Jump to content

keyboardr

Members
  • Content Count

    28
  • Joined

  • Last visited

  1. I run a list with 2 AC Tempests and 2 Tie/fos (one being Epsilon Leader). I'll start them with the 2 Tempests facing the fos at 10.5 bases apart. Then depending on where my opponent lines up either the Tempests or the fos will do a 4-K and the other will do 4 straight. This puts me in a block formation. Epsilon leader then clears the stress from everyone so I can K-turn again if I want. I can go up and down my side of the board as long as I want and make sure I get the position advantage. If need be I can also turn up the side. Starting this way lets me pick my lane after my opponent has committed to one, making it easier to flank.
  2. After the Focus is gone (I'm assuming no Evade token either), 2 attack dice with 1 reroll and juke against 4 defense dice has a 61.87% hit chance and .8781 mean damage (0:38.13%, 1:35.93%, 2:25.94%). Once you strip the SD, it's 73% to hit and 1.0718 mean damage (0:27%, 1:38.82%, 2:34.18%). That's all ignoring crit effects.
  3. I ran the numbers on this and found that 5-dice Proton Rockets has better damage output on anything with 2 or more defense dice (assuming we keep AC for both). If you're able to focus for the Cluster Missiles (i.e. you already had the TL), then it's only out matched against 3 or more defense dice. That makes it fine for attacking Decimators or TLT carriers, but much less useful for most other ships.It's important to realize that while you're rolling more red dice with CM, they're also rolling more green dice. CM may have more range than PRockets (1-2 vs 1), but since it only requires a focus (and doesn't cause a spend) PRockets are actually much easier to get an opportunity to fire, especially on generics (TLs are very sensitive to pilot skill). Full breakdown: https://docs.google.com/spreadsheets/d/1lzUR7mNqguGh7BoBTqLiCKue1FUUBuZd7y5op7dP25U/edit?usp=sharing But as someone who has extensive play time with Prockets, it is VERY difficult to maintain that R1 when they move after you. Given, I'm coming from the point of view of a PS8 ace vs. a PS9 ace, so i'm assuming there'd be a some sort of difference when you spam Prockets vs. having a single one, but the point remains that prockets are more difficult to get off than a cluster missile. Also, regarding the probabilities, especially those calculated with a focus token, the main thing that wasn't mentioned is that AC doesn't require you to spend your focus on the attack. Therefore, you can use it for defense, or even better, take an evade. That means every turn you basically "regen" a shield on a swarm of 21 point ships. It makes it very difficult to get damage through, but doesn't hamper your offensive potential. Not to mention that the analysis appears to neglect that AC applies to both Cluster Missiles rolls. So a CM attack has a minimum of 4 hits (of a maximum 6) before defense dice are applied, compared to the minimum 2 (maximum 5) of Proton Rockets. This was applied in the numbers. It turns out that the extra green dice being rolled cancel this out. What you might be forgetting is that PRockets requires a focus, but doesn't require it to be spent, so you still have it available during the attack. From a mean damage standpoint, that's a high hit rate.
  4. I ran the numbers on this and found that 5-dice Proton Rockets has better damage output on anything with 2 or more defense dice (assuming we keep AC for both). If you're able to focus for the Cluster Missiles (i.e. you already had the TL), then it's only out matched against 3 or more defense dice. That makes it fine for attacking Decimators or TLT carriers, but much less useful for most other ships. It's important to realize that while you're rolling more red dice with CM, they're also rolling more green dice. CM may have more range than PRockets (1-2 vs 1), but since it only requires a focus (and doesn't cause a spend) PRockets are actually much easier to get an opportunity to fire, especially on generics (TLs are very sensitive to pilot skill). Full breakdown: https://docs.google.com/spreadsheets/d/1lzUR7mNqguGh7BoBTqLiCKue1FUUBuZd7y5op7dP25U/edit?usp=sharing But as someone who has extensive play time with Prockets, it is VERY difficult to maintain that R1 when they move after you. Given, I'm coming from the point of view of a PS8 ace vs. a PS9 ace, so i'm assuming there'd be a some sort of difference when you spam Prockets vs. having a single one, but the point remains that prockets are more difficult to get off than a cluster missile. Also, regarding the probabilities, especially those calculated with a focus token, the main thing that wasn't mentioned is that AC doesn't require you to spend your focus on the attack. Therefore, you can use it for defense, or even better, take an evade. That means every turn you basically "regen" a shield on a swarm of 21 point ships. It makes it very difficult to get damage through, but doesn't hamper your offensive potential. I've been flying with PRockets on my two AC Tempests for a while and I usually get a chance to fire at least one of them. I mostly use them for area denial to control my opponent's movement, but it makes an otherwise super-consistent damage dealer able to take advantage of opportunity shots. And you don't necessarily have to fire them to get a big effect. Contrast this with Cluster Missiles where I have to know who I'm shooting against ahead of time.
  5. I'm looking at adding Autoblaster to a dice simulator I'm working on, and I'm having trouble figuring out a line in the sand for when to use Accuracy Corrector with it. Any situation where AC would have been used before Autoblaster would still be optimal to use, but there are some new situations where it might be questionable. For instance: if you have a hit and a crit result you might want to activate it to ensure the second hit gets through. If you're getting 4 green dice thrown back at you it's obvious to do this, whereas if they're throwing 0 it's obvious not to. This means there are some states in between where the answer is maybe, and that's not good enough for a computer. Another example would be rolling 2 crits against 1 green die. Does anyone have any rules they use for this choice? Running the odds on all the possible attack states would be an arduous task (especially when all the tokens get involved).
  6. I ran the numbers on this and found that 5-dice Proton Rockets has better damage output on anything with 2 or more defense dice (assuming we keep AC for both). If you're able to focus for the Cluster Missiles (i.e. you already had the TL), then it's only out matched against 3 or more defense dice. That makes it fine for attacking Decimators or TLT carriers, but much less useful for most other ships. It's important to realize that while you're rolling more red dice with CM, they're also rolling more green dice. CM may have more range than PRockets (1-2 vs 1), but since it only requires a focus (and doesn't cause a spend) PRockets are actually much easier to get an opportunity to fire, especially on generics (TLs are very sensitive to pilot skill). Full breakdown: https://docs.google.com/spreadsheets/d/1lzUR7mNqguGh7BoBTqLiCKue1FUUBuZd7y5op7dP25U/edit?usp=sharing
  7. "Omega Ace" (20) Push the Limit (3) Stealth Device (3) "Epsilon Leader" (19) Weapons Guidance (2) Shield Upgrade (4) Tempest Squadron Pilot (21) Proton Rockets (3) Accuracy Corrector (0) TIE/x1 (0) Tempest Squadron Pilot (21) Proton Rockets (3) Accuracy Corrector (0) TIE/x1 (0) Total: 99 View in Yet Another Squad Builder It's maneuverable and quick enough to outflank most swarms, and can deal consistent damage on TLT carriers. The biggest downside is it needs to be flown REALLY well or it falls apart. Timing is critical for this list. Fortunately it has the tools to do this. My usual initial deployment has the Tempests 1 or 2 bases away from the corner (depending on where the nearest rocks are) and facing the center. The FOs are then placed facing the Tempests at a little bit more than 10 bases away. From there I can have either the FOs or the Tempests do a 4 K (depending on which way I want to face) and I can fly them as a block for a little while. Epsilon Leader removes the stress from everyone so I can do another K-turn with everyone immediately after if I want. I can also just move down the side or have one pair split off at any point. I make my opponent choose how they're going to come to me, and once they have I can move to flank fairly quickly. The AC Tempests try to move in first to strip shields so Omega Ace can do his TL+Focus trick to land crits. They fly together, but after the alpha strike don't necessarily stick to a formation. The PRockets are great for punishing your opponent for piloting errors and controlling movement. The FOs tend to fly a bit tighter. Epsilon sticks around Omega to shed the stress from PTL and to make it so both can K or SLoop without much penalty. Omega is constantly on the look-out for the opportunity to land a range 1 TL+Focus shot for 3 crits. There's a lot of synergy here, but each ship is fully capable on its own. Omega has the dial to be able to shed his own stress if Epsilon is taken out, and Epsilon can become wildly unpredictable on his own. Either of the Tempests are good for solid consistent damage output. Combined with the relative rarity of this list, it makes it hard for my opponents to know who to focus down first. The points are also spread pretty evenly, so losing any ship won't be brutal for timed events (and this list will likely run to time because of its deployment strategy).
  8. Tycho and his good ol' Royal Guard A-wing. XD. Seriously though... PTL and DD is a blast! Both to fly and to watch that stress stack grow to ABSURD levels. I'm a fan of Chardaan's Royal Test A-Wing.
  9. The calculator I've been working on (https://docs.google.com/spreadsheets/d/1YrPMS-cdTpd4ASeQrlh5sGDD_hjpF0SbNRh8VEwm9UA/edit?usp=sharing) does this. I've been working on an Android version, so this one hasn't seen much in the way of updates the past couple weeks. Once the Android version is stable I'll be porting the engine changes back into the JS engine. Relatively difficult especially if you want the attacker and defender to spend their tokens "intelligently" to optimize damage.
  10. keyboardr

    Gunner or K4

    If you want to see a breakdown of the stats, here you go: https://docs.google.com/spreadsheets/d/14TzJpxuS2TxLpNsy3EC-FVU6IliBwFxcda5kL8dONT8/edit?usp=sharing
  11. With https://docs.google.com/spreadsheets/d/1YrPMS-cdTpd4ASeQrlh5sGDD_hjpF0SbNRh8VEwm9UA/edit#gid=772791687you can run whatever sims you want. To sim TLT, just run it twice and only look at hit%. I may add a TLT/Clustermissiles mode in the future. p(damage == 0) = (1 - p(firstHit)) * (1 - p(secondHit)) p(damage == 1) = (1 - p(firstHit)) * p(secondHit) + p(firstHit) * (1 - p(secondHit)) p(damage == 2) = p(firstHit) * p(secondHit) meanDamage = p(damage == 1) + 2 * p(damage == 2)
  12. Accuracy Corrector added, as well as a display of standard deviation
  13. Do you have any std-dev on these numbers? It'd be interesting to see how 3 dice compares to TLT with stddev. The bigger the variance the more advantage to the underdog. I just added std-dev to the sheet.
  14. That's not the only way to get 4 attack dice. Ships that are 3 attack, high PS, and maneuverable (e.g. Fel) should be able to get that sweet sweet range 1 shot for 4 dice. The only thing the TLT really adds to that is a high hit % making it something of a stealth device killer.
  15. I've been wingmaning him with Omega Ace. Being able to TL and Focus via PTL makes Omega's ability way better, and with Epsilon there he can shed the stress easily. Their synergy is great, plus they're both fully capable if the other gets shot down. I've been pairing this with two Tempest Squadron Pilots for consistent damage output while the TIE/fos go for the opportunity shots. Here's my list "Omega Ace" / Tie/fo (20)Stealth Device (3) Push the Limit (3) "Epsilon Leader" / Tie/fo (19)Shield Upgrade (4) Weapons Guidance (2) Tempest Squadron Pilot / Tie Advanced (21)TIE/x1 title (0) Accuracy Corrector (3 (0)) Proton Rocket (3) Tempest Squadron Pilot / Tie Advanced (21)TIE/x1 title (0) Accuracy Corrector (3 (0)) Proton Rocket (3)
×
×
  • Create New...