Jump to content
Sign in to follow this  
Yodas Mum

Will the Lancer bent the Meta?

Recommended Posts

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!219:18,122,192,192:-1:3:;218:18,122,192,192:-1:3:&sn=GARBAGE%20DAY!!!!!!!!!!!!!! :D

 

 

unfortunately, you only get one Rigged Cargo per ship (gah!) so it'll be 1 cargo and 1 slicer per caster

 

and Dengar on Ketsu; don't know why I have K4 on both

Edited by ficklegreendice

Share this post


Link to post
Share on other sites

http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!219:18,122,192,192:-1:3:;218:18,122,192,192:-1:3:&sn=GARBAGE%20DAY!!!!!!!!!!!!!! :D

 

 

unfortunately, you only get one Rigged Cargo per ship (gah!) so it'll be 1 cargo and 1 slicer per caster

 

and Dengar on Ketsu; don't know why I have K4 on both

 

Speaking of Dengar vs K4, I've been trying to wrap my brain around this.

 

Barring specific abilities or munitions, why do people take K4 instead of Dengar crew? 90% of the meta has named pilots and you're not required to do a green maneuver to take advantage and their both the same amount of points....am I missing some other possibility, or am I right to believe Dengar crew > K4 in most cases. 

 

EDITED: Yeah I get that a target lock can potentially fix the all blank result on the dice, but you can only use it on that ship you locked onto where as Dengar can be used against any ship.

Edited by RStan

Share this post


Link to post
Share on other sites

People take k4 over dengar because dengar is unique :P

And on manaroo for mod passing

 

Well besides the whole unique factor and you want to have Dengar be a pilot or for Manaroo mod passing, I still have seen some lists with K4 instead of Dengar. Just seems odd...

Edited by RStan

Share this post


Link to post
Share on other sites

Big ships tend to need action economy. I'm not convinced a 'caster needs an engine upgrade (because that gyroscopic targeting looks tempting) but whatever you do, lacking mutiple actions is probably going to hurt.
 
I dunno..... I guess you could try and make a 'caster with Lone Wolf? Like a Firespray, it's got decent dice both on offence and defence, and it's fast enough to stay clear.
 

they're my next project now that I've thoroughly immersed myself in ARCs, and they're basically the exact opposite (large base and fast as opposed to small base and slooooooowwwwwwwwwwwwww), so that'll be fun :P

Despite getting the same amount of screen time as the ARC-170, the USS Defiant never grabbed me, but the more I see of it in game the more interested I am.

Edited by Magnus Grendel

Share this post


Link to post
Share on other sites

Is Push the Limit really needed on all Shadow Caster builds?

They tend to have very poor action-economy otherwise, especially if you don't take GTC. With all the turning of that mobile arc, you get action-starved quickly if you don't have PTL.

Share this post


Link to post
Share on other sites

 

Is Push the Limit really needed on all Shadow Caster builds?

Not Sabine ;)

 

one of the biggest disappointment out of the box.  I understand the price protection (they didn't want another uberboat, although at 30pts for a PS2 shadowcaster, you would have people at least flying them.)  I really think if they didn't want an ept on Sabine, her ability should have worked on offense and defense.  Right now, as is, she will never see the playing table, because getting one extra chance to get an evade makes her live one more turn, but that's about it.

Edited by buckero0

Share this post


Link to post
Share on other sites

 

 

Is Push the Limit really needed on all Shadow Caster builds?

Not Sabine ;)

 

one of the biggest disappointment out of the box.  I understand the price protection (they didn't want another uberboat, although at 30pts for a PS2 shadowcaster, you would have people at least flying them.)  I really think if they didn't want an ept on Sabine, her ability should have worked on offense and defense.  Right now, as is, she will never see the playing table, because getting one extra chance to get an evade makes her live one more turn, but that's about it.

 

 

I don't understand.  If she takes Recon Specialist, she gets 2 Focus per turn and that should help, right?  Either that or she's addicted to Glitterstim.

Share this post


Link to post
Share on other sites

Sabine on stims for sure

The obvious combo is Dengar, double stims and gyros for just about the only caster capable of a straight up brawl

She's potent. A local is running her as a bouncer for a pair of r4 tlt ys and it's a massive pain to beat. It is the only list my ARCs are 50/50 with not counting things that include Dash

Share this post


Link to post
Share on other sites

I've only managed a single game with a borrowed caster and a proxy (em token mobile arc indicator) running the GARBAGE DAY list I posted and PTL is very clutch with EU

Surprisingly only used the mob8le arc action once to swap it to asajj's right and never touched ketsu's (that ability)

Mostly it's a case of stacked defenses. 10 health is a "blink and it's gone" value nowadays and since the squad is only 2 ships I cling to that evade + focus for dear life (when not boosting + focus, ofc,)

Then again there were some rounds where it was unnecessary because I wouldn't be getting shot. In those cases, just a focus with k4/dengar sufficed

Edited by ficklegreendice

Share this post


Link to post
Share on other sites

I think you can go with a scum crew to provide your second action/action equivalent but the problem with Sabine is basically that you're not really accomplishing much by taking it.  The shadowcaster is firespray-esque in cost and has to do more than help itself(if helping itself were enough scum Boba would be a thing competitively).  Ketsu and Asajj provide more interesting effects and have EPTs that can either amp up to a 3-action game or give a high PS ship.

 

That being said, something in the firespray point bracket with a more support/control style of game is actually pretty interesting- moreso than the protectorate fighter I think.

Share this post


Link to post
Share on other sites

Depending on your list and whether you're using Ketsu or Asajj, you have 4 base EPT/Mod combos to consider

 

PTL + Gyro: good action economy, but you loose out on repositioning

 

VI + Gyro: you loose out on double actions from PTL and no repositioning

 

PTL + Engine: most options available to you in terms of actions, but most expensive and on other ships can reposition after you anyway

 

VI + Engine: repositioning after most ships, but your action economy is terrible where you either go for the attack or reposition if you can to deny any attack against you.

 

I'd only consider Ketsu for VI. Asajj makes it a bit simpler in that you're mainly going PTL, just whether it's going to be Gyro or Engine.

Edited by RStan

Share this post


Link to post
Share on other sites

I ran Ketsu w/VI & EU along with a full Bossk party-bus... and felt a little dirty doing it.

 

Are you on the table?  I can probably reach you, put you on a rock, and then shoot you with Dengar rerolls.  Then the party bus finishes you (and your likely 0/1 AG) off without any issues.  Rinse/repeat.

 

If there's a nastier two-ship build, I've yet to see it.

Edited by CatPeeler

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×