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Dieshe

What does eJets and rJets make so good?

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Hi, since I am new to IA this might be a little bit naive question - but what does eJets and rJets make so good?

I noticed that many compitative ppl are plaing them.

When I read the card alone it is not that good. Are there any command cards that give the Jets a boost`?

Thanks

Dieshe

Edited by Dieshe

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11 minutes ago, Dieshe said:

Hi, since I am new to IA this might be a little bit naive question - but what does eJets and rJets make so good?

I noticed that many compitative ppl are plaing them.

When I read the card alone it is not that good. Are there any command cards that give the Jets a boost`?

Thanks

Dieshe

It's not that it's great. There are plenty of units that are better. It's that for 4 or 7 threat it's a bargain, which in turn allows you to afford other heavy hitters. The ability to cancel a surge when attacked by a unit that would otherwise one-shot your unit can really make a difference. 

Edited by Pollux85

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They are one of the few imperial units cheaper than 5 per unit that lets you have 3 dice in your attack pool.  Agile is a fairly decent defensive bonus which can usually prevent your guy from being 1 shot.  Mobile is always a pretty good keyword to have, especially on 2 of the 3 current maps in rotation (nal hutta/jabba's palace).  They can also use the wonderful command card Overrun which can lead to a buttload of unmitagatable damage, and Fuel upgrade  which is just a good card overall.

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rJets are cheap and fast. Therefore they are perfect to open doors and go for objectives, just like Hired Guns and Smugglers.

eJets are just one of the most cost efficient non-unique units the empire has. Add eRiots and eSentries to that list and basically your list ends there.

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33 minutes ago, DerBaer said:

rJets are cheap and fast. Therefore they are perfect to open doors and go for objectives, just like Hired Guns and Smugglers.

eJets are just one of the most cost efficient non-unique units the empire has. Add eRiots and eSentries to that list and basically your list ends there.

i'm still on the fence about eSentries, in my games they have trouble doing more than 2 dmg with multifire

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Shared Experience is great. Every time one of your rJets (2 VPs) dies you focus an eJet. Also you can use reinforcement with them and keep your eJets always up. Just make sure some runners can collect objectives while the opponent tries to kill inexpensive an reenforceable units.

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5 hours ago, Darth evil said:

i'm still on the fence about eSentries, in my games they have trouble doing more than 2 dmg with multifire

most of the time you will charged shot.  Multifire is only for black dice figures close together that have 2-3 damage left.

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39 minutes ago, buckero0 said:

most of the time you will charged shot.  Multifire is only for black dice figures close together that have 2-3 damage left.

well then i really don't see their potential, 10 points for figures that can't get something like 6 dmg 

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rJet: great objective runners/terminal holders, cheap and mobile

eJet: great attacker, great mobility, combine Zillo with eJet's agile it's unlikely to be taken down by a single attack, that's pretty important in tournaments especially with the 55?min time limit: in most cases you'd need at least 2 shots to bring down an eJet, you can also pull command card shenanigans like Call the Vanguard. Only downside is the risk that you roll too many surges, hence why some people slap Targeting Computer on it

 

eSentry are one of the few Imperial long-range snipers that can compete with eRangers from Rebels. Most of the time you'd want them to sit back and take long-ranged shots, but if you see black-die figures being grouped together then blast them with Multi-Fire. They're able to take down an entire eWeequay group in 1 activation

5 minutes ago, Darth evil said:

well then i really don't see their potential, 10 points for figures that can't get something like 6 dmg 

10pts for 2 figures that have solid HP, attack, not to mention Zillo and all those great Trooper command cards

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8 hours ago, Darth evil said:

well then i really don't see their potential, 10 points for figures that can't get something like 6 dmg 

Don't use them. The empire has several other units to pick from. I like to keep things balanced. Why does it have to get 6 damage? Jedi Luke averages 3-4 damge with his attack

Edited by buckero0

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Here is an interesting question, if ejets are seen as the best bang for your buck unit, at 7 cost what else comes close to their value? Eriots? Terro? How far is the gap in value for the same cost? 

It always interests me when one unit stands out so much at a certain value, I mean it's bound to happen but I like to always look at alternatives.

what about on the rebel or scum side, what 7 value figure(s) matches or exceeds the ejets value? Hera + Gideon? Elite pirates is the easy scum answer, anything else? 

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eRiots compete with eJets in cost efficency (actually are even better), but they serve totally different purpose and fill into different list (atm it's vader riots or at-dp riots) they are very cheap and tough to break, but they are melle which seriously dampen they damage potential. Their job is mostly map control. On the other hand eJets are extremly versatile - They are mobile, tough and can deal some really serious damage. ALso note, that they have acess to Shared Experience, which can change them into BEASTS damage wise or be verry effective ZILLO fuel (ooo you kill my eJet? ok I drop it for 1 def. Oooo you killed him with 2nd attack? cool, so I will take back my shared experience)

Above all else, they are self-suficent and don't need anything to be effective, because - opposite to eRangers and eWeequays - they don't rely on focus which lets them consistently use their 3 dice attack, which makes them excell at late game, where rebels and scum are considerably weaker because of not always being able to focus. On top of that - thanks to command cards - they are capable of being the game brakers (grenadier, overrun. squad swarm combo anyone?)

 

As for Terro, he definetly is a good figure, but he serves a different puropse. Also i don't think that Terro INSTEAD of eJets is a good trade, because one eJets groop seriously dampen their CC potential (if you loose just one, then propabbly you won't be ably to efficently play your vehicles CC.

 

 

Edited by Szycha

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Anytime units have decent attacks along with efficient points per health(Health = Deployment cost x 2) you're starting on solid footing.

3 Dice albeit 2 mediocre ones along with a surge for +2 is solid for 3.5 points.

Add all of that onto the command card synergy they have AND Agile to make them even more survivable AND Fly-By to make their movement more versatile and you have a force to be reckoned with.

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1 hour ago, TheUnsullied said:

Add all of that onto the command card synergy they have AND Agile to make them even more survivable AND Fly-By to make their movement more versatile and you have a force to be reckoned with.

Can you please explain what kind of command cards you exactly mean to synergise with?

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5 hours ago, Dieshe said:

Can you please explain what kind of command cards you exactly mean to synergise with?

  • Call the Vanguard (trooper, cost >=4)
  • Grenadier (trooper)
  • Squad Swarm (2 groups <= 15)
  • Overrun (vehicle)
  • Fuel Upgrade (vehicle)
  • Shared Experience (vehicle)
  • Concentrated Fire (trooper)

They're Imperial so they also have access to Zillo

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55 minutes ago, ricope said:
  • Call the Vanguard (trooper, cost >=4)
  • Grenadier (trooper)
  • Squad Swarm (2 groups <= 15)
  • Overrun (vehicle)
  • Fuel Upgrade (vehicle)
  • Shared Experience (vehicle)
  • Concentrated Fire (trooper)

They're Imperial so they also have access to Zillo

i'd add Armed escort to the list as well as Targeting Computer

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8 hours ago, Darth evil said:

i'd say that eWeequays hold that title, but eJets would be a close 2nd

Idk, it depends alot on the map and mission. At times weequays are bonkers, but Jets also have a higher absurd threshhold if you pull of grenadier-overrun-squad swarm...weequays cant hold a candle to that sort of damage potential. And jets can contest objectives and weequays rarely can, at least not without dying quickly. Without cards, i would say the jets still average almost the same damage but die slower. Its a toss up but i think 2 sets of ejets is way better than 2 sets of weequays

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On 3/24/2018 at 1:25 AM, TheWelcomeMat88 said:

Idk, it depends alot on the map and mission. At times weequays are bonkers, but Jets also have a higher absurd threshhold if you pull of grenadier-overrun-squad swarm...weequays cant hold a candle to that sort of damage potential. And jets can contest objectives and weequays rarely can, at least not without dying quickly. Without cards, i would say the jets still average almost the same damage but die slower. Its a toss up but i think 2 sets of ejets is way better than 2 sets of weequays

Apples and oranges. And the map does matter. Weequays get their defense from huge accuracy boost and self Hidden, eJets get theirs from agile. Equays have a much higher damage potential due to easy access to focus generating support figures. EJets have higher highs and much lower lows due to worse dice, range dependence and much worse surge abilities

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