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Why does the Shadowcaster come with two Tactical Jammers?  Alex Davy said it was a pretty useless card not long ago, why would he include two more copies of a card that nobody uses as is?

Not just two tactical jammers, but counter measures and another VI. VI would have been fine, but they just gave out tons of alt-art VI cards. Counter measures is only good if it's a reprint with reduced cost.

I'm sure the new scum crew are nice, but the upgrades with this ship seem to be weakest out of all the other large ships.

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Why does the Shadowcaster come with two Tactical Jammers?  Alex Davy said it was a pretty useless card not long ago, why would he include two more copies of a card that nobody uses as is?

Not just two tactical jammers, but counter measures and another VI. VI would have been fine, but they just gave out tons of alt-art VI cards. Counter measures is only good if it's a reprint with reduced cost.

I'm sure the new scum crew are nice, but the upgrades with this ship seem to be weakest out of all the other large ships.

 

 

Not everyone goes to events and gets piles of alt art cards. Shocking I know but it is true.

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Why does the Shadowcaster come with two Tactical Jammers?  Alex Davy said it was a pretty useless card not long ago, why would he include two more copies of a card that nobody uses as is?

Not just two tactical jammers, but counter measures and another VI. VI would have been fine, but they just gave out tons of alt-art VI cards. Counter measures is only good if it's a reprint with reduced cost.

I'm sure the new scum crew are nice, but the upgrades with this ship seem to be weakest out of all the other large ships.

 

Not everyone goes to events and gets piles of alt art cards. Shocking I know but it is true.

And for at least a couple of waves there, VI was the most common/popular elite upgrade in the game.

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If Rebels are getting the Arc does that mean Imps will get Droid fighters?

 

This doesn't make much sense to me...Republic Navy became the Imperial Navy....

 

The Rebels are "Alliance to restore the Republic", while the Imperials are the Sith controlled faction. Just like the separatists. Though I would not bet any money on separatists ships.  

Besides the Y-Wings and Z-95 are as well old republican ships from the clone wars. We now have basically all the main republic star fighters, well except for the V-Wings. I want now V-Wing strike fighters and interceptors. :D

 

(The Jedi star-fighters variants are somewhat non standard outside of jedi hands) 

The Separatists and Republic were both Sith-controlled, the Republic just didn't know it. And the Republic literally became the Empire. That's why taking the prequel factions and making the Rebellion and Empire sub-factions wouldn't work.

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Is it safe to assume this wave is the door closing on old EU material? That new Canon is now going to be what we have going forward? (At the dismay and cries of many a forum member)

 

Never say never. They are not putting out enough movies/TV shows to match FFG's production pace. 

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Why does the Shadowcaster come with two Tactical Jammers?  Alex Davy said it was a pretty useless card not long ago, why would he include two more copies of a card that nobody uses as is?

I like tactical jammer. Its a good, strategic card.

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Why does the Shadowcaster come with two Tactical Jammers?  Alex Davy said it was a pretty useless card not long ago, why would he include two more copies of a card that nobody uses as is?

Not just two tactical jammers, but counter measures and another VI. VI would have been fine, but they just gave out tons of alt-art VI cards. Counter measures is only good if it's a reprint with reduced cost.

I'm sure the new scum crew are nice, but the upgrades with this ship seem to be weakest out of all the other large ships.

 

 

While they may have included VI in the tournament kits, not everyone goes to tournaments. Not to mention anyone who starts the game after this tournament kit is done, so they, by nature, can't get one that way even if they go to tournaments.  (I go to tournaments, but we haven't actually gotten any of that kit at my FLGS as of the last tournament before our regional in may, so hopefully this month will have it. I need 1 more VI...)

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Why does the Shadowcaster come with two Tactical Jammers?  Alex Davy said it was a pretty useless card not long ago, why would he include two more copies of a card that nobody uses as is?

I like tactical jammer. Its a good, strategic card.

 

 

And how many of them do you need for any given list?  Including them here is baffling.

Edited by HolySorcerer

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Why does the Shadowcaster come with two Tactical Jammers?  Alex Davy said it was a pretty useless card not long ago, why would he include two more copies of a card that nobody uses as is?

I like tactical jammer. Its a good, strategic card.

 

 

And how many of them do you need for any given list?  Including them here is baffling.

 

 

I don't see a point cost on them, and the first ship they came on they only had one copy.

 

Maybe FFG is releasing a new, re-costed (ummmm...'0'?) version of the card, this way?

Kinda unlikely, I guess.  Well, one thing IS for sure - the Scum faction sure does have a *ridiculous* amount of large-base ships, so maybe FFG sees this card getting used more by them in the future...

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So the ARC-170 comes with an evade token, but does not have the evade action.  Guessing the R3 lets you swap a focus for an evade once per turn.  Which would make sense, given the ARC-170 comes with a Recon Specialist, but only 1 focus token.  Super looking forward to this ship.  Also, people can stop whining about crew/salvaged astromech, since this ship gets crew/astromech.

 

TIE /sf is pretty much what we expected.  PS9 dude man can theoretically pump out 4x 2Red attacks or 2x 3Red attacks each turn, for a few turns.  Good thing he has no shield regen.

 

Mandalorian Fang is a wanna-be jouster in a game that doesn't really like jousters much anymore.  Sure, some of the pilot abilities sound neat, but they sounded neat on Talonbane and we all saw how that worked out.  "But stream, this ship has the tools to get where it wants to go!"  No, this ship is going to suffer from the same issues that plague the Starviper and Khiraxz, just all together in one package.  Still, I'm going to grab a few just to mix with a few Scyks.  Make sure to paint them all the same and watch my opponent struggle to keep track of which ships are facing which directions.  It'll be a terrible list, sure, but it'll be fun.

 

 

 

Mobile arc is dumb while turrets are a thing.  Look at Sabine's card.  No EPT, and her pilot ability relies on the Mobile Arc AND having a focus token.  So she basically has to predict at least a turn in advance where her enemy will be, which is great with her craptastical PS of 5, or her pilot ability is useless.  And every ability with "While in your mobile arc AND primary arc" basically make the mobile arc not a thing either.  It's a dumb mechanic, but I'm guessing FFG didn't want to take flak for releasing two large base scum turret ships in a row.

 

I also have to laugh hysterically at the "get the abilities of all IG ships in your list!"

 

IG-A - sucky

IG-B - Shadowcaster has no Canon slot

IG-C - Shadowcaster has no boost (hello +4 points for EU)

IG-D - maybe it has Seignors on its dial?

 

So basically "This card was never intended for this ship, but we ran out of ideas so here you go!"

 

Edit: never mind that in regular play, you can only afford 1 IG ship after the Shadowcaster anyway!  Man, there has to be some other aspect they haven't shown, or this card is pretty much DOA for non-epic play.  (And pretty much garbage even then!)

IG-A might be 'sucky', but it's still rules-applicable. That's all they really try for with the upgrade suites some days. R3 handing out evades would be neat, though. Handy on a TLT Y-wing that wants to tank, too. Suspect that (+Jan Ors) means it's 2pts, unless it's also restricted to greens (as so many Astros seem to be). If so, it could be a broadly interesting alternative to R2 on Rookies.

 

You're smoking something crazy on that Fang fighter, though - Fenn is Soontir Fel running Hull Upgrade instead of Stealth Device, which (much like Carnor Jax) is the right call for an Interceptor that's got less token-stacking going on than ol' Soontir. And he throws five dice at range one. Did you notice he can pick up Target Locks? So long as they don't gimp the greens like they did on the StarViper (And the comparison to Interceptors and A-wings is telling, I think, so hopefully they're not fools!) this ship is going to be phenomenal.

 

Fenn Rau (PTL, Autothrusters, Title): 34pts. As tough as a Carnor that didn't have the luxury of token-stacking for a turn, and shooting much, much harder.

And he'll be as boosty and barrely as Soontir, with a range-one-in-arc Autothrusters bonus to go with 4 agi and 5 attack to boot. Which is to say: He's going to jink and dive like Soontir, move as late as Soontir, and hit even harder than Soontir ever dreamed. If you feel like being a lunatic, you can even hand him APT and throw a 6-die ordnance throw that, even without guidance chips, has a 98% chance of landing six hits. From a PS9 ship with boost, barrel roll, and PTL. TL one turn, Boost in and focus the next... and watch everything explode.

 

It's going to be a challenge to build Scum squads without him.

 

Dengar (PTL, K4, Unhinged, EU, Punishing One, Glitterstim): 58pts

Fenn Rau (PTL, Autothrusters, Title, APT): 40pts

98pts

 

Ladies and gentlemen, Bastard HanTM just teamed up with Lunatic FelTM.

Edited by Reiver

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IG-A might be 'sucky', but it's still rules-applicable. That's all they really try for with the upgrade suites some days. R3 handing out evades would be neat, though. Handy on a TLT Y-wing that wants to tank, too. Suspect that (+Jan Ors) means it's 2pts, unless it's also restricted to greens (as so many Astros seem to be). If so, it could be a broadly interesting alternative to R2 on Rookies.

 

 

You're smoking something crazy on that Fang fighter, though - Fenn is Soontir Fel running Hull Upgrade instead of Stealth Device, which (much like Carnor Jax) is the right call for an Interceptor that's got less token-stacking going on than ol' Soontir. And he throws five dice at range one. Did you notice he can pick up Target Locks? So long as they don't gimp the greens like they did on the StarViper (And the comparison to Interceptors and A-wings is telling, I think, so hopefully they're not fools!) this ship is going to be phenomenal.

 

Fenn Rau (PTL, Autothrusters, Title): 34pts. As tough as a Carnor that didn't have the luxury of token-stacking for a turn, and shooting much, much harder.

And he'll be as boosty and barrely as Soontir, with a range-one-in-arc Autothrusters bonus to go with 4 agi and 5 attack to boot. Which is to say: He's going to jink and dive like Soontir, move as late as Soontir, and hit even harder than Soontir ever dreamed. If you feel like being a lunatic, you can even hand him APT and throw a 6-die ordnance throw that, even without guidance chips, has a 60% of landing six hits. From a PS9 ship with boost, barrel roll, and PTL.

 

It's going to be a challenge to build Scum squads without him.

 

Dengar (PTL, K4, Unhinged, EU, Punishing One, Glitterstim): 58pts

Fenn Rau (PTL, Autothrusters, Title, APT): 40pts

98pts

 

Ladies and gentlemen, Bastard HanTM just teamed up with Lunatic FelTM.

 

 

I'm not trashing IG-88 crew.  He's a great addition to the Party Bus, especially if you already ran in IG wing man like a lot of people did.  The movement dial remains to be seen, but if it doesn't have Seignor Loops (not completely unlikely), that means only 2/4 IG options are viable for the Shadow Caster itself, and one of those only if you forgo the "go fast move turret" mod in favor of EU.  It's not bad, it just clearly was not really meant for use on the Shadow Caster itself.

 

And yeah, I went over the Protectorate Starfighter some more in further posts.  It's a great ship that wants to joust but is built like an arc dodger.  As Darth2Face pointed out in a later post, that means the Protectorate Starfighter has the tools to "arc dodge into jousting position" as it were.  That is, it can "un-arc dodge" someone.  It's an interesting ship, but also somewhat fragile.  No shields, wants to be at R1 so enemies get an extra die.  Even for Fenn Rau, the enemy's +1 red die > Fenn's +1 green die (which is why Zuckuss works as a G-1A pilot).  Slinging 5 red dice at R1 is amazing; equal to an R1 Ghost or R1 Zuckuss.  As Talonbane shows us, blowing up immediately afterward is not so amazing.  And yes, I saw the action bar.  Given that they have a Torpedo slot, I would hope that the Protectorate has Target Lock!

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Why does the Shadowcaster come with two Tactical Jammers?  Alex Davy said it was a pretty useless card not long ago, why would he include two more copies of a card that nobody uses as is?

Not just two tactical jammers, but counter measures and another VI. VI would have been fine, but they just gave out tons of alt-art VI cards. Counter measures is only good if it's a reprint with reduced cost.I'm sure the new scum crew are nice, but the upgrades with this ship seem to be weakest out of all the other large ships.

Designers don't make those decisions, it's the sales people. The designers come up with the new cards for a release, and other departments decide which of the new products those cards release in. This also applies to older cards that are reprinted.

The decision gets made for them.

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He definitely died in TPM. Full stop.

No he didn't, George Lucas himself brought him back in the Clone Wars TV show.

 

 

 

You don't understand. It's really stupid. and I don't accept it. I really don't care if you think it's good or not. I just meant it's a shame I have to boycot Rebels now too. 

 

 

It's all kind of stupid if you really want to put it to a litmus test. Took me a while to warm up to Maul and his robot horse legs in Clone Wars, but he ends up being a hell of a bad guy. 

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this entire wave seems like ****, more 1 agility Rebels, a Tie Defender with 2 Agility and Tie Fighter guns, a YT-1300/Y-wing love child and some shieldless jouster. so i should get the Fang to replace the Khiraxz, the Shadow caster to replace the Firespray, the ARC to replace B-wings and a weird tie that can shoot backwards but dies as fast as a bomber, is this right FFG, well i don't plan on doing that, this wave is useless and i ain't giving you more money, fix the things i already got.

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Agreed on Rebels, not trying to ruffle feathers on people who like the show but I have watched it and don't care for it. Haven't liked any ship from it (including the ghost) and hate the Disney push for this being cannon. That all being said I intend to and will buy any ship in this game because I love this game. Enough with the rebels for a bit though, please.

While I like to blame disney for TFA, they did not push for making this canon, but instead did not push to make this legends as well. They kept TCW as canon and pushed simply for successor series by the same studio and team, which is Rebels. I really wish they would not have been in such a hurry. The Son of Dathomir ark would have been amazing on TCW, but that basic idea that TCW is canon and the extension to Rebels is basically still on GL. Rebels is kind of the original pitch they had for TCW, they just switch to a time in the Rise of the Rebellion era, which fits a lot better to that crew on a freighter theme.

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If Rebels are getting the Arc does that mean Imps will get Droid fighters?

 

This doesn't make much sense to me...Republic Navy became the Imperial Navy....

 

The Rebels are "Alliance to restore the Republic", while the Imperials are the Sith controlled faction. Just like the separatists. Though I would not bet any money on separatists ships.  

Besides the Y-Wings and Z-95 are as well old republican ships from the clone wars. We now have basically all the main republic star fighters, well except for the V-Wings. I want now V-Wing strike fighters and interceptors. :D

 

(The Jedi star-fighters variants are somewhat non standard outside of jedi hands)

The Separatists and Republic were both Sith-controlled, the Republic just didn't know it. And the Republic literally became the Empire. That's why taking the prequel factions and making the Rebellion and Empire sub-factions wouldn't work.

I wanted to keep it brief, so here the extra mile of reasoning:

The republic had a sith chancellor, but their senate was still not under control. We see that Palpatine is forced to assassinate senators or take them hostage to manipulate senate votes, furthermore and more important Palpatine' plans rely on having the Jedi's in charge of the war and most of the military. It not before order 66 and his declaration as emperor that he fully takes over the republic, while his puppets have a firm grip over the separatists senate and more importantly its military forces. And I am not saying that there was no opposition to him in the separatists senate either, he had to assassinate one senator of them too, but his hold over the separatists was firm and more established. You for sure could make it more complicated, but seperating Sith Empire and Jedi Forces would work really, really well this way and allows as well old republic ships to be integrated.

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Agreed on Rebels, not trying to ruffle feathers on people who like the show but I have watched it and don't care for it. Haven't liked any ship from it (including the ghost) and hate the Disney push for this being cannon. That all being said I intend to and will buy any ship in this game because I love this game. Enough with the rebels for a bit though, please.

While I like to blame disney for TFA, they did not push for making this canon, but instead did not push to make this legends as well. They kept TCW as canon and pushed simply for successor series by the same studio and team, which is Rebels. I really wish they would not have been in such a hurry. The Son of Dathomir ark would have been amazing on TCW, but that basic idea that TCW is canon and the extension to Rebels is basically still on GL. Rebels is kind of the original pitch they had for TCW, they just switch to a time in the Rise of the Rebellion era, which fits a lot better to that crew on a freighter theme.

 

 

You understand that the reason the Clone Wars was cancelled, was because it was losing LFL money, right? Much like killing Lucasarts was more of a mercy killing than anything vindictive. Rebels has a fraction of TCW's budget. 

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IG-A might be 'sucky', but it's still rules-applicable. That's all they really try for with the upgrade suites some days. R3 handing out evades would be neat, though. Handy on a TLT Y-wing that wants to tank, too. Suspect that (+Jan Ors) means it's 2pts, unless it's also restricted to greens (as so many Astros seem to be). If so, it could be a broadly interesting alternative to R2 on Rookies.

 

 

You're smoking something crazy on that Fang fighter, though - Fenn is Soontir Fel running Hull Upgrade instead of Stealth Device, which (much like Carnor Jax) is the right call for an Interceptor that's got less token-stacking going on than ol' Soontir. And he throws five dice at range one. Did you notice he can pick up Target Locks? So long as they don't gimp the greens like they did on the StarViper (And the comparison to Interceptors and A-wings is telling, I think, so hopefully they're not fools!) this ship is going to be phenomenal.

 

Fenn Rau (PTL, Autothrusters, Title): 34pts. As tough as a Carnor that didn't have the luxury of token-stacking for a turn, and shooting much, much harder.

And he'll be as boosty and barrely as Soontir, with a range-one-in-arc Autothrusters bonus to go with 4 agi and 5 attack to boot. Which is to say: He's going to jink and dive like Soontir, move as late as Soontir, and hit even harder than Soontir ever dreamed. If you feel like being a lunatic, you can even hand him APT and throw a 6-die ordnance throw that, even without guidance chips, has a 60% of landing six hits. From a PS9 ship with boost, barrel roll, and PTL.

 

It's going to be a challenge to build Scum squads without him.

 

Dengar (PTL, K4, Unhinged, EU, Punishing One, Glitterstim): 58pts

Fenn Rau (PTL, Autothrusters, Title, APT): 40pts

98pts

 

Ladies and gentlemen, Bastard HanTM just teamed up with Lunatic FelTM.

 

 

I'm not trashing IG-88 crew.  He's a great addition to the Party Bus, especially if you already ran in IG wing man like a lot of people did.  The movement dial remains to be seen, but if it doesn't have Seignor Loops (not completely unlikely), that means only 2/4 IG options are viable for the Shadow Caster itself, and one of those only if you forgo the "go fast move turret" mod in favor of EU.  It's not bad, it just clearly was not really meant for use on the Shadow Caster itself.

 

And yeah, I went over the Protectorate Starfighter some more in further posts.  It's a great ship that wants to joust but is built like an arc dodger.  As Darth2Face pointed out in a later post, that means the Protectorate Starfighter has the tools to "arc dodge into jousting position" as it were.  That is, it can "un-arc dodge" someone.  It's an interesting ship, but also somewhat fragile.  No shields, wants to be at R1 so enemies get an extra die.  Even for Fenn Rau, the enemy's +1 red die > Fenn's +1 green die (which is why Zuckuss works as a G-1A pilot).  Slinging 5 red dice at R1 is amazing; equal to an R1 Ghost or R1 Zuckuss.  As Talonbane shows us, blowing up immediately afterward is not so amazing.  And yes, I saw the action bar.  Given that they have a Torpedo slot, I would hope that the Protectorate has Target Lock!

 

Remember its title: It has a range-1 autothrusters effect (Actually better, because it's not dice dependent). That extra die coming back has already been cancelled before it was even rolled. The extra green is just gravy. :D

 

(And for the sake of clarity, the target locks detail was relating to offensive power, not reading comprehension.)

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this entire wave seems like ****, more 1 agility Rebels, a Tie Defender with 2 Agility and Tie Fighter guns, a YT-1300/Y-wing love child and some shieldless jouster. so i should get the Fang to replace the Khiraxz, the Shadow caster to replace the Firespray, the ARC to replace B-wings and a weird tie that can shoot backwards but dies as fast as a bomber, is this right FFG, well i don't plan on doing that, this wave is useless and i ain't giving you more money, fix the things i already got.

So... There is this thing called Imperial Veterans coming out...

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