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Star Wars: X-Wing Miniatures Game» Forums » General

Subject: New Wave 4 Spoilers - Decoy, Tactician, E-Wing Dial rss

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Ron D
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Someone posted these on the FFG forums earlier today. It looks likely a shop owner busted open an Imdaar Alpha kit early...



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Lars Vegas
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Wow,
so you can't outmaneuver dangerous attack-skills (like Wedge, Coran) anymore... just pass them to Tarn Mison for example shake

And there will be a lot Falcons stealing Biggs skills.

Quo vadis, FFG...
 
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Marky B
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No, Decoy allows you to swap pilot skills, not inate pilot abilities.
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Creed Buhallin
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SirTycho wrote:
Wow,
so you can't outmaneuver dangerous attack-skills (like Wedge, Coran) anymore... just pass them to Tarn Mison for example shake

And there will be a lot Falcons stealing Biggs skills.

Quo vadis, FFG...
shake
 
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Lars Vegas
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Oh, well. Misread it. modest

In that case, both cards aren't very impressive.
 
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T
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If you think about it, Tactician goes rather well with Kath Scarlet's Firespray considering she has two firing arcs and already has her ability to give stress tokens...
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Joseph Woodworth
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add cluster missiles and flechette torps (slave 1) to Kath + Tactician for two rounds of double stressing
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Jordan Hall
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Actually rather liking the Tactician. There are so many options to dole out stress now. And in epic, a Tactician in a CR90 with many Quad Laser Cannons should be able to stress half the opposing fleet in conjunction with their Jam action and perhaps a Frequency Jammer.
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Jeff Dunford
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Also like Tactician. There are lots of abilities that require Range 1 (Mauler Mithel, Autoblaster, Carnor Jax, etc) and Mercenary Copilot triggers at Range 3. Now we have something that cares about (and rewards you for) Range 2, which is a pretty big band for Large ships and especially turrets...

If the B-wing' screw expansion upgrade is cheap enough, maybe it's possible to build a squad with 2x Blue Squad + Tactician + Adv Sensors and 2x Ion Cannon Turrets (on either Y-wings or HWK's).
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Allen T
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I actually like tactition as well. 2 points, range 2, not an action and no drawbacks. On a shuttle alongside rebel captive, might be a good way to inturrupt opponents.
Though, an Omicron+Engine+Advance Sensors+Tactition+captive costs 33 points.

Haven't come up with an Imperial use for Decoy yet though.
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John DiMaggio
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iNano78 wrote:
Also like Tactician. There are lots of abilities that require Range 1 (Mauler Mithel, Autoblaster, Carnor Jax, etc) and Mercenary Copilot triggers at Range 3. Now we have something that cares about (and rewards you for) Range 2, which is a pretty big band for Large ships and especially turrets...

If the B-wing' screw expansion upgrade is cheap enough, maybe it's possible to build a squad with 2x Blue Squad + Tactician + Adv Sensors and 2x Ion Cannon Turrets (on either Y-wings or HWK's).

On a similar note, I like Decoy's expansion of range (compared to swarm tactics) out to range 2. A further move by FFG to push the meta away from strict formation flying. I quite like this on ships with Ion Turrets as I much prefer to have Ion weapons fire last just in case a ship is at 1 hp left, you can opt to finish it off with the Ion weapon rather than "waste" the shot in the middle of your firing order. I could see this helping the HWK a bit, notably Kyle and Jan. Whether that'll make them competitive in 100 pt. matches is another story. This might see more use in epic games than dog-fights.
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Allen T
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Tactition on Han can also seriously spoil the day of a Phantom that finds itself at range 2, if he fires first they cannot re-cloak using Advance Cloaking. Even if they are cloaked their dial isn't the best, making it hard to clear the stress and stay out of many firing arcs.

It would also seriously hamper the actions of a Defender, forcing it to move in a straight line if it wants actions.

Here I was hoping tactition would be an upgrade that helps combat the falcon.


Inside firing arc. Duh. Finally an upgrade that doesn't boost the falcon!
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Ken
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Foolierthanthou wrote:
No, Decoy allows you to swap pilot skills, not inate pilot abilities.

I'm not sure I follow. According to the rules Pilot Skill is the pilot skill number.

This doesn't say anything about the abilities elite or otherwise.
 
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Jeff Dunford
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Ken at Sunrise wrote:
Foolierthanthou wrote:
No, Decoy allows you to swap pilot skills, not inate pilot abilities.

I'm not sure I follow. According to the rules Pilot Skill is the pilot skill number.

This doesn't say anything about the abilities elite or otherwise.

I think we're on the same page now:

Han Solo + Decoy could choose not to shoot first, swapping skill with a lower skilled (number) pilot
although he *did* *shoot* *first*
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Ron D
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Rithrin wrote:
Actually rather liking the Tactician. There are so many options to dole out stress now. And in epic, a Tactician in a CR90 with many Quad Laser Cannons should be able to stress half the opposing fleet in conjunction with their Jam action and perhaps a Frequency Jammer.

The CR90 doesn't get Jam, unfortunately.
 
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LucCros
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Dr Lucky wrote:
Rithrin wrote:
Actually rather liking the Tactician. There are so many options to dole out stress now. And in epic, a Tactician in a CR90 with many Quad Laser Cannons should be able to stress half the opposing fleet in conjunction with their Jam action and perhaps a Frequency Jammer.

The CR90 doesn't get Jam, unfortunately.

Pretty sure the fore section jams, no?
 
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Ron D
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anextiomarus wrote:
Dr Lucky wrote:
Rithrin wrote:
Actually rather liking the Tactician. There are so many options to dole out stress now. And in epic, a Tactician in a CR90 with many Quad Laser Cannons should be able to stress half the opposing fleet in conjunction with their Jam action and perhaps a Frequency Jammer.

The CR90 doesn't get Jam, unfortunately.

Pretty sure the fore section jams, no?

Nope. The fore section has Coordinate and Target Lock, while the aft has Recover and Reinforce.
 
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LucCros
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Dr Lucky wrote:
anextiomarus wrote:
Dr Lucky wrote:
Rithrin wrote:
Actually rather liking the Tactician. There are so many options to dole out stress now. And in epic, a Tactician in a CR90 with many Quad Laser Cannons should be able to stress half the opposing fleet in conjunction with their Jam action and perhaps a Frequency Jammer.

The CR90 doesn't get Jam, unfortunately.

Pretty sure the fore section jams, no?

Nope. The fore section has Coordinate and Target Lock, while the aft has Recover and Reinforce.

Ah that's what I get for referencing voidstate's builder. He has Jam and Coordinate action icons mislabeled.
 
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Chris Brown
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SirTycho wrote:
Oh, well. Misread it. modest

In that case, both cards aren't very impressive.
I misread it the same way. I was turbo excited to have Arvel giving his ability away on the fly to anyone in contact. The balancing issues with that kind of a card would be enormous.

I'm thinking Han with Decoy will be a great pair. Pick whoever has the most opportune range 1 shot and let them shoot first. Now "Han-shoots-first" becomes "Whoever-the-hell-i-want-shoots-first"

I realize swarm tactics is slightly better and at the same price, but range 1-2 is so much more valuable in my opinion. Speaking as a HWK player with all those range 1-3 abilities.

iNano78 wrote:
I think we're on the same page now:

Han Solo + Decoy could choose not to shoot first, swapping skill with a lower skilled (number) pilot
although he *did* *shoot* *first*
ninjaninjaninja There i go commenting before i read the whole thread.
 
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Two tacticians on a shuttle, and an Ion-cannon to go with that. Double stressed and ionized, fun times!
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Fab Cat
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Hello,

I updated the Fab's squadrons generator with these information !

http://fabpsb.free.fr

bye !
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Neil, the Tusken Tactician
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This Tactician card is great. Imagine putting it on a Phantom so that you stress your opponent and then while they clear the stress you close in for the kill.
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Fergus Hadley
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anextiomarus wrote:
Ah that's what I get for referencing voidstate's builder. He has Jam and Coordinate action icons mislabeled.

Oops. blush

That's fixed now...

Oh, and I've added these cards and the E-Wing's manoeuvre dial, too.
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Grish
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The more I think of Decoy, the more I like it.

I think it's best on a high PS flanker that can get out of arc, like Tycho or Han Solo + Engine.

With Han you can boost or barrel roll out of arc and then use decoy to bump up one of his low PS wingmen. It can mean the difference of getting an extra 3 dice attack out before the ship gets blown away. One of the real problems with a Han list is that there is not that much offense. If you can get an extra attack out per wingman, that more than pays for the card.

I also like this card on Tycho. With Chardaan refit, you can give him PTL and Decoy is free. Often a strategy against Tycho is just to ignore him, but if he's making someone a PS8 every turn, he is even more of a pain in the rear (or side if he's flanking... pun ftw!).

The 1-2 range on this card is great. Tycho can still flank and someone should be in range. Measuring from a YT base, range 1-2 is quite a large radius.

I'm not too hyped on Tactician. Mercenary Co-pilot is restricted to a single range band as well. I've tried him out and didn't like him. How many times do you think Tactician can trigger reliably? Maybe on Kath it will stack well.

I dunno, I'm just thinking out loud. I have to play with the cards and see what they do. I do think they are priced well and the art is great.
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Joseph Woodworth
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the phantom ought to be capable of range control
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