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Dear Separatists: I <3 U

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4 hours ago, SpiderMana said:

Am I the only one who’d rather get the Droid Gunship first? I don’t have any idea what it’s stats might look like, really, but I want a medium base for the faction more than I want a third Ace-ish option.

I'd be happy with either. And I'd hope the Droid Gunship would be medium. Comparing canon ship sizes, it's kinda stretching it to be a large and the Infiltrator already has that covered at this point for the CIS faction. It would probably be the most missiley of missile platforms in all of X-Wing. 

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Sith Infiltrator - •Darth Maul - 83
    •Darth Maul - Sith Assassin (67)
        •DRK-1 Probe Droids (5)
        Electronic Baffle (2)
        Hate (9)

Hyena-class Droid Bomber - •••Bombardment Drone - 39
    •••Bombardment Drone - Time on Target (32)
        Proximity Mines (6)
        Delayed Fuses (1)

Hyena-class Droid Bomber - •••Bombardment Drone - 39
    •••Bombardment Drone - Time on Target (32)
        Proximity Mines (6)
        Delayed Fuses (1)

Hyena-class Droid Bomber - •••Bombardment Drone - 39
    •••Bombardment Drone - Time on Target (32)
        Proximity Mines (6)
        Delayed Fuses (1)

Total: 200/200

View in the X-Wing Squad Builder

Trying this one out tonight. Super frustrating first game, but I like the idea of the list.

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According to Wookieepedia, the Droid Gunship is 12m long, 9m large and almost 3m tall.

The Slave I, a ship pushing out of the Medium size category, is 21m long, 21m large and almost 8m tall. I'd say the Gunship could easily be a Medium sized ship - or, dare I say, even a Small one!

 

 

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My personal attempt at Bombad Drones:

Literal Bomber Escort

(32) Bombardment Drone [Hyena-class Droid Bomber]
(6) Proximity Mines
(5) DRK-1 Probe Droids
(1) Delayed Fuses
(1) Landing Struts
(2) Fire-Control System
Points: 47

(32) Bombardment Drone [Hyena-class Droid Bomber]
(1) Landing Struts
(6) Proximity Mines
(1) Delayed Fuses
(2) Fire-Control System
Points: 42

(52) 0-66 [Sith Infiltrator]
(10) Kraken
(10) Count Dooku
(3) General Grievous
Points: 75

(30) DBS-404 [Hyena-class Droid Bomber]
(1) Landing Struts
(5) Energy-Shell Charges
Points: 36

Total points: 200

 

Key takeaways: Hyenas are kinda slow and fragile. Close range bombardment drones therefore have a rough lot in "life". Kraken + Dookrew is the best we can do to deliver them. Fcs gives them something to do as they won't be leveraging Prox mines for the vast majority of the gane

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Yeaaah the first couple times I played them went fine, all things considered. I lost both games, but more due to poor positioning, which can generally be attributed to a lack of familiarity with either my own list or my opponent’s.

My third game felt terrible, as I was facing ordinance for the first time with these guys. Avoided range on all but two ESCs, first round of combat... and he still managed to kill one Hyena in trade for maybe one damage 😔 But while his Vultures ate my Hyenas, Maul was cleaning up his Hyenas, and I managed to beat him with one hull left on a Vulture at time.

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41 minutes ago, SpiderMana said:

Yeaaah the first couple times I played them went fine, all things considered. I lost both games, but more due to poor positioning, which can generally be attributed to a lack of familiarity with either my own list or my opponent’s.

My third game felt terrible, as I was facing ordinance for the first time with these guys. Avoided range on all but two ESCs, first round of combat... and he still managed to kill one Hyena in trade for maybe one damage 😔 But while his Vultures ate my Hyenas, Maul was cleaning up his Hyenas, and I managed to beat him with one hull left on a Vulture at time.

Hah, basically my experience! (Though I was playing Ordnance hyenas against republic and then resistance)

Poor hyenas got screwed by my relative poor play; hate Maul carries because he's still super strong 

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Anyone else reckon that droid gunships could be the first forey into boarding mechanics for x wing? It's yet another new mechanic for the 'yet another new mechanic' faction, and the way that droids 'boarded' in the show is applicable to small ships.

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1 hour ago, Prosk_019 said:

Anyone else reckon that droid gunships could be the first forey into boarding mechanics for x wing? It's yet another new mechanic for the 'yet another new mechanic' faction, and the way that droids 'boarded' in the show is applicable to small ships.

Probably just a configuration that can do damage at range 0, if anything at all.

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Posted (edited)
56 minutes ago, ficklegreendice said:

Buzz droids don't count?

True they're probably the closest we got to a boarding mechanic right now, and if it were implemented we'd want to avoid having it step on buzz droid's toes.

 

Perhaps an effect akin to electro-proton bomb, where dice are rolled by a ship touching the 'boarding' ship and each result has an effect.

EDIT: Then again, that'd just step on the electro-proton bomb's toes.

Edited by Prosk_019

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Posted (edited)
1 hour ago, svelok said:

is this a thing that the gunship ever does?

There are a couple episodes where some Commando Droids board ships. I would guess based on his suggestion that they deployed from a gunship?

If that is indeed the case, I could see the gunship having a Commando Droids crew upgrade? Though I don’t feel like Palp or Dooku or Grievous would ride one of those things... a gunner slot maybe?

As for mechanics, it would be hecking dope if they could assassinate crew/gunners, or even just incapacitate crew/gunners for a period of time. It would obviously be an extremely expensive and/or opportunity-cost-heavy card, but it would be lots of fun and in line with the rest of the faction’s shenanigans IMO.

 

(e.g. “spend a calculate at the beginning of the engagement phase to launch a Commando Droid token, if it overlaps a ship, you may place the Commando Droid token on one [crew] or [gunner] upgrade.” And “while this token is on an upgrade card, you may not resolve any effects involving it, including regaining charges. Remove this token at the end of the activation phase.”)

Edited by SpiderMana

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12 minutes ago, SpiderMana said:

As for mechanics, it would be hecking dope if they could assassinate crew/gunners, or even just incapacitate crew/gunners for a period of time. It would obviously be an extremely expensive and/or opportunity-cost-heavy card, but it would be lots of fun and in line with the rest of the faction’s shenanigans IMO.

 

(e.g. “spend a calculate at the beginning of the engagement phase to launch a Commando Droid token, if it overlaps a ship, you may place the Commando Droid token on one [crew] or [gunner] upgrade.” And “while this token is on an upgrade card, you may not resolve any effects involving it, including regaining charges. Remove this token at the end of the activation phase.”)

Perfection.

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As for the tri-fighters, what would you all do to differentiate it from other existing interceptors as well as the nantex? (assuming we're not classing the nantex as a conventional interceptor)

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32 minutes ago, Prosk_019 said:

As for the tri-fighters, what would you all do to differentiate it from other existing interceptors as well as the nantex? (assuming we're not classing the nantex as a conventional interceptor)

Wacky Dial, for one.

How about two Blue hard turns (let's say the 1-hard and the 3-hard), but only one blue bank (2-bank).  Probably only a single white bank... maybe the 1-banks, so make high-speed turns harder.

Actually, simply being a 3/3/3 statline ship with boost and roll both linked to Calculate, and with Networked Calculations would be pretty interesting in an Interceptor.  It'd have really nice dice mods, if you've got friendly ships nearby, which is a different-enough playstyle and trick to other Interceptor-types.  Bumps and blocks would matter less than on other similar ships, since someone else could share the tokens.

21 hours ago, Vector Strike said:

or, dare I say, even a Small one!

TIE/x1 size: Length: 11.05 meters; Width: 9.5 meters; Height/depth: 6.28 meters.  That's pretty similar to the Droid Gunship...

However, Separatists ought to have something Medium Base.

 

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Posted (edited)
30 minutes ago, theBitterFig said:

Actually, simply being a 3/3/3 statline ship with boost and roll both linked to Calculate, and with Networked Calculations would be pretty interesting in an Interceptor.  It'd have really nice dice mods, if you've got friendly ships nearby, which is a different-enough playstyle and trick to other Interceptor-types.  Bumps and blocks would matter less than on other similar ships, since someone else could share the tokens.

I like it. Sort of a wacky Tie Interceptor with a less forgiving dial and less versatile reposition options. I3 or even I4 generic would be super interesting for 34ish points and I could see an I1 for much less.

Maybe it would help the devs realize how overpriced the interceptor generics are 😛

Question: Do we expect any other separatist ships beyond the vultures and hyenas to have "Networked Calculations," or is that just their "thing" like the Striker and Reaper have? Tri-fighter with a ship ability to spend calculate for red reposition at engage initiative would be super wacky but maybe broken.

Edited by ClassicalMoser

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2 hours ago, ClassicalMoser said:

I like it. Sort of a wacky Tie Interceptor with a less forgiving dial and less versatile reposition options. I3 or even I4 generic would be super interesting for 34ish points and I could see an I1 for much less.

Maybe it would help the devs realize how overpriced the interceptor generics are 😛

Question: Do we expect any other separatist ships beyond the vultures and hyenas to have "Networked Calculations," or is that just their "thing" like the Striker and Reaper have? Tri-fighter with a ship ability to spend calculate for red reposition at engage initiative would be super wacky but maybe broken.

Here's another thing: there could easily be Init 4 or even Init 5 as a multiple ** limited ship.

Agree to disagree on pricing, though.  Even on calculate instead of focus, linked actions instead of Autothrusters, Init 4 on a 3/3/3 statline for 34 points is absurdly low.

But I'm not sure I'd call the dial less forgiving.  Basically, what I'm imagining replaces the blue 2-hard on the Interceptor with blue 1 and 3 hards, which will make the ship a lot more nimble through rocks and a lot harder to block.  Swapping the 3-bank for a 1-bank takes away speed on the bank, but that's a Separatist issue in general, and it expands the potential of the ship as a close-in fighter.  Straights would probably be the same as the TIE Interceptor, and swap the S-Loops for T-Rolls, just to keep the angularity.  If you were sticking to blue moves, your dial would be a lot better than a Squint, with two hard options, the same banks, and the same straights.

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8 hours ago, Prosk_019 said:

As for the tri-fighters, what would you all do to differentiate it from other existing interceptors as well as the nantex? (assuming we're not classing the nantex as a conventional interceptor)

I would like to see some crazy droid maneuvers like white K-turns, perhaps a Bullseye-tied attack or ability.

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There seems to be 2 directions FFG could take the Tris.

First is a lone interceptor, like many of the current ace ships. It wouldn't make any sense for it to have network calc, so maybe it gets Adv Droid Brain (When you perform a calc action, gain a calc token). I believe it's Canon that the central ball was an advanced droid brain anyway. Likely gets a 3 dice attack and has some extra offensive effect in bullseye. 

Second is it still has network calc, but they're much cheaper than your regular Interceptors and are designed to be ran in pairs or trips. Likely only has 2 attack primary arc, but 3 attack bullseye arc. Special ability versions likely end up being the key here as long as they're not overcosted like all other unique droids so far 😕

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Posted (edited)

I don’t know what I want or expect from the Trifighter...

What if it just got a free calc whenever it fully completed a maneuver, but couldn’t take the calc action?

What if it had all blues for turns?

Even if it’s a 3/3/3, how many points can you possibly pay for a three-hull-no-shields ship and have it still be worth it? Do they need Full Throttle to stand a chance of surviving so they can be cost relatively expensively?

Do these things have shields idk? 😜

3 attack in bullseye does seem likely, for some reason. Are there other easy ways a ship ability could add an attack die? Adv Droid Brain paired with “you may spend a calculate token to roll one extra attack die”?

Edited by SpiderMana

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Posted (edited)
1 hour ago, SpiderMana said:

3 attack in bullseye does seem likely, for some reason. Are there other easy ways a ship ability could add an attack die? Adv Droid Brain paired with “you may spend a calculate token to roll one extra attack die”?

Two dice primary with a cannon slot for HLC or Autoblasters (although I'm sad HLC is still 4 points). A more agile ship than the Syck, with boost and a faster dial, especially with some action economy - advanced droid brain, full throttle, linked actions, some other new ship ability - could leverage those cannons a bit better.

If I was just slapping together a ship based on the lore, it would be something like:

  • 2 attack dice, 3 agility, 3-4 hull
  • calculate linked to roll, evade, boost, roll
  • advanced droid brain
  • cannon, missile, modification slots
Edited by svelok

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According to Wookieepedia:

- It won't have any shields.

- Was conceived to be a dogfighter, which would go well with blue turns

- 3 independent thrusters, giving it lots of banks/turns and high speed (yet another non 1-straight ship...)

- Cannon and missile slots.

- Attack 3, Defense 3

- Even Jedi had trouble fighting it, so I assume high initiative on some named droids

All in all, it seems to be the CIS' TIE Defender

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