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Ronu

Fear the Reaper?

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I'm hoping it's going to have a decent dial (ailerons baked in).  I'd rather it be the price of a lamda and actually move, rather than be cheaper - because then you have a real choice to make; do you want the extra two hit points, larger footprint, access to cannons and system upgrades (the latter one of the best in the game) and large-ship-only mods like anti-pursuit lasers or countermeasures or the ability to turn corners effectively and dogfight a bit yourself and the jam action?

At the moment, you've got the TIE shuttle for cheap, the Lambda for 'normal duty' and the Upsilon/Decimator for 'spare no expense' - the first two don't have enough 'clear space' between them to justify a third 'tier' purely on price, but rather the difference needs to be battlefield effect.

 

If a lambda could move like a TIE striker - large base or not - then its combat ability becomes infinitely more relevant, and the ability to just stick action-free* 'support crew' like operations specialist in the back makes it able to support the squad without reducing it to a dedicated support ship that spends most of the game pointed the wrong way.

 

* Which, sadly, is why I suspect Advanced Ailerons will change the turn manoeuvres white, not green; systems officer plus green turns would be an extremely powerful combination.

On the other hand, Systems Officer at the moment only tends to see use on Stridan, and they are offering two copies in the pack; suggesting they think it'll be good, so maybe.

 

I'll be interested to see how it goes. I agree the upgrade bar seems underwhelming, but there are quite a few good cheap crew (such as Kallus) you need to figure in. It's definitely not an auzituck - in that it can't take a head-on pass - but if the aileron-equipped dial is good enough, maybe it won't have to. And lots of cheap crew slots for something with action-free, low cost, low PS repositioning is not something to take lightly either - intel agent, bo'shek, there are quite a few good options for someone (theoretically) getting set upon by a mob of reapers or a mix of reapers and strikers.

 

 

I don't think it absolutely must have a means to get co-ordinate; I don't want to start aping the sheathipede, which feels (physically) ugly, overpowered for its points, and kind of lazy. But I agree that simply adding an action to the action bar should only cost a point or so. Fleet officers cost 3 because they're essentially co-ordinate and push the limit baked together (one action, two tokens).

 

 

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46 minutes ago, That Blasted Samophlange said:

So..  who is going make a list with an Oicunn Decimator, reaper and the two blue TIEs from the Assault Carrier expansion?   Because the Blue Oicunn Cult is punny enough.  

Major Vermeil (26)
Death Troopers (2)

Captain Oicunn (42)
Daredevil (3)
Dauntless (2)

Academy Pilot (12)

Academy Pilot (12)

Total: 99

 

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2 hours ago, Hannes Solo said:

I think the upgrade bar is pretty underwhelming.

I was thinking the exact opposite. Glad to get a ship with only 3 upgrade slots. Makes the game so much more fun when a ship has to depend on more than just the card combos it can carry. 

Edited by Boom Owl

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Interesting thought though:  Just a full squad of generic Reapers with Systems Officers, all moving in formation.  If they're 21 points that means 8 points spare to fit out the rest of the slots, add Mk2 or LWF, or upgrade to an elite pilot.  4 ships with TL and focus every round it pretty solid, moreso if you can chuck Hux in there somewhere to make it 3 ships with focus and evade and TL and one with just TL.

It's not really been possible to spam Systems Officer on a useful chassis yet.  Here's hoping.

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3 hours ago, Hannes Solo said:

I think the upgrade bar is pretty underwhelming.

Me too......I wish it really had a great bar akin to the K-Wing, Scrugg, etc. or have Reinforce or a 180 degree arc.

2 hours ago, Quadjumper King said:

Hey, it worked for the wookies :P 

Yeah, but remember, this is an Imperial ship, it don't get no actual OP goodies....

2 hours ago, thespaceinvader said:

Jam isn't Reinforce, and it doesn't have an expanded arc or a cheap way to mod its attack dice using crew slots. It ain't no aussie truck bruv

This, so STINKING this.

2 hours ago, Magnus Grendel said:

I'm hoping it's going to have a decent dial (ailerons baked in).  I'd rather it be the price of a lamda and actually move, rather than be cheaper....

This.

What I'm afraid of is that since this arguably has the second toughest name in the game --Reaper is second to Punisher IMO-- it might suck just a little bit less than the Punisher. Let all sooooo hope that FFG broke the mold and this isn't another Imperial dud that keeps the Imperial crew carriers uber-underwhelming like the other two...even though I love the Lambda though it breaks my heart over and over.

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4 minutes ago, Boom Owl said:

The dial is massive part of it, so is the stat line, the pilot skill, the pt cost, and the players decision making. 

This is only a big part if the other stuff is good.  If the other stuff is bad, no amount of good decision making can make it work.  C.f. non-palp Lambdas, Upsilons generally, G1As, Punishers, etc etc etc etc etc etc.

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not like the lambda was alive anyway. Still confident that if they gave it a title/mod to make its turns white you'd see it casually, its stupid cheap for how durable it is but it just cant...freakin...move...

I like the reaper over tie shuttle because 1) it doesnt have the stupid point cap (that was ****** to have a 4pt cap when a LOT of our crew are expensive as balls), 2) it has a 3 attack so its actually capable of causing damage, even w/o mods, and 3) Jam action, if you dont need the evade you can jam someone. And jams stick around so there isnt even a timing window to optimally use it.

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1 hour ago, clanofwolves said:

Yeah, but remember, this is an Imperial ship, it don't get no actual OP goodies....

This, so STINKING this.

I'm waiting to see. A lot of the Imperial Officers are good, they're just no match for a lot of the scum crew.

I wouldn't be surprised to see something which helped with dice; I'd love to see the ISB agent be a less powerful but more flexible version of the unique Agent Kallus (imagine an 'if you are not stressed' single focus-to-hit modification when attacking, for example). More importantly, any crew allowing 'actionless' dice modifiers instantly makes it easier to use jam, which further increases the value of the shuttle.

We have two new officers in there - ISB Agent and Tactical Officer, so it's definitely worth waiting to see.

Systems Officer is okay, but awkward to use in numbers because it locks you into both a formation and a movement order.

1 hour ago, Boom Owl said:

The dial is massive part of it, so is the stat line, the pilot skill, the pt cost, and the players decision making. 

 

1 hour ago, thespaceinvader said:

This is only a big part if the other stuff is good.  If the other stuff is bad, no amount of good decision making can make it work.  C.f. non-palp Lambdas, Upsilons generally, G1As, Punishers, etc etc etc etc etc etc.

Agreed. You can't win the game in list building (regardless of what some of the more.....vocal?...members of the community seem to believe) but you can lose it. Some ships are flatly not as good for points as other, similar ships, and whilst I'm the first to advocate 'fly what you love' you have to accept that this may be less effective than someone else's tweaked list of ships and pilots you've never heard of.

that said, if we get a shuttle that's actually responsive (ailerons) that actually makes you care about arcs of fire, even if playing against someone with a turret (death troopers) but needs to use that manoeuvrability a la generic strikers - as part of a planned, low-to-medium PS dialled in move rather than a PS-11-advanced-sensors-who-cares-what-I-dialed-in reaction, then you actually create a ship where the player's decision making really matters. And that's a good thing.

 

Edited by Magnus Grendel

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Systems Officer would have been amazing if it either worked on the ship it was on or was R1-2.
Its incredibly difficult to get a non-crew carrier imp ship in R1 of a crew carrying imp ship after a green move AND be R1-3 of an enemy until the fighting already started, which usually means the shuttle is hurt already too.

One of the first things i tried was Stridan with it for R1-3, but that thing's greens dont like that mentality lol.

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9 minutes ago, Vineheart01 said:

not like the lambda was alive anyway. Still confident that if they gave it a title/mod to make its turns white you'd see it casually, its stupid cheap for how durable it is but it just cant...freakin...move...

I like the reaper over tie shuttle because 1) it doesnt have the stupid point cap (that was ****** to have a 4pt cap when a LOT of our crew are expensive as balls), 2) it has a 3 attack so its actually capable of causing damage, even w/o mods, and 3) Jam action, if you dont need the evade you can jam someone. And jams stick around so there isnt even a timing window to optimally use it.

 

I get the point cap on the Tie Shuttle, you didn't want to bring Palp into a match at 24 points. Especially, on a ship that you could effectively keep on your side of the board. However, the 4 or less was too much. Should have been 5 or less. That allows for Hux or the soon to be Krennic. Heck, a Tactician/Gunner combo might have been useful.

Edited by Jo Jo

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2 minutes ago, Jo Jo said:

 

I get the point cap on the Tie Shuttle, you didn't want to bring Palp into a match at 24 points. Especially, on a ship that you could effectively keep on your side of the board. However, the 4 or less was too much. Should have been 5 or less. That allows for Hux or the soon to be Krennic. Heck, a Tactician/Gunner combo might have been useful.

Right. I'm fine with denying palp, or atleast pre-nerf palp i could care less about post-nerf palp.

But except for some suber gimicky crap which while neat its not that effective, everything i try to do with the tie shuttle that stupid pointcap says no.

Rhymer with Snap, Tactician, and OpsSpec paired with 4 blacksnap ties si the best use ive found for that title. And thats sad because that list is dead thanks to harpoons.

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Oh for goodness sake it's a song title.  They can stop you selling copies of their song, but they arguably can't even stop you recording your own cover version, let alone using it as the title of an article about a frigging boardgame.


Copyright and trademark law are horrible and messy but not THAT horrible and messy.

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it should be fine, provided it's cheap

if it's cheap, it'll have a **** dial

if you add the Ailerons, it'll probably up the cost somewhere around the Kimoglia range and will probably be slightly worse (no K-turn, calling it) in exchange for its double crew slot and jam action. Then again, Tiemk2 will give it some probably sick green maneuvers at least

and that Jam action is probably going to be its defining feature, more than just being a better lambda. Jam currently sees no play because the upgrade it's on waste an attack, rely on dice, and do no damage. As an action it will be an auto, arc-independent ping that doesn't care about PS because of how Jam tokens stick around until they get a token to remove. It's almost like have Hotshot copilot on a stick (Except they don't even get to use the mod!), and that's pretty **** cool

I'm a downer by nature, but I'm pretty optimistic about this not-so-little guy.

Edited by ficklegreendice

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But would you take a Kimogila with no red mods purely to jam things as an action?

I don't think I would.


The thing that;s really irritating is that we probably won't know what the Jam action does until the set arrives, they very rarely spoil stuff from rulebooks.

Edited by thespaceinvader

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