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Nynox

Leaked pilot of the PS 6 K-wing.

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The more I see of the K Wing the more I like the idea.  Im sure the Pyoonisher (or whatever its called today :P ) will also be great.  I think it will fulfill a different role (systems, slightly different expansion slots) but will be just as good in its own right.

 

More spaceships! :D

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Left turn right turn would be simmilar to forward + barrel left.

I would have to play with templates but left turn right bank ought to be simmilar to left bank + left barrel roll

 

the displacement is far greater, and you still can't shoot when you're done :P

 

Seriously, barrel-roll is one of the most singularly influential actions in the game. There is no substitute (certainly not  EH, extreme circumstances pending).

 

S.L.A.M may be the bee's knees (I'm certainly excited for it) but the fact remains that we can't yet use it and shoot. If it's going to be awesome, it's going to be awesome a.) in a way that's distinct from the b-roll and b.) independently of the turret

Not to give the idea that I'm bashing the K-wing. If this thing didn't seem like a sh*tty turret, I'd have absolutely no interest in it (no need for mini-fatties, the ones we have are awful enough).

 

The possibilities it presents as a bomber/ordinance carrier will have me buying at least one :lol:

Edited by ficklegreendice

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Miranda Doni, with TLT and Luke Skywalker.  I don't care how dodgy you are, one of those 4 shots is going to hit you.  :-)

3* Luke is primary. Still good though.

 

 

Right, forgot for a moment about the no more attacks this turn restriction.  Still a pretty consistent way to get 3 attacks per turn on a single target.

 

Also, people tend to misremember/misjudge how much damage is dealt.  Even HLCs tend to only average 1 or 2 points of damage to a target after all is said and done, but we usually remember the 4 hits vs. no evades and forget the 2 hits vs 2 evade shots.  The TLT won't have the top end 4 vs. 0 damage potential of an HLC, but they will more consistently get a single point of damage through (especially vs. evade tokens and C3P0).  Against Ag 2 targets, the TLT will be able to reliably hit for somewhere in the vicinity of 1.5 damage per round, which compares favorably to the much more expensive and restricted Outrider HLC.

 

I think the TLT will provide the largest boost to HWKs, where the longer range of the TLT will provide the relatively fragile HWK with dramatically improved staying power.  Combined with a lesser reliance on offensive actions (allowing the HWK to save focus for defense) and it will be a measurable improvement over the current options in terms of damage output.  The place the TLT will fall down is in a lack of control vs. Ion, which is a very significant drawback to compensate for the large increase in damage.

 

I think it's really going to depend on what kind of action economy/build you have going on your ship. Take these two HWK builds.

 

Build #1

Palob (20)

Blaster Turret (4)

K4 Security Droid (3)

Opportunist (4)

Moldy Crow (3)

 

VS

 

Build #2

Palob (20)

Twin-Laser Turret (6)

Outlaw Tech (2)

Predator (3)

Hull Upgrade (3) or Moldy Crow (3)

 

With Build #1 you get some fantastic Action Economy from clearing Opportunist generated stress and getting a free TL out of it, which you can immediately use on a four dice attack with a focus that round (unless you bump). With 1 red die, you don't have any solid R3 options, but keeping R1-R2 isn't too difficult, though Opportunist does limit your movement choices, both by clearing stress, and by dis-incentivizing your red maneuvers (since you can't proc it with a stress token). You also need to be careful with your focus management since you do need to use one just to shoot your turret.

 

Build #2 on the other hand makes your HWK a bit more mobile. You get a focus off your red maneuvers, and if you run with the title, you can even keep it. Predator gives you a re-roll on both of the TLT attacks to help them punch through, and potentially keep your foci for defense. You lose your R1 Turret, but you gain two 3 dice attacks at R3 that do deny the range bonus (since it is a secondary weapon). At R1 you're limited to your 2 dice front arc, which isn't particularly great, but it's better than nothing. On a nice side, you can actually shoot at Dark Curse with this turret, while build #1 cannot. Also, if you're sticking to R3 with the turret, you're not getting the most of Palob's ability since it both strengthens Palob and robs his opponents of their offense and defense.

 

Personally, I think build #1 provides more consistent with the Action Economy provided, and has better synergy with Palob's ability, which is pretty nice in my book. That being said, I think build #2 has potential depending on the list its being run in, and the role Palob himself is playing in the list. With build #1 he's a primary damage threat, and wants to be mixing things up close with his opponents. Build #2 can provide some consistent damage throughout the game, and his token denial ability will probably make him a target in your opponent's eyes, but he'll be more elusive a target. It depends what your use for Palob is, and what your overall strategy is, so either could work, though I tend to feel the former lends Palob to being a centerpiece, will the latter is more support oriented.

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I think it's really going to depend on what kind of action economy/build you have going on your ship. Take these two HWK builds.

 

 

Build #1

Palob (20)

Blaster Turret (4)

K4 Security Droid (3)

Opportunist (4)

Moldy Crow (3)

 

VS

 

Build #2

Palob (20)

Twin-Laser Turret (6)

Outlaw Tech (2)

Predator (3)

Hull Upgrade (3) or Moldy Crow (3)

 

With Build #1 you get some fantastic Action Economy from clearing Opportunist generated stress and getting a free TL out of it, which you can immediately use on a four dice attack with a focus that round (unless you bump). With 1 red die, you don't have any solid R3 options, but keeping R1-R2 isn't too difficult, though Opportunist does limit your movement choices, both by clearing stress, and by dis-incentivizing your red maneuvers (since you can't proc it with a stress token). You also need to be careful with your focus management since you do need to use one just to shoot your turret.

 

Build #2 on the other hand makes your HWK a bit more mobile. You get a focus off your red maneuvers, and if you run with the title, you can even keep it. Predator gives you a re-roll on both of the TLT attacks to help them punch through, and potentially keep your foci for defense. You lose your R1 Turret, but you gain two 3 dice attacks at R3 that do deny the range bonus (since it is a secondary weapon). At R1 you're limited to your 2 dice front arc, which isn't particularly great, but it's better than nothing. On a nice side, you can actually shoot at Dark Curse with this turret, while build #1 cannot. Also, if you're sticking to R3 with the turret, you're not getting the most of Palob's ability since it both strengthens Palob and robs his opponents of their offense and defense.

 

Personally, I think build #1 provides more consistent with the Action Economy provided, and has better synergy with Palob's ability, which is pretty nice in my book. That being said, I think build #2 has potential depending on the list its being run in, and the role Palob himself is playing in the list. With build #1 he's a primary damage threat, and wants to be mixing things up close with his opponents. Build #2 can provide some consistent damage throughout the game, and his token denial ability will probably make him a target in your opponent's eyes, but he'll be more elusive a target. It depends what your use for Palob is, and what your overall strategy is, so either could work, though I tend to feel the former lends Palob to being a centerpiece, will the latter is more support oriented.

What you're saying, then, is that TLT is better on Rebel than Scum HWKs? We all know which ones are more in need of a boost.

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I think it's really going to depend on what kind of action economy/build you have going on your ship. Take these two HWK builds.

 

 

Build #1

Palob (20)

Blaster Turret (4)

K4 Security Droid (3)

Opportunist (4)

Moldy Crow (3)

 

VS

 

Build #2

Palob (20)

Twin-Laser Turret (6)

Outlaw Tech (2)

Predator (3)

Hull Upgrade (3) or Moldy Crow (3)

 

With Build #1 you get some fantastic Action Economy from clearing Opportunist generated stress and getting a free TL out of it, which you can immediately use on a four dice attack with a focus that round (unless you bump). With 1 red die, you don't have any solid R3 options, but keeping R1-R2 isn't too difficult, though Opportunist does limit your movement choices, both by clearing stress, and by dis-incentivizing your red maneuvers (since you can't proc it with a stress token). You also need to be careful with your focus management since you do need to use one just to shoot your turret.

 

Build #2 on the other hand makes your HWK a bit more mobile. You get a focus off your red maneuvers, and if you run with the title, you can even keep it. Predator gives you a re-roll on both of the TLT attacks to help them punch through, and potentially keep your foci for defense. You lose your R1 Turret, but you gain two 3 dice attacks at R3 that do deny the range bonus (since it is a secondary weapon). At R1 you're limited to your 2 dice front arc, which isn't particularly great, but it's better than nothing. On a nice side, you can actually shoot at Dark Curse with this turret, while build #1 cannot. Also, if you're sticking to R3 with the turret, you're not getting the most of Palob's ability since it both strengthens Palob and robs his opponents of their offense and defense.

 

Personally, I think build #1 provides more consistent with the Action Economy provided, and has better synergy with Palob's ability, which is pretty nice in my book. That being said, I think build #2 has potential depending on the list its being run in, and the role Palob himself is playing in the list. With build #1 he's a primary damage threat, and wants to be mixing things up close with his opponents. Build #2 can provide some consistent damage throughout the game, and his token denial ability will probably make him a target in your opponent's eyes, but he'll be more elusive a target. It depends what your use for Palob is, and what your overall strategy is, so either could work, though I tend to feel the former lends Palob to being a centerpiece, will the latter is more support oriented.

What you're saying, then, is that TLT is better on Rebel than Scum HWKs? We all know which ones are more in need of a boost.

 

I think it's still a boost overall, and certainly gives either sides' HWKs some more flexibility. If anything, I think Blaster Turret is pretty much limited to Kyle and Palob, and the former of those two might be debatable. All the rest get better mileage out of the TLT or ICT in my eyes, since neither of those two are action-dependent to fire. It mostly comes down to what you want out of your HWK; do you want a fairly reliable control option, or do you want some consistent damage? Would your list be better with one over the other?

 

The Scum HWKs have brought new life to the ship, and this turret is going to help both sides. For 25 points you can get some consistent damage out of Roark, while boosting one of your other ships to 12. I think Jan is little tougher to justify at 31 points, since she's almost a third of your list with just the turret, but that extra die is pretty nice. And at the end of the day, the Rebels have Nien Nunb who exists to make the HWK's dial so much better. Can a Scum HWK do a 4 straight, a 3 bank, and then 4 straight? Only if you want your opponent flying your ship for two turns.

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Now that I'm at home, I can peel my eyes a bit more. Was squeezing from my phone before.

 

Twin lasers don't seem to have any targeting restrictions.

 

More or less, (and accounting a bit of lost in translation), the text is something like: 

 

"Attack: perform this attack twice (even against targets outside of your firing arc). Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results".

 

 

Now, do you want to know what bombardier does?

 

It lets you use the [2 straight] template instead of the [1 straight] one when dropping bombs.

Thank you very much...

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z0fwvf0.jpg

Is that turret rang 2-3 and cost 6? Also 1 more point than a B-wing? Now who's going to play Rookie?

 

I'd take a rookie over a naked K-wing in a heartbeat. The K-wing needs ordnance*

 

*Miranda may get good use out of the turret, but I don't see the rest of the K-wings doing so because Y-wings will do that for cheaper. And likely have as good if not a better dial.

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The reason the TLT will work well on the K-Wing when compared to the Y-WIng or HWK is because of the Range 1 restriction.  The K-Wing can switch to its primary turret at R1 to keep rolling 3 dice (although for full damage) rather than lose the turret shot entirely.  That is not insignificant, though it remains to be seen if it is worth 7-9 points or not.

 

Also, my point was that HWKs in general will benefit more from the TLT than Y-Wings.  Though I agree that Palob does not synergize well with the TLT, the fact that a single exception exists because of one particular pilot ability does not invalidate the point in general.

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I think people are ignoring the fact we know nothing of the dial... And my prediction is that it's going to be similar to a Hawks...

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Thougj I would argue that a weak dial for the K Wing just makes this TLT an even more attractive option. Personally I'm hoping for a defenderish dial, lots of straight ahead speed and limited maneuverability at low speeds.

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I think people are ignoring the fact we know nothing of the dial... And my prediction is that it's going to be similar to a Hawks...

 

we've got a turret and double the attack

 

it's not good by any stretch of the imagination, but it won't be so bad that the enemy would sooner kill themselves out of pity than any actual damage they'd take from the HWK's primary

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Hmmm.....maybe I should listen to Vorpal and think more about the damage output.  I can see Horton hovering at the edge of combat and firing in at long range.  I don't think he would take the BTL title. I think he would like it for the turret aspect.  He would be doing 2 damage per turn at B-wings or Decimators all day long.  I think he would be wearing down others like Soontir Fel.  I mean, you eventually will roll crap dice with green. 

 

I have to admit that the K-wing, itself, does not excite me.  I'm more excited about the cards. 

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Is that turret rang 2-3 and cost 6? Also 1 more point than a B-wing? Now who's going to play Rookie?

The same group of people that currently play Rookie, I imagine. Also, the sky still isn't falling.

 

Hmmm.....maybe I should listen to Vorpal and think more about the damage output.  I can see Horton hovering at the edge of combat and firing in at long range.  I don't think he would take the BTL title. I think he would like it for the turret aspect.  He would be doing 2 damage per turn at B-wings or Decimators all day long.  I think he would be wearing down others like Soontir Fel.  I mean, you eventually will roll crap dice with green.

Yeah, Horton with TLT and Engine Upgrade is going to be really reliable damage, and relatively tough to kill for the cost. Drea Renthal is actually pretty good at that game, too, since she can get a target lock for each shot.

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Yeah, Horton with TLT and Engine Upgrade is going to be really reliable damage, and relatively tough to kill for the cost. Drea Renthal is actually pretty good at that game, too, since she can get a target lock for each shot.

Oh crap, Drea is actually perfect for that. The major issue with taking her and R4-B11 is that if you accidentally target lock the wrong thing and it dies, you're full of stress and now can't take another lock. The TLT gives her a much better way to anticipate a kill shot or swap her lock.

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PS2 K-WING (23)

—Cluster Mines (4)

—Proximity Mines (3)

—Extra Munitions (2)

—Advanced SLAM (2)

—Bombardier (1)

X2

70 POINTS OF PAIN. TOKENS FOR DAYS.

Quoting myself because the Twin Laser Turret impacts my build options.

First, I think a Wild Space Fringer with a Recon Specialist and an Ion Cannon would wreak havoc on low-AGI lists, plus simultaneous squad movement is always fun.

Drop the Prox mines from the Warden Sq Pilots, that frees up six points. Those six points are definitely going to bring in an Ace, but I don't know if the lack of Prox mines is worth it. This is entirely dependent upon the K-Wing dial. But! For now:

Keyan Farlander

—Stay on Target

—Advanced Sensors

—B-Wing E/2

—Intelligence Agent (for the higher PS pilots that don't much care about SoT!)

OR

Miranda Doni

—Twin Laser Turret

—Nien Nunb

I don't know how useful Miranda will be without ASLAM, but I can't find the two points haha. The Bombardiers might get left back at base. The way I see it, the TLT is a solid damage option for a K-Wing in general, but also offers a better weapon efficiency rating than Gunner. Throw your first TLT attack with two dice to gain a shield back (ideally at an AGI-1 target!), and then spend your second attack on an AGI-2 or -3 priority target; otherwise if something gets into Range 1, spend a shield to hit them with four red dice and full damage!

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Turrets are Secondary Weapons, Correct?

 

So that means no bonus from range 3, correct?

 

I'm liking this turret alot for HWK's and Y's.    My dirty birds scum Hawk list has got some new options.

 

secondary weapon turrets are indeed secondary weapons :P

 

my only reservation: jesus christ did Munitions failure just become a hell of a lot worse or is it just me :(?

Edited by ficklegreendice

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Turrets are Secondary Weapons, Correct?

 

So that means no bonus from range 3, correct?

 

I'm liking this turret alot for HWK's and Y's.    My dirty birds scum Hawk list has got some new options.

 

secondary weapon turrets are indeed secondary weapons :P

 

my only reservation: jesus christ did Munitions failsure just become a hell of a lot worse or is it just me :(?

 

 

From TLTs? How does that affect munitions failsafe?

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