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Best use for Marksmanship


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#1 Stone37

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Posted 10 February 2014 - 04:14 PM

Marksmanship is expensive at 3 points, and I often see it misused.  I've seen many an odd build with Marksmanship and only two have actually worked.  The first was with Darth Vader (as he can take two actions) and the other (the one I use) is Ten Numb to go along with his unique skill.

 

Any other Marksmanship builds out there that fully take advantage of this upgrade?



#2 Picasso

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Posted 10 February 2014 - 04:19 PM

Han Solo + Marksmanship + gunner.

#3 Danthrax

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Posted 10 February 2014 - 04:20 PM

Use it for kindling?


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#4 polmoneys

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Posted 10 February 2014 - 04:23 PM

Recently started flying Green + Marksmanship + Cluster M

#5 DFocke

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Posted 10 February 2014 - 04:31 PM

A friend of mine likes it on Luke, as he already gets a partial focus for defence as his special ability.



#6 Vonpenguin

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Posted 10 February 2014 - 04:44 PM

Mareek is an obvious choice as well. Kath Scarlet and her ability combo well with it. And it isn't bad on Luke since he doesn't really need the defensive option of a normal focus token.

 

I could potentially see it on a Ibistsam paired with advanced sensors though I personally prefer elusiveness on her.


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#7 Stone37

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Posted 10 February 2014 - 05:08 PM

Han Solo + Marksmanship + gunner.

I've run Han with Marksmanship and Luke.  Great combo made better with Jan!



#8 Quendil

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Posted 10 February 2014 - 05:22 PM

ten nunb...


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#9 Khyros

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Posted 10 February 2014 - 06:17 PM

Kath, anyone w/ EPT+Gunner, anyone w/ EPT+clusters, Maarek, Ten, Luke

 

Those are all that pseudo benefit from Marksmanship.  Whether it's worth it on some of them, I don't really think so.  I really only think the 3 points are worth it on EPT+Gunner, Kath, and Ten.  


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#10 Hrathen

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Posted 10 February 2014 - 06:26 PM

Han Solo + Marksmanship + gunner.


Not without Push the Limit. Han Solo's action should be evade every turn. Frankly Han Solo + Gunner doesn't need more help hitting things.
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#11 StevenO

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Posted 10 February 2014 - 06:56 PM

 

Han Solo + Marksmanship + gunner.

I've run Han with Marksmanship and Luke.  Great combo made better with Jan!

 

 

At issue there is that Jan only helps with ONE attack unless you can dump her stress somehow.  If you're boosting Han with Jan then Luke/Gunner becomes questionable as 4 dice (with possible Han reroll) are pretty likely to hit; may help against 6 agility dice backed by Focus/Evade tokens but against many other things....

 

Part of the reason Marksmanship is useful with Han and the Gunner is that it can apply to both attacks AND because it makes crits easier,

 

I think Khyros's list pretty much covers where the three points could be considered well spent.  Just because it works with Cluster Missiles doesn't mean it is good on those ships as it would usually be a one shot thing.



#12 Ravncat

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Posted 10 February 2014 - 09:28 PM

The previewed Etahn Abat looks like he'd reliably double crit with marksmanship.



#13 DraconPyrothayan

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Posted 10 February 2014 - 09:34 PM

Marksmanship works well in two situations:

1) If the pilot can make multiple attacks in a round (i.e. with Gunner or Cluster Missiles), Marksmanship works for both attacks

2) If the pilot's ability requires Critical Hits (e.g. Maarek Steele), Marksmanship is the most efficient way to force these across the board.

However, as far as 1) is concerned, Recon Specialist does the same thing now, so HSF builds can now afford to pick up PTL as well.


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#14 That One Guy

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Posted 10 February 2014 - 11:55 PM

Mauler Mithel, seeing as at range 1 he gets 4 attack dice. You just have to bide your time with it. Also anyone capable of carrying missiles, as Concussion Missiles + Marksmanship is immensely devastating. Also works with Advanced Proton Torpedoes, and even moreso carried by Major Rhymer (who can fire them at range 2). I can also see Cluster Missiles working well with them too, since you could potentially turn a focus into a critical hit twice.



#15 Kelvan

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Posted 10 February 2014 - 11:59 PM

Luke can take it plus use his pilot ability for defense.



#16 Magnus Grendel

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Posted 11 February 2014 - 02:17 AM

Mareek is an obvious choice as well. Kath Scarlet and her ability combo well with it. And it isn't bad on Luke since he doesn't really need the defensive option of a normal focus token.

 

Agreed. To my mind Marksmanship is there to increase the number of criticals you do; hence Maarek Stele or Kath Scarlet spring to mind. Kath with Marksmanship and Gunner could be a particularly stressful experience for someone.



#17 pgarfunkle

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Posted 11 February 2014 - 02:40 AM

I like to take it with Ten Numb, I've found it very nice at taking down TIEs with the following

 

Ten Numb + Autoblaster + Marksmanship


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#18 Quendil

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Posted 11 February 2014 - 04:29 AM

I like it against Tie swarrms.

 

Often there will only be one hit after their 3 (or 4 ) Def-dice so any damage improvement is wellcome.


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#19 Picasso

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Posted 11 February 2014 - 08:43 AM

Han Solo + Marksmanship + gunner.

Not without Push the Limit. Han Solo's action should be evade every turn. Frankly Han Solo + Gunner doesn't need more help hitting things.

I disagree. The Falcons ability to stay out of firing arcs and still shoot is what keeps it alive. I've seen many good players have to make a green maneuver because they used ptl and are stressed. They get blown to bits because their opponent knew exactly where they were going. The biggest down fall of stress on a ship is it limits the effectiveness of that piece.

As for the argument that Han's ability is good enough on his own, I think this is some what accurate. First in this game dice always favor the attacker. With that said a focus is a half hit. It is also an extra picture on the dice. Now when I'm looking at a 5/8 chance of rolling a picture on a dice and that's all I have to do, great! The problem when you rely on Han with a focus is that your average attack is two hits and this is easy enough for a Fel or any other tie to evade out of. Yes gunner will kick in and you will shoot again but did you spend a token? Did your opponent? Marksmanship changes ALL attacks made by a single ship. So both your gunner attack and your first attack are modified. Combine that with the reroll from Han and you should always be doing damage. This should also get you around the lucky roll of a tie fighter. This also burns your opponents tokens for your other fighters to attack.
Also marksmanship is changing a single focus roll to a crit. At range one this gives Han the ability to not only one shoot a tie fighter but an x-wing by landing a crit. (I've done this more then once.)
Let's also look at how an opponent gets around marksmanship, specifically a tie fighter, on a hit hit hit roll I'll take one damage by using tokens. Now if it is a hit hit crit roll and my opponent has a gunner to think about with a modified roll and he chooses to eat a crit well, Blinded pilot, direct hit, counsel fire, and injured pilot, are a few reasons why Han is better with a gunner and Marksmanship.

If we look at up coming meta we are looking at ships that deny a reroll and deny token use. In the next few weeks you will see a shift in meta to Marksmanship just to deal with Acion denying ties.

#20 Stone37

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Posted 11 February 2014 - 08:56 AM

 

 

Han Solo + Marksmanship + gunner.

Not without Push the Limit. Han Solo's action should be evade every turn. Frankly Han Solo + Gunner doesn't need more help hitting things.

I disagree. The Falcons ability to stay out of firing arcs and still shoot is what keeps it alive. I've seen many good players have to make a green maneuver because they used ptl and are stressed. They get blown to bits because their opponent knew exactly where they were going. The biggest down fall of stress on a ship is it limits the effectiveness of that piece.

As for the argument that Han's ability is good enough on his own, I think this is some what accurate. First in this game dice always favor the attacker. With that said a focus is a half hit. It is also an extra picture on the dice. Now when I'm looking at a 5/8 chance of rolling a picture on a dice and that's all I have to do, great! The problem when you rely on Han with a focus is that your average attack is two hits and this is easy enough for a Fel or any other tie to evade out of. Yes gunner will kick in and you will shoot again but did you spend a token? Did your opponent? Marksmanship changes ALL attacks made by a single ship. So both your gunner attack and your first attack are modified. Combine that with the reroll from Han and you should always be doing damage. This should also get you around the lucky roll of a tie fighter. This also burns your opponents tokens for your other fighters to attack.
Also marksmanship is changing a single focus roll to a crit. At range one this gives Han the ability to not only one shoot a tie fighter but an x-wing by landing a crit. (I've done this more then once.)
Let's also look at how an opponent gets around marksmanship, specifically a tie fighter, on a hit hit hit roll I'll take one damage by using tokens. Now if it is a hit hit crit roll and my opponent has a gunner to think about with a modified roll and he chooses to eat a crit well, Blinded pilot, direct hit, counsel fire, and injured pilot, are a few reasons why Han is better with a gunner and Marksmanship.

If we look at up coming meta we are looking at ships that deny a reroll and deny token use. In the next few weeks you will see a shift in meta to Marksmanship just to deal with Acion denying ties.

 

To add to this discussion, another reason why the double attack w/ Marksmanship is nice for Han is because of his PS.  He attacks first and that means whatever he's shooting at has evade and focus tokens.  First attack removes these, then the second attack kicks in because he did not land a hit.  Jan is added in (usually on the second roll) for good measure.  I want Han KILLING something every round.  I get this result thanks to Marksmanship and Jan.

Also, evade is a waste of an action for the Falcon.  It is a tank.  It can take the hits, plus with the build I suggested one less ship should be hitting it almost every round.  Worried about a swarm?  Give Han Biggs as a buddy.
 






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