It doesn't have a crew slot because the second seat is a gunner. Same reason that a Y-Wing doesn't have a crew slot despite having two seats, and the arc only has one crew slot even though it has 3 seats.
Has it been FAQ'd yet about Quickdraw, his ability and the Spec Ops training title? IE when you lose a shield, can you make a shot from both your front and rear arcs? Reading it I think you can, but sometimes this games isn't as logical as it appears. As to firing twice out of your auxiliary arc it says black and white in the first sentence, "When attacking with your primary weapon from your primary arc". The auxiliary arc is mentioned for your second attack if you satisfy the initial requirements to do so. love you channel and your reviews, is straight forward, gives options and is very concise. Keep up the awesome work.
Love your channel, particularly the X-wing content. I saw the ARC-170 at my game store last night, but I have a strict policy about not buying new ships until I see your reviews to get an idea what kind of performer I'm looking at. Soooo... review coming soon :-)
Thanks so much! Buy an ARC-170 if you like playing Rebels, it's a great ship! It gets my unreserved recommendation. Not sure when my review for it will be finished. I"m having a crisis of changing work schedules, writer's block, waning inspiration... I haven't been able to work up the motivation to finish the ARC video yet.
I flew two TIE/SF the other day. They pump out a surprising amount of firepower for "just a TIE Fighter" and their dial allows them to keep fire arcs easily. (considering open banks) I flew fairly minimal QuickDraw and Backdraft (free titles and collision detectors + sensor cluster) and they did pretty well. I think the key with them is to take complimentary allies that are tough to ignore (I took scourge and backstabber which could maximise their abilities.) If you aren't super competitive/meta driven... it a neat ship.
Yeah, this is certainly not "just another TIE Fighter" although it's not doing a lot in the looks department to differentiate itself from the TIE/ln and TIE/fo. But in terms of game mechanics it's a fairly unique ship, what with the auxiliary arc and beefy health.
The Cardboard Dungeon feels like a fire spray variant that can fire both directions in the same round but with a smaller profile and alternate movement options.
when will you do the ARC 170 fighter ? I want to know your opinions on it. You make really great reviews and your detailed knowledge on the game is really a great help.
Definitely an inventive build! I think Quickdraw is an interesting pilot but overall it seems like the Special Forces TIE is just a little too pricey for what it does and is having a tough time finding a place in the meta-topping Palp Aces lists.
Recently got this ship and got to say I think it's a grate choice for the first expansion after the new base game, very noob friendly with its toughness and the fact that overshooting with maneuvers is discouraged but not as bad as with other ships.
Basically, life got in the way. YouTubing has always been a side hobby for me; my main hobby of course being actually playing games like X-Wing. I'll still crank out videos when I can but I'm not super enthusiastic for the future of X-Wing right now. I want less than half of the wave 10 ships for example. So my coverage might get spotty going forward because I'll only be buying the ships that I'm really interested in using.
yeah this ship didnt shout out to me when it was leaked, however when paired with the new techs from HotR it does seem a bit better. I'm not much of a fan of the gimmicky QuickDraw since they will cost around 31 points for a ship you are self sacrificing, back draft does look better especially if you can ever get the double arc moments.
Even if you're only shooting backwards, 2 dice + auto crit is honestly just better than a 3 dice attack. Getting the double-tap is sweet but just pointing your rear at the target is perfectly fine.
the other way to use Quickdraw could b better. As a mini dengar. use fcs and sensor cluster save your focus for an evade and use him almost like a tie/d defender.
Great explanations as always. I would have liked if they would have had some sort of "limited" crew member upgrade that limits what type of crew. Especially if Sabine's standard TIE can add a crew member albeit a Rebel TIE. That would be new to the game I suppose. But I was really disappointed thematically there was no crew slot. Re: Special Ops Training. I always think FFG's wording is confusing. Unfortunately they don't have room to spell it out in plain english. And they have to maintain copy writing consistency. I think players want to get greedy when they read a card then realize it means either you get more firepower out the front or get to shoot regular strength out the front and the back. It's like a lot of If Then Statements without being as clear. Otherwise there wouldn't be so many FAQ's and people debating and explaining short of RPG rules lawyering on Xwing wiki imho. I've emailed FFG on some cards. They can explain it whereas a small card can't. The X-wing core mechanics are sound which is good. But this game is far more complex understandably than a get it out of the box and start playing. Pregame squad building takes time and effort let an RPG character and party imho. I don't see how new players can get a grasp with so many abilities and upgrades. Let alone the maneuvers. Which is why maneuver tables should be on convenient cards. Much easier to read from the player's pilot's POV. Still this a cool ship. I like the way FFG consistently adds abilities and upgrades that aren't'repeat much to give the flavor and characteristics of the actual ships, pilots and upgrades in the canon and EU.
Ah... so here's the thing. I have audio down for it but I'm not super happy with it. I haven't been feeling super great about X-Wing for a month or so. I'm not sure that I'm going to continue with it into wave 10... the idea of the condition effects really doesn't appeal to me - more little cards and tokens to keep track of, an extra layer of complication to the game that I love for its relative simplicity compared to other tabletop games. We'll see. I want to finish the wave 9 reviews and also do Heroes of the Resistance when I get my hands on a copy (it sold out here pretty quickly). After that... we'll see.
Wording on cards takes precedent over rules. Normally attacks are only allowed during combat but the wording on Quickdraw's ability allows for him to make attacks during the activation phase it he loses a shield.
If you look all around the word on the the cards it was really not in the spirit of the game ... i'm think we have to wait a competition too see the official point of view of it.
If you look at the preview for this expansion on FFG's website they specifically mention the ability to fly through an asteroid to intentionally try to lose a shield in order to trigger Quickdraw's ability in the Activation phase. So I'd say it's definitely intended. It's not as if we haven't had pilots who can shoot outside of combat before, either. Both Corran Horn's ability and the Ghost title allow for attacks during the End phase (after combat).
When you say : Wording on cards takes precedent over rules.... that even if the rules specify when you can use that type of cards ... in that case is the combat phase isn't it ?
It's a fairly common rule, found in lots of games and often called the "golden rule." If the wording on a card contradicts the rules in some way, the card takes precedent. It's a way to give the designers room to be creative and make changes to the game. For example, the rulebook says that you can take one action after executing your maneuver. Several cards, such as Advanced Sensors, let you perform actions BEFORE executing your maneuver. Others, like the pilot abilities of Jake Farrel and Valen Rudor let them perform actions outside of the Activation phase; Valen Rudor gets a free action after defending against an attack, which means he can take actions during Combat, something that is normally not allowed. Because of the wording on Quickdraw's ability, he can, once per round, make an attack when he loses a shield for any reason. It'd be different if it said "You may perform an attack after losing a shield from an enemy attack" but it doesn't. Hope that helps. If it doesn't, I advise you to look at the preview article on FFG's website.
hi Pat I'm more of a casual player mostly due to lack of opportunity to play. when I do play I tend to loose mostly because the people i play against are much more experienced than me. that being said I'm hoping that maybe you could do a couple of episodes talking about the current meta of the game. showing the most popular builds out there. I'd like to see the ships and cards and hear why they are good. what interactions the cards have and lastly the types of builds that may counter them thank you
The meta is in a state of flux right now. The World Championship is happening, and wave 9 is pretty new, Heroes of the Resistance just hit, and wave 10 is imminent. It'll be a while before the meta settles down, but right now it's pretty exciting. All three factions have viable competitive builds, with a lot of variable options.
I'm excited for it for the same reason you aren't. The upcoming waves look pretty terrible to me from a collection-first and gameplay-second perspective. A proper Imperial-style ship is a welcome addition. I don't have any interest in Scum, and strongly disliked the ARC-170 in the Clone Wars let alone in the Galactic Civil War era. The Gunship would have been better in my opinion, since that has precedent by being used in Battlefront 2 space maps by Rebels. As for Wave 10...these new shuttles from FA and Rogue One just look awful to me, and there's far too many EU ships to be so desperate as to use Sabine's TIE which was destroyed the only time it was used. TIE Striker and U-Wing look good though.
I'm excited for Sabine's TIE, mainly because I'm a big fan of Rebels and I'm excited to be able to field more and more stuff from that show (hopefully we'll see Darth Maul in some kind of new ship come out of season 3).
Also, I know that the gunship is the number one want from a lot of fans, but I kind of look at the ARC-170 as filling a similar role. I like the ship a lot though, so maybe I'm biased. I don't think that the Rebels need a lot more help in terms of ordnance boats (since they've already go Y-, B- and K-Wings and now the ARC filling the roles of heavy hitters.
Why is everybody assuming this is the Ship Poe and Fin escaped in TFA? I mean, it has no crew and isn't as agile as evidenced by its movement dial. Clearly, the Tie they escaped in had a rear gunner seat and judging by Poe's exclamation, "Woah! This thing can really move.", this ship may not be the exact vehicle in the movie.
I think the preview for the ship on FFG's site mentioned that it's the same one, but also - same rear gun, same antenna cluster on the cockpit, same red paint. It's the same one.
Miguel Luis Moreno Gunners do not count as crew. A ship needs at least 3 seats before it can take crew cards usually. The Ywing is a 2 seater as well in most variations and yet it does not have crew.
10:02 Really? People debate this? RTFC! It begins with the words, "When attacking with a primary weapon FROM YOUR PRIMARY ARC." It should be crystal clear to any but the most English-depraved rules lawyers that you can't get two Auxiliary attacks. It's called a qualifier - none of the card's text is relevant unless you are - read it out loud, kids - "attacking with a primary weapon from your primary arc." So, no shit - you are 100% correct. Don't play with people who disagree, because they're intentionally lying.
I love your channel. Its the absolute best X Wing channel.
Thanks so much!
It doesn't have a crew slot because the second seat is a gunner. Same reason that a Y-Wing doesn't have a crew slot despite having two seats, and the arc only has one crew slot even though it has 3 seats.
That's a good point.
Yeah the title is basically your crew member.
Been waiting for this ship quite a while, gonna pick it up as soon as it releases in my region.
Has it been FAQ'd yet about Quickdraw, his ability and the Spec Ops training title? IE when you lose a shield, can you make a shot from both your front and rear arcs? Reading it I think you can, but sometimes this games isn't as logical as it appears.
As to firing twice out of your auxiliary arc it says black and white in the first sentence, "When attacking with your primary weapon from your primary arc". The auxiliary arc is mentioned for your second attack if you satisfy the initial requirements to do so.
love you channel and your reviews, is straight forward, gives options and is very concise. Keep up the awesome work.
Love your channel, particularly the X-wing content. I saw the ARC-170 at my game store last night, but I have a strict policy about not buying new ships until I see your reviews to get an idea what kind of performer I'm looking at. Soooo... review coming soon :-)
Thanks so much! Buy an ARC-170 if you like playing Rebels, it's a great ship! It gets my unreserved recommendation. Not sure when my review for it will be finished. I"m having a crisis of changing work schedules, writer's block, waning inspiration... I haven't been able to work up the motivation to finish the ARC video yet.
Well, that advice will do: I'll pick one up. Still, love to hear your take on the specifics whenever you have the chance!
I flew two TIE/SF the other day. They pump out a surprising amount of firepower for "just a TIE Fighter" and their dial allows them to keep fire arcs easily. (considering open banks)
I flew fairly minimal QuickDraw and Backdraft (free titles and collision detectors + sensor cluster) and they did pretty well. I think the key with them is to take complimentary allies that are tough to ignore (I took scourge and backstabber which could maximise their abilities.) If you aren't super competitive/meta driven... it a neat ship.
Yeah, this is certainly not "just another TIE Fighter" although it's not doing a lot in the looks department to differentiate itself from the TIE/ln and TIE/fo. But in terms of game mechanics it's a fairly unique ship, what with the auxiliary arc and beefy health.
The Cardboard Dungeon feels like a fire spray variant that can fire both directions in the same round but with a smaller profile and alternate movement options.
when will you do the ARC 170 fighter ? I want to know your opinions on it.
You make really great reviews and your detailed knowledge on the game is really a great help.
Quickdraw:
- Opportunist, Electronic Baffle, Comm Relay (
Definitely an inventive build! I think Quickdraw is an interesting pilot but overall it seems like the Special Forces TIE is just a little too pricey for what it does and is having a tough time finding a place in the meta-topping Palp Aces lists.
Special Ops, seems pretty clear to me. Shoot forward with 3 dice OR shoot forward and backward.
I agree, I thought that it was worth mentioning because I've seen some confusion about the wording online.
Well, I understand your point, but the other point is, well, clearly wrong.
Would you still get the +1 attack die from being in range one?
of course
Recently got this ship and got to say I think it's a grate choice for the first expansion after the new base game, very noob friendly with its toughness and the fact that overshooting with maneuvers is discouraged but not as bad as with other ships.
When will your q&a come out
One of these days...
i dot know if this has already been said but on quickdraw's ability it say "when you lose a shield token" not "when you suffer damage"
Is there a reason these reviews suddenly stopped? I love these videos! Are we going to see the rest of wave 9 and then 10?
Basically, life got in the way. YouTubing has always been a side hobby for me; my main hobby of course being actually playing games like X-Wing. I'll still crank out videos when I can but I'm not super enthusiastic for the future of X-Wing right now. I want less than half of the wave 10 ships for example. So my coverage might get spotty going forward because I'll only be buying the ships that I'm really interested in using.
Do you think we're beginning to see the decline of x-wing as we run out of notable unique ships?
keep waiting arc-170 . i love this channel :D
yeah this ship didnt shout out to me when it was leaked, however when paired with the new techs from HotR it does seem a bit better. I'm not much of a fan of the gimmicky QuickDraw since they will cost around 31 points for a ship you are self sacrificing, back draft does look better especially if you can ever get the double arc moments.
Even if you're only shooting backwards, 2 dice + auto crit is honestly just better than a 3 dice attack. Getting the double-tap is sweet but just pointing your rear at the target is perfectly fine.
the other way to use Quickdraw could b better. As a mini dengar. use fcs and sensor cluster save your focus for an evade and use him almost like a tie/d defender.
c detector good on phantoms
I'm still a noob I wanted to ask do you do vids on how to fly each ship as in they way to fly it like fell wants to fly around manuvor hit run
I have done any kind of tutorial videos. Thought about it, but I probably won't. I have a hard enough time just keeping up with the content already :)
Hey Pat, where have you been? Hope everything is alright!
Yep, still here. Just super busy.
Just wanted to make sure nothing bad happened. When it comes to Xwing TMG content, you're the best, man!
ship build for backdraft please!
Hmmm..... maybe. Maybe.
Great explanations as always.
I would have liked if they would have had some sort of "limited" crew member upgrade that limits what type of crew. Especially if Sabine's standard TIE can add a crew member albeit a Rebel TIE. That would be new to the game I suppose. But I was really disappointed thematically there was no crew slot.
Re: Special Ops Training. I always think FFG's wording is confusing. Unfortunately they don't have room to spell it out in plain english. And they have to maintain copy writing consistency.
I think players want to get greedy when they read a card then realize it means either you get more firepower out the front or get to shoot regular strength out the front and the back.
It's like a lot of If Then Statements without being as clear. Otherwise there wouldn't be so many FAQ's and people debating and explaining short of RPG rules lawyering on Xwing wiki imho.
I've emailed FFG on some cards. They can explain it whereas a small card can't.
The X-wing core mechanics are sound which is good. But this game is far more complex understandably than a get it out of the box and start playing. Pregame squad building takes time and effort let an RPG character and party imho. I don't see how new players can get a grasp with so many abilities and upgrades. Let alone the maneuvers. Which is why maneuver tables should be on convenient cards. Much easier to read from the player's pilot's POV.
Still this a cool ship.
I like the way FFG consistently adds abilities and upgrades that aren't'repeat much to give the flavor and characteristics of the actual ships, pilots and upgrades in the canon and EU.
This ship has a missile slot, does the pack come with any?
It does not.
when are you doing the arc 170 ?
Ah... so here's the thing. I have audio down for it but I'm not super happy with it. I haven't been feeling super great about X-Wing for a month or so. I'm not sure that I'm going to continue with it into wave 10... the idea of the condition effects really doesn't appeal to me - more little cards and tokens to keep track of, an extra layer of complication to the game that I love for its relative simplicity compared to other tabletop games. We'll see. I want to finish the wave 9 reviews and also do Heroes of the Resistance when I get my hands on a copy (it sold out here pretty quickly). After that... we'll see.
waiting for the rest of wave 10!
seems like a really big cost for a tie. with a upgraded SF tie I can field 3 Academy ties and mess up flight paths.
Yeah. you really can't think of it as a TIE Fighter; it's stats and abilities put it more in line with ships like X-Wings or TIE Defenders.
there is no crew slot because it needs second person to fire from back
You cannot resolve a card abilitie outside the combat phase it's in the rule book at 2 places ... i don't you may attack in the activation phase ?
Wording on cards takes precedent over rules. Normally attacks are only allowed during combat but the wording on Quickdraw's ability allows for him to make attacks during the activation phase it he loses a shield.
If you look all around the word on the the cards it was really not in the spirit of the game ... i'm think we have to wait a competition too see the official point of view of it.
If you look at the preview for this expansion on FFG's website they specifically mention the ability to fly through an asteroid to intentionally try to lose a shield in order to trigger Quickdraw's ability in the Activation phase. So I'd say it's definitely intended. It's not as if we haven't had pilots who can shoot outside of combat before, either. Both Corran Horn's ability and the Ghost title allow for attacks during the End phase (after combat).
When you say : Wording on cards takes precedent over rules.... that even if the rules specify when you can use that type of cards ... in that case is the combat phase isn't it ?
It's a fairly common rule, found in lots of games and often called the "golden rule." If the wording on a card contradicts the rules in some way, the card takes precedent. It's a way to give the designers room to be creative and make changes to the game. For example, the rulebook says that you can take one action after executing your maneuver. Several cards, such as Advanced Sensors, let you perform actions BEFORE executing your maneuver. Others, like the pilot abilities of Jake Farrel and Valen Rudor let them perform actions outside of the Activation phase; Valen Rudor gets a free action after defending against an attack, which means he can take actions during Combat, something that is normally not allowed. Because of the wording on Quickdraw's ability, he can, once per round, make an attack when he loses a shield for any reason. It'd be different if it said "You may perform an attack after losing a shield from an enemy attack" but it doesn't. Hope that helps. If it doesn't, I advise you to look at the preview article on FFG's website.
The best channel
I already said that i love your videos? Maybe i did, but i'll say again just to be safe :D
hi Pat
I'm more of a casual player mostly due to lack of opportunity to play. when I do play I tend to loose mostly because the people i play against are much more experienced than me.
that being said I'm hoping that maybe you could do a couple of episodes talking about the current meta of the game. showing the most popular builds out there.
I'd like to see the ships and cards and hear why they are good. what interactions the cards have and lastly the types of builds that may counter them
thank you
The meta is in a state of flux right now. The World Championship is happening, and wave 9 is pretty new, Heroes of the Resistance just hit, and wave 10 is imminent. It'll be a while before the meta settles down, but right now it's pretty exciting. All three factions have viable competitive builds, with a lot of variable options.
Looking forward to hear TCD's breakdown of the ARC-170. I just got my first of three, and it looks amazing.
I'm running one in a tournament tomorrow night, and I hope to get the video done shortly after that.
I'm excited for it for the same reason you aren't.
The upcoming waves look pretty terrible to me from a collection-first and gameplay-second perspective. A proper Imperial-style ship is a welcome addition.
I don't have any interest in Scum, and strongly disliked the ARC-170 in the Clone Wars let alone in the Galactic Civil War era. The Gunship would have been better in my opinion, since that has precedent by being used in Battlefront 2 space maps by Rebels.
As for Wave 10...these new shuttles from FA and Rogue One just look awful to me, and there's far too many EU ships to be so desperate as to use Sabine's TIE which was destroyed the only time it was used.
TIE Striker and U-Wing look good though.
I'm excited for Sabine's TIE, mainly because I'm a big fan of Rebels and I'm excited to be able to field more and more stuff from that show (hopefully we'll see Darth Maul in some kind of new ship come out of season 3).
Also, I know that the gunship is the number one want from a lot of fans, but I kind of look at the ARC-170 as filling a similar role. I like the ship a lot though, so maybe I'm biased. I don't think that the Rebels need a lot more help in terms of ordnance boats (since they've already go Y-, B- and K-Wings and now the ARC filling the roles of heavy hitters.
Why is everybody assuming this is the Ship Poe and Fin escaped in TFA? I mean, it has no crew and isn't as agile as evidenced by its movement dial. Clearly, the Tie they escaped in had a rear gunner seat and judging by Poe's exclamation, "Woah! This thing can really move.", this ship may not be the exact vehicle in the movie.
I think the preview for the ship on FFG's site mentioned that it's the same one, but also - same rear gun, same antenna cluster on the cockpit, same red paint. It's the same one.
Miguel Luis Moreno Gunners do not count as crew. A ship needs at least 3 seats before it can take crew cards usually. The Ywing is a 2 seater as well in most variations and yet it does not have crew.
no its not ark 170
10:02 Really? People debate this? RTFC! It begins with the words, "When attacking with a primary weapon FROM YOUR PRIMARY ARC." It should be crystal clear to any but the most English-depraved rules lawyers that you can't get two Auxiliary attacks. It's called a qualifier - none of the card's text is relevant unless you are - read it out loud, kids - "attacking with a primary weapon from your primary arc."
So, no shit - you are 100% correct. Don't play with people who disagree, because they're intentionally lying.