Jump to content
Sign in to follow this  
pbpanchotest

Punishing One Preview!

Recommended Posts

 

Interesting rules interaction between R5-P8 and Greedo.

 

Greedo

"The first time you attack each round and the first time you defend each round, the first Damage card dealt is dealt faceup."

 

R5-P8 

"Once per round, after defending, you may roll 1 attack die. On a [boom] result, the attacker suffers 1 damage. On a [kaboom] result, you and the attacker each suffer 1 damage."

 

So, let's say Soontir (no shield upgrade) shoots at Manaroo as the first attack of the game.  The attack deals three damage and removes three shields.  Defender chooses to activate R5-P8 and rolls a hit.  Soontir receives 1 damage.

  • Greedo procs on first time you defend.
  • First (and only) damage card was dealt to Soontir
  • Damage card is dealt face-up?  RAW seem to be clear that the answer is yes.

​Here's the ugly case.  Soontir deals four damage removing all shields.  Defender activates R5-P8 and rolls a crit.  Who gets the first damage card?

Havnt read very far to see if its been said already but this doesnt work. R5-P8 is NOT an attack, so Greedo wont cause its card to be face up.

 

Correct but they are questioning if R5-P8 triggers Greedo on the defense, as it does technically happen after defending. So the opponent shoots you, doesn't deal a damage card, you defend and trigger R5-P8, roll a hit, and deal a damage card to them, and Greedo flips it face up as it is the first damage card dealt while you are defending.

Edited by Kdubb

Share this post


Link to post
Share on other sites

Maybe a stupid question, but I will ask it as no one else has.. Who would pay the 12 points for the extra firepower?

 

Anyone playing Dengar most likely. Tel Trevura as well probably (since is the Jumpmaster pilot most likely to play like a traditional fat PWT)

 

You know, the generic would only be 37 pts with title.  Why not go with a large based ship with 3 attack in a turret?  it's a lot of hits to get through and it dishes out the damage.  Might be good for blocking and such.  

 

I'd say the only reason you DON'T want to use the title is if you are going with a U-boat (all torpedoes).

Or feedback bumpercar

Honestly, I doubt a 37 point generic could measure up to the efficiency of a standard TLT Y.

It's not something that'll work efficiently without points tossed on it to improve damage and durability, both of which you can accomplish with a much higher PS (durability for jumpy is arcdodging; no c3po)

9 health really isn't all that much, especially if ordnance becomes a thing

Share this post


Link to post
Share on other sites

Tycho with ATP, PTL, Rage, EI, and Proton Rockets: 2 Actions + focus token + re-roll up to 3 dice + 4 stress tokens. Just sayin...

 

Dengar with R4 Agromech, Recon Specialist, Adv. Proton Torps, Extra Munitions, Guidance chips, some other stuff... Get your TL from range 3, next round double focus.  Eventually, if you get a range 1 shot, spend TL + Focus for guaranteed 4 hits, if opponent is foolish enough to fire back, do it again.

 

Boba Fett is just amazing.

 

I really like the thematicness of the dial, having green hard 1 and white s-loop will be quite fun.

Share this post


Link to post
Share on other sites

 

Reason I believe the Ghost is DOA in a competitive sense is that it is a large base ship with zero agility and can only fire forwards unless the other ship you have is docked inside you unless you spend a few points to equip a turret.

 

FTFY. 

 

 

I have had good success with Chopper + FCS + Hera.  The front arc is not much of an issue with Hera and 5K.  From the few games I tested, it seemed to be worth the 40pts.

Share this post


Link to post
Share on other sites

 

 

I feel Mindlink would of been a more juices option had it of included evade tokens. This would of encouraged, to some degree at least, Syck pilots to emerge to offer other ships "free" evade tokens.

Other than that, I really like everything this wave is offering and welcome all the new ships.

I do feel that the Ghost is DOA and Dengar is two waves too late however.

You like the wave but think the two biggest game-changing ships in the Wave are DOA and too late?

You must be liking the Inquisitor's TIE a heck of a lot more than me! Though I am loving the G-1A a lot also.

 

 

Reason I believe the Ghost is DOA in a competitive sense is that it is a large base ship with zero agility and can only fire forwards unless the other ship you have is docked inside you. If you want, try playing a Decimator that can only fire forwards and see how long it lasts against the current meta of ships. It doesn't and its only going to get worse from there in my opinion.

 

In a wave whereby ordinance alpha strikes are going to be a thing as well as TLT, it just won't have the muscle to last long enough. As an example 4 TLT ships will strip 8 health off it in a single turn, never activate the ED due to the damage cap and you won't put out enough damage to stop it in the three turns it takes for them to finish you off. Considering that you will only have the Ghost and another single ship on the board at the time, its not like you have a lot of options.

 

Build wise, you will struggle to fit more than 3 ships in a list and won't have any real control mechanics. Due to Hera being 40 points base and Ezra 20, that is a large chunk of your list before you even put upgrades on them so no chance to build any real counters to other lists. You are relying on raw dice and that just doesn't work for me in my games.

 

Additionally, having watched an Aggressor, effectively the most defensive large base ship in the game presently, be made redundant due to stress and its inability to turn round effectively without the S-Sloop or turn and boost combo makes me think the Ghost is going to suffer the same problem, just way before the mountain of stress arrives on it.

 

I just think the Ghost is going to be more for thematic play or Epic, where it will be able to spend multiple turns just pointing and shooting. Anything else and it gets out flown.

 

I am more than happy to be proven wrong however once it hits the table but honestly, I just don't see it being anything more than a gimmick for those that watch the show.

 

 

I'm 15-1 with my list using the ghost and 2 phantoms (chopper, docked ezra and sabine).  Went 5-0 in the reddit vassal league first round with it.  I'll probably replace it with a double ghost version once the generic cost is available (should be able to fit 2 with a docked phantom on one of em) and expect it to do better.

 

Edit: Couple other points.  For ordnance lists, depends on the type of ordnance.  I played against a list with 3 sienar test pilots with concussion missiles and they never got a single shot off at my ghost with them.  4-straight and boost (from engine upgrade) on a large base ship let me race straight into range 1 from beyond range 3.  Cluster missiles would scare me a lot more since I have to either sit at range 3 or get into range 1 without them getting TLs on me (or be behind them).  TLT could be a problem (havne't played against a quad tlt list yet) but again, the ghost is a faster ship, has an engine upgrade (in my current list) and is higher PS so it can do it's best to be in range 1 of at least 1 TLT ever turn.  

 

As for control, I've never felt the need for it, though I have a small amount int he form of chopper stressing anyone he's touching.  It definitely counters some lists.  I've pretty much hard countered every aces list I've played against simply by having accuracy corrector/autoblaster turret for 4 guaranteed damge to anything unlucky enough to get into range 1.  that also means I'm not relying on raw dice.  Most of my games I've had stuff in rnage 1 pretty much every turn so I basically never even need to actually roll dice (I still do generally, but it doesn't change the outcome any).  

 

I also don't care that much about stress on chopper.  It could be a problem if something gets behind me perhaps, but again, with the AC/ABT combo if I have something at range 1 I don't care if i got actions or not, I'm still gettin gmy damage.  I also have kanan on sabine, so as long as they're near each other I can just do white maneuvers on chopper to clear stress if I want (usually use it sabine, but choppers taken advantage of it plenty).

 

I actually disagree about the ghost being more for epic play.  0 agility is a TERRIBLE idea when you have 300+ points on the board.  I love seeing decimators across the table from me in epic cause I can usually kill it in one round (2 at the most).

I was actually least excited about the ghost and TAP when wave 8 was announced, and the ghost may now be the ship I'm looking forward to getting my hands on the most.

Edited by VanderLegion

Share this post


Link to post
Share on other sites

Fly Manaroo with a Recon Specialist alongside a Moldy Crow with another Recon specialist.

Four focus a turn stored for the first few turns should eliminate most of the worries about running out...

If you give them Mindlink, you can stack more! And she can keep one!

Manaroo focuses. 2 on herself, one on Palob. Palob focuses, now has 3. Manaroo moves her 2 over to Palob. Palob now has 5, and Mindlink triggers again, giving Manaroo one for herself.

Same final count with Torkil or a Spice Runner, but different order of operations.

Share this post


Link to post
Share on other sites

Okay.... Who do we pair with Dengar?  =/  I mean, he's really good.  I just don't know what else should sit next to him. 

His lady :D

no, quite literally, she's exactly knitted for pairing with him, being a buffer and blocker extreme.

 

Intimidation+K4+Ion projector+Unhinged astro and you have the best sidekick Dengar would have ever wanted!

 

Share this post


Link to post
Share on other sites

A little help here. I'm trying to use R5-P8 on Kavil with Dorsal Turret. He is 30 points with that load out, I really think that droid would be fun to use. Any thoughts on if that's a good idea or not?

The list would be...

Kavil - R5-P8, Dorsal turret

Drea Renthal  - TLT, BTL-A4, R4-B11

Bossk - Calculation, Zuckuss, Outlaw tech.

 

I just can't bring myself to give Kavil a autoblaster turret.

Share this post


Link to post
Share on other sites

All he needs for AUTOBLAST fun is...you guessed that? VI!

 

Kavil (24)
Veteran Instincts (1)
Autoblaster Turret (2)
R5-P8 (3)
 
Drea Renthal (22)
Ion Cannon Turret (5)
R4-B11 (3)
 
Moralo Eval (34)
"Mangler" Cannon (4)
Zuckuss (1)
4-LOM (1)
 
Total: 100
 
sadly it's really cramped that way, but I've tested HLK-amoral eval and he can rock.
Drea is a master of pushing damage through, so why not Ion?

Share this post


Link to post
Share on other sites

I have a question and I didn't see this (but might have missed it in 19 pages).

 

Since this is the LAST PREVIEW, what does that mean for time frames for release of Wave 8?  I know there is some sort of system for how long for status changes and when a Wave is released based on final preview.  Does anyone know when we can expect these will hit the stores?

 

I think someone told me from status change of ON THE BOAT that it should hit at the end of Feb?  Someone on Reddit posted that their LGS said not in Feb?  I have no idea.  

Share this post


Link to post
Share on other sites

I have a question and I didn't see this (but might have missed it in 19 pages).

 

Since this is the LAST PREVIEW, what does that mean for time frames for release of Wave 8?  I know there is some sort of system for how long for status changes and when a Wave is released based on final preview.  Does anyone know when we can expect these will hit the stores?

 

I think someone told me from status change of ON THE BOAT that it should hit at the end of Feb?  Someone on Reddit posted that their LGS said not in Feb?  I have no idea.

Latest whispers from the distributor at the FLGS are thinking mid March at the earliest.

Side note, that makes the GAMA Trade Show or Adepticon the perfect time to announce Wave 9! :-D

Share this post


Link to post
Share on other sites

I have a question and I didn't see this (but might have missed it in 19 pages).

 

Since this is the LAST PREVIEW, what does that mean for time frames for release of Wave 8?  I know there is some sort of system for how long for status changes and when a Wave is released based on final preview.  Does anyone know when we can expect these will hit the stores?

 

I think someone told me from status change of ON THE BOAT that it should hit at the end of Feb?  Someone on Reddit posted that their LGS said not in Feb?  I have no idea.  

We should also be getting a Shipping Now article when the product is on its way to retailers. Whispers have been that FFG has been stockpiling to ensure simultaneous release but take that with a grain of salt.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...