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Rubales

Escort of Defenders

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Hi!

I'm thinking about building a list of defenders... I know there is no room for 3 defenders in a list, but maybe I could focus on an ace (interceptor? inquisitor?) with two defenders as 'escort'. The problem is that I should include low-initiative defenders, and I'm not sure if it's worth. For example:

- Soontir Fel +elusive (55p)

- Delta sq. (72p)

- Delta sq. (72p)

What do you think about this list? Is it worth?

Thanks!

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Personally, I've enjoyed and done well with Delta Defenders, but haven't flown them against too much top-meta stuff.

My preferred ship to escort with a pair of defenders has been an Omicron Group Pilot with Emperor Palpatine (I bust out my two red TIE/Ds).  The white coordinate at the same initiative can be so great with defenders, allowing them to make use of their many actions, not just focus tokens.  It's a lot easier to Boost or Barrel Roll for position or take a Lock when you've got a coordinated Focus, or even just a Palpatine Force waiting for you. 

Soontir is in general a great ship.  I'm not sure I put Elusive on him.  In my experience, I don't take red moves on Soontir too often, since I often will use Autothrusters to reposition.  Juke, Predator, and Lone Wolf are all respectable alternatives in the points range.

I also don't know if I'd like flying him with Defenders.

One of the things Palpatine does well in the list is eat enemy attacks.  Defenders have 7 HP and 3 green dice and Focus and Evade.  Palp is there with 1 agility and no tokens.  So shots go into the shuttle, and the Defenders are uncontested.  Soontir isn't like that.  Soontir needs to dodge arcs, and can die in a single attack (I killed him in one Range 2 attack yesterday; tractored him onto a Debris Cloud, and he had 2-dice, no tokens).  And opponents who don't think they can get shots on Soontir will gladly take them on Defenders, who do fly fairly predictably.

//

But, I do think the ships themselves are fun to use, and at least B-grade when flown decently.

I mean, there's probably a reason why Soontir is more often paired with Whisper and Redline, but dangnabit, I like my Defenders.

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Thank you very much for your response!

I will definitely give a chance to your Palpa-fender proposal, all of them with iniciative 1, as it's a very interesting approach that I hadn't thought before  🙂

My only question is about maintaining the defenders at coordinate distance, since they make the most of long movements, and the shuttle is a slow ship... how do you manage it in that kind of list?

Thanks!

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I guess I don't really have an answer.  Yeah, you can often wind up out-ranging the shuttle, but you can move the shuttle first and catch up a good deal.  I'll also often fly a little slower in the first few rounds with the defenders, draw opponents in a bit.  I've even started by dialing in a 4-k on a defender as a starting move.

But consider: shuttle moves, gets a Defender in Coordinate range, gives it a focus or a movement action.  Defender 4-ks, as Defenders often do.  The next turn, move the defender back in towards the shuttle first.  It's also not really a problem if the Shuttle winds up Reinforcing... that is another way these things can still soak a lot of extra damage.  It's a tempting target, since hits will go through, but they'll go through very slowly.

Another thing which is nice: sometimes Defenders can go slow.  A 1-bank is a lot easier, when you've got a Palp Force, and can coordinate the Evade token.  Not always, but it's a good tool to keep in mind.  By far most of the time, you'll really want Full Throttle.  But sometimes it'll be best to dial in a slower move, and use the other tools of the list.

 

*edit* also, bring Asteroids instead of Debris.  I like small ones, but size is up to you.  A Defender can fly over the rock and still Full Throttle.  Meanwhile, Defenders don't really have amazing blue moves, so avoiding stress is handy.  Better to give up actions now, than to weaken your dial later.

Edited by theBitterFig

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Great! These are very useful pieces of advice, and I will consider them when testing this list. This will be my first time flying a couple of defenders (I'm afraid of being too predictable) but I'll tell you how it went.

Many thanks!

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I took 2 delta squadron defenders + deathrain to a tournament at the weekend.  I found deathrain as the 3rd ship to be pretty meh, but the defenders are still very strong, particularly in the end game because your opponent lacks the concentrated fire to put any real damage into them. They can frustrate you offensively because you are quite often chucking naked red dice back at them, but you will normally be able to grind your opponent down. 

I think a shuttle would be a good choice for the 3rd ship, for that co-ordinate to BR or boost so your 4k isn't blocked off or to be able to take a target lock for a boost to their offence. I think soontir could also be a decent choice as you then have 3 ships which are good in the end game, but your not going to have much of a bid.

 

 

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I've flown A LOT of defenders over my years playing this game.

I think they are one of the most powerful ships in the game, and frankly, I'm surprised more people aren't using them.

The X-7 title is so potent in 2.0 that even the deltas are going to be worth their points generally speaking, but the fact is, Juke is such a 'force multiplier' that its kind of remiss to pass it up.  For that reason, I think the Onyx Aces are far more valuable than the Deltas.  With Juke, they come in at 82 points apiece, so that leaves you only 36 points for a 3rd ship.  Unfortunately, its not enough for an 'ace' (unless you want a TIE fighter).  Personally, I've been having good success with an alpha interceptor as the 3rd ship.  Its blocking potential gives you greater opportunities to slip damage through with Juke and simultanously helps keep the alpha alive (since opponents ALWAYS want to kill it first).

If you really want to fly Deltas + Soontir though, I think it can work.  I would definitely put predator on Soontir, however, because elusive is just going to be crap on him.  Opening is going to be pretty much the same every game: Soontir tries to flank while the Deltas go 'head on'.  The enemy will most likely turn to face Soontir (very few opponents can resist such a tempting target, and a lot of people have an unnatural hatred of him left over from 1.0 experiences!).  So always keep that in mind and fly Soontir in a way that keeps him safe from enemy fire.  Deltas can plow into just about anything, even barrage rocket bombers as long as you dive into range 1 of most of them.

I do NOT recommend a palp shuttle with double defenders any more, however.  That list archetype only worked in 1.0 because of how 'broken' palp was before getting nerfed.  The shuttle also can get in the way, constraining your ability to maneuver your defenders well, because delta defenders have to move first with a lower Initiative (if it were the other way around, I think they could work so much better by using coordinate shenanigans, but there simply isn't enough points to make Onyx Aces + Shuttle work effectively).

As to flying defenders, the biggest mistake I see when I watch other people using them is to keep their defenders close together.  Its a bad habit gained from the fact that most other ships benefit by sticking together.  Defenders however are 'lone wolves'.  They want space around them to keep their options open with those long 3 banks/turns and even the straights.  I always spread them out and of course, always, always, ALWAYS think about your next planning phase (its so important to keep your movement options open ahead of time---nothing worse than having your 4 k-turn blocked by a rock or enemy ship because you didn't see that possibility a turn in advance...)

Whatever you decide to fly, good luck with Defenders!  They have a surprisingly steep learning curve, despite most people thinking that they are a straight-forward and 'predictable' ship...just remember, there is no such thing as 'predictable' ship/dial....there are only predictable players! ;)

 

Edited by blade_mercurial

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1 hour ago, blade_mercurial said:

I do NOT recommend a palp shuttle with double defenders any more, however.  That list archetype only worked in 1.0 because of how 'broken' palp was before getting nerfed.  The shuttle also can get in the way, constraining your ability to maneuver your defenders well, because delta defenders have to move first with a lower Initiative (if it were the other way around, I think they could work so much better by using coordinate shenanigans, but there simply isn't enough points to make Onyx Aces + Shuttle work effectively).

I'm at the point with it (like 8-0) where I don't fly it at casual night anymore, but still need to fly it against tougher, more meta lists.  But it generally hasn't been close wins, but rather decisive ones.  I feel like only 1 or 2 of those games could have gone the other way, only once losing two ships.  To be sure, it needs more testing.

The fact that Omicron and Deltas are all the same Initiative 1 goes a long way, with decent options for which moves first.  Get a Defender out of the shuttles way, or move the shuttle somewhere clear, then boost/barrel roll the Defender before it moves.  Mostly, I just think the Lambda is a really strong ship, on every pilot (Sai is potent action efficiency, Jendon can enable mass alpha strike lists, and Kagi is an up-and-coming tech choice against highly meta Proton Torpedoes).  It gained a lot in the 2e changeover, despite Palp getting weaker (and he's still a free Calculate token anywhere on the board).  I keep thinking about cutting Palp for either Sloane or FCS on the Defenders and ST-321 on the OGP.  I'm also not going to recommend Palp in some other list.  With Defenders and Full Throttle, plus the 4 shields, they're better able to tolerate a few blanks than folks like Soontir Fel.  Almost any more traditional Aces list would be better off with different in the shuttle.

I suppose there's probably a reason why it isn't flown at top-tables-large-tournaments.  All I can say for sure, however, is that my experience has been really positive with it.  I'm probably taking it to another tournament this weekend; this or 4-ship Scum Control.

1 hour ago, blade_mercurial said:

As to flying defenders, the biggest mistake I see when I watch other people using them is to keep their defenders close together.  Its a bad habit gained from the fact that most other ships benefit by sticking together.  Defenders however are 'lone wolves'.  They want space around them to keep their options open with those long 3 banks/turns and even the straights.  I always spread them out and of course, always, always, ALWAYS think about your next planning phase (its so important to keep your movement options open ahead of time---nothing worse than having your 4 k-turn blocked by a rock or enemy ship because you didn't see that possibility a turn in advance...)

Whatever you decide to fly, good luck with Defenders!  They have a surprisingly steep learning curve, despite most people thinking that they are a straight-forward and 'predictable' ship...just remember, there is no such thing as 'predictable' ship/dial....there are only predictable players! ;)

I'll agree with all of this.  I like my Defenders to be moderately spaced out.  I want them to be able to collapse on a single target, but often from different angles, to make it easier to get K-Turns in.

For being unpredictable, that's part of what I really love about Coordinate with them.  When their natural token stacking is supplemented with movement actions, sometimes pre-move, that goes a long way towards being unexpected.

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How important do you think FCS would be for two Juke Onyxes? The remaining 30 points could be used for naked Inferno 2...4 or a Squad Leader Black Ace. Of those the latter is the cheapest imperial coordinate and might be handy on the approach turn.

Edited by RikuM

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8 hours ago, theBitterFig said:

The fact that Omicron and Deltas are all the same Initiative 1 goes a long way, with decent options for which moves first.  Get a Defender out of the shuttles way, or move the shuttle somewhere clear, then boost/barrel roll the Defender before it moves.  Mostly, I just think the Lambda is a really strong ship, on every pilot (Sai is potent action efficiency, Jendon can enable mass alpha strike lists, and Kagi is an up-and-coming tech choice against highly meta Proton Torpedoes).  It gained a lot in the 2e changeover, despite Palp getting weaker (and he's still a free Calculate token anywhere on the board).  I keep thinking about cutting Palp for either Sloane or FCS on the Defenders and ST-321 on the OGP.  I'm also not going to recommend Palp in some other list.  With Defenders and Full Throttle, plus the 4 shields, they're better able to tolerate a few blanks than folks like Soontir Fel.  Almost any more traditional Aces list would be better off with different in the shuttle.

Oops, my mistake.  I thought for some reason that the lowest Initiative Omicron Pilot was 2.  The fact that he is 1 means just disregard my comments about initiative order!  

Even so, I just don't see Palp being worth 13 points in conjunction with Defenders.  I think the most effective squad would be to put FCS on the Deltas and take Colonel Jendon, but then of course, your shuttle becomes higher Initiative, and that might end up being problematic...

5 hours ago, RikuM said:

How important do you think FCS would be for two Juke Onyxes? The remaining 30 points could be used for naked Inferno 2...4 or a Squad Leader Black Ace. Of those the latter is the cheapest imperial coordinate and might be handy on the approach turn.

I don't think FCS is terribly important.  It definitely sits in the 'nice-to-have' rather than the 'must-have' category.  If your opponent is ignoring your defenders though, its value certainly increases.  I can definitely see the value of having it with a coordinating ship as you suggest.  However, how often is a TIE fighter going to be in a safe enough position to coordinate?  Without its action, its probably going to be destroyed in a single turn of shooting on it, so I'm skeptical that it would be a useful addition to any list...

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4 minutes ago, wurms said:

Why not two defenders and a 55pt juking collision detector phantom? Or juking echo? They are similar to defenders with the token stack, and juke can strip focuses to help them survive and punch harder.

Juke Whisper (no other upgrades) at 56 perfectly fills the list.  I certainly love Whisper, even without non-Juke upgrades.  But she probably loses to any other Whisper out there, since they'll have Vader and a bigger bid.  The Defenders might be able to handle their business, and most games won't be partial mirror matches, but still.

I guess that's kinda why I like the shuttle.  A 2x Defender + Ace list is probably going to have your lone ace in a worse position than similar enemy aces.  56 points (which includes the bid) simply isn't a lot for an ace.  But a shuttle makes your game plan something different entirely.

2 hours ago, blade_mercurial said:

Even so, I just don't see Palp being worth 13 points in conjunction with Defenders.  I think the most effective squad would be to put FCS on the Deltas and take Colonel Jendon, but then of course, your shuttle becomes higher Initiative, and that might end up being problematic...

The options, as I see it, are:

  • Admiral Sloane.  Your ships don't die easy, but a Defender with a White K-Turn ought to make easy work of a double-stressed ship.  Reroll against stress might be OK.   With any list (not just defenders), I've never personally flown Sloane, and only played against her for the first time tonight, so I don't have a good sense of her.
  • Ciena Ree.  Probably not worth it at initiative 1.  There's some oddball stuff you could do with a K-Turn if you don't mind ending stressed, but mostly Ciena on a low-initiative Defender is just taking the long way around.  Boost bank right, twist left, do a 3 straight.  Ok sure, but couldn't you have just done a 3-bank and barrel rolled?
  • Seventh Sister?  Eh.  I'm not feeling it.  She's probably not bad, but her range is so small.  I feel like she'd be a better fit on something like a Vermiel reaper; swap stress for Jam to strip a token to trigger his ability.
  • Vader would be worth considering, but he's 1 point over what would fit.
    • I don't really think I want a Scarif Base Pilot Reaper over an Omicron.  I want those white coordinates, and if a Reaper is red coordinating (can't afford Tactical Officer and Vader), it's a squishier Lambda.
    • Scarif Base Pilot + Tactical Officer + 13 points would fit, and maybe that's worth considering over a Palpatine Omicron, if I can find something I want more than Palpatine.
  • Some other Lambda Pilot.  Jendon could be good for a FCS build, or Sai for some sweet extra focus results (and maybe also locks from ST-321), or even Kagi for f'cking over enemy Redlines and Kavils and Wedges, but I want to stick at Init 1 with the OGP, for maximum flexibility.
  • Speaking of Flexibility, maybe Advanced Sensors on the Shuttle.  Coordinating before a move allows you to get more out of the red parts of the Lambda dial.
    • Just AdvS or maybe also adding Shield Upgrade would be worth it...
  • Having a bigger bid almost surely won't matter.
  • What about extra toys for the Defenders, and something small for the shuttle?
    • FCS can help them, and will be potent in any sort of late-game 1-on-1, but not super valuable.  As you say, it's a nice perk, but not must have.
      • The shuttle could get ST-321 for some red dice mods, or Minister Maketh Tua, for an extra Red Reinforce, once into the hull.  That might be worth it.  Get both a coordinate and a red reinforce in the same turn.
    • Collision Detector is... I dunno.  I guess.  Defenders don't have a huge number of dial options, and just ignoring some rocks would be great.  No room for anything worthwhile on the shuttle (Hull Upgrade?), though, and no bid is really needed.
    • Secondary weapons all seem bad on low-init Defenders.
      • Any missile other than Homing seems bad (and they couldn't afford Proton Rockets).
      • Homing seems... meh.  But maybe it fits into the Engines of Inevitability plan Defenders have.  There'd still be room for ST-321 or Tua.
      • Tractor Beams really don't seem worth it.  Tossing people on rocks at Init 1 isn't going to matter much.
      • HLC probably doesn't trigger much at this low initiative.
      • Ion Cannons... maybe.  I'm kind of tempted to try it.  If there's a local quick build event, I'm either running two Ion Cannon Deltas (3 threat), plus a Admiral Sloane OGP (2 threat... there's also like Jamming Beam on it, but whatever...), or 4x E-Wings.
        • One observation with low-init Defenders is that, even if your opponent is just running, and despite Defenders being fast, an opponent at max speed can often get pretty decent distance on you.  Ion keeps them slow.
        • I don't quite buy into the "Ion Cannons are bad" common line of thinking.  They aren't as reliable control as 1e, but if they don't put tokens onto a ship, you weren't going to be dealing more than a single damage anyhow.  Sometimes, I think it'd be worth trading 1 damage for a predictable move, to get more damage in later.  I think having access to the effect of an Ion Cannon would be a net-positive for the Defender.  I don't know that it's worth 5 points per ship, and the opportunity cost loss involved in skipping upgrades on the shuttle.
  • None of that really seems obvious or amazing, so back where I started...
  • Emperor Palpatine.
  • He doesn't fix blanks, but he's back to being an after-the-roll, you'll know if you need it effect.  With 3 red and 3 green dice, and with high time-on-target from Defenders, you'll roll a lot of eyeballs over time.  Sure, Defenders usually have a focus (unless they're giving it up to protect against a Vader-Whisper), but it's often nice to have a second token.  I mean, how much would you pay for 0-0-0 if he had unlimited range?  An extra 10 points?
    • Again, I don't think he'd be good with ships other than Defenders.  There's too much margin for error in a Soontir Fel or Grand Inquisitor, where a single bad dice roll can flatten you. 13 points of bid probably goes farther in keeping one of them alive.  Defenders can cope better with an epic blank-out, but do tend to roll a lot of dice over time, and a lot of eyes.
    • I guess I'm going to keep flying Palp until he lets me down.  I think there's a lot a Defender can do to leverage him, to boost and barrel roll and lock more, knowing the old man has at least a portion of their back.

This isn't really an argument against you (and the 'you' I write above is more the nonspecific, generic you of conversation), and more me working through my own thoughts for my own benefit.  There are certainly turns when Palpatine goes unspent, and I start to wonder if there was something better to spend the points on.  I haven't found anything that I clearly want more.

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I think your analysis is spot on.  I agree with the conclusions you've made with all those upgrades you've listed.  

If we are talking specifically including a Lambda as the 3rd ship alongside double defenders, then I agree that your 'good' options are quite limited: 

--Jendon + FCS Deltas goes 'all in' on the firepower, at the expense of maneuvering flexibility (because the lambda must activate last due to higher initiative).  Still a tempting option just because the squad already has decent durability overall, but is a bit on the low end in terms of firepower, and anything that improves damage potential is going to help win games.

--Collision Detector on the shuttle is a really good idea and that leaves only 2 good cards to go with it: Minister Tua or ST-321.  Former is defensive in nature and latter offensive.  Neither are particularly amazing, but either way, collision detector will have a lot of value on the shuttle. 

--Palpatine.  I agree with you that he's not a bad choice.  The fact that everything is Initiative 1 means its nice to have that extra eye-conversion from time to time.  I guess my 'beef' with him is the fact that he feels like a 'nice-to-have' upgrade like FCS, but costs a lot more.  But I agree that in the context of running a Lambda as the 3rd ship, he's as good a choice as any we've already talked about (and better than the rest that you listed).

However, for me, I would prefer to look at a different 3rd ship than the lambda.  Lambda + 2 Deltas is going to fly in a very specific way that doesn't leave many opportunities to 'surprise' your opponent quite the same way as having a flanker.  Its mainly a question of play-style, not 'doing it wrong', but I would much prefer to put Fel in the squad simply because his presence has greater potential to cause your opponent to screw up their opening and give you an early game advantage. 

Juke Echo/Whisper are also strong choices, although probably less likely to mess with your opponent's head in the opening stages (compared to Soontir).  I think I might prefer Echo here simply because he's harder to catch once he's heavily damaged, and you can possibly set up a 'cat & mouse' scenario where your opponent desperately chases after him, letting your deltas get in behind the enemy, free to grab Target Locks and put out fully modified shots.

Pure Sabaac with Lone Wolf and either Proton Bombs or Shield Upgrade could also work, but is not quite as hard to pin down as Soontir, and so ultimately I think it falls more in the 'fun' category.

And As I mentioned earlier, 2 Onyx Aces I think are really strong thanks to Initiative 4 + Juke.  They can have some rough matchups (Palob and Force Users mainly), but are tough enough and hit hard enough that they can dispatch higher Initiative Aces, fat turrets, or even swarms.  The 3rd ship is never going to shine, and that's why I like alpha best---he's not going to accomplish a whole lot, but all I need him to do is put in a key block, and ideally, if he's not dead at the end of the first turn of shooting, he can flee and the opponent is left with the awkward choice of chasing after him or try to deal with the pair of juking defenders that are likely k-turning on their arses...either way, it always feels like I'm in a strong position and my opponent is left with making the best of a not ideal situation.

Edited by blade_mercurial

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41 minutes ago, blade_mercurial said:

However, for me, I would prefer to look at a different 3rd ship than the lambda.  Lambda + 2 Deltas is going to fly in a very specific way that doesn't leave many opportunities to 'surprise' your opponent quite the same way as having a flanker.  Its mainly a question of play-style, not 'doing it wrong', but I would much prefer to put Fel in the squad simply because his presence has greater potential to cause your opponent to screw up their opening and give you an early game advantage.

giphy.gif

I guess I'd rather have a brick of Omicron+Delta, and a Delta as the flanker. :D

We've all got our tastes.

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So my generic setup is Omicron diagonal in one corner, depending on the rocks, and what looks "better" for moving the shuttle over the next few turns.  One Delta is ready to block the Omicron first turn if I want to, and the other Delta is middle-ish, not quite half-way way across the board, depending on rock placement.  Both Deltas tend to face forward.

Depending on what my opponent does, I could move the shuttle up the side with the first delta, or swing into the middle with the second.  With a first-turn bump ready for the shuttle, maybe a 4-K opening move, I've got tools for stalling things out, and letting an opponent come a bit closer, if I want to see them commit to a direction before I commit.  It's a tool I can use, but don't always.  Kinda depends on what you see.

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Just to tell you that today I tested the 2 juke-onyx + alpha list... being a complete disaster, due to my clumsiness planning and moving the ships 😕

Today I wasn't inspired at all, so I will try again early next week!

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17 hours ago, Rubales said:

Just to tell you that today I tested the 2 juke-onyx + alpha list... being a complete disaster, due to my clumsiness planning and moving the ships 😕

Today I wasn't inspired at all, so I will try again early next week!

Its not easy to use, for sure.

Generally speaking, I always place alpha middle of the table close as possible to my board edge.  Then, based on what my opponent is using and how he deploys, alpha will either delay with 1 hard turns/barrel rolls, or will shoot out fast towards the OPPOSITE SIDE that the opponent is on.  The basic strategy is to force the opponent to engage you in the rocks or at least if they want to go after alpha they have to move through the part of the board that is going to be most difficult for them.  If its clear to me that alpha can engage the opening shots at range 3, or even better, only part of the squad can shoot him, then he engages.  If not, he runs.  And when engaging at range 3, there's really nothing the opponent can do to stop alpha from getting a follow-up block (which activates Juke for the defenders).

As for the Defenders, I put about a 2 straight template gap between them, back far enough that their 3 hard turn will easily miss any rock that was put in your corner.  I usually place them far from the opponent and then either turn them immediately to go along my board edge, or else they go fast straight along the side board edge.  The decision is based entirely on what looks to me will give them the most open spaces for their long moves to clear (like their 3 banks/turns and their 4 k-turns).  Defenders CAN sort of fight inside a cluster of rocks using a 'hit+run' approach, but they really prefer wide open space so your opponent has no idea whether you will turn, k-turn, or whatever.  Unpredictable flight patterns can get your opponent feeling nervous and might lead to a mistake on their part.  

But its not easy to explain this sort of thing, and it requires a lot of practice playing solo to get comfortable with it (VASSAL really helps with that because its so easy to set things up and move backwards and forwards through different opening scenarios).  So I can understand if you are more interested in finding a list with less of a learning curve to get good results with...

Edited by blade_mercurial

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Put down a few more wins today, 3-0 in a 10 player tournament.  Dodged the Double-Tap-Dash, but took down Juke-Vader Whisper/Juke Rexler/Barrage Jonus (closest game, 91-28); Torpedo Wedge/Garven/Dutch (no 4th ship, newish player, 200-36); Soontir/Echo/Duchess/Countdown (the other 2-0, and my opponent flew pretty decent but had the worst dice luck I've seen in ages, 200-28).

I don't know if I'll swap out Palpatine (he still came in handy, prevented a decent amount of damage... I ought to start taking notes), but if I did, I keep thinking Advanced Sensors would be best.  Not just for pulling red moves, but also for situations where I know I'll bump.  Not having to worry about clearing moves on the shuttle seems really nice.

I just don't know.  I mean, I'm clearly no Paul Heaver.  The squad shouldn't be as good as it is, but it's been going so well for me.  I've probably got some Qui-gon Jinn in my dice, though.

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5 hours ago, theBitterFig said:

I don't know if I'll swap out Palpatine (he still came in handy, prevented a decent amount of damage... I ought to start taking notes), but if I did, I keep thinking Advanced Sensors would be best.  Not just for pulling red moves, but also for situations where I know I'll bump.  Not having to worry about clearing moves on the shuttle seems really nice.

Not like anything needs changing but AdvS would be my 1st port of call. Bumping and blocking is the big base arc dodge, and it's nice to do a hard turn occasionally :D

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