting; if you have the title and R1-J5, you could take a direct hit.

First time you use the ability, you can flip it, gain a new damage card for future use of the ability, repair it and spend an R1-J5 charge to remove it...

28 minutes ago, DexterOnone said:

Slightly out there, but potentially interesting; if you have the title and R1-J5, you could take a direct hit.

First time you use the ability, you can flip it, gain a new damage card for future use of the ability, repair it and spend an R1-J5 charge to remove it...

Yeah I love that idea, definitely gonna raise some eyebrows with that trick. The wild card is what the new damage card will be.

Also looking forward to Kaz a lot, there are so many good sounding options for him but have to be careful to not bloat him up too much. At base he is cheaper than a blue squadron rookie or with either Coaxium or the title he is the same cost. Two less health for higher IN, ability, and some shenanigans.

R1-J5 the pilot really might not be bad as an I1 blocker at 29 points, with an ability that helps manage crits at least decently. Especially if we start seeing more generic I2 in the meta where you’d undercut it from the I2 mechanic, you’ll have a slamming 5 hull ship that can place itself pretty much anywhere.

2 hours ago, theBitterFig said:

I think it's a good design, though.

This, on paper, is a lot like a TIE or Vulture or Z-95 or Torrent. However, it's going to work in a really different way. I like that there are a lot of flavors of these kinds of fighters. Not every player is going to like every flavor, but there's a lot of variety.

1 hour ago, CaptainJaguarShark said:

I like the Fireball, but I'm sure I don't know where it sits in lists yet.

2 hours ago, DexterOnone said:

Potentially amusing for Aces High... self-detonation to deny opponents bounty points? 😛

I'd like to think that the game has gotten to a point where not every design has to march to the beat of Standard Play.

With Aces High, Missions, Epic and 200 point brawls all as options, this little ship could find a game niche that's not Get To Worlds.

3 hours ago, ScummyRebel said:

It comes with an illicit card so I assume it does?

Wow, that'll teach me to actually LOOK at the symbols on the upgrade cards :)

47 minutes ago, Darth Meanie said:

I'd like to think that the game has gotten to a point where not every design has to march to the beat of Standard Play.

With Aces High, Missions, Epic and 200 point brawls all as options, this little ship could find a game niche that's not Get To Worlds.

My very first reaction to the Fireball was "that is a super thematic ship that I really don't think I'd ever be interested in playing competitively".

Jaeger as a 33 point I5 and Kaz being a 3 attack 3 defense I4 for 40 points though has me going hmmmmm

Gaslands is a super cool, template based car racing/battling game. The actual way to win in Gaslands is to complete the race, and I wonder if a game type like that would be interesting.

2 hours ago, Darth Meanie said:

...this little ship could find a game niche that's not Get To Worlds.

What is that ?

haha

Edited by clanofwolves
2 hours ago, clanofwolves said:

What is that ?

haha

3m8wdt.gif

Say, could generic Fireballs be the ship which actually makes Targeting Synchronizer make sense?

A-Wing gets a lock. A bunch of Colossus Station Mechanics launch their missiles. 5 Fireballs with Missiles + Tallie can fit.

But I suppose you'd be **** out of luck if the A-Wing ever goes down, since these buggers don't have a Lock action. :P

Edited by theBitterFig

I still don’t get this little thing. Sure, the dial’s super sexy if you slap an R4 on it, and I guess Kaz can fly around pretending to be mini-Ric Olie?

Kazuda Xiono (40)
Heroic (1)
R4 Astromech (2)
Total: 43

Chuck Yeager could also kinda be a bargain answer to the question of, “Who am I gonna make my M9-G8 carrier?” Yes, you could do it cheaper with Logistics Division Pilot, but Chas is I5, gets Heroic, and can actually maneuver. Maybe throw a missile on him if it’s otherwise hard to justify the Targeting Computer just for M9’s sake?

Jarek Yeager (33)
Heroic (1)
M9-G8 (7)
Targeting Computer (3)
Total: 44

Beyond that, I still don’t know what to make of this chassis. I like the jank potential that I see here, but the cost inflates fast as you go after it.

Kaz seems like the only one worth putting upgrades on.

Yeager seems interesting at i5. Colossus station mechanics could be Resistance V19s: cheap filler meant as a blocker. Too bad they need Aslam to really shine in that role but still might be worth it.

But mostly I'm falling into the camp of not likely competitive. Except we've seen some mighty jank work in this faction so I guess don't rule it out.

15 hours ago, CaptainJaguarShark said:

What would a bunch of these being run as generics look like? I'm not saying this is a good idea, just a curious thought. R5 astros seem like they work with the ability, so you can turn your starting card back down to use again later, but is that even useful? I guess R4 is available to fix their blues. Hyperfuel maybe.

Well, the Colossus Station Mechanic has the virtue of being cheap as heck - even with Explosion With Wings, it's still as tough as a V-19 Torrent and unlike that ship it can actually turn corners..

580?cb=20190717190507

swz63_a1_ship_art_with-dial.png

Not surprisingly, the dedicated racer is able to turn a lot tighter. It's actually fractionally slower, with 24?cb=20180905025549 being white at speed 3 and red at speed 4, compared to blue and white respectively on the fighter - but then in a dead run, the Fireball has the option of hitting its SLAM.

26 points for a generic is 1 too high to field a swarm of 8 ships (8 fighters with multiple critical effects and SLAM to keep track of - there's a brain haemorrhage in the making!).

7 leaves you with 2 points a ship to hand out stuff. I'd strongly recommend making ships in a squad this complex identical to reduce brainwork......which means either R4 astromech, Coaxium Hyperfuel, or Deadman's Switch. The first two double down on the manoeuvrability - R4 gives you some tolerance to Damaged Engines, but with the ability to chain two speed 1 turns together your desire to pull talon rolls should be relatively low, which means you shouldn't be stressed all that much. Which means Coaxium might not be that big a deal either. Deadman's Switch on the other hand combines scarily well with your blocking ability and relatively tough hull, and provides some disinclination for fearless protectorates (who can basically ignore your primary-2 popguns at close range) to getting in your face. Contraband Cybernetics might work too - you'll end the turn with a ridiculous stack of stress tokens, but it lets you chain, for example, a speed 3 turn/SLAM/speed 3 talon roll for a real "where the heck did they come from!!?!" moment.

6 leaves you with 7 points a ship. I think 6 ships is the miminum I'd want to field of a 2-dice swarmer given that you can field 5 ships that are much heavier in a squad with little difficulty. R5 Astromech and Advanced SLAM kind of jump off the page as a simple pairing here; you can SLAM, remove your disarm, still get a focus token, and then - if needed - next turn you can fix even an unfixable critical. Alternatively, you can bring some missile-armed Fireballs to the party; I'd suggest Ion Missiles are cheap, at a 3-dice attack are probably better than your primary weapon even if limited to 1 damage, and the odd ionized enemy reinforces your superior manoeuvrability. That leaves enough points for Advanced SLAM, so you can SLAM, remove disarm, lock and lob an ion missile at someone. You'll have enough face-up damage cards anyway that I think I'd rather leave concussion missiles at home....

For Swarm-with-expert, 5 Deadman's Switch Mechanics leaves an impressive 60 points free - so you could bring them and a lavishly equipped named Fireball pilot - Kaz with R1-J5, Fireball, Heroic, Advanced SLAM, Coaxium Hyperfuel and a Hull Upgrade might be loading too much on the kid, but it'll be interesting to try.

Edited by Magnus Grendel

I would use Yeager with Outmaneuver, Afterburners, Adv. SLAM, and Cloaking Device. To try to outmaneuver Guri.

Another interesting build would be Chewbacca and 4 Colossus with DMS.

If you're willing to go full bloat:

Kaz with R5, coaxium, heroic, title and advanced slam comes in at 52. Expensive, but the potential to be another version of Lu'lo, who remains strong.


I'm looking forward to trying that along with Poe and some toys and double PS1 A-wings with heroic and optics.

18 hours ago, gjnido said:

I would use Yeager with Outmaneuver, Afterburners, Adv. SLAM, and Cloaking Device. To try to outmaneuver Guri.

Don't forget BB-8, just to prove a point. You'll never trigger BB-8 and Afterburners on the same turn, but it's all options.

15 hours ago, gjnido said:

Another interesting build would be Chewbacca and 4 Colossus with DMS.

That's an evil thought. And yes, the more cheap rubbish you can shove in a list, the better Chewbacca's ability becomes.

5 hours ago, Magnus Grendel said:

Don't forget BB-8, just to prove a point. You'll never trigger BB-8 and Afterburners on the same turn, but it's all options

Of course.
If you can fit Leia in the squad, you can trigger the in the same turn.

Also - if you're one for alternate sculpts of shapeways - 6 with astromechs would let you use the full roster of 'Ace Squadron'.

1 hour ago, Magnus Grendel said:

Also - if you're one for alternate sculpts of shapeways - 6 with astromechs would let you use the full roster of 'Ace Squadron'.

That is fun, but I actually think most of the other aces would be closer to a-wings.

On 1/15/2020 at 10:03 PM, theBitterFig said:

Say, could generic Fireballs be the ship which actually makes Targeting Synchronizer make sense?

A-Wing gets a lock. A bunch of Colossus Station Mechanics launch their missiles. 5 Fireballs with Missiles + Tallie can fit.

But I suppose you'd be **** out of luck if the A-Wing ever goes down, since these buggers don't have a Lock action. :P

But if enough damage is already done by that point?

Tallissan Lintra (36)
Heroic (1)
Swarm Tactics (4)
Mag-Pulse Warheads (6)
Targeting Synchronizer (6)

Zizi Tlo (40)
Heroic (1)
Swarm Tactics (4)
Targeting Synchronizer (6)

Colossus Station Mechanic (26)
Concussion Missiles (6)

Colossus Station Mechanic (26)
Concussion Missiles (6)

Colossus Station Mechanic (26)
Concussion Missiles (6)

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z240X172W132W311W177Y387X172W132WW177Y380X99WWWWWY380X99WWWWWY380X99WWWWW&sn=Unnamed Squadron&obs=

That's a Mag-pulse at I5, followed by 2 concussions at I5, and a focused 2-primary at I5, and then another concussion at I2...

On 1/15/2020 at 12:20 PM, Micanthropyre said:

My very first reaction to the Fireball was "that is a super thematic ship that I really don't think I'd ever be interested in playing competitively".

Jaeger as a 33 point I5 and Kaz being a 3 attack 3 defense I4 for 40 points though has me going hmmmmm

Gaslands is a super cool, template based car racing/battling game. The actual way to win in Gaslands is to complete the race, and I wonder if a game type like that would be interesting.

Sounds like it's time to resurrect that Mario Kart format people were experimenting with in late 1E.