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In the Captain's Chair - Preview Huge Ship Movement and Damage in Star Wars: X-Wing

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11 hours ago, Magnus Grendel said:

 

Indeed. More than anything, it's going to mean that 'patrol boats' like the VT-49 have absolutely NO place in a capital ship fight, though - which is something I'm fine with.

 going "reinforce ahahahahaha your feeble light lasers do nothing against my oh dear god that's a turbolaser battery" [splat] is exactly how I feel a decimator should behave in a massive battle.

I love this so much, got a good laugh out of it, thank you sir. 

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19 hours ago, Blail Blerg said:

u know how big that flobbing thing is. how wide that mofo is? 

its wider than the darn table

it is the table. 

it is the world turtle with the fabric of reality on its back. 

If the Quasar-Fire is the world turtle, what are the elephants?

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On 9/19/2019 at 8:09 AM, Moff Wibbles said:

Hey guys. I don't mean to alarm anyone, but the card art for Point Defence Battery seems to be depicting a Quasar-Fire Cruiser/Carrier.

If FFG's tradition of using card art to hint at further expansions is still holding strong, it might be a very good time for us Imperials in the future.

Empire and First Order already have 2 huge ships, both clearly military ships, 1 warship and 1 armed snubfighter carrier.

Rebels  1 warship and 1 civilian transport.

Republic 1 warship.

Separatists 1 armed civilian transport.

Scum 1 armed civilian transport.

Resistance 1 civilian transport.

 

So other factions need stuff first (e.g. Seps need a warship!) before giving even MOAR ships to the Empire.

And thing is more than twice the length of a CR90 or a Raider (both are shrinked scale wise already), and twice the breadth as well. Colour me extremely doubtful.. 

Edited by Managarmr
spelling

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On 9/18/2019 at 8:43 AM, Jo Jo said:

I like how TurboLasers basically explode many of the StarFighters in the game if they hit it.

 

So in theory you can perform 5 attacks with an Epic ship. I wonder if there is a cap?

 

Also that shields recharge automatically you need the extra damage to get through the shields.

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19 hours ago, Managarmr said:

Generally Talonbane likes his current iteration

Card_Pilot_191.png

normally more (as it works against all weapons) than his 1st edition one:

latest?cb=20150622162809

But the 1st ed version would be hilarious against 2nd ed huge ship weapons :)

Considering that range 4 and 5 are a thing it isn't like talonbane's ability is going to be any more help then what any other pilot gets.

19 hours ago, Darth Meanie said:

. . .

It depends on how fast they can repair themselves.

Huge ships are going to live or die based on successful Energy management, and like you said, dumping energy into the turbolaser every round might be a bad idea.

Well since they automatically regen (CR-90 gets 2 shields each turn) they can repair themselves rather well. It is likely any defensive hardpoints are going to be limited in their usefulness, furthermore any attack on a huge ship is going to be Concentrate all Firepower on the huge ship because if you are not hitting it with everything on the turn you are shooting at it you might as well ignore it. You need to cut through the shields in a single engagement, if you take a pot shot and only put one hit, it won't even notice you. True it doesn't evade unless it is range 3 or further but the 1 or 2 regen counts as its defenses.

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12 hours ago, C Vic20 said:

One of the complaints about 1st edition huge ships was the low amount of energy produced each turn.  It looks like 2nd edition will have similar rates of energy production, but the hardpoint weapons cost even more energy to use!  3 for a turbolaser and up to 4 for the point defense weapon.  Between weapons, repairs, (and maybe recharging shields).  It looks like to me there is not nearly enough energy flowing around.

I think you are going to have to tailor your ship to the way you want to play.  The Turbolaser is not something for every ship.  It also won't be the only Hardpoint.  I only see it viable on the larger ships as they can store more Energy and generate more each turn.  I also only see the Point Defense weapon using all shots as a last resort or rare weapon.

As @Marinealver says, they regen shields and energy each turn no matter what you do.  They can Reinforce and still do other actions.    It isn't as bad as 1st ed.  Also, about double the hull points. 

4 hours ago, Jedu said:

I think that plasma torps will shine against capital ships much more, than e.g. proton torpedoes. 4 less points, 1 shield goes off.

One or two Plamsa and then some Proton Torpedoes.  Bring the Shields down and then hurt it with crits!

===

Let me pull up my notes on what they released on the live stream...

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Notes courteously by @Biff

    1. Targeting Battery

      1. (Online) Setup: Equip this side faceup.  Bonus Attack: Spend 1 energy.  After you perform this attack, you may acquire a lock on the defender. Single arc turret with attack of 3.  R2-5. Adds rotate arc to action bar.

      2. (Offline) After you engage, you may spend 2 energy to flip this card.

So....this is another R 3-5 weapon that only costs 1 Energy to fire.  Has some synergy with the Gozanti title.  Gives a free TL to modify dice.  Not bad.

====== further thoughts.=====

Remember each ship type will have different ways to play.  The CR-90 was good to circle and give broadsides.  The Turbolaser is an excellent weapon to do that with.  You want to stay out of the fight and punch hard at a distance.

The Raider always did well moving close to the enemy.  Ordnance Raiders were popular.  I don't know if Raiders will want the Turbolaser, but an Ordnance Raider sure wants the Targeting Battery!  One note about the Ordnance Raider .....reloads.   Will it have to do it as an action? If so, then it will have to reload Torpedoes after 2 shots!  That would be a round of nit firing ordnance (but I doubt the whole ship would not be allowed to fire).  I can also see Cluster Missiles becoming more popular in Epic.  Concussion Missiles, too.  They can flip a crit on a Huge ship and change the game.

I can't wait to see the types of ships that come out if this!

 

Edited by heychadwick

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12 hours ago, C Vic20 said:

One of the complaints about 1st edition huge ships was the low amount of energy produced each turn.  It looks like 2nd edition will have similar rates of energy production, but the hardpoint weapons cost even more energy to use!  3 for a turbolaser and up to 4 for the point defense weapon.  Between weapons, repairs, (and maybe recharging shields).  It looks like to me there is not nearly enough energy flowing around.

The disabled upgrades have text to repair them, or there's a Team that can accomplish it more efficiently.  Perhaps one of the more offense-related Teams will reduce the cost of firing weapons?

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24 minutes ago, heychadwick said:

One note about the Ordnance Raider .....reloads.   Will it have to do it as an action? If so, then it will have to reload Torpedoes after 2 shots!  That would be a round of nit firing ordnance (but I doubt the whole ship would not be allowed to fire).  I can also see Cluster Missiles becoming more popular in Epic.  Concussion Missiles, too.  They can flip a crit on a Huge ship and change the game.

I can't wait to see the types of ships that come out if this!

 

They mentioned in the stream (iirc) that huge ships can spend energy to reload ordnance charges

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7 minutes ago, Wintercross said:

They mentioned in the stream (iirc) that huge ships can spend energy to reload ordnance charges

Ahhh....I remembered something was said.  Would it take a round, I wonder? Would it stop shooting?  Torpedoes are the Ordnance for Huge ships, but low ammo.  It could make a difference.  It might make Missiles be an option.

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1 hour ago, heychadwick said:

I think you are going to have to tailor your ship to the way you want to play.  The Turbolaser is not something for every ship.  It also won't be the only Hardpoint.  I only see it viable on the larger ships as they can store more Energy and generate more each turn.  I also only see the Point Defense weapon using all shots as a last resort or rare weapon.

As @Marinealver says, they regen shields and energy each turn no matter what you do.  They can Reinforce and still do other actions.    It isn't as bad as 1st ed.  Also, about double the hull points. 

One or two Plamsa and then some Proton Torpedoes.  Bring the Shields down and then hurt it with crits!

===

Let me pull up my notes on what they released on the live stream...

Good point.  I totally forgot about the shield regeneration.   I'm thinking since red maneuvers cause stress, which remove one energy, blue maneuvers add one energy.   That would let you fire a turbolaser every round.  Sounds good on the rebel corvette circle the battlefield taking pot shots and still recovering shields.

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3 hours ago, heychadwick said:

As @Marinealver says, they regen shields and energy each turn no matter what you do.  They can Reinforce and still do other actions.    It isn't as bad as 1st ed.  Also, about double the hull points. 

Yeah, technically this means 2.0 Huges are getting THREE actions compared to 1.0, since now Recover is free/automatic.

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1 hour ago, Darth Meanie said:

Yeah, technically this means 2.0 Huges are getting THREE actions compared to 1.0, since now Recover is free/automatic.

Recover is automatic, they get two genuine actions, and I think all of the teams we’ve seen chain actions into a white calculate. So four-ish actions will be common.

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3 hours ago, Darth Meanie said:

Yeah, technically this means 2.0 Huges are getting THREE actions compared to 1.0, since now Recover is free/automatic.

More like recover doesn't exist anymore as recover was dump all your energy into shields. Very much like PTL it has been broken down and integrated into the 2.0 mechanics. 

as agility is pretty much nonexistant, huge ships needed a different type of active defense, so regeneration is the active defense huge ships have.

Strategy wise, because of this you are either shooting at the huge ship with everything you got or you are clearing the escorting starfighters. For a ship with a recovery of 2 you will need to do at least 3 damage to have something carry over to the next the turn, but you will need at least 5 damage to not lose more than half of your efficiency. In other words don't plan on doing any less than 5 damage when attacking a CR-90 or Raider.

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3 hours ago, Darth Meanie said:

Yeah, technically this means 2.0 Huges are getting THREE actions compared to 1.0, since now Recover is free/automatic.

More like recover doesn't exist anymore as recover was dump all your energy into shields. Very much like PTL it has been broken down and integrated into the 2.0 mechanics. 

as agility is pretty much nonexistant, huge ships needed a different type of active defense, so regeneration is the active defense huge ships have.

Strategy wise, because of this you are either shooting at the huge ship with everything you got or you are clearing the escorting starfighters. For a ship with a recovery of 2 you will need to do at least 3 damage to have something carry over to the next the turn, but you will need at least 5 damage to not lose more than half of your efficiency. In other words don't plan on doing any less than 5 damage when attacking a CR-90 or Raider.

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Anyone else really excited to fly interceptors and bombers in wings with fighters hanging back with the huge ship as escort?

I REALLY want to have TIE Interceptors and A-Wings duking it out with each other, trying to get through the furball trying to get to the bombers before getting in range of the huge ships, X-Wings and TIE Fighters peeling off to go after bombers that get through the interceptor screens, the Huge ships taking pot shots at viable targets before they get in ordinance range...

GAH! I need huge ships and scenarios that use them TODAY!!!

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36 minutes ago, Kehl_Aecea said:

Anyone else really excited to fly interceptors and bombers in wings with fighters hanging back with the huge ship as escort?

I REALLY want to have TIE Interceptors and A-Wings duking it out with each other, trying to get through the furball trying to get to the bombers before getting in range of the huge ships, X-Wings and TIE Fighters peeling off to go after bombers that get through the interceptor screens, the Huge ships taking pot shots at viable targets before they get in ordinance range...

GAH! I need huge ships and scenarios that use them TODAY!!!

At 500 points?

Image result for jaws i think you need a bigger boat

I think you're going to need a bigger list.

OTOH, I think that what you want simply calls for a format adjustment.  1000 points per player.  Announcing. . .

X-2-K!!!

Edited by Darth Meanie

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11 hours ago, Marinealver said:

Considering that range 4 and 5 are a thing it isn't like talonbane's ability is going to be any more help then what any other pilot gets.

Range 4 + 5 are both only 2 additional die (1 for R3, 1 for R4-5).

But regardless, the reason it's funny is that Talonbane Cobra would be doubling his 2 dice for R4-5 and would be rolling at least six dice!

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18 minutes ago, Kehl_Aecea said:

I've always been a fan of upping the default points. Back in 1.0, my buddy and I would add an extra 50 to standard games and play 400 point Epic games.

Good times that I can't wait to replicate in 2.0 ^_^

I remember when Epic didn't have points.   You just played what you wanted.  I still prefer that.

I do agree that Interceptors will be amazing, especially with Soontir Fel as wing leader.

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On 9/19/2019 at 6:23 AM, Magnus Grendel said:

 

Indeed. More than anything, it's going to mean that 'patrol boats' like the VT-49 have absolutely NO place in a capital ship fight, though - which is something I'm fine with.

 going "reinforce ahahahahaha your feeble light lasers do nothing against my oh dear god that's a turbolaser battery" [splat] is exactly how I feel a decimator should behave in a massive battle.

As someone who runs a lot of RAC, I'll admit that the turbolaser battery is scary as **** on first glance. Upon further thought, its still scary, but not insurmountable, and possibly a liability based on list compositions. 

On something like a Raider, it'll be pretty brutal since a deci can get bullseye'd pretty well and then eat a boosted primary and then the turbolaser, but against the smaller (Gozanti-class, C-ROC, GR-75) ships, they probably can't carry a lot of hardpoints so you should be able to survive a turn or two at long range on approach and try to get under the big guns at range 1-2, and then only deal with their 2 die primary. Also, use of Ion against ships that can only regen 1 Energy per turn, and the turbolaser takes 3 to fire means they can get shut down pretty quick with repeated fire and Ion tokens. I am thinking the ICT TIE Aggressor may make a showing in Epic games, buzzing around and shutting down huge ship capabilities.  How effective the spare gas containers are will be important as well for Energy combat.

I am curious about Reinforce and Jamming, and if that's going to be a thing to strip Reinforce off of huge ships. 

Edited by kris40k

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2 minutes ago, kris40k said:

Against the smaller (Gozanti, C-Roc, GR-75) ships, they probably can't carry a lot of hardpoints so you should be able to survive a turn or two at long range on approach and try to get under the big guns at range 1-2, and then only deal with their 2 die primary.

They can't carry turbolaser anyway; it has a list-building requirement of 5 or more energy.

Speaking of, do we have a repository anywhere of the ship cards we've seen?

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38 minutes ago, ClassicalMoser said:

They can't carry turbolaser anyway; it has a list-building requirement of 5 or more energy.

Speaking of, do we have a repository anywhere of the ship cards we've seen?

That is true, I hadn't looked at the Energy of all the different huge ships yet, so I missed that part. 

Quote

Notes courteously by @Biff

    1. Targeting Battery

      1. (Online) Setup: Equip this side faceup.  Bonus Attack: Spend 1 energy.  After you perform this attack, you may acquire a lock on the defender. Single arc turret with attack of 3.  R2-5. Adds rotate arc to action bar.

      2. (Offline) After you engage, you may spend 2 energy to flip this card.

So....this is another R 3-5 weapon that only costs 1 Energy to fire.  Has some synergy with the Gozanti title.  Gives a free TL to modify dice.  Not bad.

Looks to be superfun with Grand Moff Tarkin.

qRXQx0j.png

Edited by kris40k

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