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Wes Janson

Imperial Assault Gunboat

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I have the first gunboats on the way now for so I aim to play test these by the end of the month. How about a compromise that puts it between the Y & B-wing?

 

Speed 3

5 hull points

2 Blue for anti-starfighter

1 Black + 1 red dice for anti-ship

Heavy, Bomber

(12 pts)

 

1 faster then the B-wing +1 pt, 1 less anti-squad dice -1 pt, Heavy -2pt. This puts it at a cheaper cost then the B, faster in keeping with the Imperial fighter scheme, and durable enough to survive a fur ball longer then their tie cousins.

 

 

This is probably the best statline i've seen so far....some of the others are very heavy on the wishlisting. it wasn't a super fighter by any means, just a very solid multi-role ship. Maaaaaaybe add an extra ant-fighter dice for +2(?)pts, but that would need testing, and IMO not accurate to the ship.

Basically it's a Y-Wing with slightly less hull and slightly more firepower. Sounds about right....it has the exact gun layout of a Y-Wing, was similar in speed. Pretty good analogue. 

 

 

I like the stats too. However 2 A-S are to few, they are clearly better dogfighters than B-Wings and at least on Par with Y-Wings (both are pretty similar). Paired with the fact, that the gunboat has missles, that are A-S rather thant the A-C weapons of X,Y and B wings Torpedos it should have 2 blue and 1 red.

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By that logic you'd have to reduce the Anti ship dice then. At present it is indeed dead on par with Y-Wings.

 

I wouldn't use the B-Wing stats as any sort of guide. FFG have totally changed the ship to give it a defined role....it is currently as tough as the unshielded TIE Bomber or the X-Wing, both of which it's actually much tougher than. I'm mostly using Y-Wings and X-Wings for baselines for this reason, as they seem closest to the previous fluff.

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Well look at it from a game stand point. The Imperials already have plenty of dog fighters. Even with 3 A-S dice, there are still better choices worth far less pts. I will make a culminated post of suggested stats. We can then as a group playtest the results. Point values I have been working with are estimations only. Give me a few minutes.

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By that logic you'd have to reduce the Anti ship dice then. At present it is indeed dead on par with Y-Wings.

 

I wouldn't use the B-Wing stats as any sort of guide. FFG have totally changed the ship to give it a defined role....it is currently as tough as the unshielded TIE Bomber or the X-Wing, both of which it's actually much tougher than. I'm mostly using Y-Wings and X-Wings for baselines for this reason, as they seem closest to the previous fluff.

 

Sure, it should have less Anti Captial. The B-Wing is not so far of. While the TIE-Bomber has no shields and the X-Wing has only half its shields both are incedible more agile, and thats what makes a lot of health of a fighter. I think the only think that is of is that the B-Wing has too much Antisquadron because its a real lame duck. B-Wings couldnt even put the very old Y-Wing out of service because of this flaws.

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Well look at it from a game stand point. The Imperials already have plenty of dog fighters. Even with 3 A-S dice, there are still better choices worth far less pts. I will make a culminated post of suggested stats. We can then as a group playtest the results. Point values I have been working with are estimations only. Give me a few minutes.

 

That is so because they have the TIE-Bomber for bombing purposes. And their doctrine to use huge captials to crush enemy captial ships. The Gunboat is something like an tuned Y-Wing with missles for dogfighting instead of Torpedos for Bombing runs. Both sides have their doctrines, thats why the X-Wing has Torpedos not missles.

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Assault Gunboat Flight Stats (Current debated builds)

 

Option #1

 

Speed 2

Hull 5

Anti-fighter: 2 Blue

Anti-ship: 1 Black + 1 Red

Heavy, Bomber

10 pts

 

Option #2

 

Speed 3

Hull 5

Anti-fighter: 1 Blue + 1 Red

Anti-ship: 1 Black + 1 Red

Heavy, Bomber

12 pts

 

Option #3

 

Speed 3

Hull 5

Anti-fighter: 1 Red

Anti-ship: 2 Black

Heavy, Bomber

* Optional missile rule?

13-17 pts

 

Option #4

 

Speed 4

Hull 5

Anti-fighter: 2 Blue + 1 Black

Anti-ship: 1 Black

Escort, Bomber

14 pts

 

Option #5

 

Speed 3

Hull 5

Anti-fighter: 3 Blue

Anti-ship: 1 Black + 1 Red

Escort, Bomber

15 pts

 

Option #6 (Most Y-wing related)

 

Speed 3

Hull 5

Anti-fighter: 2 Blue + 1 Red

Anti-ship: 1 black

Escort, Heavy, Bomber

12 pts

Edited by Wes Janson

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Life is good ^_^

 

Gunboat_zpsg0wdz9js.jpg

 

I demand photos once yours arrive, i'll be ordering mine soon :D

 

 

Ahh...holy heck guys!

 

I think I'm in SW heaven... ... ... ...

 

Give me a few moments... ... ... ... ... ...

 

Ok, sorry. Had to drink 5 litres of water right up from overdrooling. There was a real risk of dehydrating!

 

Wes, you have to paint and share! Then tell us all about your test flights!!

 

I am SO excited I am quite beside myself! ^Waves to other self^

 

 

Assault Gunboat Flight Stats (Current debated builds)

 

Option #1

 

Speed 2

Hull 5

Anti-fighter: 2 Blue

Anti-ship: 1 Black + 1 Red

Heavy, Bomber

10 pts

 

Option #2

 

Speed 3

Hull 5

Anti-fighter: 1 Blue + 1 Red

Anti-ship: 1 Black + 1 Red

Heavy, Bomber

12 pts

 

Option #3

 

Speed 3

Hull 5

Anti-fighter: 1 Red

Anti-ship: 2 Black

Heavy, Bomber

* Optional missile rule?

13-17 pts

 

Option #4

 

Speed 4

Hull 5

Anti-fighter: 2 Blue + 1 Black

Anti-ship: 1 Black

Escort, Bomber

14 pts

 

Option #5

 

Speed 3

Hull 5

Anti-fighter: 3 Blue

Anti-ship: 1 Black + 1 Red

Escort, Bomber

15 pts

 

Option #6 (Most Y-wing related)

 

Speed 3

Hull 5

Anti-fighter: 2 Blue + 1 Red

Anti-ship: 1 black

Escort, Heavy, Bomber

12 pts

 

I'm thinking about Options #2 & #5.

 

Although #6 looks to be very very interesting.

 

How does that work? Being heavy, they cannot 'hold' opposing starfighter squadrons, but with Escort if they are within the vacinity of friendly starfighters, the opposing starfighters will need to prioritise them first!

 

Very very interesting indeed. This would reflect their nature very well, in that, if you were in a furball with them, you'd best not ignore them as they'd take your rear out with concussion missiles. But if you had a speed advantage over them, you could break the engagement and put distance between them and yourself quickly!

 

I found that when piloting GUNs, I'd have X-Wings, Y-Wings, B-Wings for breakfast, lunch and tea. But when it came to A-Wings...it was a struggle!

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I still can't agree with a Heavy keyword for these gunboats. It was impossible to ignore them when they were throwing concussion missiles at your X-Wing. Heavy is understandable for bombers armed with anti-capital ordnance, but it does not make sense for assault craft armed with exclusive anti-fighter munitions.

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Could they possibly have worded that lets them engage other fighters at range 2 with 1 red dice? Kind of reflecting all the missiles they would spam?

 

I agree that they need to be speed 3. 2 is just too slow. We actually don't even know if the B-wing is officially speed 2. FFG has changed the stats on the cards they have previewed multiple times.

Edited by Jo Jo

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I really feel people are looking to overcomplicate this. It's not that unique as a fighter....it's almost exactly just a Y-Wing with large missile bays instead of torpedoes. A tiny bit tougher, and a shade (10%...not enough to affect Armada) faster, but really extremely similar. No need to shoehorn lots of weird stuff in!

 

I still think #2 works best for me for that reason, though i think it's too good against caps. It absolutey should NOT do mage damage against Ships than a Y-Wing, which uses torpedoes. I'd drop bomber. So far, no ship using missiles traditionally (A-Wing, Advanced) has Bomber....it's torpedo boats only.

 

My tests will be therefore this:

 

Speed 3

Hull 5

Anti-fighter: 1 Blue + 1 Red

Anti-ship: 1 Black + 1 Red

Heavy

11 pts

Edited by Extropia

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All I have to say is if anyone makes this ship for x-wing or armada I will buy it. I absolutely fell in love with it in X-Wing v Tie Fighter.

 

As a suggestion, due to its immense reliance on missiles, could it have a starfighter range 2 attack? I don't know which die would best reflect concussion missiles but I remember the ship's tactics being very much get locks at range beyond other fighters and then use it shields to dog fight. Of course the strongest counter to this is, ok waaaay over powered, so maybe it could be a range 2 attack against capital ships only? 

 

Anyways, great topic, thnx Wes

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Again though...missiles were not longer ranged than the anti-capitl torpedos already used by many fighters. So IMO no need for weird special rules ju7st for the sake of it.

 

I know everybody wants their favourite fighter to be a special snowflake, but it really isnt that remarkable!

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Again though...missiles were not longer ranged than the anti-capitl torpedos already used by many fighters. So IMO no need for weird special rules ju7st for the sake of it.

 

I know everybody wants their favourite fighter to be a special snowflake, but it really isnt that remarkable!

So true... *sigh*

 

Well my remarkable snowflake fighter is the Tie Defender. Ain't nobody gonna tell me that ship isn't the bee's knees *sticks fingers in ears* Lalalalala

 

;p

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Your welcome. Somebody had to mention the Gunboat.

 

Extropia, I have to stress the same to everyone. The Gunboat is loved by many, but it is not a super ship lol.

 

The suggestion of losing heavy, and bomber may be both very good ways to trial the fighter. Quite content to base it on the Y-wing with some variation to reflect its unique approach to battle. I will roll with the following for the playtesting to start.

 

Speed 3

Hull 5

Anti-Fighter 2 Blue, 1 Red

Anti-Ship 1 Black

Escort

11pts

 

Extropia can you keep me posted on how your variation goes in some repeat games? I would be interested to see the difference between heavy and escort being employed by the fighter.

Edited by Wes Janson

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Yeah, this is awesome! Wondering about the new keywords as well.

 

After much thought though. I think:

 

Option #5

 

Speed 3

Hull 5

Anti-fighter: 3 Blue

Anti-ship: 1 Black + 1 Red

Escort, Bomber

15 pts

 

...would sum the Gunboat up best. It was very much a match for the X-Wing only that two of its laser canons were ion canons instead so it was much more versatile.

 

Fluff would have it that the Gunboats were deployed in rather limited numbers and for very specific mission objectives.

 

I'd seriously doubt that you'd be fielding any more than 3 Squadrons in any given match.

 

They'd probably be good for a Hammer and Anvil type scenario.

 

Or paired with Assault Transports for a disable and capture operation.

 

They'd also be awesome as a 'reinforcement' option where players could 'sacrifice' campaign/victory points to call in some Gunboats. :lol:

 

Here's really hoping that FFG will release them along with an Interdictor of some sort. I don't think I'd be playing any other games aside from Armada for the rest of my days. :lol: :lol: :lol:

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I see people have wildly different takes on this :)

 

My own stats (above) are based on certain assumptions:

 

1) It should not do more damage to Capitals than torpedo armed fighters, because missiles simply aren't as powerful

2) To date, only torpedo fighters have Bomber, therefore this should not

3) It should be roughly as tough and fast as a Y-Wing, give or take a little

 

Other than that i'm going to test out various things....with/without Escort and/or Heavy, and a few combinations of dice. Once we see the new Keywords i'll consider those, though i know for sure it won't have "Rogue".

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Extropia,

 

You do realise that Gunboats were assigned different warhead payloads depending on which mission they were tasked with.

 

If it was space superiority, they would be outfitted with Concussion Missiles - and Advanced Concussion Missiles much later.

 

If it was escort (in particular escorting Assault Transports which carried Heavy Rockets) Gunboats were usually outfitted with Proton Torpedoes.

 

If it was heavy strike, they would be outfitted with Heavy Rockets.

 

I'm not sure where this insistence that Gunboats were only outfitted with Concussion Missiles comes from.

 

Agreed...Rogue is a bit...roguish, if that makes sense. ;)

 

Edit: Ok! So I just thought of something...not sure if it's opening the door to a world of hurt but.

 

How about 'different' Upgrade Cards for the Gunboat -heck why not different Upgrade Cards for multi-role fighters???

 

"Escort" (Default)

 

Your starfighter squadron is outfitted with a standard armament of 3 Blue Anti-Squadron Dice and 1 Red Anti-Ship Dice. It features the keywords Escort & Bomber

 

"Heavy Strike"

 

Your starfighter squadron replaces its standard 3 Blue Anti-Squadron Dice with 2 Blue Anti-Squadron Dice and gains 1 Black Anti-Ship Dice in addition to its standard 1 Red Anti-Ship Dice. It also gains the keywords: Heavy & Bomber

 

"Space Superiority"

 

Your starfighter squadron maintains its standard 3 Blue Anti-Squadron Dice - its standard 1 Red Anti-Ship Dice is downgraded to 1 Blue Anti-Ship Dice. It also gains the keyword: Swarm

 

Holy heck!!! This is awesome!!! :lol: :lol: :lol:

Edited by Alpha Xg1

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I'm not sure where this insistence that Gunboats were only outfitted with Concussion Missiles comes from.

 

Probably because when they first appeared in X-Wing the only ordnance they usually fired were concussion missiles. If the Empire needed a capital ship destroyed they either threw DX-9s at the target or a mothership (usually a frigate) hyperspaced in and launched waves of bombers. And I can tell you, you ignored them at your own peril, because when closing they always fired those concussion missiles and X-Wing warhead hitboxes were a lot smaller.

 

It was only when the pilots got into them that they could change ordnance. It was the case for every warhead-carrying mission though.

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