-
Content Count
1,648 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Calendar
Everything posted by kempokid
-
Thanks! Another huge factor I couldn't attribute for is the opposing ship. Arc-dodging aces will shread Rey because they'll move after her and reposition. Slower targets will be easier to keep in-arc. Overall though, Kanan looks like the way to go.
-
I've been trying to decide if I want to use C-3PO crew member vs. Kanan Jarrus to go along with Rey + Finn in the Falcon with the new title. Most people are urging to go with Kanan, who allows Rey to pop the 3 S-loop stress-free (which is important because I'll have Expertise as her EP). But, flying Rey with one green die means she will die very quickly. I wanted to test to see if switching in C-3PO would be worth losing the ability to perform the S-loop stress-free. How many times does that happen in a normal game? Once or twice for me. I can live with not doing the stress-free S-Loop if I have the added benefit of survivability. Here was my test: I created a scenario of Rey going up against a standard 3-attack ship. This 3-attack ship has a target lock for each attack. I figured that was the easier dice-modifying tactic I could test in volume. Neither the attacker nor the defender had other modifiers (focus/evades). I tested dice results from all three ranges, both in-arc (to trigger Finn/Rey) and out-of-arc. I gave each range 10 rolls each. I added two more categories for range-3: guessing 0 agility dice, and guessing 1 agility die. I'll give you the totals at the top, with the supporting data below. C-3PO Influence Results: 3PO Worked: 35 rolls -- 115 hits. 3.29 avg. -- 62 evades. 1.7 avg. -- 1.59 damage taken. 3PO Didn't work: 45 rolls -- 116 hits. 2.5 avg. -- 58 evades. 1.29 avg. -- 1.21 damage taken. In-Arc Influence Results: 40 rolls -- 107 hits. 2.68 avg. -- 68 evades. 1.7 avg. -- 0.98 damage taken Out-of-Arc Influence Results: 40 rolls -- 102 hits. 2.55 avg. -- 52 evades. 1.3 avg. -- 1.25 damage taken Total Results: 80 rolls - 231 hits. 2.8 avg. -- 120 evades. 1.5 avg. -- 1.3 damage taken. Conclusion: Being in-arc is more important than triggering C-3PO. My gameplay will be focused on taking advantage of the rerolls, which makes sense for this build, both for attack and defense. That being said, this data sample doesn't show C-3PO giving enough of a defensive benefit to be worth the crew slot over Kanan. Rey is an offensive ship, and Kanan's ability will help Rey stay in arc without getting stressed, giving her both an action and remaining stress-free for Expertise. * Test variables/weaknesses: Not accounting for modifiers could make a huge difference. If Rey has expertise and gets an action, I could hold onto a focus for defense. Not every ship has a target lock ability, so it may not be accurate to account for damage. I didn't test against obstacles, which I think would make it more difficult to guess C-3PO correctly. Lastly, 80 dice rolls is slightly more than one game, but is still a pretty small sample size. Ideally, you would want 100 rolls for each category. Supporting Data: Range 1: In Arc 3PO Worked - (4,2) (4,3) (4,2) (4,2) (4,3) --(4,2.4) Didn't - (4,1) (4,1) (4,2) (4,1) (3,1)-- (3.8,1.5) Totals: (39,18) Out of Arc 3PO Worked - (3,1) (2,1) (3,1) (4,1) (1,1) (4,1) -- (2.8,1) Didn't - (4,1) (4,1) (3,1) (2,1) --(3.25,1) Totals: (30,10) Range 2: In Arc 3PO Worked - (3,2) Didn't - (3,1) (2,1) (2,1) (2,2) (2,1) (3,1) (2,1) (3,2) (2,1) -- (2.3,1.2) Totals: (24,13) Out of Arc 3PO Worked - (1,1) (3,1) (2,2) (2,2) -- (2,1.5) Didn't - (1,1) (3,1) (2,0) (1 ,1) (2,1) (3,0) --(2,0.6) Totals: (20,10) Range 3: Guessing 0: In Arc 3PO Worked - (2,1) (1,2) (1,1) (3,1) -- (1.75,1.25) Didn't - (2,2) (3,3) (3,1) (1,3) (3,2) (2,2)-- (2.3,2.1) Totals: (21,18) Out of Arc 3PO Worked - (3,1) (2,1) (2,1) (3,1) -- (2.5, 1) Didn't - (3,1) (1,1) (2,1) (3,1) (2,1) (3,1) --(2.5,1) Totals: (24,10) Guessing 1: In Arc 3PO Worked - (1,2) (3,3) (3,3) (3,2) (2,3) --(2.4,2.6) Didn't - (3,0) (0,2) (2,1) (3,1) (3,2)--(2.2,1.2) Totals: (23,19) Out of Arc 3PO Worked - (2,2) (3,2) (2,2) (1,2) (3,2) (2,2) (3,2)-- (2.2,2) Didn't - (3,2) (3,2) (3,2) (3,2) Totals: (28,22)
-
Reviving my old post. I did some testing with Rey and C-3PO/Finn crew members (haven't had much time lately for full-blown games. Just a few proxies). I just rolled dice through different scenarios without modifiers. I got C-3PO to work 50% of the time. A little lower than the odds of rolling a non-evade. When the defender was in Arc and I could add a blank to reroll from Finn, I averaged 2.4 evades per roll. Outside of Arc, without Finn and without modifiers, C-3PO adds no benefit. I got one evade every time. So I'll need to keep testing, and have some more in-game experience to see if 3PO will work better than Kanan. It solely depends on my ability to keep my targets in-Arc and use the A-Wings to attack ships out of arc. I did a write-up on my testing in the Battle Reports section.
-
Which list should I take to tournament?
kempokid replied to RoboTheSonyKid's topic in X-Wing Squad Lists
I like your Inquisitor/SF/Striker list. I've had success with a similar one except with Omega leader instead of Inquisitor. I would see if you could give him Expertese as that and FCS *almost* gives you perfect odds at landing every hit. I give him a shield upgrade as well to trigger his ability one or two more times before he dies... and he should be the first to go. -
I like this a lot. It's got some good summery. I was messing with a few builds after giving up on Snap Shot with him and thought he would be a nice Ace to pair with the popular Rey build: (100) Rey (58) - YT-1300 Expertise (4), Finn (5), Kanan Jarrus (3), Millennium Falcon (1) Corran Horn (42) - E-Wing Crack Shot (1), R2-D2 (4), Fire Control System (2) They'll have to pick one and the other should do some pretty good damage.
-
So far, I've exclusively used Snap shot with GSP's along with Juke. It's a little finnicky and their base attack is hard to generate much offense from. Thanks, you're probably right and it's not worth the points for a 0 Ps ship. It would be fun though to get three offensive opportunities in one round... if you get it to work.
-
Corran Horn (41) - E-Wing Snap Shot (2), R7-T1 (3), Enhanced Scopes (1) Just an idea I had today.The objective is Corran could get three shots every other round: Snap Shot, Combat phase, and end of combat phase. I have to throw Enhanced Scopes on him so he moves first, otherwise Snap Shot would mostly be useless. Is Corran too expensive for this? What would you pair with it?
-
What ships are in your Imperial version?
-
Yeah, I think this should work well. One thing I'm not super big on is Rey crew member on Ashoka. I figure you'll keep her in close to give the others free actions. It'll be hard for you to bank them when you're spending it each round. But if you're planning to keep her away initially, it'd be nice to bank the focuses I suppose. Jan would be good for that spot. I haven't tried Rey on Ashoka yet though, so it may be awesome for all I know.
-
I ended up winning the match, but I had to pull Rey out of the fight for a bit since she took damage. I'll use Kanan with this list for a while, but if she keeps going down fast, I'll have to test with C-3PO. I like the Swarm Leader idea. I have a build with Poe, Ashoka, and Snap Shot A-Wings with Crack Shot instead of autothrusters (needed the points for Poe). Dang, a range one shot from Rey with Swarm Leader would be lights out for most ships. Edit: Juke goes hand-in-hand with Snap Shot if you haven't done that. Super fun to modify defense dice since you can't change yours.
-
Yeah, I'm running the new title. I only used the sloop twice in that game, and only once for an in-arc shot. I guess I need to play a few more games with it vs a variety of lists. Kanan really came in handy when I needed it, but C-3PO gives me an evade once per round. Regarding C-3PO, since I'm rolling one die, I'll guess 0. Say I roll a blank. I'll add the C-3PO evade, and then I'll be able to add a blank from Finn and re-roll the two blanks, correct?
-
Update: Played a game with this Rey build tonight. It went well. Almost lost Rey early though. Since she's the clear threat on the board I'm thinking of dropping Kanan for C-3PO to give her a little bit more chances to dodge hits. With expertise, I can bank a focus for defense.
-
Rey & the Snaps (100) Rey (58) - YT-1300Expertise (4), Finn (5), Kanan Jarrus (3), Millennium Falcon (1) Green Squadron Pilot (21) - A-Wing Snap Shot (2), Chardaan Refit (-2), A-Wing Test Pilot (0), Juke (2) Green Squadron Pilot (21) - A-Wing Snap Shot (2), Chardaan Refit (-2), A-Wing Test Pilot (0), Juke (2) I'm thinking this could mostly be fun but perhaps competitive with enough practice? This is an ideal build for Rey but I'm wondering if it's too predictable? Is this the right heavy-hitter to pair my Snap Shots with?
-
For starters, don't forget integrated astromech on Biggs since it's free. If you have it, R5-P9 will serve you better to keep Biggs alive, unless you're using M9-G8 to target lock a friendly ship. Depends on your intent. I would say Primed Thrusters over the title if you plan on Raging, so you at least get an action during the rounds you don't plan on using Rage. It should be able to work fine, I think as long as you practice it to work out any kinks you find or if you're comfortable enough with the ships.
-
Yeah, I like that pretty well. One of the best pilot abilities you'll find at PS 3 or lower. If you keep them flying close, your T-70 shouldn't have to take a TL because your rerolls will equal the B-Wings. That'll free you up to Focus/boost as often as you need to. I'd almost be tempted to drop Sensor Cluster for BB8 but SC can be a life-saver assuming you're not spending the focus on attack.
-
I love the idea. I've been trying so hard to get Swarm Leader to work. I may have to give something like this a try. I've used Ashoka (in this situation she would replace Jan) to give out free actions and have used the EMP device to help line up the A-wings for snap shot. It would spare you some points to put a tech or modification on Jess if you wanted to.
-
Expertise, Push the Limit, Jan/Jyn crew members, Fire Control System. Basically, anything that gives you a free action or frees up a spot for another action. Action Economy, I suppose. I'm not big on ordinance, but I like Connor Nets and Cluster Mines. Stealth Device on any Imperial ship with three agility is common for me. Haven't had much luck with Swarm Leader yet, but I've been trying to figure it out. I want it to be a go-to eventually.
-
You now have to wear a sign that says "Youngling" for one day.
-
I almost went there too, but OP says ships have to have a PS of 3 or lower.
-
You could drop the ordinance to have enough points for an X-Wing with R2 and Integrated Astromech. Use remaining points for a Jan crew member on one of the B-Wings and maybe an Ion Cannon if you think you'll be facing swarms. Either way, three B-wings, when flown tightly together, can be super fun and destructive.
-
FAQ says "If an effect triggers "after performing an action" or "after executing a maneuver," these effects occur at the same time after a ship performs a SLAM action." I don't know if that helps or applies to the title or not since it's a "may" and not a trigger, but thought I would make a specific rule reference.
-
Maybe GSP A-Wing - Crack Shot, Snap Shot, Chardaan Refit, Title x 5?
-
Unless otherwise stated by the organizer, the factions are exclusive. Sometimes there are "gimmick" tourneys that have one ship from each faction, Scum & Imps vs. Scum & Rebels, etc. but for the most part, your list(s) will have to be from one faction.
-
As far as Rebels go, Heroes of the Resistance is great, and will give you Snap Shot to go with your A-Wings. It also comes with Trick Shot and enough Integrated Astromechs to pair with your X-Wings. The U-Wing also comes with some good stuff. I've had fun with Sabine's TIE. For Imperials, I'd say the Force Awakens Core set & a TIE f/o expansion would be good (plus the fun Rebel stuff in the new core set). The TIE Striker and Special Forces TIE are fun too. *Forgot to add the Arc-170. It's an awesome ship that comes with some great pilots. I fly one with the Ghost regularly.
-
I don't think you're not going to get far with this on a competitive level. The X-Wings are level 4's, so unless you're facing some kind of swarm, the enemy will likely have already attacked you, making the evade tokens useless. I know you wanted to keep it simple, but that's hard to do on a Ghost which has so much potential for add-ons and combinations. Here's a more complicated Ghost list (simple one below it): Personally, I would drop one of the x-wings to add the Phantom and switch to TLT or at least Dorsal Turret so you don't have to spend a focus to use your turret. Plus the Phantom gives you added use for your turret and a rear arc. Reinforced deflectors may sound nice, but I would say you're better off doing as much damage with the Ghost as possible. Fire Control System will maximize your firepower. I would do something like this: Kanan (51 total) - FCS - TLT - RecSpec -Jan Ors Zeb (20 total) - Autoblaster Turret Biggs (29 total) -R2-D2 -Integrated Astromech If you're wanting to stick with Hera and two X-wings, here's the best I got for you: Hera (52 total) -FCS - TLT -Cassian Andor - Jan Ors Rookie Pilot (24 total) - R2 Astomech - Seismic Torpedo - Integrated Astromech Rookie Pilot (24 total) -R2 Astomech - Seismic Torpedo -Integrated Astromech The most important thing, though, is to get comfortable with the ships and you can add complexity once you have a good grasp of the game mechanics. Have fun flying!
