X-Wing: Details zum TIE Phantom
Fantasy Flight Games haben ein paar neue Infos zum Phantom und dem besonderen Piloten „Echo“ vorgestellt.
Guest Writer Neil Amswych on “Echo”
Of all the pilots in X-Wing, few (if any) are more game-changing than “Echo.”
When any TIE phantom other than “Echo” decloaks, it does so to one of three possible locations. This means one of the phantom’s strengths is that, once it’s cloaked, it isn’t actually moving from the location where your opponent can see it on the table – it’s going to begin its maneuver from one of three different locations. Since the phantom has fifteen maneuvers on its dial, this means that when it decloaks and then moves, it can end up in any one of forty-five different locations. Impressive as that may be, “Echo” doubles that number. Because he uses the bank “2” template instead of the straight “2” template, he can decloak to any of six different locations, enabling him to end his maneuver at any of a dizzying array of ninety final possible locations.
Though variance exists in where his barrel roll starts and ends, “Echo” can fly from any of six relative positions when he decloaks before he reveals his maneuver dial.
X-Wing has never before seen a pilot capable of such maneuverability and probably never will again. In fact, “Echo” almost mandates an entirely different way of thinking when you plan to fly with or against him.
Flying with “Echo”
When he upgrades his phantom with an Advanced Cloaking Device, “Echo” can fire at an opponent and then take a free cloak action. Accordingly, he wants to avoid stress (because it would prevent him from recloaking), meaning that he usually wants to avoid his two Koiogran-turns. When “Echo” is stressed, he leaves himself vulnerable as a pilot with limited hull and shields and not fully enough agility to compensate.
However, the vast array of final positions available to “Echo” means that he doesn’t need to K-turn to rotate his ship.
“Echo” decloaks to position E and then turns left at speed “2,” shown with comparison with a fictional one-speed Koiogran-turn.
So, if “Echo” wants so badly to avoid stress, how can he turn his ship?
For starters, if he carefully selects the start and end points of his barrel roll, he can combine his decloaking with a two-speed turn that results, effectively, in an angled K-turn that’s roughly half of the “1” speed template and incurs no stress, leaving him the ability to still take an action. It’s not a perfect K-turn, but the fact that “Echo” can choose which direction he faces actually offers him more flexibility than a basic K-turn.
“Echo” isn’t just limited to smart turns, though. He can move laterally across the table without turning and with only a fractional forward movement, by decloaking backward and then banking forward at speed “1.” This shifts his ship the equivalent of a five-speed maneuver sideways – the equivalent of two range bands – from outside edge to outside edge. Such lateral movement, without any notable forward motion, can be extremely confusing for opposing pilots who are used to opposing ships coming toward them. So long as he has space at his flanks to perform this maneuver, “Echo” can move forward more slowly than any other ship.
“Echo” can move sideways across the table without the need for turning. Here, he follows a „2“ bank maneuver with a barrel roll, and the total forward distance is far shorter than a straight “1.”
If you need “Echo” in another part of the battle, he can quickly disengage from his current dogfight and relocate by performing hard turns that complement the direction in which he decloaks. He can even end up behind his original position. Conversely, if you need “Echo” much further ahead of his current position, then he can decloak forward and fully engage his thrusters, traveling much farther forward than your opponent may have expected. Remarkably, the distance between the most diverse endpoints potentially available to “Echo” is essentially the equivalent of two entire range rulers.
Here, we see “Echo” with two of his potential decloak and maneuver options shown together.
The extreme range of decloak and maneuver options available to “Echo” is undoubtedly his greatest strength and enables his phantom to be the most unpredictable of all ships. It is this unpredictability that makes “Echo” so intimidating. Each round, when your opponent looks at “Echo,” he has to calculate up to ninety different possible end positions, and because the TIE phantom features such a potent primary weapon, he can’t just ignore “Echo” as he focuses on your other starfighters. The end result is that “Echo” messes with your opponent’s head in a way that no other pilot does.
Outfitting “Echo”
Extreme maneuverability is not the only strength “Echo” brings to battle; he also offers extreme customizability. He can upgrade his ship with an elite pilot talent, a system upgrade, a crew member, and a modification. However, your modification should almost always be Advanced Cloaking Device, both in order to protect him from enemy fire and to ensure his decloak options continue to mystify your opponent. After that, how you choose to equip him should be driven by your decision whether to have him assume a more aggressive or defensive stance.
For example, an aggressive setup might combine Outmaneuver with Fire Control System and Tactician.
This setup removes one agility die from targets already trying to protect themselves from the four or five dice “Echo” gets with his shot (depending upon whether or not he ends up at Range “1” of his target). Then, it ensures an automatic target lock on his target, and if the original shot is made at Range “2,” his target will be stressed.
A defensive setup might use Veteran Instincts with Sensor Jammer and Recon Specialist.
Such a setup boosts “Echo” from a pilot skill value of six to eight, allowing him to move after most other ships and ensuring that – with his Advanced Cloaking Device – he can cloak again before most ships fire back at him. He will also be able to convert one hit rolled against him to a focus result that can’t be rerolled, and he’ll be able to use one focus token in attack and another in defense.
Neither of these builds are cheap, though. Advanced Cloaking Device is as close to an auto-include on “Echo” as you’ll get with upgrades, so with it, the aggressive setup comes in at forty-one squad points while the defensive setup costs forty-two points. Adding eleven or twelve points of upgrades onto a ship that already costs thirty points may not be advisable, so you’re going to have to make some difficult choices. Because the phantom’s primary attack of four dice already makes it formidable in attack, one of the most likely builds for “Echo” leans toward a cheaper combination of natural offense and upgraded defense: Veteran Instincts, Recon Specialist, and Advanced Cloaking Device, costing a total of thirty-eight points.
Den Rest des Beitrags findet Ihr unter folgendem Link:
X-Wing ist unter anderem bei unserem Partner Fantasy Warehouse erhältlich.
Der deutschen Vertrieb der Fantasy Flight Produkte liegt bei Heidelberger.
Quelle: Fantasy Flight Games
Und hier ist die Ankündigung der Rebel Aces: http://www.fantasyflightgames.com/edge_news.asp?eidn=4886
Versteh ich das richtig, das ein A-Wing mit Proton Rockets 5Angriffswürfel hat?
UIUIUI 😉
Jetzt gibt es auch Infos zum A Wing Ass
Upss da war der Tab wohl etwas länger auf ^^. – zweiter!
Die Frage ist ja auch eher…wann kann man die Dinger hier in dt. bestellen?
Ist dieser coole Tie jetzt der stärkste von den Tie Fightern, oder ist der Tie-Defender stärker???
Der Tie-Defender ist doch ein Jagdbomber.
Oder???
Und was ist mit dem Advanced Tie-Fighter von Darth Vader aus den Filmen.
Wie schneidet der den ab?
Meine Verlobte und ich haben bis jetzt nur X-Wings und die normalen Tie-Fighter.
Dazu den rasenden Falken und die Lambda Fähre.
Wir möchten Fliegerstaffeln aufstellen und haben deswegen erstmal entsprechend viele Modelle bestellt.
Wieviele Flieger hatte den eine X-Wing oder Tie-Fighter Staffel und waren die Bomber davon getrennt in seperaten Staffeln?
Danke für eure Antworten.
Hab jetzt beide da. Denn Tie Jagdt und Phantom.
Spielerisch lohnt sicht Jagdtbomber eher als der Phantom.
Phantom fand ich jetzt vom Spielerischen eher schwach und
unbedeuten. Kann man für die Punkte eher Tie Jäger mitnehmen
Die gröste Endtäuschung ist für mich ist die Tarnung. Der Tie Jagdtbomber
ist von Punkten zwar teuer. Kann aber dafür wenigsten Schaden austeilen
und einstecken. Nutze ihn gerne gegen denn Falken
Nach meinen alten WestEndGames Büchern sieht es so aus.
Das glorreiche Imperium hat folgende Aufstellungen.
Ein Geschwader pro Sternenzerstörer.
Ein Geschwader besteht aus 72 Jägern, aufgeteilt in Sechs Staffeln pro Geschwader.
Mit vier TIE-Jägerstaffeln und einer Aufklärungsstaffel (mit modifizierten TIE-Jägern), einer TIE-Abfangjägerstaffel und einer TIE-Bomberstaffel.
Eine Staffel besteht aus 12 Jäger/Bomber aufgeteilt in drei Ketten mit vier Jägern/Bomber.
Eine Kette besteht aus vier Jägern, aufgeteilt in zwei Elemente pro Kette.
Das Element ist die kleinste Einheit und besteht aus einem Führer und seinem Flügelmann, also zwei Jägern.
Da der TIE-Abfangjäger erst nach der Schlacht von Yavin, entwickelt wurde ist er eher selten.
Seitdem Auftauchen von Großadmiral Thrawn, werden die Jäger auch mit Schilden ausgerüstet da gut ausgebildete Piloten wertvoll sind.
Der Rebellenabschaum hat pro Mon-Calamari-Kreuzer entweder 36 A-,B-,X- oder Y-Wing an Bord.
Hier besteht ein Geschwader aus 36 Jäger, aufgeteilt in drei Staffeln pro Geschwader.
Die drei Staffeln haben immer eine Aufklärungsstaffel. Jede Staffel besteht aus einem anderen Typ mit 12 Jägern. In jeder Staffel gibt es drei Ketten mit je vier Jägern, und jede Kette besteht aus zwei Jägern, wiederum mit Führer und Flügelmann