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Upgrades/Pilots that we never use...Convince us we are wrong


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#21 dvor

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Posted 07 February 2014 - 01:08 PM

Fel is terrible because his ability only works when he is leaving the board, while everyone else's abilities work while they are on the board.  Int's are fragile and expensive enough to where i do not want to spend points on a ship that's ability only works when he dies.

And his ability only works if he dies at the hands of someone with PS 6 or more. Against some builds it cannot possibly come into play at all.


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X-wing is played over a series of game rounds. Turn is a type of maneuver.


#22 Imperial Rebel

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Posted 07 February 2014 - 01:10 PM

My list of cards that I almost never see played:

 

R5-D8

R5-K6

Daredevil

Expose

Autoblaster

Saboteur

 

Although there are others that are uncommon (Weapons Engineer, Navigator, Dead Eye, etc), those six are the ones that I truly almost never see in builds.

 

Autoblaster is good on Ten Numb


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Imperials (12): Tie-Fighters (5) Space Narwhals (2) Tie-Advanceds (1) Firesprays (1) Tie-Phantoms (2)

                          Tie-Defenders (1)

Rebels (12): X-Wings (4) B-Wings (2) HWK-290s (1) YT-1200s (1) Z-95 Headhunters (1) A-Wings (1)

                      Y-Wings (1) E-Wings (1)


#23 jedi moose

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Posted 07 February 2014 - 01:11 PM

Yep, Fel's Wrath is terrible. Only use him if for some reason you need the PS, which isn't even that great... so never use him


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#24 Rakky Wistol

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Posted 07 February 2014 - 01:32 PM

Arvel would be a beast if boost let you collide. Either an addendum to his pilot ability, or a "may" insertion into the boost text, or a title is needed for Arvel awesomeness!

Green Leader, awing, unique only: when you choose the boost action and it would cause your base to overlap, you may choose to treat your boost as a 1 speed maneuver of the same bearing.

Almost feels like they designed him with boost being able to cause collisions and then saw all the blocking shenanagins that would ensue and changed it but not him; I'm sure it's not that simple, but that's what it feels like.
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#25 Rakky Wistol

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Posted 07 February 2014 - 01:37 PM

Or just an EPT so he can take daredevil.

#26 Rodent Mastermind

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Posted 07 February 2014 - 01:39 PM

Has anyone tried Intelligence agent alongside some dirt cheap Interceptors. Find where target is going then use boost on your low cost Interceptors to line up the shot against it.


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#27 Englishpete

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Posted 07 February 2014 - 02:13 PM

Sensor Jammer combines well with a B-Wing or Space bus with a HLC. Do you use the focus for the extra damage on the B when SJ kicks in knowing now you face 4 shots back with no def modifier.

 

Or if the B shoots first, do you use focus to defend, knowing that you are going to be a hit down when you fire?


To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#28 MajorJuggler

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Posted 07 February 2014 - 02:36 PM

Has anyone tried Intelligence agent alongside some dirt cheap Interceptors. Find where target is going then use boost on your low cost Interceptors to line up the shot against it.

 

I am also very interested in this. This seems to be the only way to justify the high cost of PS1 Alpha's at 18 points. Without the higher PS to be able to boost / barrel roll out of arcs, they're just higher priced targets, whose higher attack isn't quite justified by 18 points.



#29 Krynn007

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Posted 07 February 2014 - 02:51 PM

I haven't gotten a a wing yet but I'm surprised I never see anyone use dead eye.
Never hear much that about that
I thought to be able to exchange a focus instead of a target lock could be pretty deadly

Edited by Krynn007, 07 February 2014 - 02:52 PM.

Rebels4 xwing, 2 awings, 2 bwings,1 ywing, 1 Falcon, 1hwk, 1 ewing, 2 z95,1 reb aces, 1 transport, 1 Tantive,
Imperials
6 tie/ft, 2 squints, 1 aces, 4 bombers, 1 tie adv, 1 shuttle, 2 Firespray, 2 phantom, 1 tie defender

#30 Imperial Rebel

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Posted 07 February 2014 - 02:54 PM

I haven't gotten a a wing yet but I'm surprised I never see anyone use dead eye.
Never hear much that about that
I thought to be able to exchange a focus instead of a target lock could be pretty deadly

 

Yes but only if a card instucts you to use a target lock, which if your using a card you need to discard (Missiles, Torpedoes) which most people try to have target lock and focus, when doing that.


Edited by Imperial Rebel, 07 February 2014 - 02:56 PM.

Imperials (12): Tie-Fighters (5) Space Narwhals (2) Tie-Advanceds (1) Firesprays (1) Tie-Phantoms (2)

                          Tie-Defenders (1)

Rebels (12): X-Wings (4) B-Wings (2) HWK-290s (1) YT-1200s (1) Z-95 Headhunters (1) A-Wings (1)

                      Y-Wings (1) E-Wings (1)


#31 Rodent Mastermind

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Posted 07 February 2014 - 03:00 PM

 

I haven't gotten a a wing yet but I'm surprised I never see anyone use dead eye.
Never hear much that about that
I thought to be able to exchange a focus instead of a target lock could be pretty deadly

 

Yes but only if a card instucts you to use a target lock, which if your using a card you need to discard (Missiles, Torpedoes) which most people try to have target lock and focus, when doing that.

 

 

It can be used OK with something like the Firespray that can carry missles and have a Recon Specialist... APT + Recon + Dead Eye can be deadly


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#32 Audio Weasel

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Posted 07 February 2014 - 03:05 PM

I honestly haven't used Deadeye because I haven't placed more than one missile on a ship yet.  I didn't want to burn an EPT slot for a one-shot.


Current Fleet:

Rebel: 4 A-Wings, 4 B-Wings, 2 HWK-290's, 3 YT-1300s, 4 X-Wings, 2 Y-Wing, 1 Tantive IV, 1 Rebel Transport, 4 E-Wing, 7 Z-95, 2 Rebel Aces 

Imperial:  3 Lambda Shuttles,  2 Firespray-31's, 3 Tie Advanced, 4 Tie Bombers, 6 Tie Fighters, 2 Tie Interceptors,   2 Imperials Aces, 4 TIE Phantom, 4 TIE Defender

On Pre-order:2 YT-2400, 2 Decimator, 2 IG-2000, 4 Starviper, 4 Scik Interceptor, 2 Most Wanted


#33 LeoHowler

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Posted 07 February 2014 - 03:38 PM

I remember seeing an entire video that was devoted to saying how Expose was an awful waste of 4 points. I'm extremely tempted to agree, since the only craft I'd use it on would be Darth Vader, since he has two actions anyway, or Green Squadron Pilots. The problem is that Vader is already an expensive piece on the board and if I'm going to spend an action to make an A-Wing into an X-Wing for a turn I don't see how that's worth 4 entire points and my action.

 

So my challenge is how do you make Expose worth the cost of investment? Perhaps with Han Solo? Chewbacca? A Moldy Crow?


~Remember Alderaan~

Alliance Fleet: 4 X-Wings, 3 Y-Wings, 4 A-Wings, 3 B-Wings, 2 HWK-290, 1 YT-1300, , 3 Z-95's, 2 E-Wings, 1 GR-75

Imperial Navy: 5 TIE Fighters, 1 TIE Bomber, 2 TIE Interceptors, 1 TIE Advance x1, 1 Lambda Class Shuttle, 3 Firespray 31, 1 TIE Defender

Black Sun Private Fleet: Coming soon~


#34 Audio Weasel

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Posted 07 February 2014 - 04:03 PM

I remember seeing an entire video that was devoted to saying how Expose was an awful waste of 4 points. I'm extremely tempted to agree, since the only craft I'd use it on would be Darth Vader, since he has two actions anyway, or Green Squadron Pilots. The problem is that Vader is already an expensive piece on the board and if I'm going to spend an action to make an A-Wing into an X-Wing for a turn I don't see how that's worth 4 entire points and my action.

 

So my challenge is how do you make Expose worth the cost of investment? Perhaps with Han Solo? Chewbacca? A Moldy Crow?

I remember seeing a post about someone using it on Chewie, he wanted to name the squad after one of Kashyyyk's moons since Chewie was exposing himself all over the place. That would mean he had no defense dice, but pack quite a punch.  Maybe he had someone feeding him extra actions ( Lando maybe?) so he could take an evade.


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Current Fleet:

Rebel: 4 A-Wings, 4 B-Wings, 2 HWK-290's, 3 YT-1300s, 4 X-Wings, 2 Y-Wing, 1 Tantive IV, 1 Rebel Transport, 4 E-Wing, 7 Z-95, 2 Rebel Aces 

Imperial:  3 Lambda Shuttles,  2 Firespray-31's, 3 Tie Advanced, 4 Tie Bombers, 6 Tie Fighters, 2 Tie Interceptors,   2 Imperials Aces, 4 TIE Phantom, 4 TIE Defender

On Pre-order:2 YT-2400, 2 Decimator, 2 IG-2000, 4 Starviper, 4 Scik Interceptor, 2 Most Wanted


#35 jasonkw

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Posted 07 February 2014 - 04:14 PM

Arvel and fel's wrath=pointless

Agreed. Had to use Fel's Wrath once in a randomly generated list. It did not go well.


Rebel: A-Wing (x2), X-Wing (x4), YT-1300 (x1), Y-Wing (x1), B-Wing (x1), HWK (x1)
Imperial: TIE Fighter (x7), TIE Interceptor (x2), Firespray (x1), Lambda Shuttle (x1) TIE Bomber (x1)

 


#36 Stone37

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Posted 07 February 2014 - 05:26 PM

 

Arvel and fel's wrath=pointless

Agreed. Had to use Fel's Wrath once in a randomly generated list. It did not go well.

 

Next time you go up against a Falcon, or a ship with a turret, give Fel's Wrath another go.  This is a high SP pilot's worst nightmare.  Fel's job is to take down a 50 point+ ship for 23 points.  

Again, if you keep running into things with Arvel, instead of things running into you, this is operator's error, not a bad pilot.  The A-wing in general is an advanced ship and one has to be VERY good at guessing the moves of others to play it well.



#37 jedi moose

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Posted 07 February 2014 - 05:34 PM

 

 

Arvel and fel's wrath=pointless

Agreed. Had to use Fel's Wrath once in a randomly generated list. It did not go well.

 

Next time you go up against a Falcon, or a ship with a turret, give Fel's Wrath another go.  This is a high SP pilot's worst nightmare.  Fel's job is to take down a 50 point+ ship for 23 points.  

Again, if you keep running into things with Arvel, instead of things running into you, this is operator's error, not a bad pilot.  The A-wing in general is an advanced ship and one has to be VERY good at guessing the moves of others to play it well.

 

I don't think you understand what Fels Wrath does because that matchup goes something like this:

 

Fels Wrath Flies straight at Han. Han shoots first and destroys Fels Wrath. FW shoots and lands a couple hits on Han and then FW is destroyed and leaves the board. Round ends.  Han searches for his next target with most of his shields in tact.

 

FW's ability is a one time use thing when he is already dead. I fail to see how it is the bane of Han Solo


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#38 That One Guy

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Posted 07 February 2014 - 05:36 PM

So  I was thinking that some of us may never use certain upgrades or pilots because we just don't see the point or don't think they are worth the points for what they do. So this is a thread to get some help on any pilot/upgrade that we don't see the value of. Maybe someone out there has had great success using it and can share the benefit of their experience. Or maybe the community will confirm that our assessment of a Pilot/upgrade was dead on and no one ever uses it.

 

I'll start with Sensor Jammers. I think 4 pts  for the ability to turn a hit into an eyeball is kind of a bit too much to justify. Its likely that your opponent has a focus, since it seems to be the default action most of us take, or they have a TL, which lets them re-roll that eyeball with a 50/50 chance of getting another hit, or even worse a crit. It seems to be a highly situational upgrade. What am I missing? Have you found it to be worth the points?

It also depends on the individual pilot skills in play. When it comes to modifying dice, if both attacker and defender are modifying the same roll (as opposed to just their own) the higher pilot skill modifies first. So for instance, if Ten Numb is being firing upon by Captain Jonus, then the B-Wing would alter the die to a focus. Jonus could then modify it back with his token or Marksmanship. If someone like Soontir Fel fired on Ten Numb, then Fel would have to try to modify his dice just to break even (thus still using his token if he has one, but to less effect. and Fel just depleted his tokens, making him a sweeter target for the rebel player in the rest of the combat this round). So yes. Extremely useful.



#39 Stone37

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Posted 07 February 2014 - 05:40 PM

 

 

 

Arvel and fel's wrath=pointless

Agreed. Had to use Fel's Wrath once in a randomly generated list. It did not go well.

 

Next time you go up against a Falcon, or a ship with a turret, give Fel's Wrath another go.  This is a high SP pilot's worst nightmare.  Fel's job is to take down a 50 point+ ship for 23 points.  

Again, if you keep running into things with Arvel, instead of things running into you, this is operator's error, not a bad pilot.  The A-wing in general is an advanced ship and one has to be VERY good at guessing the moves of others to play it well.

 

I don't think you understand what Fels Wrath does because that matchup goes something like this:

 

Fels Wrath Flies straight at Han. Han shoots first and destroys Fels Wrath. FW shoots and lands a couple hits on Han and then FW is destroyed and leaves the board. Round ends.  Han searches for his next target with most of his shields in tact.

 

FW's ability is a one time use thing when he is already dead. I fail to see how it is the bane of Han Solo

 

Again... this is not how to use Fels...

You play him like any other Tie-I.  Use his agility to keep him safe, but when the time comes and the opportunity presents itself to take down a big ship, you strike!  And you strike KNOWING you'll get your hits in, regardless of how many hits are landed on Fels.



#40 Rodent Mastermind

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Posted 07 February 2014 - 05:43 PM

 

So  I was thinking that some of us may never use certain upgrades or pilots because we just don't see the point or don't think they are worth the points for what they do. So this is a thread to get some help on any pilot/upgrade that we don't see the value of. Maybe someone out there has had great success using it and can share the benefit of their experience. Or maybe the community will confirm that our assessment of a Pilot/upgrade was dead on and no one ever uses it.

 

I'll start with Sensor Jammers. I think 4 pts  for the ability to turn a hit into an eyeball is kind of a bit too much to justify. Its likely that your opponent has a focus, since it seems to be the default action most of us take, or they have a TL, which lets them re-roll that eyeball with a 50/50 chance of getting another hit, or even worse a crit. It seems to be a highly situational upgrade. What am I missing? Have you found it to be worth the points?

It also depends on the individual pilot skills in play. When it comes to modifying dice, if both attacker and defender are modifying the same roll (as opposed to just their own) the higher pilot skill modifies first. So for instance, if Ten Numb is being firing upon by Captain Jonus, then the B-Wing would alter the die to a focus. Jonus could then modify it back with his token or Marksmanship. If someone like Soontir Fel fired on Ten Numb, then Fel would have to try to modify his dice just to break even (thus still using his token if he has one, but to less effect. and Fel just depleted his tokens, making him a sweeter target for the rebel player in the rest of the combat this round). So yes. Extremely useful.

 

 

It has nothing to do with PS.

 

Defender always modifies Attack dice first. Attacker always modifies Defense dice first


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