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jonboyjon1990

4 ship Imps - Omega Leader, Palp, Wampa, Vader

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Yeah, the way I'm seeing the potential is that he's relying more on his ability versus his direct damage output - so keeping the Evade on him, or being able to gain TLs after stress, is important, as he's target #2 once Wampa goes down. The longer they let him stay on the board, the more his ability comes into play.

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Why is FCS a bad choice for Colzet?

 

Pick an evade action, shoot at stuff and get a free target lock to spend in the en phase after Wampa shenanigans.

What am I missing? I think it is pretty decent.

Colzets dial and PS makes it so that the one you often want to TL, isn't the one you can shoot at.

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Why is FCS a bad choice for Colzet?

 

Pick an evade action, shoot at stuff and get a free target lock to spend in the en phase after Wampa shenanigans.

What am I missing? I think it is pretty decent.

Colzets dial and PS makes it so that the one you often want to TL, isn't the one you can shoot at.

 

also if your in arc shot isnt the same one who will have a crit put through with Wampa then its a waste of a TL, they work well together, so you move in to block with Colzet Take a TL (or float around the edge and take a TL) and have wampa take a shot at that target.

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All valid points.

 

Now what I'm wondering about, though, is Sensor Jammer... keep Colzet defensive as possible, since it's likely he'll keep TL'ing to flip over damage cards so he can't Focus/Evade. Sensor Jammer also hoses TLT pretty well. This is something I need to test. Too bad my FLGS isn't open until Wednesday... *sigh*

 

 

What other possibilities are there here? Palpshuttle (with EU)+Wampa+Colzet without ATC leaves 30 points to play with, enough room for an Inquisitor with Autothrusters, Title, and VI (and upgrading to ATC); there's room for shifting back to Omega Leader which leaves enough points for Colzet's ATC and giving a Hull Upgrade to Wampa; and - my goodness Cretaceous - there's room for two Black Squadron TIE/LNs with Crack Shot! A 5-ship list?

 

The main reason I'm fighting to keep Engine Upgrade on Palpatine is it really does make a difference for how the Lambda moves and can shoot. If it's your last ship, you want to be able to move well enough that a well-played Ace ISN'T going to auto-win. When I've played against Palpshuttle it's usually my last target because it's pretty helpless against a well piloted Vader or Poe - or even a Black Squadron Pilot.

 

Better to take something that compensates for a ship's flaw than to take something that makes a ship already good at something even better.

Edited by iamfanboy

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