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Gornall

Poe, Jake, and ????

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I'm curios on your last build. I'm trying something very similar but if i'm correct to have a Prorockets Jake you need to sacrifice durability on Poe due to lack of points. My opinion is that Poe MUST be protected and since now his best build was Lone Wolf, AT, R5-P9 making him a monster in late game (and in early too btw).

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I'm curios on your last build. I'm trying something very similar but if i'm correct to have a Prorockets Jake you need to sacrifice durability on Poe due to lack of points. My opinion is that Poe MUST be protected and since now his best build was Lone Wolf, AT, R5-P9 making him a monster in late game (and in early too btw).

I personally did not find that much loss of durability in going from LW to VI on Poe at least until end game. I was not triggering LW that much and I thought it would be useful to have two ships that could potentially move after PS9 (Poe at 10 and Jake at "12" with a Kyle handout). It may be an issue with my flying, but I was finding that Jake and Poe were usually within Range 2 of each other.

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Wedge Antilles (38)X-Wing (29), BB-8 (2), Push the Limit (3), Engine Upgrade (4)

Poe Dameron (37)T-70 X-Wing (31), R5-P9 (3), Veteran Instincts (1), Autothrusters (2)

Jake Farrell (25)A-Wing (24), Chardaan Refit (-2), Push the Limit (3)

Pros and Cons of switching Jake's PTL to VI and AT?

I'm liking VI on Poe both as a counter to the PS 9s like Vader, Soontir, and Poe mirror matches, and because LW often doesn't get play. I want more dice shooting first; the A-wing's down side is the two red dice.

Probably equal value of VI and AT on Jake, though.

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The question of VI over determination is quite easy, really. What is VI going to bring you? There's no repositioning and you are always going to focus. Might as wel fly as early as possible to ensure that focus action and avoid blockers, maybe even be one yourself.

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Are we talking VI on Poe?

I get that you are pretty much set on focusing with him but VI does let you respond to Fel/non VI Vader etc. Choosing to boost rather than focus is a bigger decision on Poe than probably any other pilot but I wouldn't totally dismiss it.

Personally though, I always try to have 2-3pts available for Poe's talent when building as there are certainly better ace hunters out there than him and the 1pt talents don't do him justice when compared to LW Pred or PTL.

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Rush the palpmobile and destroy it first. Then Vader and lastly Soontir.

This is absolutely the exact WRONG way to beat this list.  The list depends on Soontir.  It can't win without him.  The most effective way to beat a palp-shuttle + 2 aces (one of which is almost always Soontir) is to 'feint' like you are going for the shuttle or set up so that you have an excellent vector on the two aces.  Either way, you make a stab at the aces first.  Try to block soontir and get a kill on an actionless interceptor.  If that fails, no worries, they have to take 2 turns to get back into the fight.  Rush passed them and deal with the shuttle.  Depending on your list, you may or may not be able to destroy the shuttle. At that point, make another block attempt on Soontir.  Things will be a furball perhaps, so difficult at this point, but you will want to kill the shuttle ASAP by this point, especially if you've already lost a ship.  Killing Soontir should always be in the back of your mind and taking an opportunity to catch him by surprise should be your top priority, if the opportunity is there

 

The problem against this list is that if you are too obvious about who you want to target, your opponent can put his aces in an excellent tailing position and deal good damage.  You want to keep the opponent on his toes with his aces, fearing that block so he can't get them into ideal shooting positions.  If you lose a ship first, it becomes a slight uphill battle.  If you lose 2 ships, your done (well, if you have a swarm, you might not be out of the fight yet, but still).

Edited by blade_mercurial

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Lose Prockets on Jake, add Chardaan Refit, and take Wedge with PTL and BB-8.

I used this build against Chewie+Corran, I think it has a great chance against other 1 big + 1 small ship. Also, Jake helps handling with pilots such as Soontir Fel.

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I have a build that seemed pretty good

Was Jake poe and two Bandits with ionmissiles

Have Jake with Prockets and veteran instincts and poe are two nice threats your opponent can't ignore

Having the two z95 also make for tough choices

Since they have ion missiles you don't want to get hit by those which would set up Jake and poe nicely.

Plus they are great blockers so I findy opponent though doesn't want to gun for them

Leaving poe for late game which is what I want

Edited by Krynn007

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I tried Poe, Jake, and Wedge at a local tournament yesterday.  I flew it fairly terribly and did not do well.  Most games I lost Wedge early and then struggled to do enough damage during the 60 minutes to catch back up.  A big part of that was poor flying by me, but it doesn't help that Wedge is very squishy without integrated astro.  I think my next try is going to be:

 

Poe with VI, AT, and R5-P9 (37)

Jake with AT, VI, PTL, Prockets, and AWTP (33)

Grey Squadron with TLT, R3-A2, and title (28)

2 points for an init bid for Poe/Jake

 

I think I need control elements to help against other aces and to make a big no-go zone in front of the TLT-Hawg.  And a Y-Wing should hopefully survive a little better than poor Kyle.

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I'm trying to build something with Poe and Jake like this :

 

Poe Dameron : VI + R2D2 + AT (38)

Jake Farrell : ATP Title + VI + PTL + Prockets + AT (33)

 

I still have 29 points to spend, what would you choose :

 

2x Tala squadrons

1 prototype pilot chardaan + 1 bandit pilot ?

 

or a single pilot ? 

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I've got a list all but the same that I'm having pretty good success with. No Prockets, Calculation on Jake, VI on Poe, and Kyle with Determination, TLT, Recon, Title.

 

Determination has been the difference between a dead Kyle and a live Kyle. Wouldn't swap it for VI at all. Only other variation I might try is to replace the Recon with Chewie, but I found I burned through Focus pretty hard.

 

I haven't hit the Palp+Aces yet, though. I might wish for the VI/Prockets on Jake, then.

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I've played variations of this list about 15 times.  I'm a fairly new player and only own new core, rebel/imperial aces, and just use squad builder for cards I don't own yet. I'll break down the individual pieces, then give some overall comments.

 

​Jake Farrell 28

  •  A-Wing Test Pilot
  •  Chardaan Refit - I love and miss Prockets but points are tight in this build
  •  Push the Limit - A-Wing dial is so green that it's barely a cost to double action each turn
  •  Autothrusters - I have good firepower but not a ton, and this helps me stay alive against turrets. Also helps me skirt the edges of the battle and take potshots productively. Swarms often have a portion of their ships close (and hopefully out of arc) and some far (to guarantee some shots). AT is sweet against that setup.
  •  Veteran Instincts - Obv it's a bit better on Poe but this is where I can slot it in. Helps me against various 8s and gives me a die roll chance against 9s.
 
Poe Dameron 40
  •  BB-8 - Regen is probably better, but the BB-8+PTL+1-bank combo is really potent for drifting into combat at unexpected angles. Plus my wife loves BB-8...
  •  Weapons Guidance - This is pretty cuttable but I haven't decided on a way superior place to put the points. It's usually good for 1-2 points of damage per game on turns where I dodged arcs. 
  •  Push the Limit - If I don't plan to BB-8 next turn, it's fun to turn up the offense or get in a boost.
  •  Auto thrusters - Everyone wants to kill Poe and I often approach slow, so this saves me 1-2 health a game (against non turret ships, that is... against turrets it is invaluable)
 
Keyan Farlander 32
  •  Advanced Sensors - This does a million things for me.  I usually start Keyan towards the middle of the battle since he's slower, so this helps my approach through asteroids, etc.  Once I'm fighting, I do tons of barrel rolls with 1-turns and k-turns to mess with people.  It works kinda like PtL in that I roll plus get "focus". I just really need to able to shoot whenever I stress or I'm boned.

There are certainly some things I miss with this list (Proton Rockets especially) but this list has a number of advantages:

  • Great maneuverability. This sometimes works against me as I have a LOT of possibilities to consider each turn. At the same time, it often wildly confuses my opponents, which is awesome. I have had a lot of arc-dodging success.
  • Can approach fast or slow. Boost on Poe and Jake means I can jam straight in there if the opening arrangement suits me.  Builds with lots of low PS ships often start at the opposite corner. I can race along my side, turn the corner, and they are stuck turning through asteroids to avoid having me on their butt.
  • It can be tough for opponents to take out a target right away. Generally they want to kill Poe, but he can stay back and play hard to get. Then they switch to the B-Wing, which is hard to kill quickly, and I can do some nice maneuvering tricks with Advanced Sensors to make that harder than they expect.

I'd say it's a little weaker than top-notch builds like Soontir/Vader/Palp overall, but it's a ton of fun to fly. You have so much flexibility each round when you choose your dials.

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Looks fun. I'm a big fan of Keyan even if he isn't up there with Poe, Soontir etc.

Main change I'd want to make is take the weapons guidance of Poe in order to put a Stay on Target EPT onto Keyan.

Let's him react to enemies movement and reliably trigger his ability. Combines really well with Adv Sensors as you can BR or TL before SoT gives you the stress. Also helps the main main weakness of needing a shot every turn as your less likely to find yourself without a shot.

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I have been running this:

 

Jake Farrell [A-Wing Test Pilot, Chardaan Refit, Veteran Instincts, Autothrusters, Push the Limit] (28)

Poe Dameron [R5-P9, Veteran Instincts, Autothrusters] (37)

Miranda Doni [Twin Laser Turret] (35)

 

Lately i have swaped Miranda for this Horton to great effect

 

Horton Salm [R2-D6, Twin Laser Turret, Marksmanship] (35)

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Here's another idea:

 

Jake (Test Pilot title, Veteran Instincts, Push the Limit, Chardaan Refit, Autothrusters)

Poe (Veteran Instincts, R5-P9, Autothrusters)

Luke (Lone Wolf, R2-D2)

99 points

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Poe with VI, AT, and R5-P9 (37)

Jake with AT, VI, PTL, Prockets, and AWTP (33)

Grey Squadron with TLT, R3-A2, and title (28)

2 points for an init bid for Poe/Jake

After running Kyle five times and always losing him on the second or third turn of engagement, I've also decided to drop him in favor of a stress-bot, so I'll be running something similar to this soon.

My question though is, because the other "rocket" upgrade that can go in there is Chardaan Refit, adding Proton Rockets is a 5 point swing. Is a single 5 die attack, requiring Focus, at Range 1, worth 5 points? What would others choose to do with that 5 points? (or 7 without the init bid? Or 9 with a Gold Squadron?)

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   I was recently reminded of this topic (thank you R5D8 ;) ) and figured I owe a little bit of a recap of what I've taken away from it. I started with what seemed like the obvious choice which was a version of Poe, Jake, and Kyle. I thought Poe loves Focus tokens and Jake gets to cheat the PS game with Kyle's Focus pass, right? For me it turned out that's not quite right, I've come to the conclusion that Kyle makes great support for Poe or Jake, but not both because I kept getting to a point where I needed a focus on both of them, but Kyle can only pass one.

   Flying Kyle was initially a little counter intuitive in that I found it best to use those red maneuvers as soon as you engage, mostly the 3-bank, not worrying about actioning every turn. I usually start the fight by crawling along my edge with all three ships to store focus. If I have my way I won't engage at all before turn 3; by then I have 6 focus on Kyle. When he has that kind of stockpile I do one of his fastest maneuvers to blast away from danger when needed.

   This led me to a few permutations and the addition of Keyan (with a special guest star: Jan Ors!) so here's my current list around Kyle:

 

- Kyle Katarn (Twin Laser Turret, Recon Specialist, Moldy Crow)[33pts] filler here can include the EPT, Determination[1] is my go to, and/or maybe Engine Upgrade[4] if I have a lot of points left is a great option to get that all important distance

Choose between the two Jakes/Keyans of course:

- Jake Farrel (Push the Limit, Veteran Instincts, Chardaan Refit, Autothrusters, A-wing Test Pilot)[28pts] standard setup Jake. naturally if I had more points available I'd swap Prockets[+3] for Chardaan Refin[-2] for a significant five point difference. the problem here is low firepower, but he's also the lowest priority here. take advantage of that combat reposition

- Keyan Farlander (Stay on Target, B-wing/E2, Jan Ors) this is the first big difference that I tried here, fits perfect with Jake. Between Jake's combat maneuver and Keyan on target with "focus" stress I can almost always pin down an ace and block/rip into large ships, and having Jan Ors in the team is a fantastic bonus for protecting whoever I most vulnerable that turn because I can convert a focus (note: not always the passed one from Kyle)

- alt Jake Farrel (Expose, VI, Chardaan Refit, Experimental Interface, A-wing Test Pilot)[30pts] this one's a wild card that I made up for fun but turned out to be surprisingly effective. it requires careful positioning and goes: focus{action} gets a boost/roll and converts to Evade token w/Jan, then in the combat step pass a Focus token and take the other move then EI for Expose if you're where you want to be  :ph34r:

- alt Keyan Farlander (Opportunist, B-wingE/2, Gunner)[39pts] this is a standalone powerhouse. with this I sometimes trade ReconSpec for Jan Ors on Kyle so I can still hand out Evade tokens, usually to this guy. that also could make room for Determination on Kyle

 

   The rest of the trick here to keep Kyle alive is timing the initial engagement so that he is not head on (that puts him in the thick of it the next turn) and at range three (get a bonus that they hopefully aren't getting). The next part is about putting Jan Ors on Keyan, this gives you a second, more durable source of shenanigans that turn out to be on a similar level to Kyle + Jake. Making your opponent choose between hard choices is always to your advantage. Lastly is positioning: with Stay on Target Keyan always picks 2-Koiogran then change to whatever you actually need there. My biggest weakness against Stay on Target Keyan is large ships with with boost because that gets too far away for my speed 2 moves, leaving Jake to do the work, which is too much...

 

consideration for Poe

- Kyle Katarn (Twin Laser Turret, Recon Specialist, Moldy Crow)[33pts]

- Poe Dameron (R5-P9, VI, Autothrusters)[37pts] this is the only way I fly Poe with Kyle (but without Jake because I find them competing for tokens, especially alt-Jake), it works out beautifully when I get to Tallon-roll behind a PS9 ace, then get a focus that I use to regen the shield he knocked off last turn. the main drawback is that if I take Poe I have to pick a cheaper "third" ship...

- 2x Prototype Pilots (Chardaan Refit)[30pts] make good blockers and easily overlooked, but fragile. use wisely

 

   Putting these guys with Kyle Katarn is really just "Kyle, Poe, and some other guys". the opponent's choice of targets is simple, take out Kyle. He's the easiest to kill if you can get a shot and without him Poe actually has to choose between boost and focus. If I can't get the block enough times against heavy hitters then Kyle dies. No pressure little A-wings! I wish I had the Z's to try it with a little more gear on Kyle to better his chances. Anyways, if you can keep Kyle behind asteroids around the edge of the fight and give Poe the options that come with not worrying about focusing it can work out pretty effectively.

 

Also considered (but haven't tried):

- 2x Z-95's (your choice of upgrades)[24+pts] decent blockers, if I had Z's I'd give it a try with a more loaded Kyle  :mellow:

- Gray Squadron (TLT, R3-A2, BTL-A4)[28pts] relatively cheap, the Stresshog is always a favorite these days, sure to draw some attention away from the main event, particularly if it gets a fortify from Kyle

- 1x B-wing (B-wing/E2, Intelligence Agent)[24+pts] with Intel a B-wing can become an even better blocker, could leave points for Kyle or take it for gear on the B

- naked Wild Space Fringer [30pts] would just fit in that spot and certainly give some interesting blocking opportunities, especially if you make room for Intel Agent

...and others!

 

Stopping now, it's time to call it a night here.

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Thank you.

My experience with Poe/Jake/Kyle had no troubles with who to pass Focus to, when I was using Jake to block and then scamper out with a passed Kyle Focus, I just knew I had to Focus with Poe on his own, and vice versa.

My entire problem with the list though was keeping Kyle alive. At All. Engine Upgrade, Shield Upgrade, Hull Upgrade. Tried Ion Turret. Tried it all but in the end it didn't help survive and was just more points lost when Kyle was fireballed. Every opponent I played against dove straight for him, and even though I could get some decent shots with Poe and Jake, it still wound up being them versus almost a full fleet in no time at all. That HWK dial is crappy. And then, of course, I lose the entire reason I brought the HWK to begin with.

I'm still waiting to try out switching the HWK to a Gold or Grey Stressbot and seeing how that helps.

Edited by R5D8

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This list doesn't have 29 points left to spend, it has 27. Your highest PS is PS9, so if you ever want to pop Soontir, you're going to need an initiative bid of at least 2.

 

I'd spend 26 points on a Stresshog, if I were you. Then Jake is left with a 3 point bid. That'll help your Poe catch Miranda, and your Jake catch Soontir. First your Stresshog makes Soontir wimpy by loading him up, then Jake pops his face off with the Prockets on the following turn.

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My question though is, because the other "rocket" upgrade that can go in there is Chardaan Refit, adding Proton Rockets is a 5 point swing. Is a single 5 die attack, requiring Focus, at Range 1, worth 5 points? What would others choose to do with that 5 points? (or 7 without the init bid? Or 9 with a Gold Squadron?)

I have personally found Jake without Prockets to be a little underwhelming. He is survivable, but he can't hurt the high agility ships that seem to be cropping up.

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Poe's Plinkers (99)

Jake Farrell — A-Wing 24

Veteran Instincts 1

Chardaan Refit -2

Push the Limit 3

Autothrusters 2

A-Wing Test Pilot 0

Ship Total: 28

Poe Dameron — T-70 X-Wing 31

Veteran Instincts 1

R5-P9 3

Autothrusters 2

Ship Total: 37

Gold Squadron Pilot — Y-Wing 18

Twin Laser Turret 6

Extra Munitions 2

Flechette Torpedoes 2

R3-A2 2

Shield Upgrade 4

Ship Total: 34

I haven't tried it yet, but the theory on the Y-Wing is to still get double stress on the joust with the torpedoes but not lock it's TLT in front firing only. Shield for survivability, though I could easily go engine.

The problem as I see it is that it's going to take finesse. At PS 2, I'm going to need for them to fly into Range 2 or 3 of me, inside my arc, after I've gone. I just don't see that happening a whole lot.

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I've been running this in preparation of a local store tournament.

I've done well with it but I've been told there are lots of aces in the local meta and that I have to add vi somewhere.

I don't have r5-p9.

on the prize (100/100)

=======================

T/70 X-wing: Poe Dameron (31 + 6)

+ R2-D2 (4)

+ Autothrusters (2)

A-Wing: Jake Farrell (24 + 5) Jake is much better with proton rockets than without.

+ Proton Rockets (3)

+ Autothrusters (2)

X-wing: Wedge Antilles (29 + 5)

+ Push the Limit (3)

+ BB-8 (2)

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