Lol, i was gonna ask when are we getting new stuff, and bam, they had just announced a shit ton of stuff. Not playing FO or Resistance (or Scum, and i need to sell what i've got), but cool to see them getting new stuff. Especially nice to see the FO TIE Bomber. It ain't as cool as the standard TIE Bomber but still nice.
I do hope the Empire and Rebels will get something new at some point. There's cards (X-wing's tailslide and that new Feedback Ping) that work for them but they don't have any ways of obtaining them right now.
The Empire really could use a low-cost support ship, say the TIE Shuttle, especially now that the canon version (https://starwars.fandom.com/wiki/TIE/sh_shuttle) has different wing configuration from the TIE Bomber.
No idea what the Rebels could get though...
The mantis from jedi fallen order would be pretty cool for rebels
Rebels sadly don't have much in the way of new "small" ships in canon. A reprint of a Legends ship could work; or something old and pirate-y like a CloakShape, since they are confirmed to exist in canon just with no art.
They can still make Amidala's Royal Yacht! Large base, multiple factions.
Alrighty; after my keyboard died yesterday I wasn't able to upload the new reveals. Well; consider that fixed.
Firstly; that gunner is another close friend of Wrath; just like Hondo. Being able to just pick up rerolls for giving ships - allied or enemy - tokens is a big deal for a lot of munitions-focused ships like the First Order Bomber... or for a lot of really aggressive ships in general. Better on action economy; means you get more bang for your buck out of a target lock.
Breach is interesting; since that ability really does support flying fast over hostile ships; but I almost feel like the ability would be better on a lower initiative pilot. At i5; like most aces there's a very strong logic push for prediction, though I could see this being potentially incredibly impactful with those 3-speed sloops while packing either torpedos or missiles; it just doesn't feel like conventional ace strats - not often you want your ace flying over other ships. Boosting through other ships also feels kinda obscure, unless you'd bumped the turn before and use the Systems phase boost - could balance it out? Still not a situation I expect to come up often; since the small bases are around the same size as the 1-speed movement.
Scorch, on the other hand, has an unusual support ability - the ability to let allied ships, including himself, spend 1 damage result to inflict a strain on the target. There's a few situations I can think of that it would be quite powerful; such as long-range snapped shots against a very evasive target, since the wording lets you spend the result regardless of the attack hitting. Giving up potential damage is always a difficult choice, but removing evade dice from ships you likely weren't going to hit anyway is potentially a fitting tradeoff.
I think 798 is going to be very good. In a faction with TIE/ba, TIE/fo Scorch, Xi Commander Malarus and double position stress Silencer, 798's ability will trigger often even ignoring the first part.
Bomber Scorch looks great as well. We've all had the situation where you throw a bunch of attack dice only to get that one hit result vs a Jedi on the other side of the cloud. You know it's not going to hit so you can spend your result to maybe get upside for the next shot or force a blue maneuver. (also triggers 798)
I think Breach's main upside is Targeting Synch. Fly through a ship and let the others throw munitions. His i5 may lead to him being too pricy for his ability but maybe it'll be the first ace-like bomber with kylo and friend.
Actually Scorch only works for Primary Attacks, so no spending a die from Snap Shot (Snap doesn't allow spending anyway since that's dice mod), missiles, etc. But he'll be great in swarms, letting buddies spend a hit when they roll too low to get past enemy agility so the next try will be more likely to punch through. Munitions boats with some pea-shooter allies could be great too. And aces sometimes prefer to hold onto their tokens and let an attack fail (keeping tokens for defense and locks for next round), so might as well cancel the one hit they rolled to make another attack hit harder.
I see Breach's ability being gravy. He's a strong init 5 munitions carrier, and he can get a free lock on a foe if he happens to pass through them. After you bump you can often bank-boost past the ship, or even boost straight if you just bumped their corner etc. And as you said, slooping past ships and getting a free lock in the process is nice. Speeding through ships in a hit & run playstyle would also give him a lock for later, letting him do other actions like reload. Also if you're using him to drop bombs/mines you may find yourself passing through targets more often. It'll be interesting to see him on the table and what people figure out, like Ion Limiter Override and Pattern Analyzer to double down on misusing the sloops.
I think the gunner will be quite strong as it grants rerolls on any attack type simply because some ships in arc had tractor, jam, disarm, stress, ion, strain, and/or deplete tokens. Keeping your lock on a torpedo attack because you got free rerolls is always useful. And if enemies stop using abilities like linked actions and autothrusters because they're afraid of handing you free dice mods, that itself is a win.
Plus you can always toss Captain Phasma into a Xi to make life harder for foes next round. Or General Hux on Xi Malarus to stress/strain your buddies but also greatly amplify their tokens and other dice mods, while granting the ship with DT lots of rerolls. Agent Terex crew (or Xi with some token-causing illicits like Overtuned Modulations and False Transponder Codes), Thanisson crew or Upsilon pilot, etc... lots of dumb shenanigan options for causing tokens.
The gunner can go on a TIE/sf with missiles, or a TIE/se bomber with torps/missiles. I'm excited to see what comes of it, both competitive and jank!
Whirlwind seems pretty good
Yea, Whirlwind with the Jamming Suite will be able to jam a foe (or himself if needed), and get better defense rolls against them and any other foe without green tokens (e.g. those that locked instead). And then they can token up when they engage.
Someone I was chatting with mentioned pairing Whirlwind with an init 5 or 6 with Swarm Tactics so they grab those focus tokens before getting shot.
Nightfall isn't bad either. I'm imagining plowing through a swarm to rip their tokens off (e.g. vultures), or rushing past an ace to jam them and maybe even block them if they choose a slow maneuver.
Yeah, the whisper will be cool. it's a shame they printed the bases wrong though lol.
What do you think?