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SoonerTed

So the Assault Gunboat has arrived in X-Wing

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I'm not sure.  I wasn't hired to design their game.  They did a split Imp/Rebel for the Scum ships, I could see them doing a 2 and 2 for Squadron pack 3.

I was mostly trying to pick ships that were distinct without paint.  I'm sure there's someone out there that knows way more about what squadrons would be really good for one of these sets.

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18 minutes ago, Norell said:

So.... only 2 new squads per side? And not even really good one? I mean OK, I get the gunboat. But the ARC would be just a worse X-Wing, the Avenger an Advanced-variant, and the K-Wing.... Well a bad bomber maybe?

New Keywords would spice all those up as well...  There's a lot of room for creativity there.

But even without it...  A lot of those had either rear firing capability or turrets...

The ARC could be a six hull, counter 1 escort, at speed 3 with 3 base...  Or even keep it at 5 hull.  More of a fast YT than a Worse X-Wing.  Either way, compromise between the two.

An Advanced with Counter...  A Y-Wing with Counter...  Pointed appropriately, its something to consider paying for versus not.  

 

With other keywords and potential keywords out there?   I mean, even if the base guys are basically just  "a worse X-Wing", it opens up the design space for the Hero to do something funky...  Like a K-Wing who discards a defense token for a Guaranteed "Mauler Mithel/Ten Numb" effect of damage (Minefield Deployment)...

Or play up the Jam concept....    A Favourite of mine.  I wanted to see an irregular, unique squadron that had a Keyword that essentially stated:  "Enemy Ships within Distance 1 lose all Non-Heavy, Non-Jam keywords."

Since with it, you could turn off Intel.  Albeit, in a small area.

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ARC-170, K-wing, Gunboat and Punisher will probably see the light as true heavy fighters. All of them share a similar roll. Both rebel fighters feature turrets, which may be the first rebel fighters with Heavy to have Counter.

My prediction is that the K-wing will be similar to the Decimator in role, but feature a lower anti-squad value with a Counter 2 instead. They will probably be slightly quicker (SLAM) then the Decimator and lack Rogue. The ARC will feature a less reliable Red/Black anti-ship with potential red/blue anti-fighter and Counter (rear gunner), this may also equate to Escort keeping it in the X-wing Squadron lane.

Lets assume for a second that these fighters would include some new rules that make them unique. Its a trend that not all like but you can see it coming lol. The Gunboat will feature SLAM as well like the K-wing seeing as it is on the X-wing  card, so expect that to make its appearance in Armada as a rule between the two fighters. Jam, being an assumed possible upgrade card may be used but that is up in the air. This fighter should feature similar hits/speed to an X-wing Hull: 5, Speed: 3, but feature a heavier armament for anti-ship, with a smaller 3 blue or even blue red anti-squad combo.

The Punisher, is just a really big TIE Bomber but expect a similar role to the B-wing. Slow, heavy anti-ship armament, decent hull and lacking Heavy (due to having boost in X-wing).

I have a feeling we may be suprised with some additional abilities that have not occured to us. We just gotta wait lol.

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10 minutes ago, Wes Janson said:

I have a feeling we may be surprised with some additional abilities that have not occurred to us. We just gotta wait lol.

If we're going with the K-Wing and/or Punisher, how about mines? Something like "During activation the squadron can deploy a mine token within distance 1 of itself. At the start of the status phase the mine detonates - role 2(?) blue dice against each hull zone and squadron within [so if the deployer doesn't move it gets hit] distance 1/close range." Subject to balancing, of course. It would probably have to be once per game per squadron. You could also throw them on some ships - perhaps an Offensive Refit card - spend a Concentrate Fire token or dial and exhaust to deploy, do so when revealing a command. Moveable with Strategic, of course.

Although maybe it would be more consistent to just use the rules from Minefield; detonates when a ship ends its movement at distance 1.

For other ships, the ARC might work (with counter due to its turret, tankier, but slower than an X-Wing - maybe with escort although that might be over-powered with counter). For Imperials... if the Punisher is the bomber, then the Alpha-class Star Wing for a fighter; tankier and with more anti-squadron and a bit of anti-ship than most fighters, but faster and weaker than bombers. Probably with escort. If the Star Wing is the bomber... maybe the TIE Striker as a fighter, or TIE Advanced Prototype?

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The Empire has quite a few decent choices from X-wing; The Tie Aggressor, Punisher*, and Striker, the G1-A/Mist Hunter, plus the Assault Gunboat of course. Rebels, on the other hand... The K-wing, U-wing, and ARC-170 are obvious choices, but the fourth squadron would be trickier: The captured Tie or Phantom 1 & 2 don't really make sense, which leaves the Azituck, which is pretty screen time light and is too close to the other squadrons capability wise.

 

*Okay, a fair number of people on these forums loathe the Punisher and Aggressor. You know what I meant.

Edited by Squark

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I don't see why there has to be exact parity on the number of squadron types. If the empire gets 3 in a pack and the rebels only 2 that's cool & vice versa. Perhaps rebels get more options on unique units instead for example.

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Rebels-U-Wing, K-Wing, YT-2000 and T-Wing

Imperials-TIE Striker, Assault Gunboat, TIE Aggressor and Delta-Class shuttle, because evidently the Imperial Navy needs a thousand different shuttle designs...

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On 22.8.2017 at 4:42 PM, SoonerTed said:

How long before we get it in Armada?  It looks pretty sweet in X-Wing.

Wait .... what... really? The sky is falling? How could I missed that as a gunboat lover? ... okay might have been the 80h work weeks behind me. ^_^

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As much as I could actually get behind a single squadron pack with two for each faction, rather than another full wave of squadrons, I think we're more likely to see the new trilogy squadrons arrive after TLJ launches. I can see the new movie having enough to bulk out the /fo and /sf to a full Imperial pack (wasn't that new one that was leaked called the TIE Silencer, or something? Looks like an /fo Interceptor?). The rebels currently only really have the T70 from the new movies, but a new A-wing is confirmed for it already, so god knows what else is in there. I'd be shocked if we didn't see a spiritual successor to the Y and B wings though. Especially now that they have a big ol' capital ship to be attacking.

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My wishlist:

 

Imperium:

- Strike cruiser

- Imperial Fighter part III (Xg-1, TIE-Avenger, TIE-Defender, TIE-Phantom, TIE-Heavy Bomber, Imperial Recon: TIE Scout, TIE Vanguard)

Alliance:

- Mc40

Scum (Rebels, Pirates and others):

- Fighterpack (Z-95, T-Wing, U-Wing, R-41 Starchasers, Rebel Recon: Y-Wing Longprobe, Recon A-Wing)

 

later:

 

Imperium:

- Nebulon B2 and Imperial Nebulon-B

- System Patrol Craft

 

Alliance:

- Assualt frigate Mk.I-

Both sides

- Dreadnought

- Transport and shuttles (Lambda Shuttle,Delta-class JV-7 Escort shuttles, Delta-class DX-9 Stromtrooper transport,Gamma-class ATR-6 Assault transport, Beta-class ETR-3 Assault transport)

 

 

 

Edited by DScipio

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