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jbrandmeyer

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  1. Like
    jbrandmeyer reacted to geek19 in Cannot Get Your Ship Out April Foolishness   
    4/23 updates!
    I hit some more updates on the SFC article (I removed the squadron bits I suggested AGAINST using as I cover them in bits later, and I also removed the parts about deploying squads when I can just quote Eric and the deployment article), and Eric and I significantly updated the MFC article.  Next plans are an ACTUAL article I'm working on and updates to (what else?) the LFC.  Which is going to be a big chunk for sure.  Stay tuned, as usual guys!
  2. Like
    jbrandmeyer reacted to Astrodar in Fighting 2 Ship!   
    Exactly this. The probability that Maarek deals 2 damage is 94%. The probability that Morna deals at least 2 damage with her rerollable dice is 84%. However, Morna has a 42% chance to hit 3 damage. So by focusing her, you either take away her rerolls by forcing her to use the brace in defense or she doesn't have any defense token to use and you lower the damage ceiling.
    Along with this, when playing against MMJ, I prefer to leave Maarek on the board. He's so absurdly consistent, that it makes planning around him much easier. 
    I usually run my 2 ship with Bossk and Mauler. They eat up Sloane squads. Bossk doesn't care about the initial counters when he's attacking. Usually people choose to not counter. He loves seeing Soontir on the board. Once he has that accuracy, I double tap him to mop up scatter aces. I would plan to lose half my squads against Sloane, but usually the squads left behind are MMJ and maybe someone else. That's all you really need to still do work.
    Meatier MFC's are a bit different. I had my squads tied up by a rebel rogue ball, but part of that was my inexperience with squads. Basically if you're using an MFC, kill the 2 ship's Intel, pay attention to grit, and lock down their squads. I think the smart play for the 2 ship player is to lure the enemy squads into flak range and weather an alpha attack.
  3. Like
    jbrandmeyer reacted to Ginkapo in Best Generic Squad?   
    Tie Phantoms, the fastest squadron in the game. 
  4. Like
    jbrandmeyer reacted to Wedge1126 in Salvation, Spinal or Dual?   
    @FourDogsInaHorseSuit I think your red dice are wrong. All dice have 2 sides with a crit.
    Edit: Didn't realize how old this thread was...
  5. Like
    jbrandmeyer got a reaction from ManInTheBox in Ackbar Defiance regionals list   
    Re: math versus the meta
    Crunching the numbers like this is very much a micro-optimization.  It can certainly help compare one ship to another in a strict A/B comparison sort of way, but I agree that it doesn't help you break out of the rock-paper-scissors battle.  It also doesn't help you navigate your ships, or coordinate your attacks, which is where most of your benefits will come from.
    It can give you a range of reasonable expectations, though, and that's what I love about cranking through dice statistics like this.
  6. Like
    jbrandmeyer reacted to General Eisen in Let's Break 1,200 Point Games   
    I guess the question is more: How to ensure a 1200 points game won't break, gets too long or might get boring for a player who lost his 300 point fleet. I played other games in this kind of "super huge style" and most needed a kind of agreement or had to be played among friends to be enjoyable.
  7. Like
    jbrandmeyer got a reaction from The Jabbawookie in Rebel ram fleet   
    Just to be clear, there is a specific reason that fleet ambush isn't often taken.  There are definitely cases where you can make good advantage of fleet ambush as player 2.  But the problem is that there are some first player fleets that will absolutely murder you with it instead.  Avoiding Fleet Ambush is as much about avoiding a particular type of rock-paper-scissors matchup as anything else.
    Classic example: Demolisher-MSU (ie, high-activation fleet + Demo).  Demo waits you out just outside red range, and then smacks you in the face at the bottom of turn one and the top of turn two.  Modern Example: Pryce on an ISD.  Same thing, only with one huge whallop at the top of turn 2.
    I flew with fleet ambush in a Madine list for a while, and had some substantial success with it.  Then one day someone managed to put a pair of slicer tools in my face, and suddenly my navigation-dependent fleet couldn't navigate.
    There was some talk about Raddus making good advantage of Fleet Ambush, since he can use it to maximum effect, but I don't know if anyone has actually worked out the risk kinks.
  8. Like
    jbrandmeyer reacted to ThatRobHuman in Always with the negative waves, Moriarty   
    I'm pretty sure there's a larger group that is both discontent with FFG, but doesn't want to lynch anyone...
  9. Thanks
    jbrandmeyer got a reaction from rastahotep in Ackbar Defiance regionals list   
    So, how about those twins?  Well, that's a trickier question to answer.  We'd like to ask the question: "how often would I want to fix one pool, but not the other".  To answer that, we need to set up a polynomial in two variables (evaluated in Octave as a 2D convolution), with a matrix of results.  I'm also going to use "number of blank dice" as a proxy for "want to reroll some dice", which isn't necessarily true, but I think its true enough for this assessment.  The full matrix of blank dice, with the 4-die pool of red in rows, and the 5-die pool of black in columns is this:
       7.5085e-02   1.2514e-01   8.3427e-02   2.7809e-02   4.6349e-03   3.0899e-04
       1.0011e-01   1.6685e-01   1.1124e-01   3.7079e-02   6.1798e-03   4.1199e-04
       5.0056e-02   8.3427e-02   5.5618e-02   1.8539e-02   3.0899e-03   2.0599e-04
       1.1124e-02   1.8539e-02   1.2360e-02   4.1199e-03   6.8665e-04   4.5776e-05
       9.2697e-04   1.5450e-03   1.0300e-03   3.4332e-04   5.7220e-05   3.8147e-06
     
    Fewer blanks are to the left and top, more blanks to the bottom and right.  On-diagonal elements and in the lower right corner are hand-wringing ones where I'd like to reroll some of both pools.  Elements in the top right and bottom left are places where I'd like to reroll only one pool, and the top left corner I'm happy with.
    I ... can't actually extract much value from that matrix, so I'm going to simplify it somewhat.  Lets get simpler polynomials that capture 2+ blanks in the pool exactly one blank in the pool, and zero blanks.
    For the 4-die pool, thats [0.32 + 0.42*r + 0.26*r^2] and for the 5-die pool, that's (0.24 + 0.40*rb + 0.37rb^2).  Turn the crank, and we get this matrix:
       0.075938   0.126562   0.117500
       0.099668   0.166113   0.154219
       0.061699   0.102832   0.095469
    That's a little bit easier to work with.  Again: zero blanks on the top-left, 2+ on the bottom-right.  We can see that
    9.5% of the time we've got two blank dice in each pool at the same time, for which C&S can only help somewhat   If only we had leading shots... 16.6% of the time we'd like to reroll one from each pool, which C&S also can't do. 30.3% of the time we've got one or less blank die in total.  Yay! 16.4% of the time we'd definitely want to reroll the red pool and the black pool has one or fewer blank in it. 27.4% of the time we'd definitely want to reroll the black pool and the red pool has one or fewer blank in it I don't think that's a slam-dunk case for using C&S in this configuration, but its not bad.
  10. Like
    jbrandmeyer got a reaction from Muelmuel in Ackbar Defiance regionals list   
    I find that any more than three red dice has too much variance for me to have fun throwing them without something to control them.  Five is entirely too many.  Therefore, an Ackbar MC30S needs TRC's much more than Enhanced Armament.  You'll throw enough damage to kill small-medium prey, but only with at least one accuracy in the pool.  Otherwise, they'll limp away or require you to ram them with your puny 4 hull for the kill.  Sensor Teams can help with that.
    MC30S, TRC's, ExRacks, Sensor Teams, Admonition: 92 points.
    Its a small-ship hunting monster.  Its also a glass cannon, but its a lot of fun when it goes off   Just be mindful that to kill many small ships you'll need two accuracies to kill them in one shot. Examples include Yavaris' double-brace, or a Pelta's Brace+Redirect.  You've got only slightly less than 50% odds to get one natural accuracy on a pool of 4x red dice, so, may the force be with you.
  11. Thanks
    jbrandmeyer got a reaction from Herr Style in Ackbar Defiance regionals list   
    Fortunately, I'm on US Mountain Time, so it isn't quite "half the night" yet
    It doesn't change the figures in a super-complex way, since the red pool and black pool are mostly orthogonal to each other.  Best fleet composition is a matter of how you fly your ships, its objectives, and so on.  I've only got two MC30, so I can't really comment on "best 3+ MC30 list", and that's getting pretty far away from the OP's list anyway.  Some of my best activations with an Ackbar MC30S have been to take one short-range side shot and a long-range second side shot from the same MC30, nuking one ship and supporting another attack.  Its harder to make the MC30S work this way now that TRC's are exhaust cards, but I think it still adds some versatility that isn't available in the MC30T.
    How much more damage do you get from TRC's?
    The probability that the red dice all come up double-hits (ie, the chance that you get zero advantage from TRC's) is (1/8)^n_dice.  In a four-dice pool thats about one in 4000 throws.  Its as close to "never" as makes no difference (and we'd already be suuuper thrilled by it), so lets just ignore it.
    The number of times you get +2 damage from TRC's is related to the number of blanks in the red pool, and the other abilities to fix those blanks.  Sensor teams is one way to fix a blank.  So are Intensify Firepower and Home One.  So we go back to the distribution of blanks from my earlier post:  0.32 + 0.42*b + 0.21*b^2 + 0.05*b^3 + 0.004*b^4.  Neglecting other dice fixes, 32% of the time TRC's add +1 (by converting a hit to a double) and the remaining 2/3 of the time they add +2.
    But since you only have one blank to fix a whopping 42% of the time, the impact of TRC's greatly depends on how many other dice fixes you have, and how many shots you are taking this round.  Like I said in the first paragraph, you may want to save the TRC for a second side shot.
  12. Like
    jbrandmeyer got a reaction from The Jabbawookie in Ackbar Defiance regionals list   
    Re: math versus the meta
    Crunching the numbers like this is very much a micro-optimization.  It can certainly help compare one ship to another in a strict A/B comparison sort of way, but I agree that it doesn't help you break out of the rock-paper-scissors battle.  It also doesn't help you navigate your ships, or coordinate your attacks, which is where most of your benefits will come from.
    It can give you a range of reasonable expectations, though, and that's what I love about cranking through dice statistics like this.
  13. Like
    jbrandmeyer got a reaction from The Jabbawookie in Ackbar Defiance regionals list   
    So, how about those twins?  Well, that's a trickier question to answer.  We'd like to ask the question: "how often would I want to fix one pool, but not the other".  To answer that, we need to set up a polynomial in two variables (evaluated in Octave as a 2D convolution), with a matrix of results.  I'm also going to use "number of blank dice" as a proxy for "want to reroll some dice", which isn't necessarily true, but I think its true enough for this assessment.  The full matrix of blank dice, with the 4-die pool of red in rows, and the 5-die pool of black in columns is this:
       7.5085e-02   1.2514e-01   8.3427e-02   2.7809e-02   4.6349e-03   3.0899e-04
       1.0011e-01   1.6685e-01   1.1124e-01   3.7079e-02   6.1798e-03   4.1199e-04
       5.0056e-02   8.3427e-02   5.5618e-02   1.8539e-02   3.0899e-03   2.0599e-04
       1.1124e-02   1.8539e-02   1.2360e-02   4.1199e-03   6.8665e-04   4.5776e-05
       9.2697e-04   1.5450e-03   1.0300e-03   3.4332e-04   5.7220e-05   3.8147e-06
     
    Fewer blanks are to the left and top, more blanks to the bottom and right.  On-diagonal elements and in the lower right corner are hand-wringing ones where I'd like to reroll some of both pools.  Elements in the top right and bottom left are places where I'd like to reroll only one pool, and the top left corner I'm happy with.
    I ... can't actually extract much value from that matrix, so I'm going to simplify it somewhat.  Lets get simpler polynomials that capture 2+ blanks in the pool exactly one blank in the pool, and zero blanks.
    For the 4-die pool, thats [0.32 + 0.42*r + 0.26*r^2] and for the 5-die pool, that's (0.24 + 0.40*rb + 0.37rb^2).  Turn the crank, and we get this matrix:
       0.075938   0.126562   0.117500
       0.099668   0.166113   0.154219
       0.061699   0.102832   0.095469
    That's a little bit easier to work with.  Again: zero blanks on the top-left, 2+ on the bottom-right.  We can see that
    9.5% of the time we've got two blank dice in each pool at the same time, for which C&S can only help somewhat   If only we had leading shots... 16.6% of the time we'd like to reroll one from each pool, which C&S also can't do. 30.3% of the time we've got one or less blank die in total.  Yay! 16.4% of the time we'd definitely want to reroll the red pool and the black pool has one or fewer blank in it. 27.4% of the time we'd definitely want to reroll the black pool and the red pool has one or fewer blank in it I don't think that's a slam-dunk case for using C&S in this configuration, but its not bad.
  14. Like
    jbrandmeyer reacted to The Jabbawookie in Ackbar Defiance regionals list   
    What the math doesn’t cover is your opponent’s fleet composition; the value of accuracies is significantly reduced in an ECM-rich meta (given mine, I don’t even use H9s much) or in a meta with brace-less small ships, where the 2 damage they prevent with a redirect is often similar to your damage increase with OEs, which also reduces utterly disastrous dice rolls.
    Overall, though, my biggest issue with Sensor Team is still one of reliability; although the accuracy will always be there, it’s meaningless without damage, and that damage is left vulnerable to significant swings.  Knowing you didn’t get an average roll is cold comfort when it was preventable and cost you the game, especially when the turbolaser slot for that accuracy you wanted is open or used for dice control that couldn’t meaningfully help.  I never find myself wishing I had guaranteed myself an accuracy with the weapons team slot, on the other hand; not having it can be planned for ahead of time.
  15. Like
    jbrandmeyer got a reaction from The Jabbawookie in Ackbar Defiance regionals list   
    With anybody but Ackbar, H9's on a torpedo frigate are definitely the standard (best?) way to get accuracies out of an MC30.  Its only the combination of a large black pool and large red pool together that make sensor teams worthwhile - you can convert two readily-available blank dice into one desperately needed accuracy.  Here's my justification in more detail:
     
    The distribution of blank red or black dice can be generated by expanding the polynomial (0.75 + 0.25*b)^n_dice.  The coefficients tell you the probability of each result, and the powers of b tell you how many blanks are in that particular result.
    For four red dice, the distribution for blanks is (I'm rounding some), 0.32 + 0.42*b + 0.21*b^2 + 0.05*b^3 + 0.004*b^4.  So, about one in four times you'll have two or more blank red dice, and about 2/3 of the time you'll have one or more blank red dice.
    For five black dice, the result is 0.24 + 0.40*b + 0.26*b^2 + 0.09*b^3 + 0.015*b^4 + 0.001*b^5.  So in the exracks-augmented black pool you'll have at least one blank die to burn 3/4 of the time.
    How much damage does the black pool do?  [0.25 + 0.5*d + 0.25*d^2]^n_black.  In five black dice, the full distribution (skipping terms with probability < 0.01) 0.04*b^2 + 0.12*b^3 + 0.21*b^4 + 0.25*b^5 + 0.21*b^6 + 0.12*b^7 + 0.04*b^8.  83% chance of doing 4 or more damage.  That's enough whallop that I'm usually happy with it versus small prey.  TRC's practically guarantee 3+ damage in the red pool, even after converting one to an accuracy.  So, reliably getting 7+ damage, frequently more.
    Ordnance experts are also great stuff.  Since they make every black die rerollable, the distribution is pumped up to (0.0625 + 0.625*d + 0.3125*d^2)^n_dice.  Discounting extra-rare results as before gives 0.01*d^3 + 0.06*d^4 + 0.20*d^5 + 0.31*d^6 + 0.26*d^7 + 0.12*d^8 + 0.03*d^9.  What does that mean?  Don't be shocked when you smack down 8+ damage out of the black pool alone since that happens 1/6 of the time.  But more tactically realistic is the 72% chance of doing 6+ damage.  On average, you get +1.25 damage out of a 5-die pool by going with ordnance experts.
    Looping back to the pool of red dice...  Four red dice gives you zero accuracies 57% of the time.  So the defender will usually get full use of their defense tokens.  That Nebulon or Gladiator just braced down the damage to half.  A CR90 just redirected away two damage, etc.  Sensor teams will guarantee at least one accuracy in the pool, and 43% of the time you'll have two.
    I've one-shotted an AF2B with an only slightly better than average roll in this configuration (2 accuracies and 8 damage into the rear arc).  I wasn't *counting* on it happening.  But at a bare minimum I knew that it was going to be down two zones of shields, have one face-up card, and 2-3 more cards on it.
     
    PS: I use the Matlab/GNU Octave function 'conv()' to perform the polynomial expansions quickly.
  16. Like
    jbrandmeyer got a reaction from rastahotep in Ackbar Defiance regionals list   
    I find that any more than three red dice has too much variance for me to have fun throwing them without something to control them.  Five is entirely too many.  Therefore, an Ackbar MC30S needs TRC's much more than Enhanced Armament.  You'll throw enough damage to kill small-medium prey, but only with at least one accuracy in the pool.  Otherwise, they'll limp away or require you to ram them with your puny 4 hull for the kill.  Sensor Teams can help with that.
    MC30S, TRC's, ExRacks, Sensor Teams, Admonition: 92 points.
    Its a small-ship hunting monster.  Its also a glass cannon, but its a lot of fun when it goes off   Just be mindful that to kill many small ships you'll need two accuracies to kill them in one shot. Examples include Yavaris' double-brace, or a Pelta's Brace+Redirect.  You've got only slightly less than 50% odds to get one natural accuracy on a pool of 4x red dice, so, may the force be with you.
  17. Like
    jbrandmeyer got a reaction from DblVsdGuy in Ackbar Defiance regionals list   
    I find that any more than three red dice has too much variance for me to have fun throwing them without something to control them.  Five is entirely too many.  Therefore, an Ackbar MC30S needs TRC's much more than Enhanced Armament.  You'll throw enough damage to kill small-medium prey, but only with at least one accuracy in the pool.  Otherwise, they'll limp away or require you to ram them with your puny 4 hull for the kill.  Sensor Teams can help with that.
    MC30S, TRC's, ExRacks, Sensor Teams, Admonition: 92 points.
    Its a small-ship hunting monster.  Its also a glass cannon, but its a lot of fun when it goes off   Just be mindful that to kill many small ships you'll need two accuracies to kill them in one shot. Examples include Yavaris' double-brace, or a Pelta's Brace+Redirect.  You've got only slightly less than 50% odds to get one natural accuracy on a pool of 4x red dice, so, may the force be with you.
  18. Thanks
    jbrandmeyer reacted to stpleco in Solo Discussion Thread [SPOILERS!]   
    I saw it for the second time today and I noticed that the Arrestor cruiser actually does appear in the film. I can’t remember exactly where, but I know it was in black and white and sat between two Star destroyers so I think it’s in the propaganda/recruitment video right at the start when Han is trying to escape Corellia. Thought it was one of those diplomatic ships from the start of the phantom menace the first time I saw it.
    So I guess it’s canon ?
  19. Like
    jbrandmeyer reacted to Chucknuckle in Kill it already   
    I think the problem is that a lot of people don't love the game. They love new stuff.
    Interest should not be held by a constant stream of new releases, but by a well designed thematic game experience. If the only thing keeping a community alive is constant new releases then I believe the community is already doomed. It's just a matter of when. When people really love a game, they don't care if it gets any new releases or not. Sure, new releases are good (providing they're well developed and thought out) but not having them doesn't diminish interest in the game. There is a constant baseline of enjoyment being received from the gameplay itself.
     
  20. Like
    jbrandmeyer reacted to codegnave in Kill it already   
    With all due respect to everyone in this thread: shut up and grow up.
    Learn how to handle disappointment without ruining the mood for the rest of us.
  21. Like
    jbrandmeyer reacted to stonestokes in Quick question for the maths gurus   
    Sorry, that is incorrect. Where you went wrong is not accounting for the possibility of drawing multiple Structural Damage cards on the same 4-card Dodonna draw.
    Tagging @DrakonLord because he asked the question about Dodonna.
    I will show how to compute this explicitly, and I will try to explain every step, not because I assume you don’t know how to do this, but instead for the benefit of others following along who may not have seen these kinds of computations before.
    (The following assumes zero cards have been drawn so far in the game. Actually everything that follows still holds true so long as any cards that have been dealt in the game have been face down. Only face up cards change these calculations.)
    Let’s use P to denote the probability that we draw at least one Structural Damage card with Dodonna. Then !P (read “not P”) is the probability that we draw zero SD cards.* Those two probabilities are related by
        P = 1 – !P.
    This is convenient because !P is relatively easy to compute. 
    In order to draw zero SD cards, we need the first card to be something else, AND the second card to be something else, AND the third card to be something else, AND the fourth card to be something else.
    For the first card, we have 44 “something else” cards in the deck out of 52 total cards. So this probability is 44/52. 
    For the second card, assuming the first card was not SD, there are now only 43 “something else” cards out of 51 remaining cards. Therefore this probability is 43/51.
    For the third card, assuming that neither of the first two are SD, there are now 42 choices out of 50, or a probability of 42/50.
    And the fourth card similarly has probability 41/49.
    Now we need all of these probabilities to hold in order to not draw any SD cards. In Probability Theory “AND” becomes multiplication. Therefore,
         !P = (44/52)(43/51)(42/50)(41/49)
           = 0.5014
    Thus, the probability that at least one Structural Damage card is drawn is 
         P = 0.4986.
    Almost 1 in 2 to draw the SD card.
    So the probability of rolling a blue crit and Dodonna drawing a SD is about 1 in 8.
    Hope that was clear.
    * Usually “~” is used instead of “!”  for “not,” but in this forum it looks too similar to “minus.”
  22. Like
    jbrandmeyer reacted to CommanderBurnham in Lancers, Scurrgs and Z95s anyone?   
    z-95's are pretty point efficient as long as you have escorts, yt 1300's backed up with a curtain of red dice are pretty nice. 
    Scurrgs can tie down a lot more with their grit. They have less antifighter ability, which means you are going to have to be clever with positioning and flak, but 6 hull for 16 vs 5 hull for 14, and requiring two fighters to tie down vs one, is sort of really great in some situations. And then that speed three-- yum.
     
  23. Like
    jbrandmeyer got a reaction from Muelmuel in Best Rebel squad combos under 80-100 points   
    The Shara/Tycho/2x A-Wings combination is definitely my favorite SFC.  They also help as a better Raddus counter compared to Jan, Biggs, 2x X-Wings.  But whenever someone shows up completely squadronless (say, 2x ISD + minimal support), I find that the A-wings just don't pull their weight.
    An MFC must pull its weight when the other guy shows up squadronless.  It also needs to be fast enough to get to combat without too much extra support, or you may as well go max squadrons.  So lets look at some things that aren't dedicated bombers, which I will classify as anything that has Bomber but is not Heavy.  I'll also include the blue+black dudes for good measure.  Being non-heavy means that it can assist the fighter (or interceptor) core when facing a max squadrons fleet.  You can simply accept that you won't win the squadron fight, and can instead focus on slowing them down enough to attack the carriers.
    Norra Wexley:  Complements X-Wings very nicely, acting as a force multiplier for them in a squadronless fight.  Against max Sloane or max bombers, she can break out of the biggsball, bringing her 2x braces and 6 hull to the fight. Dutch Vander: Also complements X-Wings.  His crit effect helps immensely in the squadron game, especially paired with Wedge.  But without the Norra crit effect, a biggsball just isn't punchy enough against modern large ships.  Save him for an LFC. Gold Squadron:  Also complements X-Wings.  Consider subbing out one of the X-Wings for Gold Squadron. Lancers:  Complements A-Wings.  As Rogues, they also reduce the support requirements.  Two flotillas is enough to activate Shara, Tycho, 2x A-Wings, and have a pair of Lancers show up to the party on their own.  One well-timed squadron command (on the next turn) may be all they need to get their job done. Green Squadron:  Also complements A-Wings, but needs an activation to get into the fight. B-WIngs, of any form: leave at home.  Their speed handicap keeps them from properly assisting an MFC for me, even Ten Nub. Hera.  Very expensive by herself.  But, she can make two buddies Rogue, reducing the support requirements dramatically.  Her anti-ship dice aren't outstanding, but they do perform about as good as a BCC-assisted Y-Wing on their own. Han.  Also very expensive.   Doesn't grant Rogue to anyone else, but is himself a Rogue.  Shoots first, which make it easier for him to get work done as a finisher.  I'm not sure what he complements though, so I don't typically field him. Dash.  Complements YT-2400, and is his own personal BCC.  But I don't own that many YT-2400, so I don't have any experience with this kind of MFC.  Supposedly they work as finishers, though, complementing hard-hitting fast-movers like MC30 and Engine Tech MC80 Liberties.  
    So with all that in mind, here are my favorite MFC's.  You'll note that the ability to get in an extra attack with Rogue followed by a Yavaris attack is quite a bit more powerful than just the Yavaris attack by itself.  Which seems obvious when presented this way, but many folks decry the "Rogue tax" anyway.  Total squadron investment to play with all of them is Rogues and Villains, 2x Rebel Squadrons I, 1x Rebel Squadrons II, and Corellian Conflict, so nothing too spammy.
    Shara, Tycho, Green Squadron, 1x A-Wing, 2x Lancers (86), 2x comm net flotillas = 126 points, 24 hull, two scatter aces.  Can scale up to include Toryn and a BCC for 139, but it doesn't have to.  Can also upgrade one Lancer to Ketsu for +7, gaining a third scatter ace, better bombing, and some extra anti-Intel shenanigans.  Complements: anything that would much rather be navigating than yelling at squadrons (HH, CR90, MC30, MC75, MC80 Liberty).  With their speed and volume, this wing makes Superior Positions a solid alternative to Solar Corona.  Their speed can be a liability if they get too far out of range of their support ships.  Versus max squadrons, they have to spread out around the periphery.
    In total, 5.25 anti-ship damage without a BCC, 6.0 with one.
    Best case attack run of both Lancers followed by a Yavaris double with all three bombers is 10 dmg with a BCC.
     
    Jan, Biggs, Norra, 3x X-Wings (94), 2x Flotillas, Comm net, Toryn and a BCC comes to 147 points, 20 Biggs-shared escort hull, two brace aces (or 26 hull + three brace aces if you're willing to separately engage Norra).  Swapping out one X-Wing for Gold Squadron cuts it down to 146 (27 hull, three brace aces).   IMO, it needs the BCC too much to drop it, but maybe Toryn is optional.  It will require a squadron command from at least one more combat ship to aid it... but that's not necessarily a bad thing.  Complements: Big ships that aren't too desperate for navigation commands (MC80, AFII).  Hates: EWS, since they may not be fast enough to reach around the obstruction field.  Doesn't mind going second quite as badly, since it can muscle through much more than the interceptor group above.  Versus max squadrons, they have to stay close together.
    In total, 7.8 damage versus shielded opponents, 6.0 versus unshielded.
    Yavaris attack run without a preamble (Norra, 2 X-wings double-tapping) brings 9.25 versus a shielded opponent, and only 6.62 versus an unshielded target.  That's fine, we were shooting first anyway.
     
    Hera, 2x X-Wings, Gold Squadron, 1x Scurrg, 1x Z-95 (89), 1x flotilla w/BCC, Yavaris with flight commander (180), and a deep bid.  Technically it has 33 hull, but it relies so strongly on the X-Wings for anti-squadron that it sure doesn't feel like it.  The Z-95 pads the wing up to three deployments and does add a bit of unpredictable anti-squadron damage.  While the other wings are nicely complemented with Yavaris, she is mandatory with this wing.  Hera acts as a less-predictable Pryce, allowing you to boost Yavaris from 6 squadron attacks to 9 in a row.  Facing max squadrons?  Triple-tap her with the X-Wings.  Facing squadronless?  Bring in the bombers, baby.  This is very much a bid-dependent one-hit wonder.  If you choose your target well, it can turn the battle, but if you choose poorly it feels like a total waste.
    7.3 anti-ship damage total (4.94 anti-ship damage from Hera and the main bombers).
    Yavaris attack run (Hera, Scurrg, Gold, all triple tapping) brings 14.8 dmg.
  24. Thanks
    jbrandmeyer got a reaction from EbonHawk in Best Rebel squad combos under 80-100 points   
    The Shara/Tycho/2x A-Wings combination is definitely my favorite SFC.  They also help as a better Raddus counter compared to Jan, Biggs, 2x X-Wings.  But whenever someone shows up completely squadronless (say, 2x ISD + minimal support), I find that the A-wings just don't pull their weight.
    An MFC must pull its weight when the other guy shows up squadronless.  It also needs to be fast enough to get to combat without too much extra support, or you may as well go max squadrons.  So lets look at some things that aren't dedicated bombers, which I will classify as anything that has Bomber but is not Heavy.  I'll also include the blue+black dudes for good measure.  Being non-heavy means that it can assist the fighter (or interceptor) core when facing a max squadrons fleet.  You can simply accept that you won't win the squadron fight, and can instead focus on slowing them down enough to attack the carriers.
    Norra Wexley:  Complements X-Wings very nicely, acting as a force multiplier for them in a squadronless fight.  Against max Sloane or max bombers, she can break out of the biggsball, bringing her 2x braces and 6 hull to the fight. Dutch Vander: Also complements X-Wings.  His crit effect helps immensely in the squadron game, especially paired with Wedge.  But without the Norra crit effect, a biggsball just isn't punchy enough against modern large ships.  Save him for an LFC. Gold Squadron:  Also complements X-Wings.  Consider subbing out one of the X-Wings for Gold Squadron. Lancers:  Complements A-Wings.  As Rogues, they also reduce the support requirements.  Two flotillas is enough to activate Shara, Tycho, 2x A-Wings, and have a pair of Lancers show up to the party on their own.  One well-timed squadron command (on the next turn) may be all they need to get their job done. Green Squadron:  Also complements A-Wings, but needs an activation to get into the fight. B-WIngs, of any form: leave at home.  Their speed handicap keeps them from properly assisting an MFC for me, even Ten Nub. Hera.  Very expensive by herself.  But, she can make two buddies Rogue, reducing the support requirements dramatically.  Her anti-ship dice aren't outstanding, but they do perform about as good as a BCC-assisted Y-Wing on their own. Han.  Also very expensive.   Doesn't grant Rogue to anyone else, but is himself a Rogue.  Shoots first, which make it easier for him to get work done as a finisher.  I'm not sure what he complements though, so I don't typically field him. Dash.  Complements YT-2400, and is his own personal BCC.  But I don't own that many YT-2400, so I don't have any experience with this kind of MFC.  Supposedly they work as finishers, though, complementing hard-hitting fast-movers like MC30 and Engine Tech MC80 Liberties.  
    So with all that in mind, here are my favorite MFC's.  You'll note that the ability to get in an extra attack with Rogue followed by a Yavaris attack is quite a bit more powerful than just the Yavaris attack by itself.  Which seems obvious when presented this way, but many folks decry the "Rogue tax" anyway.  Total squadron investment to play with all of them is Rogues and Villains, 2x Rebel Squadrons I, 1x Rebel Squadrons II, and Corellian Conflict, so nothing too spammy.
    Shara, Tycho, Green Squadron, 1x A-Wing, 2x Lancers (86), 2x comm net flotillas = 126 points, 24 hull, two scatter aces.  Can scale up to include Toryn and a BCC for 139, but it doesn't have to.  Can also upgrade one Lancer to Ketsu for +7, gaining a third scatter ace, better bombing, and some extra anti-Intel shenanigans.  Complements: anything that would much rather be navigating than yelling at squadrons (HH, CR90, MC30, MC75, MC80 Liberty).  With their speed and volume, this wing makes Superior Positions a solid alternative to Solar Corona.  Their speed can be a liability if they get too far out of range of their support ships.  Versus max squadrons, they have to spread out around the periphery.
    In total, 5.25 anti-ship damage without a BCC, 6.0 with one.
    Best case attack run of both Lancers followed by a Yavaris double with all three bombers is 10 dmg with a BCC.
     
    Jan, Biggs, Norra, 3x X-Wings (94), 2x Flotillas, Comm net, Toryn and a BCC comes to 147 points, 20 Biggs-shared escort hull, two brace aces (or 26 hull + three brace aces if you're willing to separately engage Norra).  Swapping out one X-Wing for Gold Squadron cuts it down to 146 (27 hull, three brace aces).   IMO, it needs the BCC too much to drop it, but maybe Toryn is optional.  It will require a squadron command from at least one more combat ship to aid it... but that's not necessarily a bad thing.  Complements: Big ships that aren't too desperate for navigation commands (MC80, AFII).  Hates: EWS, since they may not be fast enough to reach around the obstruction field.  Doesn't mind going second quite as badly, since it can muscle through much more than the interceptor group above.  Versus max squadrons, they have to stay close together.
    In total, 7.8 damage versus shielded opponents, 6.0 versus unshielded.
    Yavaris attack run without a preamble (Norra, 2 X-wings double-tapping) brings 9.25 versus a shielded opponent, and only 6.62 versus an unshielded target.  That's fine, we were shooting first anyway.
     
    Hera, 2x X-Wings, Gold Squadron, 1x Scurrg, 1x Z-95 (89), 1x flotilla w/BCC, Yavaris with flight commander (180), and a deep bid.  Technically it has 33 hull, but it relies so strongly on the X-Wings for anti-squadron that it sure doesn't feel like it.  The Z-95 pads the wing up to three deployments and does add a bit of unpredictable anti-squadron damage.  While the other wings are nicely complemented with Yavaris, she is mandatory with this wing.  Hera acts as a less-predictable Pryce, allowing you to boost Yavaris from 6 squadron attacks to 9 in a row.  Facing max squadrons?  Triple-tap her with the X-Wings.  Facing squadronless?  Bring in the bombers, baby.  This is very much a bid-dependent one-hit wonder.  If you choose your target well, it can turn the battle, but if you choose poorly it feels like a total waste.
    7.3 anti-ship damage total (4.94 anti-ship damage from Hera and the main bombers).
    Yavaris attack run (Hera, Scurrg, Gold, all triple tapping) brings 14.8 dmg.
  25. Thanks
    jbrandmeyer reacted to geek19 in Gladiators and early wave ships   
    2 cymoons, h9s and quad turbolaser turrets on both, along with Gunnery Team. One has IF!, Vader, Tua, ECM/EWS (whichever you feel right now). Other has Strat Ad. Add 2 gozantis or 1 and squadrons to taste, maybe a title if you want? But that's the start of what I've seen. Nav most turns, blow things out of the sky.
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