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Asturonethorius

Pick STRESS poison:Key B-wing,Red T 70 Ace, A-wing, New, first post,want slight tweak help.

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Agree that R2 D2 is better then P9. Problem is R2 is 4 points instead of P9's 3 point cost.

Yeah I worry about how Red Ace is going to get the stress for wired to work, and the only way I see are red maneuvers, which would deprive Red focus, target locks, and maneuverability, because would have to take green maneuver. 

Lonewolf would be better then wired, but cant afford, if going to go with Jake, and not going to drop the tractor beam, sensor jammer, jan, etc.

Also a problem with running P9 or R2 D2 over Lonewolf or Wired is that with P9, R2 D2, Red Ace's offense, damage dealing is, would be almost non existent. Opponents would just ignore Red, and deal with Keyan, and then Jake, or Red, and while they busy with Keyan, Red would do very little damage.

Bottom line, if I am going to run Jake, I dont have the points left to scrap Wired, to run R2 D2. Even were I to run P9, and scrap Wired, I would still be at 101, 1 point short. As the build is now, Im at 100 points.

I could put Rage on Jake, instead of PTL, scrap R2 D6, wired on Red, as that would give me the 4 points to run R2 D2 at 4 points on Red. That would at least allow red a focus action, target lock for Red, instead of having to stress him, while allowing for the maximization of Red Ace ability to turn shields into evade, thru shield regen.

The problem with that is Jake would get double stressed by Rage, by having Rage, instead of PTL, on Jake.

Something has to give. Either run Red with Wired as is, or Put Rage on Jake, Scrap R2 D6, Wired, replace with R2 D2, or scrap Jake, run, Green Squad Pilot, with PTL, Wired, with Red Ace with either R2 D6, Autothruster's, Comm Relay, Lonewolf, OR P9, Autothruster's, Comm Relay, OR R2 D2 with inverted Astromech, or Autothrusters if still enough points, Comm Relay.

Keyan gets either Rage, or PTL, nothing else on Keyan gets changed.

Thats pretty much the options.

 

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Wired is only a reroll for focus results and is not worth losing regen for IMHO.

If you have the tractor beam on Keyan he won't be doing any damage anyway but rage on him can work pretty well. You really don't want to sink too many points into him. He is the weak point of the list (even with sensor jammer) and will go down hard and quick.

Jake wants PTL and a 1pt EPT to quit your tastes. Crackshot, VI and Wired would work (he is likely to be stressed from PTL)

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the list i posted is at 99 points, so you could switch to R2 no problem, sensor jammer is an expensive investment, but could be semi useful. Tractor beam is rather iffy but at 1 point wont cost you much, the reason for throwing collision detector on Keyan is simple, it's free, and allows you to ignore crits taken from running over debris. i think if you play the list a few times against several opponents, some of what we are saying as far as interactions go, will start to make sense. a variation of that list is something many have flown in the past when those ships were stronger in the meta. Red is meant to be so tanky that they either A focus fire it with all they have, or B ignore it till the end and win with time. pends of course on whether you are playing casual or tournament. Keyan will 99% of the time however be their first target. and jake will likely be the last (unless he gets caught sorely out of position). either way this list consists of 1 arc dodger, 1 tank, and 1 low agility damage dealer. so practice like crazy!

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Another possibility: If I dump the tractor beam, I could go with:

100 points:

Keyan B wing 29 base 37 total:

Sensor Jammer 4

E2 1

Jan Ors 2

Rage 1

 

Red Ace 29 base 35 total:

Comm Relay 3

Inverted Astromech 0

Either R2 D6 1, Lonewolf 2, OR, R5 P9 3

 

Jake 24 base 28 total

Chardan Refit -2

A wing test pilot 0

PTL 3

Autothrusters 2

Wired 1

 

But really dont like dropping the tractor beam, as the beam can be used to run enemy ships off the edge of the board play area, thus causing them to lose a ship, and can slam enemy ships into rocks, causing them to not be able to attack you, and can cause them to lose agility, so that Red, Jake can Kill shot them. I have seen a lot of local players use tractor beam extremely effectively.

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within the context of the three ships you have chosen, i would fly this.

a nice and tanky Red Ace, keyan is raging as should be, and the Greenie, if ignored can get in and hit really hard with his proton rockets.

Keyan Farlander (29)
Rage (1)
Fire-Control System (2)
Tractor Beam (1)

"Red Ace" (29)
R2-D2 (4)
Comm Relay (3)
Autothrusters (2)

Green Squadron Pilot (19)
Push the Limit (3)
Proton Rockets (3)
Juke (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

 

On the flip side

Subbing the a wing for a hwk, kyle can feed either of the aces to either replenish red's evade token, or change keyan's focus to an evade and give him a focus.

and the TLT can help deal with the arc dodgers.

Keyan Farlander (29)
Rage (1)
Fire-Control System (2)
Tractor Beam (1)

"Red Ace" (29)
R2-D6 (1)
Comm Relay (3)
Juke (2)
Autothrusters (2)

Kyle Katarn (21)
Trick Shot (0)
Twin Laser Turret (6)
Jan Ors (2)

Total: 99

View in Yet Another Squad Builder

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Thanks Kent for the suggestion of the Proton Rockets. I thought of using either Cluster, Prockets, but not enough points.

I flew the original list vs a Hera, Ghost, Sabine list. I want to see how each of the variations, I was, am interested in perform.

Despite flying the list badly, and facing 5, 4 dice attacks against Keyan, per turn, bad dice rolling by me, etc, Keyan Survived 4 turns, and the game took 3 and 1/2 hours.

How:

I slowrolled Keyan, flanked. He was at range 3 for defense a lot. Had 2 green dice, I would move, take a focus, turned into a evade, PTL, take a focus, get stress, Attack, spend, remove stress, get attacked 4,5 times with 3,4 dice per attack. 1 time I took 4 hits, but rolled 1 evade, 1 focus, changed to evade with focus, negated 1 hit with sensor jammer, which all negated all 4 hits for no hits, damage taken.

Then it took me forever to destroy 1 of his ships, and forever to kill off my Red Ace, Green Pilot A wing. The A wing finally died when even though I had 2 evades, 4 green dice at range 3, I blanked all 4 green dice, nothing to target wired with, so was only able to cancel 2,3 hits, damage, took 1,2 hits, damage, A wing finally destroyed.

What I learned:

1. Need to get better at flying.

2. Green Pilot/Jake, Red Ace, werent threats, weren't doing enough damage.

3. Green Pilot, Jake, and Red Ace(no regen), werent hit a lot, were hard to hit, even when focus fired on by multiple attacks.

4. The tractor beam didnt do me much good, and probably wont unless I learn how to use it as effectively as I have seen others use it very effectively.

5. Lonewolf would have been good on Red Ace, if I had flown it better, not accidentally gotten into range 2 or less, had not had my opponent practically force me to fly Lonewolf at range 2 or less or else.

6. Because of 5 above, going with Lonewolf in place of Regen, is only good for those good enough to fly it good enough. And that less experienced players like me either need to practice more, or go with Regen over Lonewolf.

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46 minutes ago, Asturonethorius said:

I slowrolled Keyan, flanked. He was at range 3 for defense a lot. Had 2 green dice, I would move, take a focus, turned into a evade, PTL, take a focus, get stress,

Not list feedback, but I believe you can't do this as you cannot perform the same action twice. Jan turns the focus into an evade, but you're still using the "Focus" action.

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Ok here is what I am going to go with, fly next:

100 points:

Keyan B Wing 29 base 37 total

Rage 1:

E2 crew upgrade bar icon upgrade 1

Jan Ors 2

Sensor Jammer 4

 

Red Ace T 70 X wing 29 base, 35 total

Comm Relay 3

R5 P9 3

Inverted Astromech 0

 

Green Pilot A wing 19 base, 28 total

Proton Rocket 3

A wing Test Pilot 0

Autothrusters 2

PTL 3

Wired 1

 

Regen over Lonewolf, R2, D6

When A wing gets ignored, and gets a ship to within range 1 firing Arc:

Move, then Target Lock, PTL focus, or focus, then PTL target lock. Then fire Proton Rocket, roll 5 dice, against 2 green dice. Get 1,2 hit, 1,2 focus eyeballs, 1,2 blanks on average roll. Between target lock rerolling blanks, using focus to change eyeball to hit, using Wired, combined, should get 4.5 hits, 2 of which get canceled, which mean do about 2.5 uncanceled damage to enemy shield, hull.

Looking forward to flying this list, and hopefully winning for only about the 2nd, 3rd time, in the about 6,7,8 times I have played as a beginner against all the vets I have played against at local store.

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Ok I thought I was going to fly the list in comment above, but I had a idea on how to make B wing even more defensive, tankier:

100 points

Ibtisam B wing: 28 base,38 total

Elusiveness 2

E2 crew bar icon upgrade 1

Jan Ors 2

Sensor Jammer 4

Tractor Beam 1

 

Red Ace T 70 X wing 29 base 35 total

Comm Relay 3

R5 P9 3

Integrated Astromech 0

 

Green Pilot A Wing 19 base 27 total

Proton Rocket 3

A wing Test Pilot 0

Autothrusters 2

Elusiveness: 2

Wired 1

Ok this list will be truly pick your poison, darned if do, darned if dont.

If they attack Ibtisam B wing then can Move, take a focus, turned into a evade by Jan, then get attacked at range 3, have 2 green dice, then Elusiveness to get stress, make opponent reroll 1 of their hit results, then Ibtisam ability reroll a green die, then get 1 evade token, then use Sensor Jammer to change a hit result to a focus eyeball result. This can cancel 4 damage max.

Because of that it will take 2.5 to 5 turns to destroy Sam if Sam slow rolls, flanks, flys well.

If they dont focus on, gang up, attack Ibtisam then Ibtisam will either take a focus, or a red maneuver, then attack, use focus, stress to change, reroll, modify attack, help gang up on enemy ships, and would be hard to take out mid to late game.

If they focus on Sam, then Red Ace, and Green Pilot will be extremely hard to remove mid to late game.

And if they attack Green A wing, then it will probably not take damage, and return fire with a focus, or target lock, wired, 5 dice proton rocket attack, that could easily do 5 damage, and have 3 damage get thru to either remove 3 shields, or 1,2 shields, 1,2 damage to hull, or 3 damage to hull.

And if they attack A wing at range 3 it can easily get a max of 5 evade from 4 green dice, thru Wired, Autothrusters, then use a evade token, then cause enemy to reroll a hit into a blank, eyeball, non hit result thru Elusiveness, to negate a max of 6 hits.

If dont attack A wing, then A wing can hit them with proton rockets.

If save A wing to try to attack, destroy last as the last ship remaining, it would be extremely hard to take out.

If they focus on A wing, Red Ace, Sam, A wing, will gang up, take them out.

If focus on Red Ace, then Green, Sam, take them out.

And if focus on Red Ace, it will be extremely hard to get thru, take a long time to get thru Red Ace's banked evade token, focus token, 2,3 green dice depending on range, shield regen, Red Ace's ability, 3 shields, 3 hull, integrated Astromech's negating 1 damage.

And if Red Ace is last Ship left, then it be extremely hard to destroy.

Also whats great about the list, is found a way to tank up B wing more, keep tractor beam, make Red Ace as tanky, easier to fly without Lonewolf, made A wing tankier, and possible to drop the proton rockets, add Chardan Refit, and goto Jake if want.

Really looking forward to flying this, practicing more with this list.

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So here options:

1.  100 points Sam B wing 28, 38 total

Tractor beam 1

E2 1

Elusiveness 2

Jan Ors 2

Sensor Jammer 4

 

Red Ace 29, 35 total

R5 P9 3

Comm Relay 3

Integrated Astromech 1

 

Green Pilot A Wing 19, 27 total

Proton Rockets 3

A wing test pilot 0

Autothrusters 2

Elusiveness 2

Wired.

OR Jake 24, 27 total

Chardan Refit -2

Test pilot 0

AT 2

Elusiveness 2

Wired 1

 

2.  100. Keyan B wing 29, 38 total

Elusiveness 2

E2 1

Jan Ors 2

Sensor Jammer 4

 

Red Ace 29, 35 Total

R5 P9 3

Comm Relay 3

Integrated Astromech 0

 

Green Pilot A wing 19, 27 total

Proton Rockets 3

Test Pilot 0

AT 2

Elusiveness 2

Wired 1

OR

Jake 24, 27 total

Chardan Refit -2

Test Pilot 0

AT 2

Elusiveness 2

Wired 1

 

3. 100 Sam 28, 37 total

Elusiveness 2

Jan Ors 2

E2 1

Sensor Jammer 4

 

Red Ace 29, 35 Total

R5 P9 3

Comm Relay 3

Integrated Astromech 0

 

Green A wing 19, 28 total

Proton Rocket 3

Test Pilot 0

AT 2

PTL 3

Wired 1

OR

Jake 24, 28 total

Chardan Refit

Test Pilot

AT 2

PTL 3

Wired 1

 

Going to fly, try all 3 of these options.

But leaning, liking, want to try, towards, thinking options 1,2 might be best.

 

 

 

 

Edited by Asturonethorius

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On 3/2/2017 at 4:37 PM, Asturonethorius said:

I flew the original list vs a Hera, Ghost, Sabine list. I want to see how each of the variations, I was, am interested in perform.

Despite flying the list badly, and facing 5, 4 dice attacks against Keyan, per turn, bad dice rolling by me, etc, Keyan Survived 4 turns, and the game took 3 and 1/2 hours.

How:

I slowrolled Keyan, flanked. He was at range 3 for defense a lot. Had 2 green dice, I would move, take a focus, turned into a evade, PTL, take a focus, get stress, Attack, spend, remove stress, get attacked 4,5 times with 3,4 dice per attack. 1 time I took 4 hits, but rolled 1 evade, 1 focus, changed to evade with focus, negated 1 hit with sensor jammer, which all negated all 4 hits for no hits, damage taken.

Then it took me forever to destroy 1 of his ships, and forever to kill off my Red Ace, Green Pilot A wing. The A wing finally died when even though I had 2 evades, 4 green dice at range 3, I blanked all 4 green dice, nothing to target wired with, so was only able to cancel 2,3 hits, damage, took 1,2 hits, damage, A wing finally destroyed.

What I learned:

1. Need to get better at flying.

2. Green Pilot/Jake, Red Ace, werent threats, weren't doing enough damage.

3. Green Pilot, Jake, and Red Ace(no regen), werent hit a lot, were hard to hit, even when focus fired on by multiple attacks.

4. The tractor beam didnt do me much good, and probably wont unless I learn how to use it as effectively as I have seen others use it very effectively.

5. Lonewolf would have been good on Red Ace, if I had flown it better, not accidentally gotten into range 2 or less, had not had my opponent practically force me to fly Lonewolf at range 2 or less or else.

6. Because of 5 above, going with Lonewolf in place of Regen, is only good for those good enough to fly it good enough. And that less experienced players like me either need to practice more, or go with Regen over Lonewolf.

 

Hmmm. This list sounds really familiar as does your description of your pieced together X-Wing kit (most upgrade cards were cut print outs). I think I played you. Let me know if this sounds familiar ...

Hera Syndulla (40)
Navigator (3)
Chopper (0)
Twin Laser Turret (6)
Engine Upgrade (4)
Accuracy Corrector (3)
Ghost title (0)

"Zeb" Orrelios (18)
Autoblaster Turret (2)

Ahsoka Tano (17)
Veteran Instincts (1)
Sabine's Masterpiece (1)
Captured Tie (1)
Rey (2)
Black Market Slicer Tools (1)

99pts

Your list came in @ 100pts. I took initiative. I set my ships up directly from your Keyan on my left flank. Your Red Ace in the middle and the A-Wing on my right. First turn you primed Red Ace's Comm Relay with an Evade from Jan. I castled for several turns while you pushed ahead very slowly. You started cutting the A-Wing across the map through the rocks. When I finally broke out, I got Hera to within range 3 of Keyan.  Since I had initiative, my Accuracy Corrector applied after your Sensor Jammer. The evade token from Jan was annoying but even then, my TLT double tap hit for 3 dmg that first round. You hit Hera with your tractor beam to no effect since no other ships had a range 3 shot on her. The next turn Keyan bumped Hera trying to do a 2 k-turn. I can't remember if Red Ace had a shot then but the A-Wing was still out of position. Next turn I did the same shenanigans with Ahsoka boosting Hera at the beginning of combat putting Keyan and Hera back at range 3. More TLT dmg. The next round of combat more of the same though you got an extra evade die because of debris and rolled well. But that next round, Keyan was down to 1hp and died. Red Ace came off the board a few rounds later. You told me you'd concede but you wanted to see how long your A-Wing lived. I agreed to continue. End game saw Hera slow rolling letting the A-Wing catch up to the rear arc. My last actions was a TL and then a focus action from Ahsoka. You had 2hp on the A (maybe a shield too). Range 2 primary out Hera's rear firing arc. After TL reroll, 2 hits and 2 crits. You had an evade token but blanked your roll ending the game. Ahsoka took no damage (never fired upon) and Hera lost 5 shields total. Zeb remained docked the entire game. It was a long game but definitely not 3.5 hours. More like 2 and that was in part because of rules, game mechanics, and upgrade card questions/explanations.  

The decision to keep Hera at range 3 of Keyan was due to Sensor Jammer. I figured if you nullified a hit with SJ and with the evade from Jan, I was probably only going to average 2 hits at best from my primary. With AC and initiative, my TLT shots are already a guaranteed 2 hits and SJ is out of play. Plus I had the range advantage 3 gaining an extra defense die since Keyan had no secondary weapons. My goal was to TLT Keyan to death while evading your other ship's arcs. This drug it out a bit because of your D on Keyan. I used Ahsoka a lot to barrel roll to get within range to pass an action to Hera (usually a boost) from Rey's bank of focus tokens. Had I instead used her to hunt your continuously stressed ships w/ BMST, that game could of probably ended quite a bit sooner assuming I had average luck with the BMST coin flip.  I only took one BMST shot the whole game @ Red Ace and it whiffed. 

More familiarity with the rules but that comes from playing. As others on this thread have advised, I'd play less complicated lists until you get more experience flying and a better handle on the rules. Theory crafting is fun but you don't want to build your list predicated on a misunderstanding of the rules (e.g., ships can't execute red maneuvers while stressed, A-Wings don't have a barrel roll, no range 3 defense die bonus if being fired upon by a secondary weapon, etc).  Fly in closer formations. Spreading a wide net across the board means its harder for ships to mutually support each other. With this list in particular, you were often PTLing when you didn't need to which in turn made you susceptible to BMST and limited your dial the next round (I mentioned this mid game). A lot of defense if all actions get off but you need to keep that synergy up without getting bumped, double stressed, etc. Once Keyan/Jan are gone (they're always going to be the first target in this list I think) and Red Ace is out of shields, that defense falls apart quickly. As you mentioned, not enough damage output. Lone Wolf imo is hard to pull off reliably with 3 ships and with all the upgrade decisions in the list going into defense (Red Ace and the A-Wing both had autothrusters iirc) with no regen, you just didn't have enough consistent damage to win a game of attrition.  

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Yeah that sounds like who I played. It sure seemed like it took 2 1/2 to 3 1/2 hours.

Yeah had you used all 3 of your ships to focus fire on Keyan, it would have only lived 1.5 to 2.5 turns at most.

But you were throwing 2 double attack TLT 3,4 attack dice attacks for about 4  3,4 dice, 12 to 16 dice attacks at Keyan each turn, which is nothing to snide at. And against that Keyan. lived 3, 3.5, 4 turns

Thats not to say the list was good, or that I played well. I played bad, and as you said, and I said the Green Pilot A wing, Red Ace, didnt do enough damage, and Keyan needed to last 4,5 turns, do more damage. Part of that was the list not being as good as it could be, but part of that was bad play by me.

And the Lonewolf tho good for the list with a better player, was not good for me, my list.

The list needed retooling.

Thats why I added Proton Rockets and Elusiveness on the Green Wing Pilot, which would have made it more of a threat.

Thats why I went with Regen on the Red Ace, instead of Lone Wolf.

Thats why I went with the 1 point cheaper Sam B wing instead, over Keyan, because it was wven more defensive, while still being offensive, 1 point cheaper, which allowed me to add Elusiveness, and the Prockets to A wing, an or goto Jake.

All the defensive upgrades combined into a Voltron defensive build on Sam is greater then the individual parts, sum of their parts.

The Retooling should, probably does give more defense, offense, be simpler, easier to play, practice with.

Thanks for the match. The match wirh you exposed my bad play, need for something simpler, easier to play, practice with, revealed list weaknesses, and helped me to retool it, make it better, simpler, easier.

When I get better, the retooled list, should play better.

And in the hands of an experienced vet this list retool should do well.

I wonder if Joe one of the players at uncles games,who is a good vet player, who has helped in past, would be willing to fly this retooled list, with me watching, for me to try to see, learn how the retooled list should be played.

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1 hour ago, Asturonethorius said:

Yeah that sounds like who I played. It sure seemed like it took 2 1/2 to 3 1/2 hours.

Yeah had you used all 3 of your ships to focus fire on Keyan, it would have only lived 1.5 to 2.5 turns at most.

But you were throwing 2 double attack TLT 3,4 attack dice attacks for about 4  3,4 dice, 12 to 16 dice attacks at Keyan each turn, which is nothing to snide at. And against that Keyan. lived 3, 3.5, 4 turns

Thats not to say the list was good, or that I played well. I played bad, and as you said, and I said the Green Pilot A wing, Red Ace, didnt do enough damage, and Keyan needed to last 4,5 turns, do more damage. Part of that was the list not being as good as it could be, but part of that was bad play by me.

And the Lonewolf tho good for the list with a better player, was not good for me, my list.

The list needed retooling.

Thats why I added Proton Rockets and Elusiveness on the Green Wing Pilot, which would have made it more of a threat.

Thats why I went with Regen on the Red Ace, instead of Lone Wolf.

Thats why I went with the 1 point cheaper Sam B wing instead, over Keyan, because it was wven more defensive, while still being offensive, 1 point cheaper, which allowed me to add Elusiveness, and the Prockets to A wing, an or goto Jake.

All the defensive upgrades combined into a Voltron defensive build on Sam is greater then the individual parts, sum of their parts.

The Retooling should, probably does give more defense, offense, be simpler, easier to play, practice with.

Thanks for the match. The match wirh you exposed my bad play, need for something simpler, easier to play, practice with, revealed list weaknesses, and helped me to retool it, make it better, simpler, easier.

When I get better, the retooled list, should play better.

And in the hands of an experienced vet this list retool should do well.

I wonder if Joe one of the players at uncles games,who is a good vet player, who has helped in past, would be willing to fly this retooled list, with me watching, for me to try to see, learn how the retooled list should be played.

No problem dude.  The more you play, it'll start to click. Are you pilot/ship restricted right now in your kit? If so, consider the following ...

Keyan Farlander (29)
Veteran Instincts (1)
B-Wing/E2 (1)
Hera Syndulla (1)
Fire-Control System (2)

"Red Ace" (29)
Comm Relay (3)
Autothrusters (2)
R2-D2 (4)

Jake Farrell (24)
Veteran Instincts (1)
Proton Rockets (3)
Guidance Chips (0)

100pts

Tanky "Red Ace" to take fire and regen while Keyan and Jake's defense become their maneuvering and firing order due to their PS. This list relies less on upgrade card synergies to mitigate damage, which can be trumped by initiative, action denial, etc, and more on flying which is where I think you need to concentrate your efforts atm. This is a fairly cheap Keyan with decent damage output consistency if you can keep stress on him, which with Hera is easy to do plus she blows his dial open (you get Defender like yoyo maneuverability with the red 2-kturns if you can pull thm off without bumping). Just make sure he has at least one stress token going in to the initial combat engagement (consider slowing rolling with a few reds to bank some stress).  He's going to die first so get as much out of him for as cheap as possible. For a 1pt initiative bid, you could drop VI on Keyan for Adaptability taking him up to PS8 (it still might be high enough PS depending on your opponents list). Instead of the 1pt initiative bid,  you could take that pt and put Crack Shot on Jake instead as a 2nd EPT. With it and Guidance Chips, that procket shot is going to hurt badly and if you can line an alpha strike with the rest of your squad, you may be able to take a ship off the board in one round of combat. If you get lucky and don't have to burn it on the prockets shot, you can keep Crack Shot in Jake's pocket for the end game. It's +1 damage and with fire discipline and good maneuvering, it could be that extra umpff to help you win the game.  Yes, you could still be vulnerable to other high pilot skill lists and abilities that ignore shields, defense tokens, dice, but for the kind of fun casual jank I see flown at Uncle's, it might not be a bad list. Next time I see you at the game store, I'd be happy to play against it if I don't have a match lined up. I think flying something like this would really help with your flying given your kit restrictions. I'd lend you my Jake pilot card for the game if you wanted to try it. But to be clear, I have nothing for sale so please refrain from asking me any further. 

As far as asking someone to fly your lists while you watch, I don't think that's going to go over well. Peeps want to play their own lists and a lot of them line up matches ahead of time. You might find someone to do it but I think you'll get more out of your time there playing yourself and asking your opponent for pointers and honest critique afterwards. That would be better received imo. Also, I get gaming on a budget. But I think some of the players down there are getting irritated by your asking constantly if they have stuff to sell you. Plus, you're at a game store and the players there, are in large, patrons of the store ... myself included. They facilitate a space for us to have leagues, ad-hoc casual play, tournaments, etc and we support them by buying product there. So I think you would be better received by the player base, and more respectful to the store since you're not purchasing their stock, if you stopped badgering folks down there to sell you stuff. It's noticeable and I think the player base is turning cold to you because of it. You'll get more games and people willing to help you become a better player if you lay off that I think. I'm not trying to embarrass you. On the contrary, I want to see you keep playing and getting better. A large and good local player base is good for all us. 

 

 

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Thanks for your comment. I appreciate where your coming from. I agree with some, a lot of what you say, but not all.

I agree with you, that the list I flew against you needed to be changed, and it was.

Here is what I flew against you.

Keyan  B wing 29, 40 total

E2 1

Sensor Jammer 4

PTL 3

Jan Ors 2

Tractor Beam 1

Red Ace, 29, 37 total

R2 D6 1

AT 2

Lonewolf 2

Comm Relay 3

 

Green Pilot A wing 19, 23 total

Chardan Refit -2

Test Pilot 0

AT 2

PTL 3

Wired 1

 

Here is what the retool looks like now

Ibtisam(has ability to modify both defense, attack dice, if stressed) 28, 37

E2 1

Elusiveness 2(defensive, adds stress, cheap at 2)

Jan 2

Sensor Jammer(defensive) 4

This build of B wing, is more Voltronic defensively, while still being able to modify attack dice, and its cheaper points wise.

 

Red Ace 29, 35 total

R5 P9 3 (adds shield regen)

Comm Relay 3

Integrated Astromech 0

 

This Red Ace has shield Regen, no Lonewolf

 

Either Green Pilot 19, 28 total

PROTON ROCKETS 3

Test Pilot 0

AT 2

Elusiveness 2(defensive, a cheap way to add stress for Wired

Wired 1

 

 

OR

 

Jake 24

Chardan Refit -2

Test Pilot 0

AT 2

Elusiveness 2

Wired 1

If Green Pilot, then have Proton Rockets, If Jake, then free boost, barrel rolls.

Elusiveness is a cheap way to add defense, stress to trigger Wired.

This list Retool is way better then the original list that flew against you.

That said Hera would be a good way to ignore stress, altho it would still be good to use green to relieve stress so can take a action.

Its toss up between Jan, Hera, because Jan will give focus evades to everybody.

If there is a crew that can remove stress, that would be better for Ibtisam then Jan.

It makes sense about what you said about practicing over watching.

As for asking to buy cards, etc, from people. Im sorry to hear that people are annoyed by it.

That was not my intention. I dont repeatedly ask, nag, etc. I ask any given person 1 time, and only 1 time, and then drop it, move on. 

My thought process on, about this is that since people at the store was, were buying from the store, buying from them is ok to me, since they buy from the store. I could if able not buy, not trade, from people who buy from the store, and only buy online, if able. 

To me, that would be far worse to do. At least by buying, trading from people who buy from the store, they might use the money they would get from me buying from them, to buy more product from the local store.

Also I talked to the store owner, manager, staff, etc, about this, and said they were ok with, about that.

Also having played a lot of CCG's, etc, at a lot of game stores, its usually pretty normal for people to buy, trade, sell and then use money acquired by that to buy product from the store.

And usually people, players, dont get mad at people, players, that ask, buy, sell trade.

Now if someone ask, nag, the same person, player, etc, that would make a person, player annoyed.

Now maybe the local X wing community is different. Maybe they dont want to be asked, buy, selling, trading.

And if so, I will take what you said under advisement, and not even ask even any given person, even 1 time, as I dont want to bother anyone, as that was not my intention.

Thanks for telling me, because cant do anything about, if dont know, and if people hold it in, dont tell you.

If I am asked to buy, sell, trade, etc, and dont want to, I tell them so. And if I were to be bothered by that, I would tell them that them asking is bothering, annoying me, if that were the case.

And if they kept on asking, I would get annoyed, and I would tell them to stop, avoid them, etc.

 

 

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5 hours ago, Asturonethorius said:

Thanks for your comment. I appreciate where your coming from. I agree with some, a lot of what you say, but not all.

I agree with you, that the list I flew against you needed to be changed, and it was.

Here is what I flew against you.

Keyan  B wing 29, 40 total

E2 1

Sensor Jammer 4

PTL 3

Jan Ors 2

Tractor Beam 1

Red Ace, 29, 37 total

R2 D6 1

AT 2

Lonewolf 2

Comm Relay 3

 

Green Pilot A wing 19, 23 total

Chardan Refit -2

Test Pilot 0

AT 2

PTL 3

Wired 1

 

Here is what the retool looks like now

Ibtisam(has ability to modify both defense, attack dice, if stressed) 28, 37

E2 1

Elusiveness 2(defensive, adds stress, cheap at 2)

Jan 2

Sensor Jammer(defensive) 4

This build of B wing, is more Voltronic defensively, while still being able to modify attack dice, and its cheaper points wise.

 

Red Ace 29, 35 total

R5 P9 3 (adds shield regen)

Comm Relay 3

Integrated Astromech 0

 

This Red Ace has shield Regen, no Lonewolf

 

Either Green Pilot 19, 28 total

PROTON ROCKETS 3

Test Pilot 0

AT 2

Elusiveness 2(defensive, a cheap way to add stress for Wired

Wired 1

 

 

OR

 

Jake 24

Chardan Refit -2

Test Pilot 0

AT 2

Elusiveness 2

Wired 1

If Green Pilot, then have Proton Rockets, If Jake, then free boost, barrel rolls.

Elusiveness is a cheap way to add defense, stress to trigger Wired.

This list Retool is way better then the original list that flew against you.

That said Hera would be a good way to ignore stress, altho it would still be good to use green to relieve stress so can take a action.

Its toss up between Jan, Hera, because Jan will give focus evades to everybody.

If there is a crew that can remove stress, that would be better for Ibtisam then Jan.

It makes sense about what you said about practicing over watching.

As for asking to buy cards, etc, from people. Im sorry to hear that people are annoyed by it.

That was not my intention. I dont repeatedly ask, nag, etc. I ask any given person 1 time, and only 1 time, and then drop it, move on. 

My thought process on, about this is that since people at the store was, were buying from the store, buying from them is ok to me, since they buy from the store. I could if able not buy, not trade, from people who buy from the store, and only buy online, if able. 

To me, that would be far worse to do. At least by buying, trading from people who buy from the store, they might use the money they would get from me buying from them, to buy more product from the local store.

Also I talked to the store owner, manager, staff, etc, about this, and said they were ok with, about that.

Also having played a lot of CCG's, etc, at a lot of game stores, its usually pretty normal for people to buy, trade, sell and then use money acquired by that to buy product from the store.

And usually people, players, dont get mad at people, players, that ask, buy, sell trade.

Now if someone ask, nag, the same person, player, etc, that would make a person, player annoyed.

Now maybe the local X wing community is different. Maybe they dont want to be asked, buy, selling, trading.

And if so, I will take what you said under advisement, and not even ask even any given person, even 1 time, as I dont want to bother anyone, as that was not my intention.

Thanks for telling me, because cant do anything about, if dont know, and if people hold it in, dont tell you.

If I am asked to buy, sell, trade, etc, and dont want to, I tell them so. And if I were to be bothered by that, I would tell them that them asking is bothering, annoying me, if that were the case.

And if they kept on asking, I would get annoyed, and I would tell them to stop, avoid them, etc.

 

 

I have no doubt it's not intentional. But I've heard comments from others, direct and indirect, so I thought I'd give you a head's up. And I acknowledge what you're saying about trading. I've been involved in different gaming communities for over 30 years and you're right, it's a norm in some. Gifting too in some communities which I appreciate because it happened to me once when I was just getting back into a wargaming hobby after being gone 20 years (Advanced Squad Leader ... best game ever).  But I'm seeing a pattern of social reaction that is not a norm based on my experience and I'd rather not see a player alienated if they aren't aware of a social boundary being violated. I'm fairly new to this particular local gaming community too and I'm still feeling it out myself.  Anyway, I'm glad you took my comments as they were intended. I have better understanding of where you're coming from too now.

As far as the lists go, I'm just not convinced the B-Wing can hold out under heavy focus fire for Jan to make a big impact in the list even with Sensor Jammer. Have you considered Advanced Sensors as a mod instead? And like I mentioned, there are a lot of abilities that put damage on directly so Hull Upgrade might be worth a consideration. Another load out on Keyan would be to take Rage w/ Inspiring Recruit and a Heavy Laser Cannon. Pretty consistent way to deal out 4 dmg a round and get a focus for defense. Stay at range 3 if you can for the extra die bonus on d. 

 

Edited by RevJJ

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I agree that your right that if Keyan, with ONLY Sensor Jammer, thats bad.

Its the Voltron effect. Ibtisam with its ability to modify defense dice, as well as attack dice, is better then Keyan only modifying attack dice.

Then Sensor Jammer is not enough by itself with Sam.

Thats why Elusiveness which can be activated after take a action, when attacked, which rerolls opponent attack dice, for a cost of only 2, that produces stress to feed Sam's ability.

The problem with last list, was that Keyan, Sensor Jammer, PTL, was not enough of a voltron defensive effect.

Now  Sam's defense ability(1), plus Sensor Jammer defense(2), plus Elusiveness defense(3), plus 1,2 green dice(4,5), plus 1 focus changed to evade by Jan(5,6), provides 6 voltronic ways to defend against attacks.

Keyan only had Sensor Jammer (1), 1 evade (2), 1,2 green dice(3,4), for only 3,4 ways to defend on old list, compared to the 5,6 ways to defend with the retooled list.

Hera is good to still be able to do red moves while stressed, but need a way to remove stress, and only way is a green move with Sam B wing.

So either Jan, or a crew that could remove stress. If there a crew that gets rid of stress, I would replace Jan with that crew member.

Also going with Ibtisam over Keyan is cheaper, and the Elusiveness not only helps, but is cheap enough to fit a proton rocket green A wing, or a non proton rocket Jake, and a Shield Regen Red Ace.

 

Without the changes I made I would be able to fit elusiveness, proton rockets, jake, fit Shield Regen Red Ace, be more defensive, etc.

 

I appreciate what your saying, and maybe your right, an maybe I wrong, but I slightly disagree, agree to disagree.

That said I appreciate the input, and did make some suggested changes.

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23 hours ago, Asturonethorius said:

I agree that your right that if Keyan, with ONLY Sensor Jammer, thats bad.

Its the Voltron effect. Ibtisam with its ability to modify defense dice, as well as attack dice, is better then Keyan only modifying attack dice.

Then Sensor Jammer is not enough by itself with Sam.

Thats why Elusiveness which can be activated after take a action, when attacked, which rerolls opponent attack dice, for a cost of only 2, that produces stress to feed Sam's ability.

The problem with last list, was that Keyan, Sensor Jammer, PTL, was not enough of a voltron defensive effect.

Now  Sam's defense ability(1), plus Sensor Jammer defense(2), plus Elusiveness defense(3), plus 1,2 green dice(4,5), plus 1 focus changed to evade by Jan(5,6), provides 6 voltronic ways to defend against attacks.

Keyan only had Sensor Jammer (1), 1 evade (2), 1,2 green dice(3,4), for only 3,4 ways to defend on old list, compared to the 5,6 ways to defend with the retooled list.

Hera is good to still be able to do red moves while stressed, but need a way to remove stress, and only way is a green move with Sam B wing.

So either Jan, or a crew that could remove stress. If there a crew that gets rid of stress, I would replace Jan with that crew member.

Also going with Ibtisam over Keyan is cheaper, and the Elusiveness not only helps, but is cheap enough to fit a proton rocket green A wing, or a non proton rocket Jake, and a Shield Regen Red Ace.

 

Without the changes I made I would be able to fit elusiveness, proton rockets, jake, fit Shield Regen Red Ace, be more defensive, etc.

 

I appreciate what your saying, and maybe your right, an maybe I wrong, but I slightly disagree, agree to disagree.

That said I appreciate the input, and did make some suggested changes.

23 hours ago, Asturonethorius said:

 

Final thoughts. Sensor Jammer is really only going to effect ships that don't have a focus token to modify hits.  It offers no protection against ships that do or those that have abilities to modify attack dice after the defender. Yes the die reroll restriction stinks but there are so many other ways to mod attack dice through upgrades and actions that for 4 squad points, which is the most expensive Systems Upgrade ships with the slot can take (ATC cost 5 but can only go on the Tie Advanced), I think SJ is easily circumvented and over costed for what you're getting. 

Elusiveness is sketchy too as a defensive measure because it is going to rely on the two most uncontrollable aspects of the game, the dice and what your opponent decides to do.  There's no guarantee Elusiveness with mitigate a hit result because the attacker's die reroll might backfire on you especially if they have the ability to convert the die into a hit without a reroll (e.g., focus token). There is only a 1/4 chance the reroll forced by Elusiveness will be a blank.  

The list I flew against you may be the worst indicator of the the ability for that B-Wing build to shrug off damage. I had one ship in my list in a support roll and not firing (Ahsoka) and, because of how TLTs work, and with the Attack Shuttle docked, I was only going to get a max of 4 hits per round on you (no crits) double tapping the TLT from the Ghost. And since I wasn't using actions to modify those results, instead relying on AC for a guaranteed consistency of at least 2 hits per roll, you had an above average chance with an evade token from Jan and 1 defensive die to block one of those attacks unless I rolled 3 natural hits. I think you're going to see a much different result if that B-Wing is focus fired on by an entire list. Here's the beginning of a hypothetical combat scenario: Miranda Doni w/ Deadeye, Homing Missiles (HM), and Guidance Chips comes within range 3 of Ib for the first round of combat in the game. Ib had Jan covert a focus token into an evade for his action and Miranda takes a focus token for hers. At PS 8 Miranda shoots first and uses her pilot ability to add an extra dice to her HM shot. The initial roll is hit + hit + hit + eye + eye. SJ on Ib converts one of the hits to an eye and Ib uses Elusiveness and takes a stress to force the reroll of one of the other remaining hits which comes up blank. After defender modification the dice show blank + hit + eye + eye + eye. Of course the blank can't be rerolled but Guidance Chips let's Miranda convert any die from an ordinance attack to a hit so she converts the blank and spends her focus token to turn the remaining 3 eyes for a total of 5 hits on Ib. Ib rolls a eye on his defense die and since HM ignores evade tokens, all 5 hits land stripping Ib's shields leaving only 3 hps of hull w/ other enemy ships still yet to attack this round (plus Elusiveness can't be used again).  That single attack bypassed 10 points of upgrades on Ib: E1(1) + Jan(3) + Elusiveness (2) + Sensor Jammer (4). Combined with the cost of Ib @ 28pts, that's 38pts of your squad on a ship that might not be as tanky as it appears. Actually, you could probably spend 1/2 the points on upgrades and make him tankier just taking Chewbacca crew. He's guaranteed effective at mitigating some damage. I've seen some good players use Chewbacca effectively to thwart an otherwise crippling round of incoming fire.  But perhaps the best way to make the B-Wing tanky is to field more than one of them. Take your 38pts from Ib, shave 6 points off your other ships, and field two naked Blues @ 44pts. It's double the shields and hull for your opponent to get through, double the fire power you're slinging, double the opportunity to block, etc for only 6 more points. 

The best indicator is to play your list and see how it goes. I'll be interested to know how you fare. No time for X-Wing this week but I'll probably be downtown the next. Regardless of what iteration of your list you fly, get all those ships firing on the target at the same time. Good luck. 

Edited by RevJJ

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You made some good points, which why I went with Lando.

After I studied, read your comment, and after I studied, read a lot of online articles, blogs, comments, by experts on, about defensive Ibtisam, Elusiveness, Sensor Jammer, I realized your only partially right.

1. Miranda is a 1st place in a pro tour tourney type of build.

2. My list is at extreme ultimate best a tourney list.

3. That was 1 special attack, that not likely to see, whether in casual, local tourneys.

4. The attack on average would roll 2 hits, 2 eyes, 1 blank. If use focus, since Sensor Jammer, changes, no reroll, then after use focus to counter Sensor Jammer, then reroll it, and as long as no land a hit, crit, then no focus left, and if so, then no focus for more attacks, defense, etc. So about 39 to 43% of a hit negation, so lets say the hit negated, then the other hit turned into a blank you mentioned.

So no hits, 1 blank, eyeball, since you spent 2 focus dealing with both sensor Jammer, Elusiveness, now you wont be able to change 1 of those 2,3 eyeballs into a hit, with a focus (Btw, you can only use 1 focus, to change 1 eyeball result into a hit, not all 3 eyeball results, unless Miranda has special ability, upgrade card to do so).

So lets say you change 3 eyeballs into 3 hits. You forgot Ibtisam ability to reroll defense dice. So let say even if you had gotten 1 hit, plus 3 eyeballs changed to a hit for 4 hits, then I get to roll 2 green dice at range 3. Let say I get 1 evade, 1 blank, or 1 eye, 1 blank. I spend the focus for a evade, because I would see that evade tokens meaningless against homing missile. 1 hit down, 3 left to go.

Then I reroll 1 1 green blank dice, with Ibtisam, which has a 2 in 3 chance of not landing on a blank, if I have Jan, that does not help me. But if I have Lando then about 65 to 93% that will either roll a evade, or get a focus from Lando to change eye to evade. Another hit gone. Now if the attack was not a 1 time non normal attack, and did not ignore evade tokens, all 4 damage would have been EASILY avoided.

But lets say somehow you get 3 hits instead of 2. I lose 3 shields.Your 1 time, expended, gone, super attack is gone. Now I get attacked 2 more times. 2,  3 attack dice attacks, 1 at range 3, 1 at range 2. The range 3 one likely does no damage, because no focus. But lets see. 1 hit, 1 eye, 1 blank. 2 green rolls 1 eye, 1 blank, which gets rerolled to evade by Sam.  The range 2 attack does 1 damage, lose another shield, down to 1 shield.

Now Sam will likely survive 1,2 more turns, before being destroyed, which means Sam would have lived 2,3 turns against a top tourney list, Miranda, super attack, best case scenario against Sam.

You dont go best case, worst case, you go 70/30, average rule, for dice, situations.

The reason why the blogs, etc, say that Elusiveness, Sam's ability, Sensor Jammer, 1,2 green dice, Lando, is so good, is because 1. It makes enemy ships use up all their resources, to punch damage thru, leaving future attacks weaker, and open to being damaged by attacks. 2. The Voltronic Combo, Synergy, stacking effect. Your only seeing best case scenarios, against individual single components. In Voltron when the Robeast would go up against 1-5 lions, the lions would lose until they formed Voltron. 

Assuming you cant get around evades, have 1 focus, 1 target lock, 4 dice at range 3,2, 5 dice at range 1, can do that 3 times, every attack, every round.

Ship 1 attacks with 4 dice range 3, 2 focus, 1 target lock. Results: Average: 1 hit, 1 eye, 2 blanks. Spent target lock rerolled into 2 hits, 1 eye, 1 blank. Sam has 1 focus, 1 evade from Lando, 1 focus from action, uses Jammer changes a hit. Foe changes it back with focus, spends other focus, changing eye to hit, for 3 hits. Elusiveness reroll misses. 3 hits. 

Now roll 2 green. 1 evade, 1 blank. 2 hits. Reroll blank into eye, by Sam. Changed into evade, by focus. 1 hit. Takes 1 hit, loses 1 shield saves 1 focus, 1 evade from Lando for ship attack with 5 attack dice at range 1, with 2 focus, 1 target lock against Sam next.

Results. 2 hits 2 eyes, 1 blank. Spent target lock, rerolls 1 blank, 1 eye, get 1 hit, 1 eye. 3 hits. Jammer changes hit, focused back to hit, focus eyeball, to hit, 4 hits. 1 green die rolled. Result 1 blank, rerolled by Sam, into eyeball, focused to a evade. 3 hits, lando evade spent 2 hits that lose 2 shields.

3rd Attack ship 4 dice 1 focus, target lock, that deals 2 hits, dam, 2 more shields lost.

Now turn 2, next each of the 3 ships gets 1 target lock, 1 focus, And Sam down to 1 hull.

Beginning of Turn 3 Sam destroyed by attack.

Not everybody flies Miranda, Dengaroo, Palpatine, etc, 4,5,6 attack dice, 2,3,4 focus, 2,3,4 target locks, etc, to all gang up, destroy Sam in 1 turn. Yes its doable. No its not likely. Sam likely lives, 1.5 to 2.5 turns in tournament play, if flown well by vet. 2, 2.5, 3, 3.5, 4 turns, in casual play, if flown well by vet.

If you want, you may want to read the forums, blogs, articles, etc, on, about the combination of Sam, Elusiveness, Sensor Jammer, Lando all combined as a good defensive Sam build. I did, 

Here is the list I plan on flying today, at uncles.

100 points:

Ibtisam B Wing 28 base 38 total

Elusiveness 2

E2 crew upgrade bar icon upgrade 1

Lando 3

Sensor Jammer 4

 

Red Ace T 70 X wing 29 base, 35 total

Comm Relay 3

R5 P9 3

Integrated Astromech 0

 

Green Pilot A wing 19 base, 27 total

Proton Rocket 3

A wing Test Pilot 0

Autothrusters 2

Elusiveness 2

Wired 1

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 My real name should be Murphy. My opponent who I have seen lose a lot, spent about 15 to 45 minutes building his list instead of having 1 ready. Then he spent 15 to 45 more getting ready.

Opponents last game ended at about 6:15 to 6:35. By the time started game ,it was about 8 pm.

Then the list he made of Biggs Darklighter, Wedge, Ansoka, A wing, is, was one of the worst list for my list to go up against, because Wedge knocks my Sam B wing down to ZERO green defense dice.

Then only way to get rid of Wedge, is to get rid of Biggs.

Only had a chance to win, is if fly A wing with prockets,elusiveness,AT, Wired, Test Pilot. Park it close enough to biggs, to fire prockets on it turn 2. Then could gang up on it turn 3.

I A wing 3 turn 1. Then parked it turn 2 range 1 with focus, Prockets ready to fire, then attacked by wedge, who rolled 5 hits. Then rolled, 2,3, BLANKS, A wing gone. Conceded game.

Reason conceded was against a smart player, Biggs, Wedge, Ansoka, A wing should be able to defeat my list by turns 4 to 5, unless can destroy Biggs fast enough. And only way to do that: Destroy Biggs turns 2,3, and only way to do that:

Turn 2: Prockets do at least 2 damage. RED ACE DO 1 Damage.

Turn 3.  A wing miss. X wing do 1 damage. B wing deal 1

Turn 4: Biggs dead.

If A wing would have survived with 1,2, hull, most smart players would have Biggs, Ansoka, A wing gang up on Red Ace Range 2 away, eliminate all its shields turn 2. Destroyed Red turn 3, then 4 ship focus fire Ibtisam turn 4, destroying it, then save green wing to destroy last on turn 4,5, then I wouldnt have conceded.

But since A wing gone on turn 2, then Red Ace would be destroyed turn 3, by ansoka, A wing, biggs, Wedge. Then turn 4 would have destroyed B wing, game over.

I could have save time by how when as soon as saw worst list match up ever against, for my list, I could have, should have just conceded.

Then my opponent tells me if he had not gotten so lucky on the Kill shot on A wing, he would have gung up on A wing. If I would have known that, while he killing a wounded duck A wing, I would have tried to have Red Ace, Sam B wing, try to attack, destroy Biggs, then wedge.

 

 

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Also didnt help that could not roll losing a shield, to get a bankable evade, after running over asteriod on purpose to try to bank a evade token, then regenerate shields.

Didnt help that opponent was rolling max damage almost every game, round, against everybody.

Didnt help that he rolled 4,5 max damage when A wing blank everything.

Edited by Asturonethorius

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For any who might be wondering why a list of Biggs, Wedge, Ansoka Tie, A wing is so bad as a anti list against Ibtisam, Red Ace, Green Pilot A wing:

Wedge ability says to reduce the agility of target by 1.  Biggs, says have to target him first.

If you slowly, keep biggs in rear, but gradually bring him up from rear, while keeping him way in back, during turns 2,3,4.

Then you attack Ibtisam if can, if not, then attack a 1 agility Red Ace (down from 2)

Even if you slow play B wing,  Wedge will get in quick, and attack Red Ace. Then after reduce shields down to zero, 1. Then next attack would destroy it, in round 3, 4.

Red Ace, Sam B Wing, would be killed by turn 3,4.

Problem is that by that time you destroy Biggs, Its to late, because either Ibtisam is dead, or Red Ace is, or both are dead

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 Just had a great idea:

Ibtisam B Wing: 28 base: 36 total

Lando 3

Wired 1

E2 1

Experimental Interface 3:

This will let use Lando AGAIN, or use Lando 1 time, after taking a focus, TL, Lando, etc, action. Then it provides 1 stress for both Wired, Sam's ability. This is better then Elusiveness, Sensor Jammer, because can get a max of 4 evade tokens, plus 1,2 green dice, plus Wired, Sam's ability, all combined together on defense, while saving 2 more points. Wired, Sam's ability, being used on both attack rolls, defense rolls is OP.

Example: Sam closes to range 1 of big threat ship that has rear fire arc ability. 

1. Sam has a target lock from earlier. Sam has Lando roll a Evade, blank. Sam activates EI, has Lando roll Evade, Focus. Takes a stress token.

Sam fires 4 dice attack. Yielding 2 hits, 1 eye, 1 blank. Sam uses ability, Rerolls blank, yielding a Eye. Sam uses Wired, rerolls 2 eyes, yielding a hit, Blank. Sam Spends TL, Rerolls blank, gets a Eye. Sam spends 1 focus change Eye to a hit. Sam has 4 hits. Threat negates 1 hit. Does 3 damage.

Big threat ship fires 4 dice at Sam, with TL, 1 focus. Results 2 hits, 1 eye, 1 blank. Ship spend TL, rerolls blank, gets a hit. Ship focuses Eye to hit for 4 hits. Sam negates 2 hits with 2 Lando evade tokens. Sam rolls 1 green dice gets a blank. Sam uses ability, reroll die gets a Eye. Sam uses Wired to Reroll die, gets a Evade, negate 1 hit. Ship deals 1 damage to Sam. 

If Ship had 5 dice Sam would have probably taken 1,2 dam, and if 2 damage, then still fair trade off for doing 2,3 damage to Big threat ship.

The 2 saved points allows:

Red Ace T 70 X Wing: 29 Base: 36

Comm Relay 3

Integrated Astromech 0

R2 D2 4

This allows R2 D2 for regen, instead of R5 P9, and that allows not having to use 1 focus to Regen 1 shield, and can now Regen shield by taking a green maneuver, freeing up the 1 focus to either be used on offense, defense, making Red Ace more of a threat, both on offense, defense.

 

Green Wing Pilot A Wing: 19 Base: 28 total.

Proton Rockets 3

Test Pilot 0

PTL

Wired 1

AT 2

Last match, if I had, had it set up this way, I would have been able to take both a TL and a Evade, and would have, barring another all blanks roll by me, and yet another 5 dice, 5 hit roll by opponent, let me survive get the proton rocket off on Biggs, and deal 2,3 Damage to Biggs.

Still Biggs, Wedge is still the ultimate Extreme ANTI LIST to my, this list.

Still this Retooled again list should do semi good, ok, on average, against average assortment of various list on average, in the hands of a vet player, assuming the meta not stack with Biggs, Wedge type list.

I suspect that since I am a unexperienced, bad flyer, that the list will probably lose a lot with me, as I have only won 1 time. 

Part of that, is extremely bad luck. Some of that is maybe my list not being good enough. Some of that is that there are at least 1,2 players that are playing in regional, world tournaments, (Spokane, WA always seems to have the best players in any game, whether MTG, X Wing, etc.). Some of that, is my bad play, etc.

Now hope I can playtest it against a fair, balanced, reasonable match up, to see how it does.

 

 

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