opinions on the new ships

By Sock3, in X-Wing

after seeing the cards and stats on the A-wing cards, combining Tychos ability (you may perform actions even while you have stress tokens) with the push the limit upgrade (once per round, after you perform an action, you may perform one free action shown in your action bar. then receive one stress token) the A-wing is going to be a hard ship to catch.

id like to know what you think of the new ships, and what combos you have come up with.

sock said:

after seeing the cards and stats on the A-wing cards, combining Tychos ability (you may perform actions even while you have stress tokens) with the push the limit upgrade (once per round, after you perform an action, you may perform one free action shown in your action bar. then receive one stress token) the A-wing is going to be a hard ship to catch.

id like to know what you think of the new ships, and what combos you have come up with.

Having played against them in the final of our Kessel Run event, I can say that I think they are simply an awesome ship. I think we are going to see a LOT of A-Wings in Rebel builds in the future. Hard to catch, a lot of options to give shooting advantages, can put the hurt on up close, great pilot skills, and SHIELDS! They are awesome little ships.

Yes, the A-wings put the hurt on me in the final match along with the 360 firing of Falcon. Match ended on time, but he climed both my Tie int and I only downed 1 Awing and removed a couple shields on the Falcon.

The new ships and upgrades will add alot of new dimension to the game.

I took Han Solo, Chewie, and Luke Skywalker, more out of love for the characters then out of any stratigic planning. But Luke and Han together make the Falcon hit hard. I never missed with the second shot (the shot Luke gives if you miss on the first shot) The first shot usually pealled of the TIE's focus or evade tokens, and the second shot alway did at least one damage. Chewie made the Falcon almost too tough to be able to shoot down, even harder to kill.

Sure this falcon cost more than half my points, but I am not sure how people are going to kill it.

Being an A-Wing Fan, I'm naturally a little biased, but I love them. The manuver dial is simply of the charts…. all straights are green??!?! Sign me up. The fact that you gain the ability to run a ship build for Rebels or a Decently loaded 4 ship will make them a force to be reckoned with. Also just for giggles:

Step 1:

Green Squad Pilot, Deadeye, Assault Missles

Step 2:

Multiply by 4

Step 3:

??????

Step 4:

Profit

In my championship match I found the A-Wings to be annoying to hit but otherwise pretty ineffective. I really want to love them as a Rebel player, and I see the potential, but they'll need a lot more playing on my part before I will feel like they're contributing as much as an X-Wing…

Interceptors, on the other hand, are already so nasty. I feel like they (and I suppose by extention A-Wings) can get almost anywhere in a turn to get great range 1 shots.

Both of the larger ships are really interesting, especially where movement is involved. Just when I was starting to get the hang of weaving a few X-Wings in and out of combat I feel like I need to relearn simple movement for my new Millenium Falcon with its giant base…

All in all I think Wave 2 will be an amazing addition that should add some much needed variety while (hopefully) maintaining a fairly tight balance of viable options.

In my championship match, I ran the Empire. The A-Wings seemed to crumple like empty beer cans almost right away. Add in the fact that the Falcon didn't last that much longer after the A-Wings were destroyed. I really wanted to get behind the Falcon, but the one agility and the evade action didn't seem to do it any good. Really it felt like an over glorifed Y-Wing. The Rebel player never got a shot off with homing missles at all, as that A-Wing was down for the count in round 3, the other A-wing went down in round 5, and the Falcon in round 9 or 10 (can't remember which as I was pretty tired at that time). Remember this is my opinion from the opposite side. Really going to have to give them a few tries to really get an informed opinion on them.

The Interceptors were just beasts. The high mobility of them coupled with the 3 agility and 3 attack is just plainly wrong. Ecspecially with Fel having the Stealth Device making it a 4 agility. Had a few times where I was rolling 5 dice due to range or asteroids and two where it was 6 due to both range and asteroids. Slave-I ended up being far better then I expected, due to some really great range 1 shots from the rear firing arc and also the Heavy Laser Cannon at range 3. Already have ideas for new squads, but I am hoping that there will be some 150 point tournaments in the future to really make some interesting squads.

It just felt to me that the Imperial side was stacked against the Rebel side for the final match.

Boost is just outstanding. I played the Rebel side and while both A-Wings were almost dead at the end I was able to park Arvel right up against Slave 1 so it wasn't moving and I could shoot it while it couldn't shoot me and the Falcon was running along beside it out of Slave 1's firing arc. It went down very quickly with that setup.

I loved all the Models the Falcom was buetifull slave1 was nice but I love the TIE and A-Wing. I did not get into the final so I did not get to play them but the looked very nice. At the end of battle both Awings anf TIEs where down and slave 1 was destroyed. I got an Awing out of itsonreir I am looking forward to buying a couple more

anybody wished they gave Boba some other effect instead? I found his current effect to be absolutely useless.

and for the big ships, I've found that I'm addicted to having them barrel roll. aside from feeling really good when you are doing it, it improves their movements and usage a lot, especially for the slave 1

Hrathen said:

I took Han Solo, Chewie, and Luke Skywalker, more out of love for the characters then out of any stratigic planning. But Luke and Han together make the Falcon hit hard. I never missed with the second shot (the shot Luke gives if you miss on the first shot) The first shot usually pealled of the TIE's focus or evade tokens, and the second shot alway did at least one damage. Chewie made the Falcon almost too tough to be able to shoot down, even harder to kill.

Sure this falcon cost more than half my points, but I am not sure how people are going to kill it.

So you guys didn't use the designated squads listed on the instruction sheet?

I wanted to post this as an "Evolution of the Game" thread, but there are already too many threads on this site anyway, so will piggyback onto this one.

Granted, any squad can win any game at any time, but in general, the Imperials do best with 6+ TIEs, and the Rebel do best with 4 ships. Imperial on Imperial matches tend to go to time due to the sheer number of movements, activations, and high defense values. A 6 TIE squad vs a 4 ship Rebel build is usually fairly even, and a good game.

But with the new ships, the Imperials have some high-cost ships to add to the mix, and the Rebels get a "boost" as well. FFG did a good job of making the large ships playable, so you can't just write off the Firespray and YT and say you will never see them in a tourney. Because anyone who thinks that will get a rude awakening come tourney time.

The new ship cards are great, and using the bomb tokens will be fun, but the new wave shines in their upgrade cards. Adding these new abilities to previous ships now makes the game so diverse that I don't think anyone will be able to predict what the top squads will be for either side. Just looking at the Imperials, Turr and Push the Limit are fun, Dark Curse with Stealth is even better than before, Fel and Elusiveness are just plain wicked. And I know there are tons of combos out there that have yet to be discovered.

For the Rebels, Biggs with Stealth flying alongside Wedge with Expose will see lots of play. I personally love Chewbacca with Draw Their Fire, and there are any number of Upgrades that work well with Tycho.

And I'm a fan of the ship modification cards, which can go onto any ship. I expect to see many, many ships in both factions with Stealth at tournaments.

My opinion is that squads in general will top out now around 4 ships for either side. And more likely 3 with a large ship in play. Fewer pilots with high Pilot Skill will be more of a focus than high numbers of low Pilot Skill ships. So initiative will be more important, and I believe fewer games will go to time now.

We all now have to learn how to fly large base ships, and have to be able to predict where they will go. The Awings and Interceptors provide higher maneuverability, so the game will be much faster, and honestly more spread out along the board. I honestly think we will see the development of new strategies, like the 5 straight followed by 5- k-turn to get behind your opponents on the second turn.

The possibilities are endless, and it feels like a new game.

hothie said:

I wanted to post this as an "Evolution of the Game" thread, but there are already too many threads on this site anyway, so will piggyback onto this one.

Granted, any squad can win any game at any time, but in general, the Imperials do best with 6+ TIEs, and the Rebel do best with 4 ships. Imperial on Imperial matches tend to go to time due to the sheer number of movements, activations, and high defense values. A 6 TIE squad vs a 4 ship Rebel build is usually fairly even, and a good game.

But with the new ships, the Imperials have some high-cost ships to add to the mix, and the Rebels get a "boost" as well. FFG did a good job of making the large ships playable, so you can't just write off the Firespray and YT and say you will never see them in a tourney. Because anyone who thinks that will get a rude awakening come tourney time.

The new ship cards are great, and using the bomb tokens will be fun, but the new wave shines in their upgrade cards. Adding these new abilities to previous ships now makes the game so diverse that I don't think anyone will be able to predict what the top squads will be for either side. Just looking at the Imperials, Turr and Push the Limit are fun, Dark Curse with Stealth is even better than before, Fel and Elusiveness are just plain wicked. And I know there are tons of combos out there that have yet to be discovered.

For the Rebels, Biggs with Stealth flying alongside Wedge with Expose will see lots of play. I personally love Chewbacca with Draw Their Fire, and there are any number of Upgrades that work well with Tycho.

And I'm a fan of the ship modification cards, which can go onto any ship. I expect to see many, many ships in both factions with Stealth at tournaments.

My opinion is that squads in general will top out now around 4 ships for either side. And more likely 3 with a large ship in play. Fewer pilots with high Pilot Skill will be more of a focus than high numbers of low Pilot Skill ships. So initiative will be more important, and I believe fewer games will go to time now.

We all now have to learn how to fly large base ships, and have to be able to predict where they will go. The Awings and Interceptors provide higher maneuverability, so the game will be much faster, and honestly more spread out along the board. I honestly think we will see the development of new strategies, like the 5 straight followed by 5- k-turn to get behind your opponents on the second turn.

The possibilities are endless, and it feels like a new game.

good points hothie. i flew the falcon for the 1st time last night vs the sleve1

my team :

Solo (engine upgrade, ellusiveness + chewbacca) + A-wing rookie + Y-wing Horton (ion)

vs

Bobba Fett (+2 pilot skill, mines, heavy turret, ion) + dark curse + academy pilot + interceptor (5 skill pilot)

slam got taken out early, the falcon took lots of damage but survived. Slave1 took heavy damage from both the falcon and A-wing before eventually being was taken out by an asteroid! up unitil that point it was very close. id say it was the falcons 360 firing arc that was the difference in this match. it was very hard to not overlap when moving after round 3. the falcons firepower and durability make it tough to matchup with.

hothie said:

I wanted to post this as an "Evolution of the Game" thread, but there are already too many threads on this site anyway, so will piggyback onto this one.

Granted, any squad can win any game at any time, but in general, the Imperials do best with 6+ TIEs, and the Rebel do best with 4 ships. Imperial on Imperial matches tend to go to time due to the sheer number of movements, activations, and high defense values. A 6 TIE squad vs a 4 ship Rebel build is usually fairly even, and a good game.

But with the new ships, the Imperials have some high-cost ships to add to the mix, and the Rebels get a "boost" as well. FFG did a good job of making the large ships playable, so you can't just write off the Firespray and YT and say you will never see them in a tourney. Because anyone who thinks that will get a rude awakening come tourney time.

The new ship cards are great, and using the bomb tokens will be fun, but the new wave shines in their upgrade cards. Adding these new abilities to previous ships now makes the game so diverse that I don't think anyone will be able to predict what the top squads will be for either side. Just looking at the Imperials, Turr and Push the Limit are fun, Dark Curse with Stealth is even better than before, Fel and Elusiveness are just plain wicked. And I know there are tons of combos out there that have yet to be discovered.

For the Rebels, Biggs with Stealth flying alongside Wedge with Expose will see lots of play. I personally love Chewbacca with Draw Their Fire, and there are any number of Upgrades that work well with Tycho.

And I'm a fan of the ship modification cards, which can go onto any ship. I expect to see many, many ships in both factions with Stealth at tournaments.

My opinion is that squads in general will top out now around 4 ships for either side. And more likely 3 with a large ship in play. Fewer pilots with high Pilot Skill will be more of a focus than high numbers of low Pilot Skill ships. So initiative will be more important, and I believe fewer games will go to time now.

We all now have to learn how to fly large base ships, and have to be able to predict where they will go. The Awings and Interceptors provide higher maneuverability, so the game will be much faster, and honestly more spread out along the board. I honestly think we will see the development of new strategies, like the 5 straight followed by 5- k-turn to get behind your opponents on the second turn.

The possibilities are endless, and it feels like a new game.

+1

i think i just got a little too excited reading this
and i'm envious of everyone that already has their hands on the new stuff, i just picked the game up a few days ago and i already want more options

executor said:

hothie said:

I wanted to post this as an "Evolution of the Game" thread, but there are already too many threads on this site anyway, so will piggyback onto this one.

Granted, any squad can win any game at any time, but in general, the Imperials do best with 6+ TIEs, and the Rebel do best with 4 ships. Imperial on Imperial matches tend to go to time due to the sheer number of movements, activations, and high defense values. A 6 TIE squad vs a 4 ship Rebel build is usually fairly even, and a good game.

But with the new ships, the Imperials have some high-cost ships to add to the mix, and the Rebels get a "boost" as well. FFG did a good job of making the large ships playable, so you can't just write off the Firespray and YT and say you will never see them in a tourney. Because anyone who thinks that will get a rude awakening come tourney time.

The new ship cards are great, and using the bomb tokens will be fun, but the new wave shines in their upgrade cards. Adding these new abilities to previous ships now makes the game so diverse that I don't think anyone will be able to predict what the top squads will be for either side. Just looking at the Imperials, Turr and Push the Limit are fun, Dark Curse with Stealth is even better than before, Fel and Elusiveness are just plain wicked. And I know there are tons of combos out there that have yet to be discovered.

For the Rebels, Biggs with Stealth flying alongside Wedge with Expose will see lots of play. I personally love Chewbacca with Draw Their Fire, and there are any number of Upgrades that work well with Tycho.

And I'm a fan of the ship modification cards, which can go onto any ship. I expect to see many, many ships in both factions with Stealth at tournaments.

My opinion is that squads in general will top out now around 4 ships for either side. And more likely 3 with a large ship in play. Fewer pilots with high Pilot Skill will be more of a focus than high numbers of low Pilot Skill ships. So initiative will be more important, and I believe fewer games will go to time now.

We all now have to learn how to fly large base ships, and have to be able to predict where they will go. The Awings and Interceptors provide higher maneuverability, so the game will be much faster, and honestly more spread out along the board. I honestly think we will see the development of new strategies, like the 5 straight followed by 5- k-turn to get behind your opponents on the second turn.

The possibilities are endless, and it feels like a new game.

+1

i think i just got a little too excited reading this
and i'm envious of everyone that already has their hands on the new stuff, i just picked the game up a few days ago and i already want more options

my advice is to play with the basic options as much as u can b4 u upgrade.

play both factions, even tho most ppl favour one faction. this will give u an appreciation of what the capabilities and weaknesses of each ship type is. dont be too concerened u dont have the latest wave2 ships right away. do ur apprenticeship with the ties fighters and x-wings. they are similar to the wave two fighters in many ways. tie fighters=intercepter=A Wing in terms of manouvres and turns in this game. Y-Wings and X-wings have natural synergy and are imo designed to be used togther in a squad using specific tactics which are different to other builds out there. I think your preference for ships will in large part be influenced by your tactics/style of play. As the rebels i personally prefer 4 ship builds and am not a fan of Y-Wings, even though i know many rebel players swear by them as they ad a ceratin versatility to your build and give tie fighter teams something else to be worried about. I would rather play 4 ships eaqual in offensive firepower and have the flexibility to split into two wings either 2-2 or 3-1 with rookie pilots flying close to a name pilot like wedge or luke with swarm tactics.

as the imperials i prefer 5-6 ship builds that do not include vader. although the tie interceptor will shake things up quite a bit and i can see 4 ship builds with 3 interceptors and vader being one of the many viable sqds to hit the scene. FFlight has done a top job with this game and the wave2 shoips in particular. X-wing has a shifting landscape of customizability. good times!

The_Brown_Bomber said:

executor said:

hothie said:

I wanted to post this as an "Evolution of the Game" thread, but there are already too many threads on this site anyway, so will piggyback onto this one.

Granted, any squad can win any game at any time, but in general, the Imperials do best with 6+ TIEs, and the Rebel do best with 4 ships. Imperial on Imperial matches tend to go to time due to the sheer number of movements, activations, and high defense values. A 6 TIE squad vs a 4 ship Rebel build is usually fairly even, and a good game.

But with the new ships, the Imperials have some high-cost ships to add to the mix, and the Rebels get a "boost" as well. FFG did a good job of making the large ships playable, so you can't just write off the Firespray and YT and say you will never see them in a tourney. Because anyone who thinks that will get a rude awakening come tourney time.

The new ship cards are great, and using the bomb tokens will be fun, but the new wave shines in their upgrade cards. Adding these new abilities to previous ships now makes the game so diverse that I don't think anyone will be able to predict what the top squads will be for either side. Just looking at the Imperials, Turr and Push the Limit are fun, Dark Curse with Stealth is even better than before, Fel and Elusiveness are just plain wicked. And I know there are tons of combos out there that have yet to be discovered.

For the Rebels, Biggs with Stealth flying alongside Wedge with Expose will see lots of play. I personally love Chewbacca with Draw Their Fire, and there are any number of Upgrades that work well with Tycho.

And I'm a fan of the ship modification cards, which can go onto any ship. I expect to see many, many ships in both factions with Stealth at tournaments.

My opinion is that squads in general will top out now around 4 ships for either side. And more likely 3 with a large ship in play. Fewer pilots with high Pilot Skill will be more of a focus than high numbers of low Pilot Skill ships. So initiative will be more important, and I believe fewer games will go to time now.

We all now have to learn how to fly large base ships, and have to be able to predict where they will go. The Awings and Interceptors provide higher maneuverability, so the game will be much faster, and honestly more spread out along the board. I honestly think we will see the development of new strategies, like the 5 straight followed by 5- k-turn to get behind your opponents on the second turn.

The possibilities are endless, and it feels like a new game.

+1

i think i just got a little too excited reading this
and i'm envious of everyone that already has their hands on the new stuff, i just picked the game up a few days ago and i already want more options

my advice is to play with the basic options as much as u can b4 u upgrade.

play both factions, even tho most ppl favour one faction. this will give u an appreciation of what the capabilities and weaknesses of each ship type is. dont be too concerened u dont have the latest wave2 ships right away. do ur apprenticeship with the ties fighters and x-wings. they are similar to the wave two fighters in many ways. tie fighters=intercepter=A Wing in terms of manouvres and turns in this game. Y-Wings and X-wings have natural synergy and are imo designed to be used togther in a squad using specific tactics which are different to other builds out there. I think your preference for ships will in large part be influenced by your tactics/style of play. As the rebels i personally prefer 4 ship builds and am not a fan of Y-Wings, even though i know many rebel players swear by them as they ad a ceratin versatility to your build and give tie fighter teams something else to be worried about. I would rather play 4 ships eaqual in offensive firepower and have the flexibility to split into two wings either 2-2 or 3-1 with rookie pilots flying close to a name pilot like wedge or luke with swarm tactics.

i'm not new to miniatures games, but my natural playstyle revolves around flanking and spreading my pieces around the board (which the interceptors will provide for me) so that my opponent is consistantly chasing my pieces around while i usually like to have 2-3 ships that have synergy and swoop in for the kills after the flankers soften them up for me or vice versa

i do favor the empire more but i will also be playing rebel as well, and the current issue i have with tie fighters is that they are entirely too fragile for my likeing.. without any sheilds (even with 3 agility) they get blasted out of the sky in one shot more often than not before they even get a chance to inflict a fair amount of damage to make them worth the points i spent

and i'll definitely be playing rebels a lot more once the A-wing and Falcon are released (huge millenium falcon fan here)

i love the flavor of the Y-wings and the ion cannon seems like it's a must have on any list that includes one

All I have really had an oppertunity to play with much is the YT-1300. In fact I tried it out first with Han and liked him so much I haven't tried any of the other pilots yet. Pretty much the same story for Luke and Chewy crwew upgrades. I have to say I love Luke. Someone mentioned how he never failed hit with the second shot from Luke. My experience is the same. I have on three diferent occasions in tow games one shotted TIE fighters witht he falcon becasue the first shot knocks off their evade and them "misses" and then the second shot rolls really good. I know it has been as much luck as anything, but one shotting TIEs is a lot of fun (especially when it is Howelrunner).

I have more mixed feelings about Chewbaka. I find he is most useful to wait until he can cancel a crit rather than just cancel the first damage you take, but he basically comes down to two extra hits.

The Milenium Falcon Title, I took it originally, but then needed the points to have two x-wings in escort. I got rid of it becasue I almost never used the evade action. How ever as I have played more I realized that with Han and Luke I don't really need my lock on target to get good hits on the elusive TIEs. So I think in future builds I will take the Milenium Falcon to get the evade action. And trade out Chewie. If I use the evade action twice (actually spend the token) then it is basically as good as Chewy for fewer points.

I am eager to try out Chewy and Lando as pilots. I an not really sold on thge smugler. With the lower stats it basically becomes an expensive Y-wing where with a built in Ion cannon that doesn't Ionize (actually it is only 2 attack dice instead of 3)

So far I have really enjoyed running the YT-1300 with two rookie pilot escorts. There are pretty cheap, but if my opponanat ignores them and focusses on the falcon they caon really put some hurt on. I usually keep them close to the falcon so my oppnant has to decide what to shoot at.

I haven't played with any of the other ships yet so everything from here on out is just speculation.

Fire-Spray: it is an x-wing on steroids. Lots of people are excited about the mines, I am more excited about the heavy laiser cannon. Can you say Proton torpedo every turn, oh and no target lock required. No it is not quite a proton torpedo or a concussion missile, but it is still better in every way to me.

Some people haev complained that Boba Fett's pilot ability doesn't seem to be all that useful. I think I would use it almost every round. Don't think of it like you can change your mind on where you are going, think of it more as when you choose your movement you get to delay some of the descision until latter. That seems huge to me. It might not be on the same scale with Vader, Wedge, or even Han Solos' ability, but I do think it is at least the next tear down.

A-Wing: I am currious to put them side by side with a TIE-advanced. They seem very similar to me, and I haven't had a lot of luck with TIE advanceds. But the TIE advanced is the expensive ship in the Imperial fleet, where th A-wing is the cheap ship for the rebels. I am very eager to see how the boost action actually plays out in the game. I can see it being useful to get ships into your fireing arc, or to get into closer range, but I am not sure it is as cool as barrel roll.

TIE Interceptos: I have to confess, this is my favorite fighter in the Star Wars Universe. Their lack of shields and their high attack will make them high priority targets. I see them being really good in numbers. The TIE Advanced seems to be the best reason I can see so far for the Rebels not to take Vader. Their increased cost means that you can't take a lot of them and still aford the dark lord of the sith.

Played with Slave 1 last night in a 200 point game (big game before Christmas), 2 per side. I overloaded him, taking Boba Fet, homing misiles (mistakem they couldn't take evade tokens), ion cannon (surprise for rebels), promixity mine, gunner, slave 1, proton torpedoes. FLew well and the rebles ignored it, focusing instead on the ties (due to the hull and shields). Gunner was a waste, as I never missed. Didn't use the mine but I it was a good tactical option that I would like to have in my arsenel. Ion cannon worked well against a x-wing and lead to it being destroyed. Used both the torpedoes and the missiles but might have got away with just one (used the missiles because I had them but was over kill on the last Y-wing). All in all I think I would have been better off putting less points into it and taking another tie.

Impression is that the new ships mix it up and will make it much harder to have the perfect squad (a good thing IMHO). I good hammered in the final, mainly due to good die rolls (8-year old side kicks always roll good dice!) but liked the new ships. I add them to my mix rather than use them exclusively over the first wave. I fancy using by 6 tie team with an interceptor in the mix.