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SpikeSpiegel

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Posts posted by SpikeSpiegel


  1. Maybe the sky is falling, maybe not, and I'm not sure if this has been mentioned yet, but something I've noticed is the Coordinate action possibly being brought into standard play. For those who aren't familiar with epic, Coordinate lets you choose a friendly ship at range 1-2 and let's it perform a free action, so here's something to consider:

    Kylo Ren + Palpatine clocks in at 42 points, which is pretty expensive and already limits list building for Palp Aces, in which you can run KyloPalpmobile + Standard Soontir (35) + Omegae w/Juke (23) and no Comm. Relay at 100 points flat. However, whatever the generic Upsilon pilot is will probably cost less, maybe even 3 points less, which means you can fit the fully kitted Omega Leader in your list.

    Palp Aces would most likely be restricted to Kylo-Palp + Omega Leader + Soontir/Vader/Inquisitor, but the list gains a sturdier carriage for Palp to ride in that also has more firepower AND grants the coordinate action to the list, which means, on top of the dice modifiers from Palp.

    I wouldn't doubt that a skilled pilot would be able to keep the Upsilon within coordination range of its aces for most of the game, which means that because of the lower PS, the coordinate action will allow ace ships to boost/barrel pre-maneuver, and any PtL ace can take the second action off of the coordinate action and clear its stress with a green maneuver and then take another action. So now we have triple action Soomtirs and Inquisitors, possible quadruple action PtL Vaders, and Omega Leader can setup an action faster to lockdown enemies.

    The new shuttle gives Palp Aces way more options in-game because of the coordinate action. After many Epic games, I've realized how powerful the coordinate action is. However, the ramifications of introducing it into Standard play might warp the meta in even more favor of Imperial Aces with Palp.

    I hope I don't sound like I'm whining, I'm not trying to, it just kinda hit me when I realized how crazy it'll be when the shuttle moves into range of Soontir, Coordinates him, Soontir Barrel Rolls, PtLs into a focus + evade, then hard 2s the stress away and boosts into range 1 of an enemy ship out of its arc with Palp mods on top of all of it. On one hand, I'm excited for the extra dynamic, but on the other I can feel the real complaint threads looming in the horizon.

    (Disclaimer: I could also be totally wrong on the actions thing so please correct me if I am! :) )


  2. All I'm gonna say is don't knock it till you try it.

    B-rolling my PS10 Wedge out of arc of Whisper and keeping a range 1 shot definitely changed the outcome of that game. I've also dodged about 3 obstacles when I needed to dip out of some situations with the the 3-bank/hard. Something BB-8 wouldn't have done for me.

    As for the B-roll on my K-Wardens into blocking my buddy's defender also worked out great. They still got the evade token but it wasn't enough when they rolled triple focus against Jake's Procket.

    IA and BB-8 are cool, but there are such things as different builds. I'm pretty happy with my results so far, I might actually start bringing VT-65s to tournaments once the ARC drops! :D


  3. I'm really happy that they've included Thrawn. Great way to implement the old EU into the new canon.

    Edit: and as eMeM pointed out, Kanan and Ezra are really reflecting the Rahm and Galen character traits from The Force Unleashed. Whether that's intentional or not, still a great way to nod to the EU.


  4. My thoughts in regards to IA vs VT on the T-65:

    Yes, the game is about dice. However, this game is also about maneuverability and versatility. The second you decide to put VT on a PS10 Wedge, you're taking the risk of IA's opportunity cost for the benefit of an added maneuver modifier that can:

    1. Possibly prevent damage via arc dodging, pushing range or dodging asteroids.

    2. Possibly provide damage via repositioning into arc or into a range 1 modifier.

    Of course, you can argue that IA does the same thing, but differently. By preventing and providing damage through survivability alone for the sake of staying on the board, you're not making your ship's maneuvers any more versatile than the standard T-65, which could also make a huge difference in games by taking out opponents/dodging arcs before they even get the chance to force you to punch out your Astro and survive. You land in a range 1 arc of a Soontir (or any 3-dice, non-PWT primary), hopefully IA saves me from 4 hits vs. I'll b-roll out of arc or into a block to avoid that risk altogether.

    IA is undeniably good, but I'm not saying we should ditch IA altogether for VTs, I'm saying it might benefit X-Wing aces to consider the option of utilizing the barrel roll action rather than auto-including IA and letting everyone else barrel roll out of your arc.


  5. Erm - your XXX list is a repeat of the Wardens...?

    Fixed it! Thanks for the catch, must've copy-pasted the same list twice...

    Wedge Antilles (29)

    Adaptability (0)

    R2-D2 (4)

    Vectored Thrusters (2)

    Wes Janson (29)

    Veteran Instincts (1)

    R2 Astromech (1)

    Vectored Thrusters (2)

    Luke Skywalker (28)

    Veteran Instincts (1)

    R5-P9 (3)

    Integrated Astromech (0)

    Total: 100

    View in Yet Another Squad Builder


  6. I'm pretty excited for Vectored Thrusters to drop in the new ARC-170 expansion. I love Rebels, played them for the last two years up until triple Jumps forced my hand to bust out the 7-TIE Swarm... Anyway, this isn't a thread to complain about Jumps or Palp Aces, but to start a discussion on the awesome applications of Vectored Thrusters in Rebel builds (and some scum builds).

    I can't go into the deeper strategic value of numbers, points cost and in-game meta plays, but I can offer a few lists I've brewed up and the logic behind them:

    Jake's Wardens:

    Warden Squadron Pilot (23)

    Twin Laser Turret (6)

    Vectored Thrusters (2)

    Warden Squadron Pilot (23)

    Twin Laser Turret (6)

    Vectored Thrusters (2)

    Tycho Celchu (26)

    Push the Limit (3)

    Proton Rockets (3)

    Veteran Instincts (1)

    Autothrusters (2)

    A-Wing Test Pilot (0)

    Total: 97

    View in Yet Another Squad Builder

    K-Wings benefit from their turret + equipped turret all the time, so instead of Advanced Slam-ing out of a situation, why not barrel roll into a block? Or barrel roll into range 1? Or barrel roll to reposition to dodge an asteroid or arc? In all of these instances, you lose your modifying action and don't benefit from the extra action granted by Advanced Slam, but you keep your weapons activated, and if you do land a block or dodge an arc, you can start throwing dice from your TLT at other targets or PWT whoever is in R1. Jake's in there to thread some needles and poop some prockets while the Wardens lay down fire.

    You can also do the same for TLT Y's. A scum 3-Y list with TLTs could easily run the Unhinged Mech and bank/hard 3 all day + barrel roll further from threats and arcs while spitting out nasty TLT fire.

    X-X-X 2016

    Wedge Antilles (29)

    Adaptability (0)

    R2-D2 (4)

    Vectored Thrusters (2)

    Wes Janson (29)

    Veteran Instincts (1)

    R2 Astromech (1)

    Vectored Thrusters (2)

    Luke Skywalker (28)

    Veteran Instincts (1)

    R5-P9 (3)

    Integrated Astromech (0)

    Total: 100

    View in Yet Another Squad Builder

    I've always loved Triple X-Wing Aces. I ran them as an anti-meta choice in the 2015 competitive season and always had a blast! Though, this time around, instead of running R3-A2 on Wes, I dropped him down to an R2 Astro (could also do Biggs Bot for potential damage reduction) for more options in maneuverability while stressed. I gave all of them PS10 for maximum initative while Wes and Wedge VTs so they can start hunting aces and other ships that would be unfortunate to run into their arc. Couldn't fit VTs on Luke, but I figured he's the much less aggressive and more resilient one and would rather hold back and provide modified shots/use his action to focus into a regen.

    Here's a shot at some next-gen control:

    "Blue Ace" (27)

    R2-D6 (1)

    Push the Limit (3)

    Vectored Thrusters (2)

    Ello Asty (30)

    Predator (3)

    R2-D2 (4)

    Vectored Thrusters (2)

    Gold Squadron Pilot (18)

    Twin Laser Turret (6)

    R3-A2 (2)

    Vectored Thrusters (2)

    BTL-A4 Y-Wing (0)

    Total: 100

    View in Yet Another Squad Builder

    PtL Blue Ace has some crazy repositioning abilities, being able to move, boost hard into a barrel roll... I think he might be able to do an almost complete 90* reposition, right? Unfortunately, he suffers at PS5 and won't be outmaneuvering any Imp Aces, but it sure would be a pain to not lock him in your arc or to get bumped by his repositioning shenanigans. Predator Asty also suffers at PS7, but it's probably going to be crazy fun to white T-Roll into a barrel roll. R2-D2 gives him some resiliency and makes his barrel roll ability less dependent on BB-8. The StressHog being able to b-roll also gives his arc some flexibility and the ability to better maneuver to reposition, block or dodge arcs/obstacles.

    Or, as an alternative:

    Wes Janson (29)

    Veteran Instincts (1)

    R2-D2 (4)

    Vectored Thrusters (2)

    Poe Dameron (31)

    Veteran Instincts (1)

    BB-8 (2)

    Autothrusters (2)

    Gold Squadron Pilot (18)

    Twin Laser Turret (6)

    R3-A2 (2)

    Vectored Thrusters (2)

    BTL-A4 Y-Wing (0)

    Total: 100

    View in Yet Another Squad Builder

    Same concept for the StressHog, however, now it has Wes backing up the shot while Poe fires down on the target. Wes' regen from R2-D2 is action independent allowing him to barrel roll for arc/dodging while Poe has BB-8 as his maneuver-bot. You could probably cut both of their VIs down to Adaptability if PS and slapping on R5-P9 is that important, but having that extra maneuverability on Poe is really good. Actually, now that I think of it, if you do cut VI, you could even run Poe as this:

    Wes Janson (29)

    Adaptability (0)

    R2-D2 (4)

    Vectored Thrusters (2)

    Poe Dameron (31)

    Adaptability (0)

    R5-P9 (3)

    Vectored Thrusters (2)

    Black One (1)

    Gold Squadron Pilot (18)

    Twin Laser Turret (6)

    R3-A2 (2)

    Vectored Thrusters (2)

    BTL-A4 Y-Wing (0)

    Total: 100

    View in Yet Another Squad Builder

    VT + Black One title would be loads of fun since you'll get to keep your regen bot instead of relying on BB-8 to combo those locks off of you and your friendlies. Sure, you're knocked down to PS9, but you'll still win the PS war over Omega Leader and the Inquisitor any day.

    I'm really excited for Vectored Thrusters and how they'll change up my Rebel game A LOT! What're your thoughts and applications for VTs? I know some people are gonna love them! :D


  7. I hear you.

    It would be a funny core set to have a troop insertion vehicle dogfighting a TIE Interceptor precursor. Because: NEW!

    Hopefully we'd also get a third, also legal damage deck and a third, different color logo. Just for confusion.

     

     

     

     

     I can hear the TO's now... "Yes, there are 3 different damage decks... I think."

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