Next wave announcement here:
We don't obviously, know much, but they look interesting.
So, 24 points- the generic seems designed to fill its crew slots with wookie commandoes, giving it rerolled focus results when attacking, and a nailed-on reinforce token. A reinforced token, 3 shields and 6 hull makes for a terrifyingly hard ship to hurt, tougher by some margin than a B-wing or T-70 X-wing.
I'd assume it's dial will be pretty awful given the toughness of the ship, but also note that it has an auxiliary arc - a 180 degree forward arc covers a multitude of sins (see the Hounds tooth) and makes it a damn sight easier for four ships to gang up on one elusive target.
The ace ships are an unknown, but there are enough good unique rebel crew (and non-rebel crew) that I can easily imagine two crew slots on a small ship being very impressive. The pack comes with tactician, for example - tactician/gunner is an unpleasant thing to get whomped with.
I'm also intrigued (concerned?) by the fact that the pack has two reinforce tokens in it. One of the crew cards - Br[??] Spec[??] has some sort of interaction with reinforce tokens and damage cards. The thought of a ship with two reinforce tokens on it is frankly bloody terrifying.
The unique EPT, selflessness, has some interaction with nearby friends getting attacked. I assume it's going to be some sort of analogue to draw their fire/reverse xizor. The text "you may [???] this card" implies it may be one use - maybe letting you take the entire attack, though.
Intimidation and hull upgrade we know. For a tough, probably unmanouvrable ship, they're worth a thought.
A rebel/scum bomber. Woo. Just what we needed. Turret, torpedo, missile, crew, bomb, bomb is a nice upgrade bar - most importantly with the addition of EPTs (unlike the K-wing or Punisher).
Systems and Salvaged Astromechs are a nice bolt-on for a title - and a good trade for a crew, given it's free.
The system upgrade looks scary - Mine[field] something - it talks about the deploy forces step but then talks about bomb upgrades - deploying cluster mines, or connor nets 'loose' on the board could be rather nasty.
Cruise missiles appear to be a proton rocket analogue - instead of adding your agility, you add the speed of the manoeuvre you executed. That has potential to be a terrifying, if very skill dependent weapon (which is good) as you need to plan a long "attack run" to use them.
Seismic torpedo we know, synched turret we can see elsewhere (it essentially means you can fire outside arc if you have a target lock, and don't need to spend it to fire within arc.
It looks like a beast of ship. We know it has a speed 4 straight and a speed 3 kturn. It has the durability of a Lambda shuttle, but a small base and barrel roll, so it's a brute of a ship by raw stats (hardly needing ordnance to be scary). Hopefully the rest of the dial is pretty god-awful; even off the top of my head, 4 of these things, 2 with tacticians or all with intel agents (to help block) is pretty nasty.
So...the empire gets a Y-wing.
Probably more interesting for its upgrades than the ship itself. Still, 4 Sienar Specialists with twin laser turret and lightweight frame (both conveniently included) is a nasty TLT swarm - barrel roll and a hopefully half-decent dial could be hard to evade.
to make matters worse, the Empire could take a TLT mob and build it around captain jonus:
Captain Jonus - TIE shuttle, Rebel Captive, Lightweight Frame
Seinar Specialist - Twin Laser Turret x 3
The onyx specialist is PS5 so hopefully should have an EPT - the addition of intensity - an EPT which gets 'exhausted' and needs a focus token to 'refresh' sounds interesting.
Probably one of the most interesting upgrades is unguided rockets. Essentially this gives anything with two missile slots the option to become a 3-die attack ship. Yes, you need a focus to fire it, but neither the focus token nor the card are consumed by doing so; making it a simple, reliable upgrade.
Scimitar Squadron Pilot, Lightweight Frame, Unguided Rockets has its downsides - no shields, so vulnerable to criticals, knocked back to a 2-dice primary if denied its action or forced to spend focus defensively, gaining no bonus from lightweight frame when range 3 or obstructed shots get involved, and still only getting a 3-dice attack at range 1.
On the other hand, on those days where it works as intended, you've got an agility 3, 6 hull x-wing for 20 points, and whilst it may not get an extra green die at range 3, neither do you as the rockets are a secondary weapon.
This gives the TIE bomber and TIE punisher some nice options, and lets you fly the TIE aggressor as a more conventional 'heavy fighter' rather than a turret ship.
- Last edited Thu Mar 16, 2017 11:03 am (Total Number of Edits: 2)
- Posted Thu Mar 16, 2017 9:08 am
I'm just excited that the Empire are finally getting a small base Turret.
I'd assume it's dial will be pretty awful given the toughness of the ship,
I'm hopeful but not confident that this will be the case. The white bank 3 shown in the image has me a little worried that it will have a better dial than a B-wing. Grant you that is based on a single maneuver, but if is a better dial than the B-wing then I think this ship is going to end up being pretty significant in the meta.