VaeVictis 1,107 Posted December 14, 2016 For 5 points more a Lothal Rebel gets 4 more hulls, a 4 straight, a k-turn and a turret slot. A Nifty docking mechanisem that grants access to a rear arc... Colour me unimpressed with just getting an updated Lambda. This should have been the dial for Krennics shuttle, the Batwing should have sloops or something. Like a discount Aggressor. You do realize that this thing with sloops would be beyond ridiculous? I'm trying to imagine a transport shuttle that is more maneuverable than an A-Wing or Interceptor without laughing and it's just not working. 6 StriderZessei, RStan, Derpzilla88 and 3 others reacted to this Quote Share this post Link to post Share on other sites
Oberron 627 Posted December 15, 2016 Gunner isnt very useful on a 4/5 die attack. Odds are you will do 1 damage. Its pretty common to have a bad enough roll where you do 1 damage. I highly disagree, you have to think about the chance an opponent will evade or reduce damage as well, if you roll good enough to go through defense then that's a win, if you roll bad enough that the defender cancels the damage gunner+other goodies means you can punch a bigger hole in their ship Quote Share this post Link to post Share on other sites
ficklegreendice 34,359 Posted December 15, 2016 With lower agi coming back in now that torpscouts are gone, gunner is far less important Also, more crucially, the ups aint whisper It doesnt need to hit to activate defense and it definitely wont be firing as often overall due to its mobility Would NOT recommend gunner on this thing 3 RStan, ArbitraryNerd and Lightrock reacted to this Quote Share this post Link to post Share on other sites
Freeptop 734 Posted December 15, 2016 From a thematic point of view, I like the fact that a shuttle requires an escort to cover against flanking attacks. With the coordinate action the shuttle has, it should even be able to provide an action to an escort that does a k-turn to handle something coming up on its six. Ooh, I've got my non-competitive combo of the day, now! Upsilon shuttle escorted by TIE/sf fighters. They don't even need to do the k-turn in order to cover the shuttle's six! Also, very thematic! Please, make this list - I really would like to see it, thought the same thing a few minutes before reading your post for using TIE/SF's with their rear arcs as protection! Well, I can try to make the list, but since I don't play competitively (or, really, much at all, unfortunately), the list is likely to be utterly terrible. I'm willing to make an attempt, though! Just be prepared to laugh at how bad it will be. Okay, I've made a list. It's got all kinds of special combo possibilities! http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!227:43,29,95,211,-1:-1:-1:;209:140,186,-1,-1:42:17:;211:107,-1,-1:42:17:&sn=Unnamed%20Squadron Major Stridan equipped with Advanced Sensors and Targeting Synchronizer carrying a Weapons Engineer and a Fleet Officer Backdraft with title, Mk II Engines, Crack Shot and Collision Detector PS1 TIE/sf with title, Mk II Engines and Accuracy Corrector so that it can max out hits when it fires out the rear arc (or when it fires out both arcs, as per the title). By putting Advanced Sensors on Major Stridan, he can more easily coordinate with his escorts, since he can grant them a free action before moving away. The Weapons Officer combined with Targeting Synchronizer mean that both TIEs can make use of the Upsilon's target locks, and can do so even if they end up at range 3, thanks to Major Stridan. Backdraft gets crackshot to really make that crit out the back count, if someone tries to get on their six, and Collision Detector because it's free. ... What, you were expecting something good rather than completely gimmicky from me? 4 infyrana, Cgriffith, Punning Pundit and 1 other reacted to this Quote Share this post Link to post Share on other sites
Cgriffith 815 Posted December 15, 2016 From a thematic point of view, I like the fact that a shuttle requires an escort to cover against flanking attacks. With the coordinate action the shuttle has, it should even be able to provide an action to an escort that does a k-turn to handle something coming up on its six. Ooh, I've got my non-competitive combo of the day, now! Upsilon shuttle escorted by TIE/sf fighters. They don't even need to do the k-turn in order to cover the shuttle's six! Also, very thematic! Please, make this list - I really would like to see it, thought the same thing a few minutes before reading your post for using TIE/SF's with their rear arcs as protection! Well, I can try to make the list, but since I don't play competitively (or, really, much at all, unfortunately), the list is likely to be utterly terrible. I'm willing to make an attempt, though! Just be prepared to laugh at how bad it will be. Okay, I've made a list. It's got all kinds of special combo possibilities! http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!227:43,29,95,211,-1:-1:-1:;209:140,186,-1,-1:42:17:;211:107,-1,-1:42:17:&sn=Unnamed%20Squadron Major Stridan equipped with Advanced Sensors and Targeting Synchronizer carrying a Weapons Engineer and a Fleet Officer Backdraft with title, Mk II Engines, Crack Shot and Collision Detector PS1 TIE/sf with title, Mk II Engines and Accuracy Corrector so that it can max out hits when it fires out the rear arc (or when it fires out both arcs, as per the title). By putting Advanced Sensors on Major Stridan, he can more easily coordinate with his escorts, since he can grant them a free action before moving away. The Weapons Officer combined with Targeting Synchronizer mean that both TIEs can make use of the Upsilon's target locks, and can do so even if they end up at range 3, thanks to Major Stridan. Backdraft gets crackshot to really make that crit out the back count, if someone tries to get on their six, and Collision Detector because it's free. ... What, you were expecting something good rather than completely gimmicky from me? I might have to try this... the synergy is great Quote Share this post Link to post Share on other sites
Hobojebus 11,341 Posted December 15, 2016 Imps don't do synergy, correction droids are on their way. 1 Punning Pundit reacted to this Quote Share this post Link to post Share on other sites
Admiral Deathrain 5,231 Posted December 15, 2016 Imps don't do synergy, correction droids are on their way. What does Palp do, then? If he was just a strong card by himself I am sure we would see him paired with Crackswarms? Quote Share this post Link to post Share on other sites
Hobojebus 11,341 Posted December 15, 2016 Imps don't do synergy, correction droids are on their way. What does Palp do, then? If he was just a strong card by himself I am sure we would see him paired with Crackswarms? Dice modification is not synergy, synergy involves all the ships in your list benefiting. Eat in a boat has a synergistic ability, sharia bey is synergistic, esege tuketu is synergistic etc etc. Btw still waiting to hear why you went off at me for something I never said. Quote Share this post Link to post Share on other sites
thespaceinvader 17,538 Posted December 15, 2016 Oh yeah no synergy in Hux or Systems/Fleet or etc. Quote Share this post Link to post Share on other sites
Admiral Deathrain 5,231 Posted December 15, 2016 Imps don't do synergy, correction droids are on their way. What does Palp do, then? If he was just a strong card by himself I am sure we would see him paired with Crackswarms? Dice modification is not synergy, synergy involves all the ships in your list benefiting. Eat in a boat has a synergistic ability, sharia bey is synergistic, esege tuketu is synergistic etc etc. Btw still waiting to hear why you went off at me for something I never said. I went off at you? Sorry if I insulted you, but I really don't remember how or where. Quote Share this post Link to post Share on other sites
Hobojebus 11,341 Posted December 15, 2016 Oh yeah no synergy in Hux or Systems/Fleet or etc. Fleet officer and hux both inflict stress to use that ability, synergy comes with no taxation it just works as a buff. Rebels have synergy, imperials have personal buffs and scum has theft and tricks. So while imps can pass on benefits there's always a negative cost associated making it non synergistic, synergy is complementary making individual parts greater than the whole there's no cost involved. Quote Share this post Link to post Share on other sites
clanofwolves 4,136 Posted December 15, 2016 (edited) Edited December 15, 2016 by clanofwolves 5 AwesomeJedi, Jo Jo, Revanchist and 2 others reacted to this Quote Share this post Link to post Share on other sites
Verlaine 1,647 Posted December 15, 2016 The Upsilon shuttle was depicted as being less maneuverable than the Falcon, so I don't see a problem with the game reflecting that. Blame the movie, not FFG. Quote Share this post Link to post Share on other sites
SlaveofChrist 550 Posted December 15, 2016 (edited) Hi everyone! Here is the new Upsilon-class Shuttle! God bless . Hi Folks! Just wanted to let you know that I've added the new movement card for our new Upsilon-class Shuttle, God bless ! [Edit: Incorrect address link] Edited December 15, 2016 by SlaveofChrist 3 Punning Pundit, RStan and Rakky Wistol reacted to this Quote Share this post Link to post Share on other sites
ficklegreendice 34,359 Posted December 15, 2016 honestly, given how stupid maneuverable said frieghters are, it's amazing the U-wing exists at all just "smuggle" rebellion ground forces in a bunch of yt-1300s and you'd probably be better off 1 clanofwolves reacted to this Quote Share this post Link to post Share on other sites
Derpzilla88 1,252 Posted December 15, 2016 Oh yeah no synergy in Hux or Systems/Fleet or etc. Fleet officer and hux both inflict stress to use that ability, synergy comes with no taxation it just works as a buff. Rebels have synergy, imperials have personal buffs and scum has theft and tricks. So while imps can pass on benefits there's always a negative cost associated making it non synergistic, synergy is complementary making individual parts greater than the whole there's no cost involved. I think you have a misconceived notion of what counts as "synergy". Quote Share this post Link to post Share on other sites
Hobojebus 11,341 Posted December 15, 2016 Oh yeah no synergy in Hux or Systems/Fleet or etc. Fleet officer and hux both inflict stress to use that ability, synergy comes with no taxation it just works as a buff. Rebels have synergy, imperials have personal buffs and scum has theft and tricks. So while imps can pass on benefits there's always a negative cost associated making it non synergistic, synergy is complementary making individual parts greater than the whole there's no cost involved. I think you have a misconceived notion of what counts as "synergy". So then what's synergy? Just saying I'm wrong isn't a helpful contribution put your own definition out there. Quote Share this post Link to post Share on other sites
Derpzilla88 1,252 Posted December 15, 2016 (edited) Oh yeah no synergy in Hux or Systems/Fleet or etc. Fleet officer and hux both inflict stress to use that ability, synergy comes with no taxation it just works as a buff. Rebels have synergy, imperials have personal buffs and scum has theft and tricks. So while imps can pass on benefits there's always a negative cost associated making it non synergistic, synergy is complementary making individual parts greater than the whole there's no cost involved. I think you have a misconceived notion of what counts as "synergy". So then what's synergy? Just saying I'm wrong isn't a helpful contribution put your own definition out there. I'm not saying your wrong, I'm saying the way you're putting it may be a little skewed. Official dictionary description: Synergy - "The interaction or cooperation between two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects". Hux and/or Fleet officer give multiple ships focus tokens. This interaction produces provides a combined greater effect for your squad overall (as your ships are now getting an extra free focus token) than the individual ships would have had on their own without the interaction from Hux and/or Fleet Officer. While the ship your focus-giving crew is on gets stressed, the benefit given to your squad as whole outweighs the single stress on one ship. Rebels and Scum both have plenty of synergy within them as well. The three factions just do their synergistic interactions a bit differently. Edited December 15, 2016 by Derpzilla88 Quote Share this post Link to post Share on other sites
Admiral Deathrain 5,231 Posted December 15, 2016 Oh yeah no synergy in Hux or Systems/Fleet or etc. Fleet officer and hux both inflict stress to use that ability, synergy comes with no taxation it just works as a buff. Rebels have synergy, imperials have personal buffs and scum has theft and tricks. So while imps can pass on benefits there's always a negative cost associated making it non synergistic, synergy is complementary making individual parts greater than the whole there's no cost involved. I think you have a misconceived notion of what counts as "synergy". So then what's synergy? Just saying I'm wrong isn't a helpful contribution put your own definition out there. Your definition is extremely narrow. Which doesn't mean it is wrong, just not universially agreeable. Palpatine syngergizes well with high point cost ships with good agility. He enables them to be stronger and they provide a lot more opportunities to use him. Howlrunner is a bit obvious, too. 2 Verlaine and Derpzilla88 reacted to this Quote Share this post Link to post Share on other sites
thespaceinvader 17,538 Posted December 15, 2016 Oh yeah no synergy in Hux or Systems/Fleet or etc. Fleet officer and hux both inflict stress to use that ability, synergy comes with no taxation it just works as a buff. Rebels have synergy, imperials have personal buffs and scum has theft and tricks. So while imps can pass on benefits there's always a negative cost associated making it non synergistic, synergy is complementary making individual parts greater than the whole there's no cost involved. I think you have a misconceived notion of what counts as "synergy". So then what's synergy? Just saying I'm wrong isn't a helpful contribution put your own definition out there. I'm not saying your wrong, I'm saying the way you're putting it may be a little skewed. Official dictionary description: Synergy - "The interaction or cooperation between two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects". Hux and/or Fleet officer give multiple ships focus tokens. This interaction produces provides a combined greater effect for your squad overall (as your ships are now getting an extra free focus token) than the individual ships would have had on their own without the interaction from Hux and/or Fleet Officer. While the ship your focus-giving crew is on gets stressed, the benefit given to your squad as whole outweighs the single stress on one ship. Rebels and Scum both have plenty of synergy within them as well. The three factions just do their synergistic interactions a bit differently. For instance, Fleet/Hux and Systems have synergy - Systems keys off the penalty (stress) from Fleet/Hux, meaning that where with just one or the other you'd be getting a penalty (either a stress token, or having to use a green) without an added benefit, with both, you're obviating the penalties of each with the other, and thus they're worth more than the sum of their parts. Synergy. And that's not counting their effect on the rest of your list - I recall playing Whisper with a Fleet/Systems bomber buddy. Whisper can therefore (with judicious decloaking) start the first combat with TL, focus, and evade, before shooting. It's good. 1 Admiral Deathrain reacted to this Quote Share this post Link to post Share on other sites
Revanchist 1,063 Posted December 15, 2016 The Ups dial just showcases how "bad" the TIE/SF's dial is. 2 KCDodger and clanofwolves reacted to this Quote Share this post Link to post Share on other sites
infyrana 51 Posted December 16, 2016 http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!227:43,29,95,211,-1:-1:-1:;209:140,186,-1,-1:42:17:;211:107,-1,-1:42:17:&sn=Unnamed%20Squadron Major Stridan equipped with Advanced Sensors and Targeting Synchronizer carrying a Weapons Engineer and a Fleet Officer Backdraft with title, Mk II Engines, Crack Shot and Collision Detector PS1 TIE/sf with title, Mk II Engines and Accuracy Corrector so that it can max out hits when it fires out the rear arc (or when it fires out both arcs, as per the title). By putting Advanced Sensors on Major Stridan, he can more easily coordinate with his escorts, since he can grant them a free action before moving away. The Weapons Officer combined with Targeting Synchronizer mean that both TIEs can make use of the Upsilon's target locks, and can do so even if they end up at range 3, thanks to Major Stridan. Backdraft gets crackshot to really make that crit out the back count, if someone tries to get on their six, and Collision Detector because it's free. Hey, thanks for putting something interesting together even if my wallet would hate it I'm still learning the cards and synergy etc, but what makes use of Targeting Synchronizer exactly? I can't seem to see anything in bold on the cards or as part of the target lock info stating that another ship can use that target lock (surely the wording, if this is the case, would be simpler like "other ships in range can use this target lock as if it was their own"). For removing the stress from Fleet Officer and turns, I guess you're just running straight up green moves to clear them or are you using specific timing with the free actions and green/red moves? (use Adv Sens to get a Free Action Target Lock, run a red move if that's what's needed, wait a turn, run a green move to clear stress then resume with a normal Action if needed?) Quote Share this post Link to post Share on other sites
Magnus Grendel 10,575 Posted December 16, 2016 (edited) but what makes use of Targeting Synchronizer exactly? I can't seem to see anything in bold on the cards or as part of the target lock info stating that another ship can use that target lock (surely the wording, if this is the case, would be simpler like "other ships in range can use this target lock as if it was their own").The last sentence: If a game effect instructs that ship to spend a target lock, it may spend your target lock instead. The dial is really good. I agree - you can't discount the red turns (especially with advanced sensors or pattern analyser as an option). Improving the colour of one turn by one 'step', and adding two turns that didn't exist before, is the equivalent of the difference between the HWK-260 and the B-wing (one of the nastiest close-range dogfighters going). Would NOT recommend gunner on this thingTo an extent, even fire control is not as automatic a requirement as it might be on other ships - with only turns, not K-turns, you shouldn't struggle to get shots, but getting shots on the same ship turn after turn isn't garuanteed. More importantly, you definitely shouldn't be relying on gunner for the same reason - if you're regularly missing with a 4 dice attack, you're doing it wrong. And if you're not missing, people shouldn't be taking many attacks to turn into dust bunnies (especially if it's Kylo's 6-dice swarm leader special). Edited December 16, 2016 by Magnus Grendel 1 infyrana reacted to this Quote Share this post Link to post Share on other sites
RedGecko 14 Posted December 16, 2016 This was my thoughts on a swarm leader list TIE Avanced Prototype: Sienar Test Pilot (16) TIE/v1 (1) TIE Avanced Prototype: Sienar Test Pilot (16) TIE/v1 (1) TIE Avanced Prototype: Sienar Test Pilot (16) TIE/v1 (1) Upsilon-class Shuttle: · Kylo Ren (34) · Swarm Leader (3) Fire Control System (2) · General Hux (5) Inspiring Recruit (1) · Kylo Ren's Shuttle (2) Pattern Analyzer (2) Prototypes target lock for free evade. Hux gives focus to kylo and 2 of the ties. Challenge will be keeping targets in Kylo's arc... Quote Share this post Link to post Share on other sites