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Wretch

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Posts posted by Wretch


  1. So after reading all of the Defender threads I decided to try it out for the first time last night in a casual game.  I usually play rebels.

     

    I played Vessery w/HLC and Twin Ion with Vader and Dark Curse against Dash w/Mangler, EU and Predator, Biggs and a Z-95.  The Defender took out Biggs on turn 2 with a little TL help from Vader and a cluster missile.  The Defender took out the Z-95 a couple of turns later. Vader focused on softening Dash.  My opponent focused on Vader and Dark Curse removing them from the board (Vader rolled 5 dice to avoid 2 hits and failed with a focus and an evade to die) and leaving an untouched Vessery versus Dash without shields.  Dash is a tough ship to get in arc when it decides to barrel roll and or boost.  The Defender ended up taking out Dash after a couple of exchanges of fire.  Dash got a few unanswered volleys in by arc dodging and stripped the Defender of shields, but I had stayed at range 3 as much as I could and behind obstacles when I could.  I had some very good evasive rolls with the Defender, making up for the Vader debacle. I don't think I could have gotten him in arc without taking stress to take the red 1 or 2 turns if my opponent had run the typical super dash with PTL and Kyle.

     

    I am not sure what to make of the Defender.  It is fast, and packs a punch with a cannon, but its lack of white or green hard turns at speed 1 and 2 really hurt it as I think you need actions to be effective. High PS arc dodgers seem to give it fits.  Also its crazy expensive.  However it was the primary damage dealer in the build and I did win. I will try it again but after playing it I am still skeptical that there aren't better options.


  2. I played this and it was Okay:

     

    Poe Dameron (31)
    Predator (3)
    R5-P9 (3)
    Autothrusters (2)
     
    Esege Tuketu (28)
    Twin Laser Turret (6)
    Recon Specialist (3)
     
    Bandit Squadron Pilot (12)
     
    Bandit Squadron Pilot (12)
     
    Total: 100
     
     
    This was much better:
     
    Poe Dameron (31)
    Predator (3)
    R5-P9 (3)
    Autothrusters (2)
     
    Kyle Katarn (21)
    Veteran Instincts (1)
    Twin Laser Turret (6)
    Recon Specialist (3)
    Hull Upgrade (3)
    Moldy Crow (3)
     
    Bandit Squadron Pilot (12)
     
    Bandit Squadron Pilot (12)
     
    Total: 100
     

  3. I tried something VERY similar and I liked it. I love the synergy between Poe+R5-P9 and Kyle.

     

    I would not personally bother with Comm Relay and Jan Ors: Comm Relay might come handy 1 or 2 turn and on Kyle, you should really go with Recon Specialist (With a Twin Laser Turret and giving one token away each turn, you will need to farm those Focus Token).

     

    So, if you replace Jan for a Recon Specialist and get rid of the Comm Relay, it should leave you with 3 points. I would upgrade both Bandit to Tala (useful against the TLT Y-Wings or BBBBZ) and maybe keep the other for initiative... unless there is a 2 point EPT you would prefer on Kyle. Speaking of which, I would go for Determination instead of Veteran Instinct to maybe soak an eventual crit.

     

    And now that's basically the team I played....  

    Thanks for the ideas.  The reason I went with VI over other EPTs is my plan was to have Kyle force my opponent to spend their focus on defense for my primary target before Poe attacks, and unless they are PS9 or higher to deprive them of the focus action on offense. 


  4. So here's the thought, Kyle give a focus to Poe that is converted by Jan to an evade, freeing Poe to use his focus for his ability and then recover shields as necessary.  The idea would work with any T-70 with Comm Relay, but Poe seems to be the most durable/effective T-70.  Kyle can also store focus token with Moldy Crow, so if you let him charge up he can potentially have focus actions for both TLT attacks making him a real threat on offense or he can get evades from Jan.

     

    I also looked at the Red Ace who gains an evade when he loses a shield for this build to save points and I looked at Blue Ace w/BB-8 for some fun maneuverability.

     

    Thoughts?

     

    Poe Dameron (31)

    Predator (3)

    R5-P9 (3)

    Comm Relay (3)

    Autothrusters (2)

     

    Kyle Katarn (21)

    Veteran Instincts (1)

    Twin Laser Turret (6)

    Jan Ors (2)

    Moldy Crow (3)

     

    Bandit Squadron Pilot (12)

     

    Bandit Squadron Pilot (12)

     

    Total: 99

     



  5. The plan is the A wings will block and the Y will potentially triple tap and stress the biggest threat with Poe providing the offense.  

    I have run Poe with predator and r5-p9 and that is very effective, but he had other ships to help with the offense.  I am afraid that the list won't be able to put out enough damage to be really effective. In addition I will be handicapping the TLT potential offense with the BTL title by limiting it to firing in arc.  Would an ion Y be a better choice?  I have thought about downgrading the A wings to Z 95s to free up points or going with a 3 ship list.  I wanted to get the communities thoughts?

     

    Poe Dameron (31)

    Push the Limit (3)

    BB-8 (2)

    Autothrusters (2)

     

    Gray Squadron Pilot (20)

    Twin Laser Turret (6)

    R3-A2 (2)

    BTL-A4 Y-Wing (0)

     

    Prototype Pilot (17)

    Chardaan Refit (-2)

    Autothrusters (2)

     

    Prototype Pilot (17)

    Chardaan Refit (-2)

    Autothrusters (2)

     

    Total: 100

     



  6. I have run Poe with predator, R5-P9 and AT, but predator is never a bad choice.  I have also built a Poe/K list with the PS 6 K w/ TLT and Rec Spec that can share focii with Poe in desperate circumstances.  That would free up some points for the stress bot.  I also have used Kyle w/ VI, TLT, Rec Spec, Hull Upgrade and Moldy crow.  Kyle is squishier than the K but he and Poe make a great team.


  7.  

     

     

    I was thinking something like this:

    Nera Dantels (26)

    Juke (2)

    Fire-Control System (2)

    Extra Munitions (2)

    Proton Torpedoes (4)

    Jan Ors (2)

    B-Wing/E2 (1)

    Total: 39

    View in Yet Another Squad Builder

    plus it's basically a munitions turret with Nera's pilot ability.

    A two shot munitions turret for nearly 40 points.

    You wouldn't take it to a tourney but it would be fun nevertheless

    I get what you are saying. You can drop the munitions if you want or upgrade to another elite B wing pilot. Nera is just the cheapest non e or A wing with an EPT that can manufacture an evade for the rebels. I added the munitions because it seemed sad to waste her pilot ability. If you drop the munitions Both Nera and Itbisam are cheaper than the e wing from the OP, w/FCS versus SJ, with SJ Nera is 1 point less and Itbisam is equal in price to the e wing.
    Wait i think the cheapest ship to take Jan ors is a HWK. Even if you slap TLT on that its still only 24 points... Not too shabby!

     

    Kyle w/ Jan, Juke and TLT is 31 so you are sort of right.  Add Moldy Crow and he is 34.


  8.  

     

    I was thinking something like this:

     

    Nera Dantels (26)
    Juke (2)
    Fire-Control System (2)
    Extra Munitions (2)
    Proton Torpedoes (4)
    Jan Ors (2)
    B-Wing/E2 (1)
     
    Total: 39
     
     
    plus it's basically a munitions turret with Nera's pilot ability.

     

     

    A two shot munitions turret for nearly 40 points.

     

    You wouldn't take it to a tourney but it would be fun nevertheless

     

    I get what you are saying. You can drop the munitions if you want or upgrade to another elite B wing pilot.  Nera is just the cheapest non e or A wing with an EPT that can manufacture an evade for the rebels. I added the munitions because it seemed sad to waste her pilot ability. If you drop the munitions Both Nera and Itbisam are cheaper than the e wing from the OP, w/FCS versus SJ, with SJ Nera is 1 point less and Itbisam is equal in price to the e wing.


  9.  

    are you planning on playing in tournaments or just casually with friends?

    There isn't any tournament scene in my area, so it's just friendly games. I'm hoping to hit up a few cons next year though.

     

    Since you are playing casually you could pick up a Rebel Aces to get a B Wing and an A Wing and then either the B Wing Booster and A Wing Booster to get 2 of each ship and have all of the pilots and upgrades. Or you can just grab 2 sets of the Rebel Aces to get 2 A and B wings.  The B Wing is a great ship when paired with advanced sensors or fire control system, that can be proxied in casual games.  The A Wings are solid blockers and their elite pilots, especially Tycho are a blast to play.  Also check out this link for some build ideas: https://community.fantasyflightgames.com/topic/131310-new-player-quick-start-list-guide


  10. I have been experimenting with Poe also and these are the 2 lists I have played.  I found Kyle's ability worked well and the TLT gave him some teeth.  Also the bank of focus tokens helped him alot with TLT and still helped Poe have a focus regardless of his action.  The HWK is a bit squishy for the points so I tried it with the K Wing and it worked OK but the K Wing wasn't as big a threat offensively because Poe would burn 1 token leaving 1 for the TLT and Poe wasn't as flexible because he still had to take a focus action to use his ability or regenerate.
     
    After playing the 2 I would probably lean towards the HWK build over the K Wing.  I also have a build I haven't played with 2 A Wings over the 2 Zs but the HWK/K Wing is replaced with TLT Stress Hog so it loses some action flexibility.  I may play the PTL/BB-8 build of Poe in that list for action economy.
     
    Poe Dameron (31)
    Predator (3)
    R5-P9 (3)
    Autothrusters (2)
     
    Esege Tuketu (28)
    Twin Laser Turret (6)
    Recon Specialist (3)
     
    Bandit Squadron Pilot (12)
     
    Bandit Squadron Pilot (12)
     
    Total: 100
     
     
    Poe Dameron (31)
    Predator (3)
    R5-P9 (3)
    Autothrusters (2)
     
    Kyle Katarn (21)
    Veteran Instincts (1)
    Twin Laser Turret (6)
    Recon Specialist (3)
    Hull Upgrade (3)
    Moldy Crow (3)
     
    Bandit Squadron Pilot (12)
     
    Bandit Squadron Pilot (12)
     
    Total: 100
     
     
    Unplayed build:
     

    Poe Dameron (31)
    Push the Limit (3)
    BB-8 (2)
    Autothrusters (2)
     
    Gold Squadron Pilot (18)
    Twin Laser Turret (6)
    R3-A2 (2)
    BTL-A4 Y-Wing (0)
     
    Prototype Pilot (17)
    Chardaan Refit (-2)
    Autothrusters (2)
     
    Prototype Pilot (17)
    Chardaan Refit (-2)
    Autothrusters (2)
     
    Total: 98
     

  11. So what are the optimal pairing with the T-70 pilots and astromechs?

     

    R2-D2

    Poe

    Red Ace (maybe)

     

    BB-8: 

    Wedge w/PTL

    Poe w/PTL

    Red Squadron Veteran w/PTL

     

    A case can be made for any X wing that can take PTL

     

    R5-P9

    Poe

    Red Ace (maybe)

     

    R7-T1

    Blue Ace

     

    With Red Ace Comm Relay makes sense, but what astromech makes the most sense? Regen mechs?


  12. Builds:
    Poe Dameron (31)
    Predator (3)
    R5-P9 (3)
    Autothrusters (2)
     
    Kyle Katarn (21)
    Veteran Instincts (1)
    Twin Laser Turret (6)
    Recon Specialist (3)
    Hull Upgrade (3)
    Moldy Crow (3)
     
    Bandit Squadron Pilot (12)
     
    Bandit Squadron Pilot (12)
     
    Total: 100
     
     
    Versus
     

    Boba Fett (39)
    Veteran Instincts (1)
    Proximity Mines (3)
    Navigator (3)
    Proton Bombs (5)
    Engine Upgrade (4)
    Andrasta (0)
     
    Kir Kanos (24)
    Autothrusters (2)
     
    Alpha Squadron Pilot (18)
     
    Total: 99
     

     

    First this was a casual game and neither I nor my opponent are tournament players, and we each have fewer than 30 games of X Wing under our belts but we are both very experienced gamers, we are just new to X wing.

     

    I flew the Rebels/Resistance so most of my commentary will be focused on how the wave 7/episode seven ships and upgrades worked.  The basic thought of my build was that Kyle would give Poe access to focus tokens and he could take any action and still trigger his ability, then if required spend the focus to regenerate shields.  Predator give him a reroll, so a TL isn't needed, so with a focus from Kyle and predator Poe could use boost to position without giving up much on offense or defense.

     

    This was my first game with Poe and a TLT.

     

    Initiative: Imperial

     

    Turn 1:

    Movement/Actions:

    My plan was to slow play the first turn to give Kyle a chance to charge up the focus bank.  I placed my obstacles in order to give myself wide avenues of attack.  Our forces started in opposite corners of the board.  My opponent moved up the edge of the board while I banked towards the middle with 1 and 2 banks. 

    Combat:

    None

     

    Turn 2:

    Movement/Actions:

    With Kyle charged I moved more aggressively to middle of the board, leading with a  Z-95, Poe, Kyle and then the 2nd z-95 in the rear (I set up poorly and the second Z-95 was out of position).  My opponent continued to slow play up the edge of the board. All ships took focus actions. 

     

    Combat:

    The Z-95 was in range 2 of Kir Kanos, Poe at range 3, Kyle was at range 3 of Fett and the 2nd Z-95 had no one in range. Kyle hit twice with the TLT using focii on each attack, Poe hit KK once and the Z missed KK.

     

    Turn 3:

    Movement/Actions:

    I moved slowly towards my opponents edge 1 and 2 banks, moving Poe forward to be more in line with the Z-95. followed by Kyle and the second Z-95.  My opponent turned KK towards the middle and moved Fett in behind him.  The AS moved up the edge of the board, to try to get behind me.  All of my ships took focus actions. Kyle passed to Poe.

     

    Combat:

    Z-95 range 1 KK, Poe Range 1 KK, Kyle Range 2 Fett, Z-95, Range 3 Fett

    Kyle hit Fett for 2 more damage, Poe Took KK off the board burning a focus to change 2 focus to hits, scoring 4 hits.

    Fett missed Poe, Poe used his ability to change 1 focus.

     

    Turn 3:

    At this point I am pretty bunched up.  I try to move my Z-95 into Fett's path to block and set Poe and Kyle up for good shots.  Unfortunately Fett is able to just get past the Z-95 and I end up bumping into the Z-95 with Poe. My 2nd Z-95 is pulling up the rear and I end up at range 1 (just barely) of Fett with Kyle, but squarely in the rear arc of Fett.  The remaining Tie/In moves to along my edge to try to flank. Everyon take a focus and Kyle hands Poe a focus. 

     

    Combat:

    Fett hits Kyle for 4 damage, Kyle returns fire and scores a hit with his primary (Fett is in the donut hole). Z-95s and Poe have no one in arc.

     

    Turn 4:

    Movement:

    Fett drops a proton bomb directly in front of Kyle. Poe and the Z-95 get untangled moving down my starting edge as Kyle hits the bomb and is removed from play.  The Tie/In K turns to come back to the fight and Fett moves towards the center of the board. Focus actions for all.

     

    Combat Z-95s range 3 and 2 of Tie/IN, Poe Range 2 of Tie/IN, Fett Range 2 of second Z-95.  Poe hits the Tie/In for 2 damage using his abilty, green dice fail him with 2 focus and no evades and he is stressed from the K turn, and the Z-95s finish him off.

     

    At this point it's just a chase of Fett which ends 2 turns later.

     

    Basic Takeaways:

     

    I had some good dice, but TLT was awesome, but HWKs are a bit squishy for my taste, especially for the points, Poe is rock solid on defense and offense. He was a great closer once Kyle softened the targets up.  The TLT also greatly influenced my opponents movements as he tried to keep at range 3 and behind obstacles making him more predictable. I am going to try a variant of this with a the PS6 Kwing to replace Kyle to see how that works.   


  13. That might work but the usefulness is still questionable. I would still probably buy a Blue or a T-70. Also I think we keep over stating the usefulness of boost. How many times a game do you boost? How many times a game do you boost if you don't have another action or some other offensive modifiers?

    Boost is amazing but only if you have other ways to modify your attack/defense. Barrel roll has the same problem. 

    Boost is also better on higher PS ships in my experience.  I used boost/EU for this comparison because the T-70 has it and it's the gate way to AT. Can you imagine Luke with AT or Biggs at range 3, behind an obstacle with AT?  Wedge can stay at range 2 or 3 and not be such a glass canon and use boost to arc dodge if things get hairy or get to range 1 to get an extra dice.  Only considering the generics might not be the best way to look at a fix for the T-65 


  14. It has to be at a significant cost savings or it wont work. Would you rather have a Rookie with Boost and AT or a Blue Novice in a T-70? The points cost will be the same assuming your 3 point reduction. Or spend 2 points less for a B?

    Rookie will 21 with boost, Novice will be 24, but a better dial an extra shield and the new upgrade type.  You're probably right that the discount needs to a bit more to make the rookie better than the Novice.

     

    How about:

     

    Title:T-65 Retrofit

    Rebel X Wing Only (not Resistance)

    Cost:0

    Add a boost action to your action bar and you may take an upgrade reducing it's cost by 3 points, minimum 0.

     

    That's a 6 point discount, but you have to use your upgrade slot as an opportunity cost.

     

    So for 21 points you can get a rookie with boost and a hull upgrade or AT , versus a novice at 24 with shield versus the hull, a better dial and the new type of upgrade.


  15. I've mentioned something like this in other threads:

     

    Title:T-65 Retrofit

    Rebel X Wing Only (not Resistance)

    Cost:0

    Add 1 upgrade reducing it's cost by 3 points, minimum 0, and add a second upgrade slot.

     

    This would allow for a boost and AT or hull or shield upgrade.  It brings the T-65 in line the Juggler's point estimates and doesn't have an opportunity cost of losing the upgrade slot.  You could change  to add a new upgrade type over an regular one if you feel the boost at X wing is OP.

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