Jump to content
Sign in to follow this  
Nynox

Leaked pilot of the PS 6 K-wing.

Recommended Posts

 

 

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?

 

 

I wrote failsafe, tried to correct to failure, wrote failsure

 

 

...agggh

Share this post


Link to post
Share on other sites

 

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!

 

 

I don't think that a B-Wing is going to fit in well with K-Wings. It seems like  SLAM is going to be used for disengaging and coming back for another run. Assuming that the K-Wing has a fairly slow dial with a 3 straight and 3 K-turn, you'll be able to pull what is essentially a 7 K-turn which should leave you out of range on the turn that you've got stress and weapons disabled token. A B-Wing isn't going to be able to play the disengage game with the rest of your squad and dies quickly when left alone.

Share this post


Link to post
Share on other sites

Sounds broken for 26 points to me.

Three ships in-arc of a Y-Wing all get stressed, and when they all take a greet move they can't focus the Y-Wing and remove it in a single round of combat?

First turn, range 3 triple stress on one target. y-wing takes moderate damage. Target is hosed. Have you ever seen an IG or firespray come back from three stress against a competent opponent? I have not.

Share this post


Link to post
Share on other sites

Remember that we are assuming rules interactions here based on blurry, non-final, translated card text. It is possible (and likely, I think), that both TLT shots will have to target the same ship, just like Cluster Missiles. It is also quite likely that R3-A2 will only trigger once from the TLT, not from both shots.

R3-A2 triggers "When you declare the target of your attack" which happens in Step 1 of Combat phase resolution (Step 1 is Declare Target). See page 18 of the rulebook.

The choice to use a secondary weapon like TLT happens in Step 2 (Roll Attack Dice). See page 19 of the rulebook. By the time you are choosing to fire the TLT, you've already declared your target for your attack, which could very well mean there is no window to target a different ship with the second shot or to use R3-A2 on the second shot.

Obviously this section of the timing rules has always been troublesome, but I think we'll see this cleared up one way or the other when we get final English card text.

Share this post


Link to post
Share on other sites

I don't think that a B-Wing is going to fit in well with K-Wings. It seems like  SLAM is going to be used for disengaging and coming back for another run. Assuming that the K-Wing has a fairly slow dial with a 3 straight and 3 K-turn, you'll be able to pull what is essentially a 7 K-turn which should leave you out of range on the turn that you've got stress and weapons disabled token. A B-Wing isn't going to be able to play the disengage game with the rest of your squad and dies quickly when left alone.

  

Normally I would completely agree, but Keyan is going to be off on his own while the Ks drop twelve cluster mine tokens on the board. Keyan is one of the few 3-ATK ships that would be able to navigate all that! I think Sot and AS working with the IA would make him very hard to block or focus-fire, but the point would be to ASLAM the K-Wings hard down the sides of the field and fill the map with bomb tokens. After their bays are emptied they'd fly interference for Keyan, who can slow-roll while that's happening. All plans are eligible for renegotiation on the fly however! Haha

First turn, range 3 triple stress on one target. y-wing takes moderate damage. Target is hosed. Have you ever seen an IG or firespray come back from three stress against a competent opponent? I have not.

Ah! I misunderstood your intent, I'm sorry! Yes, triple-stressing a single target is a BRUTAL thing to do to most pilots. The trick will be getting the right VIP in the sights of a Y-Wing, and of course certain Gunner/Turret builds won't be all that hampered, but the triple-stress Y would certainly make an Opportunist ace or two very very effective.

Share this post


Link to post
Share on other sites

A range 3 turret is exactly what Warthogs needed to push them over the edge. I could see a 4x Warthog list bringing 2 of these for long range and 2 Ion turrets for close range and movement control. Agromechs on the TLT Y-Wings and Unhingeds on the Ion Turret Y-Wings.

Over the edge of what? Iam the first to admit they are a fine list but you are not going to tell me they are op now are you?

Share this post


Link to post
Share on other sites

 

 

Sounds broken for 26 points to me.

Three ships in-arc of a Y-Wing all get stressed, and when they all take a greet move they can't focus the Y-Wing and remove it in a single round of combat?

First turn, range 3 triple stress on one target. y-wing takes moderate damage. Target is hosed. Have you ever seen an IG or firespray come back from three stress against a competent opponent? I have not.

 

 

Triple stress is already going to be a thing with the Hound's Tooth and three Tacticians. It already has a wider firing arc (auxiliaries + Large base). Although with a Range 2 restriction, which isn't that bad considering you don't have to triple stress your own ship to do it unlike the Rebel Y-wing. You could even replace a Tactician with a Gunner crew and potentially dish out 4 stress per turn (or two each on two different ships).

Share this post


Link to post
Share on other sites

It looks like that new turret has an attack value of 3 at ranges 2-3.  Not sure what the text says but Kavil may have a new best friend.

 

The PS8 K-Wing's name is Miranda Doni.

And costs 6

The Hawks will now be useful at range 3

Edited by Marinealver

Share this post


Link to post
Share on other sites

Maybe stress will actually be a thing now.  My only problem with stress everywhere and now lots of ways to gain additional or eliminate range modifiers is the game gets really really slow without modified rolls and range modifiers:

 

I was teaching some younglings to play the other day and played without range modifiers and 2 attack dice and/or no modifications means we called the 65pt game after 2 hours.  It was sad.

Share this post


Link to post
Share on other sites

TLT is going to be very effective against both low-health, high-agility enemies and fat falcons. What's not to like? It's a bit of a change to have consistent damage (more than one point at least) that you have to completely cancel to affect at all. Means C-3PO is often not going to be able to reduce the damage. Soontir is not going to like it, either.

Share this post


Link to post
Share on other sites

I will take 4 generic HWKs with TLTs and Recon Spec!

.

.

.

Wait!

.

.

.

Wait!

.

.

.

NOOOT!!!

(Although: Yes i have 4 HWKs!)

Edit: Wait how many TLTs are in a K-Wing booster? Do i need to buy 4 of them for my list? Ouch!

Edited by ForceM

Share this post


Link to post
Share on other sites

I have seen a couple people here comment that the twin laser turret is going to be especially effective against high agility targets. Why? From what we can decipher, it is basically a reusable cluster missiles, and it is generally accepted that cluster missiles are very bad against high agility ships because they get their defense roll twice, so what makes these attacks better vs those targets?

Edited by Forgottenlore

Share this post


Link to post
Share on other sites

I have seen a couple people here comment that the twin laser turret is going to be especially effective against high agility targets. Why? From what we can decipher, it is basically a reusable cluster missiles, and it is generally accepted that cluster missiles are very bad against high agility ships because they get their defense roll twice, so what makes these attacks better vs those targets?

Because cluster missiles will generally do 1-2 damage ONCE to a high agility target, which isn't worth the points when you still have to have some way to kill the ship. TLT will do 1-2 damage PER TURN, consistently, which will put down interceptors and the like in a few turns. The turret also doesn't suffer from the normal ordnance issues (arc and TL required).

Share this post


Link to post
Share on other sites

Edit: Wait how many TLTs are in a K-Wing booster? Do i need to buy 4 of them for my list? Ouch!

x2. Only 1 each for Plasma Torpedos/Adv. Homing Missiles, but those come in both the K-wing and Punisher. Ion Bombs are the new Seismic Charges, though.

Share this post


Link to post
Share on other sites

 

Edit: Wait how many TLTs are in a K-Wing booster? Do i need to buy 4 of them for my list? Ouch!

x2. Only 1 each for Plasma Torpedos/Adv. Homing Missiles, but those come in both the K-wing and Punisher. Ion Bombs are the new Seismic Charges, though.

 

depends on the cost and if they do damage. They could just dish out Ion tokens.

Share this post


Link to post
Share on other sites

I have seen a couple people here comment that the twin laser turret is going to be especially effective against high agility targets. Why? From what we can decipher, it is basically a reusable cluster missiles, and it is generally accepted that cluster missiles are very bad against high agility ships because they get their defense roll twice, so what makes these attacks better vs those targets?

Because cluster missiles will generally do 1-2 damage ONCE to a high agility target, which isn't worth the points when you still have to have some way to kill the ship. TLT will do 1-2 damage PER TURN, consistently, which will put down interceptors and the like in a few turns. The turret also doesn't suffer from the normal ordnance issues (arc and TL required).
Well we should assume Autothrusters are still mandatory on interceptors and the like. I don't think they'll do that well against turtled up Fel or Jake, considering that AT triggers against each shot. Not to mention those ships can close from out of range, to range 1 in a turn.

Don't get me wrong, I think they're a good upgrade but I don't think they're great against anything with Autothrusters and PtL, which is fine by me. Good against turreted tanks like the falcon or decimator, or regular high-agility ship like TIE fighters.

I really like Horton Salm with it though (I don't think I've ever liked Horton Salm with anything).

But, if it does become popular, it'll also give good boosts to pilots that could see more play. The, "get to range 1!" incentive gives Guri a focus doggie biscuit, and Laetin A'shera doubles down on his ability.

Though I'm curious exactly how it'll be worded in English. It could either be a really good thing or a really bad thing for Xizor. If it's worded "cancel all dice and deal one hit" or something similar, Xizor's ability won't come into effect at all, since it works specifically against "uncancelled" hits and those have been canceled. Same reason he's hard-countered by accuracy correctors. But if it doesn't involve canceling the dice then it'll be great on Xizor since low, consistent hits is Xizor's best case scenario. Unfortunately, I think it'll be the former though.

Edited by Sekac

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...