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Discussion about "Intensity"

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On 2017-05-25 at 2:22 PM, thespaceinvader said:

How are you planning to use Intensity and still get 4LOM's ability off?  Or is it that you're planning on basically alternating reds and greens and getting Intensity flipped back from the tech when you do reds?

Add Advanced Sensors and this is probably good shout though.

Yes exactly, the idea was alternating. The G1A has 6 red maneuvres. WIth good flying you could do a green or white with barrel roll and Intensity, then do a red, get a focus to flip Intensity back and potentially stuff the stress onto the enemy.

Adding more stuff like AdvSensors would make it even better, but the G1A is a point sink.

Edited by Managarmr
clarification

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Any thoughts on putting Intensity on the Arc-170? Maybe combine it with Rey crew or R3 astromech? Obviously, you'll have to throw the VT mod on as well.

Edited by jwilliamson12
Include VT mod

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6 minutes ago, jwilliamson12 said:

Any thoughts on putting Intensity on the Arc-170? Maybe combine it with Rey crew or R3 astromech? Obviously, you'll have to throw the VT mod on as well.

I feel like this is a case of trying too hard to force the use of Intensity. Rey and Intensity are largely redundant if you're just using it to generate focuses. Rey gives you focus tokens when you've done another action, same as Intensity. Granted, it also lets you generate evade results, but that's all.

This is an insurance card. It ensures you still have a dice mod available after performing a boost or barrel roll. It should not be a card you plan on using every turn, especially since you need to recharge it. I feel like that's going to be a common trap for players trying to make this work.

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15 minutes ago, jwilliamson12 said:

Any thoughts on putting Intensity on the Arc-170? Maybe combine it with Rey crew or R3 astromech? Obviously, you'll have to throw the VT mod on as well

Norra with Intensity + R7-T1 might be a thing. Boost, TL and Focus in one action is probably worth looking into. That said, R7-T1 is sometimes tricky to trigger.

Edited by Incard

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1 hour ago, PhantomFO said:

I feel like this is a case of trying too hard to force the use of Intensity. Rey and Intensity are largely redundant if you're just using it to generate focuses. Rey gives you focus tokens when you've done another action, same as Intensity. Granted, it also lets you generate evade results, but that's all.

This is an insurance card. It ensures you still have a dice mod available after performing a boost or barrel roll. It should not be a card you plan on using every turn, especially since you need to recharge it. I feel like that's going to be a common trap for players trying to make this work.

Probably right on trying too hard with it. Just hadn't seen anyone else throw the Arc out there. Will also be hard to pull off since Arcs are dependent on TLs.

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3 hours ago, rafcpl6868 said:

The R7 unique form the e wing pack works;)

Yeah but at the time we were talking about Turr Phenir. Good luck getting an Astromech on him. Someone thought that Experimental Interface worked just like PTL.

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Intensity on a HWK-290 with Moldy Crow, recon specialist, and vectored thrusters equipped would actually be pretty good.  Basically you get a free barrel roll each round.  You'll have a steady stream of focus tokens to re-flip intensity unless you're taking heavy focus fire.

Edit: Oops! Didn't realize that Intensity assigns a token and is not an action so it would not stack with Recon Specialist.  Still not too bad though if you have a bunch of focus banked up from the approach.

Edited by KommanderKeldoth

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On 5/22/2017 at 3:47 PM, AngryAlbatross said:

Guh, too bad all the interceptor pilots that would have benefited from this card don't have elite pilot slots :(

That's completely not true.  What about Turr?  This is the perfect EPT for him. Shoot, boost or BR out of arc to get your autothrusters, then take an evade.  Makes him fairly darn survivable against all the PS1-7  stuff out there right now.  

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Necro a thread a bit.

  1. Guri is the best scum candidate for this card but Mindlink is still just way better.
  2. Intensity is action efficiency neutral so 2 points is probably too much.
  3. I think I hate the following list but I feel like it has legs:

"Quickdraw" (29)
Intensity (2)
Collision Detector (0)
Comm Relay (3)
Lightweight Frame (2)
Special Ops Training (0)

"Backdraft" (27)
Intensity (2)
Collision Detector (0)
Comm Relay (3)
Lightweight Frame (2)
Special Ops Training (0)

Omicron Group Pilot (21)
Collision Detector (0)
Emperor Palpatine (8)
Tactical Jammer (1)

Total: 100

View in Yet Another Squad Builder

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just doodling on the squad builder...

Colonel Vessery (35)
Intensity (2)
Engine Upgrade (4)
TIE/x7 (-2)

Maarek Stele (TIE Defender) (35)
Intensity (2)
Engine Upgrade (4)
TIE/x7 (-2)

Scimitar Squadron Pilot (16)
Extra Munitions (2)
Cluster Mines (4)
Long-Range Scanners (0)

Total: 100

View in Yet Another Squad Builder

5 straight, boost, free focus evade, and if you dont need to spend both tokens, recharge intensity. Scimitar mainly gives vess a lock, but can throw down bombs if the enemy get too close.

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Intensity would be nice on Blue Ace.

Oh. Right.

No, I'm not still bitter that Blue Ace didn't get an EPT like six months before Ryad showed up doing Ryad things, why do you ask?

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I proxied it in a game, using it once on Snap and once on Snap and Jake. **** I love it! Snap was both times the same build except the droid, and I always flew Nien with them.

Nien Nunb (29)
Snap Shot (2)
R3-A2 (2)
Pattern Analyzer (2)
Autothrusters (2)

"Snap" Wexley (28)
Intensity (2)
R2 Astromech (1) (first game with R5P9)
Primed Thrusters (1)
Autothrusters (2)

Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Intensity (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

I  lost, but it was so much fun to play! Primed thrusters allows snap to get the focus after talon roll or K-turn, just make sure to have it ready!
Of course R5P9 is not the best choice at first glance, but there was only one situation where I really wished for R2D2 instead. R5 keeps the dial more open, and you easily get 2 focus tokens if necessary - or focus evade of course.

That was by the way one thing I missed in the beginning, you can flip it back by spending an evade, too. I don't know why I skipped that part when reading

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2 hours ago, gamblertuba said:

R2-D6?

Sure. But you lose out on R2 (vanilla, not D2), BB-8, M9-G8, R4-D6. And while those droids alone wouldn't push Blue from "fun gimmick" to "viable", they'd certainly help. Particularly in conjunction with whatever X-Wing fix comes down the line. 

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Fenn Rau (28)
Swarm Leader (3)
Autothrusters (2)
Concord Dawn Protector (1)

Concord Dawn Veteran (22)
Intensity (2)
Autothrusters (2)
Concord Dawn Protector (1)

Concord Dawn Veteran (22)
Intensity (2)
Autothrusters (2)
Concord Dawn Protector (1)

Binayre Pirate (12)

Total: 100

 

 

 

Proceed to watch things blow up, ooh and ahhh in the fireworks. Then float down the tears of your enemies as you throw a consistent 7 dice at their faces. 

Edited by Wiredin

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I know the U-wing gets a lot of Flak, but hear me out:

Jake Farrell — A-Wing 24

Veteran Instincts 1

Chardaan Refit -2

Intensity 2

Autothrusters 2

A-Wing Test Pilot 0

Ship Total: 27

 

Heff Tobber — U-Wing 24

Fire-Control System 2

Jyn Erso 2

Rey 2

Engine Upgrade 4

Pivot Wing 0

Ship Total: 34

 

Luke Skywalker — X-Wing 28

Expertise 4

R2-D2 4

Vectored Thrusters 2

Ship Total: 38

Stack focus with Rey, then on the initial approach, use Jyn to give Jake a focus (or two!), Boost or BR (one or both), grab another focus or evade, (whatever you need), Manuever, then take a TL or Evade (or Focus and Boost/BR) you should end up (hopefully) at R1 with two focus and a TL or Evade

Use Rey to get a focus for the U-Wing, EU to supplement the lack of KTurn (2 turn + Boost, no need to reduce your agi)

Use Luke to slow Crawl at R3 (keeping distance with VT) and if you can keep your distance, TL for fully modded shots. R2-D2 to heal. Luke never needs to focus.

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On 2017-5-25 at 7:57 PM, thespaceinvader said:

Jyn crew: get bigger token stacks, potentially combine with EI to get them as well as a repositioning action, though I think that combo's only open to the Attack Shuttle as the only Rebel ship with a native repositioning action AND crew AND EPT. 

Sabine's TIE 

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