Jump to content
Sign in to follow this  
The_Brown_Bomber

which wave 3 ship was the most disappointing?

Recommended Posts

No disappointments here, just the Lambda requiring more effort to use than the others.  Not a bad thing, though I could see some people being disappointed in it.

 

So far the only ship that has been really disappointing in my opinion is the TIE Advanced

Share this post


Link to post
Share on other sites

Lambda is harder to get it to work and will shine in a much lesser amount of squads than I thought, but I can't stay mad at this pack since it provides my favorite card of wave 3: advanced sensors.

yeah adv. sensors is great. i will end up buying a second shuttle just to get another copy of the upgrades :(

Share this post


Link to post
Share on other sites

Pleasantly surprised with the HWK. I've had success with it on more than one occasion. I really like it.

Absolutely love the Bomber and the B-Wing is pretty great too. The Bomber is my favorite though.

 

The only one I am disappointed with is the Lambda. I can see it shining in bigger point games, however. None of the pilot abilities are particularly easy to pull off to make worth the points and it feels more of a hinderance than a support. I have only run it in one list that it actually was pretty decent in. 

Share this post


Link to post
Share on other sites

The shuttles movement is a real limitation. I think Omicrom Pilot is playable but the unique pilots? am i missing something?

Without a K-Turn i think u r almost forced into putting engine upgrade on it to survive rear attacking ships.

Now if it had an ion cannon with 360 firing arc - that would help quite a bit. I dont think it would be overbalanced with a 360 ion attack. maybe future expansions will add something to improve the shuttle?

Share this post


Link to post
Share on other sites

 

 

HWK is a ship I can see no real use for below a 200 point game

 

 

I have been trying to figure out ways to make them work in 4 ship rebel builds. Rebel Operative + Ion Turret + Chewie @25 is comparable to Gold Y-wing +  Ion turret @23. The HWK should survive better, although it's dial is far worse. Spend 3 more points and you get Roark's PS12 ability.

Edited by MajorJuggler

Share this post


Link to post
Share on other sites

I've managed to get the Shuttle to work. It's not awful, but I don't think you would ever want to take more than 1. I also think HLC is a trap. If you build a cheap as you can get away with to get a job done however. I've had a reasonable amount of success with just Jendon and ST-321 in a bomber build.

 

However I think as soon as you step games up to 150 it really comes into it's own. I feel a lot of Wave 4 is like this except the B-Wing that is happy on it's own. Support is only really useful if it has something to support, and ordnance is not brilliant without support to back it up. At 100pts this is quite hard to fit in. At 150 you can afford a 30pt support ship and still have enough bods in the air to make it worthwhile.

 

I think we will see the HWK-290 and Lambda come into their own in Cinematic play.

Edited by Rodent Mastermind

Share this post


Link to post
Share on other sites

The shuttles movement is a real limitation. I think Omicrom Pilot is playable but the unique pilots? am i missing something?

Without a K-Turn i think u r almost forced into putting engine upgrade on it to survive rear attacking ships.

Now if it had an ion cannon with 360 firing arc - that would help quite a bit. I dont think it would be overbalanced with a 360 ion attack. maybe future expansions will add something to improve the shuttle?

 

I agree that it's not survivable if focused, however it's generally the last thing on the board because it is rarely the first target of your opponent. As long as it's support allows you to hit hard enough at the start you should be ahead ships early on, and as long as you can press this advantage you should not get to the situation where the Lambda has to dogfight. And if they do go after it, they are not shooting at your squishier ships that can actually do the damage.

 

With an Ordnance based crew hitting the first fight with your entire wing Target Locked due to Jendon is not bad at all. It allows you to get those all important Target Lock + Focus shots off.

Edited by Rodent Mastermind

Share this post


Link to post
Share on other sites

If you aren't running Bombers then Jendon doesn't seem so worth it but that TL buffing a focused Interceptor can be nasty.

 

I'm a fan of the Omicron + Vader + Gunner shuttle.  If you proc Vader and Gunner every turn it kills itself in 3 turns, removing the need for turning around.  It clocks in at 29 points so the value is questionable but it can put out some serious damage.

 

Right now I'm considering the same build on Jendon to use the TL to buff allies and rely on Gunner for adding reliability to his damage.  At 34 points it is less attractive as a suicide unit but it does bring some pilot skill superiority and welcome support to a list.

 

Honestly, the real thing keeping the shuttle down is the restrictive range on the support abilities.  On the flipside the massive 1-3 range for Roark and Katarn make the HWK better than anticipated.

Share this post


Link to post
Share on other sites

Definitely the HWK.  They never should have brought in EU ships to the game.  I have my fleets arranged and looking all cinematic, or imagining it's the battle of yavin or endor, and then there's this big brown out-of-place yacht in the middle of it.  Bleh.

 

The HWK abilities should have just been applied to the Y-wing with an aces expansion.

 

EDIT: I'm not that disappointed though.  It's cool to have new ships too, so I'm a bit conflicted on the HWK.  Ultimately I'm not sure the ship adds that much to the game.  The pilot abilities do, but those could just as easily go on one of the non-EU ships.

 

which wave 3 ship was the most disappointing?

 why?

Edited by period3

Share this post


Link to post
Share on other sites

The Shuttle isnt a fighter though. It wasnt meant for combat, it was more for transport. I think it was intended for scenario play more so than combat.

 

never put that into my thought process before, which is probably why imperial aces are coming out to balance that issue

Share this post


Link to post
Share on other sites

Despite the usefulness of some of its pilots as a whole I'm most disappointed in the HWK.  I can't figure out why that ship should have such a poor dial unless we're going to say how amazing the dial on the YT-1300 is.  There may be a lot in the pack that is useful but just looking at the base ship I say it must be the HWK.

Share this post


Link to post
Share on other sites

Both The HWK and Shuttle have bad dials, but the HWK can have a 360 degree firing arc, so it doesn't matter as much. The Shuttle is hard to use well with it's forward only arc and the worst dial in the game. but they start out pretty cheap. My first try with one I put on a HLC. I am still not sure if that was a good idea. It did get three shots off with it but at the end of the game was miserable, as all my other ships were killed and I couldn't even get arround to fire on the one remaining enemy ship. I think next time I try it I will try to use Vader.

Share this post


Link to post
Share on other sites

The shuttle needs vader to be good and you just dish out those crits on any ships without shields or better yet just kill that one ships with one health after all the shooting so obvisouly he is in Omicron.  The shuttle can't turn well so if you kill yourself by turn 5 as long as the enemy is hurting and most likely will be the shuttle is the perfect vader boat.  Dont use him on a Firespray though that thing should last more than 5 turns unlike the shuttle.

Share this post


Link to post
Share on other sites

I've been quite pleased with the shuttle to be honest.  I always run it with vader, and get a couple good shots off and add a crit before he doesn't get another shot...but if you take vader and a Saboteur or something, + the pilot ability they can actually be very good support ships even after they're out of the fight.  Intelligence agent is also very good when you have alot of low PS ships.

 

I like all of them

Share this post


Link to post
Share on other sites

The Shuttle isnt a fighter though. It wasnt meant for combat, it was more for transport. I think it was intended for scenario play more so than combat.

 

I think this is the most likely explanation as the only reason I bought the shuttle was for a scenario I intended for a Saga rpg campaign I am designing that includes a board and storm of a medium transport modified into a jeep carrier. This is why I am not disappointed with the shuttle as what I intend for it is for a scenario anyway.

 

Despite the usefulness of some of its pilots as a whole I'm most disappointed in the HWK.  I can't figure out why that ship should have such a poor dial unless we're going to say how amazing the dial on the YT-1300 is.  There may be a lot in the pack that is useful but just looking at the base ship I say it must be the HWK.

 

I think what happened is that the team that designed its stats and dial weren't told that the HWK was going to be a small ship. I think what happened is that the design team were only given a description, saw that it was described as a light freighter and assumed it was going to be a competitor to the YT-1300 so gave it the maneuver dial for a large ship, then didn't find out that it was going to be a small ship until the production run was mostly finished. On the other hand the modeling team, who had the actual dimensions of the ship but not the game stats, scaled it as a small ship but didn't adequately inform the design team of this. The game testers didn't realize that they were testing a small ship with a maneuver dial for a large ship so they deemed it adequate and approved it for release. So for general tournament or just starfighter combat it is a disappointment.

 

Though the HWK is a disappointment as a combat ship, it is a bit better fit as a support ship. The reason that I bought it was as a support ship for the Rebels in the scenario mentioned above so even though I thought it was going to be a large ship before Wave 3 came out, I was kind of glad it wasn't as a small ship fits better for being launched from my jeep carrier. My concept was that it would be used like the Raptor from Battlestar Galactica, a combination scout/recon, forward air control, small transport, and search and rescue craft for the players flying craft from my carrier's small air wing.

 

The rpg scenario that I came up with that will be using X-Wing is that a near human race had just joined the Alliance and were donating several of their jeep/escort carriers (GR-75 transports which were modified for convoy escort during the Clone Wars, sort of like the escort carriers that the US and Royal Navies built during WW2) which were making their way individually to the Rebel fleet which were equipped with 12 to 20 mixed fighters as its air wing along with a complete disassembled fighter wing being carried as cargo along with other supplies. The players and a group of NPC's were assigned to the ship in order to familiarize themselves with the ship's flight operations and to act as pilots for the ship's fighter escort. The concept I had was for the rebels to start with a GR-75, a HWK as a scout/SAR bird and a couple of X-Wings as escort on one end of a couple of long tables with the rebels objective to advance down the length of the tables till the GR-75 leaves off the opposite edge at which it point it would have entered hyperspace. As the carrier  travels down the table it will be launching 2 new fighters every 3 to 4 turns starting with the first turn till it reaches its wing capacity or as the rebels fighters are destroyed. This way I can use most of the rebel ships or reuse them as they are destroyed. The Imperials objective on the other hand is to disable, board and capture the GR-75. For this the Imps would have 6 to 8 TIEs, 4 to 6 Interceptors, 3 to 4 TIE Bombers with either proton bombs or seismic charges to batter down the shields of the GR-75, 2 Firesprays with ion cannons to disable the ship and 2 Lambdas with ion cannons and a stormtrooper platoon each to dock with GR-75 and capture it.

 

I haven't quite figured out all the particulars as I have to come up with playable rules for disabling huge ships with ion cannons without destroying the ship but immobilizing it long enough to be boarded, rules for SAR operations for ejected pilots not to mention rules for ejection so player characters can be returned to the carrier to pick up a new fighter, rules for docking and boarding, and then their is figuring out the intervals for when new ships will appear for each side. Space them too far apart for one side or another and the opposing force could destroy them in detail, space them too far together and both sides will run out of reinforcements before either side gets halfway down the table. Then there is the fact that I only started buying into the game in the last couple of months so I have to wait for the reprints to come out in order to build up my fleet.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...