First thoughts on the Tantive
Posted: Mon May 26, 2014 11:27 pm
Played a 200 point epic game this afternoon as our introduction to the Tantive IV expansion. I have to admit I went a little overboard on it, loading it up to almost 120 points, leaving just enough for an escort of 2 Dagger Squadron Bwings, both with Fire Control, Heavy Laser Cannon and Engine Upgrade (I love me a boost manoeuvre).
It's a great ship to play, and expands on the support that the Transport provided with a whole host of more aggressive buffs as well as out and out firepower. The new range 5 attacks dont feel particularly overpowered - the extra defence dice do a lot to mitigate that, although being able to plough some extra energy in to the primary weapon (beefing it up to 5 attack dice) helps - especially when you roll 5 hits For anyone that played 2nd ed Epic, there are definite similarities to the Imperator Titan in the way that you build and allocate energy and spend it. A couple of times I felt like I'd overcommitted to offence, then had to pull back and play more conservatively the following turn - limiting my movement to make sure that the energy was there to regen shields etc. Splitting the actions between the fore (aggressive) and aft (defensive) ship cards is a nice touch. Again, the compromise between attack and defense made for some interesting tactical decisions. Being able to 'co-ordinate' twice effectively gave me a stress-less 'Push the Limit' on both of my BWIngs as long as they stayed within range 2 (and ran the gauntlet of being driven over! the huge ship movement template takes a bit of getting used to). It was surprising comparing the start position of the ship to where it ended up after the game. It felt surprisingly agile (and I only bumped one asteroid!)
All in, it's a positive addition to the game - nothing that I would say was 'mandatory', but definitely more choice.... C3PO in the falcon could be interesting, making at least one 'evade' a sure thing!
We're reversing factions for the next game, so I'll add some feedback on being on the receiving end after that one (bomber with escort, ST-231 and a mix of fighters is my first thought. Maybe with a Firespray in support).
It's a great ship to play, and expands on the support that the Transport provided with a whole host of more aggressive buffs as well as out and out firepower. The new range 5 attacks dont feel particularly overpowered - the extra defence dice do a lot to mitigate that, although being able to plough some extra energy in to the primary weapon (beefing it up to 5 attack dice) helps - especially when you roll 5 hits For anyone that played 2nd ed Epic, there are definite similarities to the Imperator Titan in the way that you build and allocate energy and spend it. A couple of times I felt like I'd overcommitted to offence, then had to pull back and play more conservatively the following turn - limiting my movement to make sure that the energy was there to regen shields etc. Splitting the actions between the fore (aggressive) and aft (defensive) ship cards is a nice touch. Again, the compromise between attack and defense made for some interesting tactical decisions. Being able to 'co-ordinate' twice effectively gave me a stress-less 'Push the Limit' on both of my BWIngs as long as they stayed within range 2 (and ran the gauntlet of being driven over! the huge ship movement template takes a bit of getting used to). It was surprising comparing the start position of the ship to where it ended up after the game. It felt surprisingly agile (and I only bumped one asteroid!)
All in, it's a positive addition to the game - nothing that I would say was 'mandatory', but definitely more choice.... C3PO in the falcon could be interesting, making at least one 'evade' a sure thing!
We're reversing factions for the next game, so I'll add some feedback on being on the receiving end after that one (bomber with escort, ST-231 and a mix of fighters is my first thought. Maybe with a Firespray in support).