Bucknife 1,801 Posted August 8, 2020 __________________________________ ¿???????????????¿??????¿?????????? Quote Share this post Link to post Share on other sites
Roller of blanks 493 Posted August 8, 2020 Sabine attack shuttle. Pre move free actions, super squirrelly, 3 reds, throw lone wolf for better offense/defense. Probably the best way to get behind the enemy and start annoying them 5 1 Maizrim, CaptainJaguarShark, Npmartian and 3 others reacted to this Quote Share this post Link to post Share on other sites
ScummyRebel 5,356 Posted August 8, 2020 I’d put him on the least threatening ship possible so that if an opponent goes after him, your big guns are coming down unopposed on them. 6 Npmartian, Hiemfire, FlyingAnchors and 3 others reacted to this Quote Share this post Link to post Share on other sites
Boreas Mun 176 Posted August 8, 2020 (edited) Of course it depends on the cost, is it lower than Squad Leader or doesn't increase with Initiative. Maybe you want it on low Initiative, maybe on high. Edited August 8, 2020 by Boreas Mun 1 nitrobenz reacted to this Quote Share this post Link to post Share on other sites
Hoarder of Garlic Bread 2,566 Posted August 8, 2020 Depends. I like the idea of coordinating a stressed enemy (so failed action and no coordinate) to get the jam snipe. Locking rocks at the beginning to coordinate a friend and jam a meaningless friendly jam also seem neat. You also want enough friends to crank out the usage on him. With these in mind, I think I'd most prefer him in a Rose Tide Pods. Wolffe or even a generic ARC also seems good. Quote Share this post Link to post Share on other sites
Maui. 2,819 Posted August 8, 2020 8 Maizrim, Scum4Life, Bucknife and 5 others reacted to this Quote Share this post Link to post Share on other sites
theBitterFig 11,640 Posted August 8, 2020 (edited) Republic R2-D2 seems OK. Grab a Dorsal Turret for 34+Hondo, with the potential to get free tokens. Bucket, as noted, looks reasonable. Scum Han. Dude doesn't really need crew. It'll be an Init 6 coordinate/jam, so after full knowledge probably, and when you know whether you'll have any bonus dice from ability/title, so you can chose to give up your action on turns when you know you already don't have a good shot. Nom Lumb could be good. Decently tanky ship that doesn't care too much about it's own actions, and you'll probably have Dengar gunner. Say... that's kinda sweet if you Jam someone. Edited August 8, 2020 by theBitterFig 5 CoffeeMinion, Bucknife, Hoarder of Garlic Bread and 2 others reacted to this Quote Share this post Link to post Share on other sites
Roller of blanks 493 Posted August 8, 2020 Bitter eggplant up there beat me to it, but R2-D2 sounds like a good pick. Nodin in the resistance transport could be good too. After coordinating, he gets a free action, so he basically gets to jam an enemy for free, or just boost his own coordinate to be white, range 1-3 1 Bucknife reacted to this Quote Share this post Link to post Share on other sites
RStan 3,627 Posted August 8, 2020 4 5050Saint, Hoarder of Garlic Bread, Bucknife and 1 other reacted to this Quote Share this post Link to post Share on other sites
Hoarder of Garlic Bread 2,566 Posted August 8, 2020 2 hours ago, RStan said: Ryan said my suggestion! Validation points to my fragile ego! Quote Share this post Link to post Share on other sites
gamblertuba 5,649 Posted August 9, 2020 Tavson? Seems obvious to me. 3 Smikies02, Bucknife and Hoarder of Garlic Bread reacted to this Quote Share this post Link to post Share on other sites
Npmartian 1,187 Posted August 9, 2020 6 hours ago, theBitterFig said: Scum Han. Dude doesn't really need crew. It'll be an Init 6 coordinate/jam, so after full knowledge probably, and when you know whether you'll have any bonus dice from ability/title, so you can chose to give up your action on turns when you know you already don't have a good shot. This would be a really neat lore team-up. Han and Hondo arguing with each other about profit? Yes please. Also, as stated, quite effective. 1 ClassicalMoser reacted to this Quote Share this post Link to post Share on other sites
clockworkspider 110 Posted August 9, 2020 1 hour ago, Npmartian said: This would be a really neat lore team-up. Han and Hondo arguing with each other about profit? Yes please. Also, as stated, quite effective. Now that's the Star Wars TV show we need. 3 FlyingAnchors, Npmartian and CaptainJaguarShark reacted to this Quote Share this post Link to post Share on other sites
wurms 5,334 Posted August 9, 2020 (edited) Heff - free actions when enemy ships bump him. No stress from coordinating with Hondo, extends coordinate to range 3. So Heff, could Hondo for action to coordinate/jam, get bumped, then do a coordinate action. O-66 sounds good too. Defend, spend a calc to Action Hondo to coordinate the ship that just attacked you, and jam the next ship gonna shoot you. Or coordinate a friendly for a better shot. Edited August 9, 2020 by wurms 6 Hoarder of Garlic Bread, CoffeeMinion, FriendofYoda and 3 others reacted to this Quote Share this post Link to post Share on other sites
Hoarder of Garlic Bread 2,566 Posted August 9, 2020 3 hours ago, gamblertuba said: Tavson? Seems obvious to me. Cost dependent. 2 great Tavson archetypes (Kylo + Tavson + Starkiller/Thannison and Kylo + Tavson + Quickdraw/Holo) run at or just about 200. Upgrading your Biohexacrypt Codes to Hondo might mean demoting Kylo to Blackout or some other ace or perhaps decreasing the not Kylo piece. Probably not worth it. He will have good value on the Xi, but not Rose Tico value. If you take a 2nd crew, Thannison will let you completely jam a token stacker/locker if you line up your arc. Phasma also looks to be a good crew with Hondo, since you could stress someone who gets too close and coordinate them next turn for it to fail because they're stressed. Pyre's first ability does that weaker (1 time and the opponent can slow play) but the 2nd ability will keep your Hondo alive longer, given that many self-stressers are out there. Passive defensive muggle mods good, especially if you jam one enemy and gift a useless coordinate to an enemy stressed boi. 1 CoffeeMinion reacted to this Quote Share this post Link to post Share on other sites
PaulRuddSays 1,358 Posted August 10, 2020 12 hours ago, Hoarder of Garlic Bread said: Cost dependent. 2 great Tavson archetypes (Kylo + Tavson + Starkiller/Thannison and Kylo + Tavson + Quickdraw/Holo) run at or just about 200. Upgrading your Biohexacrypt Codes to Hondo might mean demoting Kylo to Blackout or some other ace or perhaps decreasing the not Kylo piece. Probably not worth it. He will have good value on the Xi, but not Rose Tico value. If you take a 2nd crew, Thannison will let you completely jam a token stacker/locker if you line up your arc. Phasma also looks to be a good crew with Hondo, since you could stress someone who gets too close and coordinate them next turn for it to fail because they're stressed. Pyre's first ability does that weaker (1 time and the opponent can slow play) but the 2nd ability will keep your Hondo alive longer, given that many self-stressers are out there. Passive defensive muggle mods good, especially if you jam one enemy and gift a useless coordinate to an enemy stressed boi. If you're looking at hyperspace, I'd expect Hondo might be stupid good on a Xi. If your offense ships take the first turn to lock on each other, then Hondo becomes a friendly R3 coordinate with no downside - the token you jam off is just a friendly lock. It's the same game you can play with Holo, i.e. discarding useless tokens in your trade-off. 2 nitrobenz and Hoarder of Garlic Bread reacted to this Quote Share this post Link to post Share on other sites
Boreas Mun 176 Posted August 10, 2020 6 hours ago, PaulRuddSays said: If you're looking at hyperspace, I'd expect Hondo might be stupid good on a Xi. If your offense ships take the first turn to lock on each other, then Hondo becomes a friendly R3 coordinate with no downside - the token you jam off is just a friendly lock. It's the same game you can play with Holo, i.e. discarding useless tokens in your trade-off. Sure, but on the other hand opponent will also TL the first turn, so offensive potential of Hondo is also lower. 1 Smikies02 reacted to this Quote Share this post Link to post Share on other sites
PaulRuddSays 1,358 Posted August 10, 2020 5 hours ago, Boreas Mun said: Sure, but on the other hand opponent will also TL the first turn, so offensive potential of Hondo is also lower. That's true but incomplete. There's a definite form of control in pushing your opponent into only single-modded shots. If my opponent keeps locks on their own ships to avoid locking me and having it jammed off, that's a win. Hondo is stupid because you can use it on yourself early game without real penalty, then you have the choice of how to use it opportunistically. For example, if your opponent is running Boba Fenn, they have to account for the potential jam on Fenn in any turn that could leave him tokenless and extremely vulnerable. This changes the way you fly because you have to account for the risk tolerance. And I'll also note that the Rules Reference is very clear, in the first bullet on page 13, that Hondo's ability is not considered a Jam action. The Hondo caddy can use Hondo and Jam if they can get a second action in their turn (e.g. new Poe, Squad leader, coordinate, Heff with K2SO, ...). In those edge cases you get a R1 and a R3 jam, meaning you can do really gross things. Quote Share this post Link to post Share on other sites
ClassicalMoser 4,018 Posted August 10, 2020 (edited) I'm a big fan of Vermeil. Add an ISB slicer for 3 points to increase annoyance. Vizier with Death Troopers adds shenanigans, and you probably still have 100 points left for real ships. Thematically quite funny too Edited August 10, 2020 by ClassicalMoser 1 KingmanHighborn reacted to this Quote Share this post Link to post Share on other sites
Enigami 218 Posted August 10, 2020 (edited) Hondo will be a godsend for swarm lists. Coordinating a boost or barrel roll to move an enemy ace out of position and denying that action for repositioning when they activate, or forcing a red action when you know they want to pull a red maneuver to turn around? And then getting to jam another ship? This deal is getting better all the time! If Hondo costs 8 or less, I'm flying Nom Lumb + Hondo + 7 MGTs at the earliest opportunity. Hondo will also be a huge boon to high initiative crew carriers. Unused Boost and Barrel Roll actions would become liabilities as Han, Dengar or Shuttle Fenn moving last could reposition enemies with perfect information. I'm actually feeling like this Hondo might need to be prohibitively expensive or get an errata to deny coordinating anything but white Focus/Calculate as soon as people figure out how to utilize Hondo's enemy coordinate maliciously. Edited August 10, 2020 by Enigami Quote Share this post Link to post Share on other sites
theBitterFig 11,640 Posted August 10, 2020 28 minutes ago, Enigami said: Hondo will be a godsend for swarm lists. Coordinating a boost or barrel roll to move an enemy ace out of position and denying that action for repositioning when they activate, or forcing a red action when you know they want to pull a red maneuver to turn around? And then getting to jam another ship? This deal is getting better all the time! If Hondo costs 8 or less, I'm flying Nom Lumb + Hondo + 7 MGTs at the earliest opportunity. Hondo will also be a huge boon to high initiative crew carriers. Unused Boost and Barrel Roll actions would become liabilities as Han, Dengar or Shuttle Fenn moving last could reposition enemies with perfect information. I'm actually feeling like this Hondo might need to be prohibitively expensive or get an errata to deny coordinating anything but white Focus/Calculate as soon as people figure out how to utilize Hondo's enemy coordinate maliciously. Consensus is that if you coordinate an enemy ship, that ship--that is, the enemy--gets to pick the action. 3 Enigami, Hiemfire and ClassicalMoser reacted to this Quote Share this post Link to post Share on other sites
KingmanHighborn 169 Posted August 10, 2020 26 minutes ago, Enigami said: Focus/Calculate as soon as people figure out how to utilize Hondo's enemy coordinate maliciously. If they have the action you can certainly barrel roll them so next turn they'll go over rocks, debris, mines, etc. Or out of arc... Same with the boost action. Hey ship at range 2, boost into r1 of Boba for me... Thank you. Also could coordinate something that's a red action, and so they are stressed, potentially messing up maneuvers and turning red maneuvers into white 2 straights. Quote Share this post Link to post Share on other sites
Enigami 218 Posted August 10, 2020 3 minutes ago, theBitterFig said: Consensus is that if you coordinate an enemy ship, that ship--that is, the enemy--gets to pick the action. Ah, that would make sense. That would avoid all the NPE garbage getting to choose your enemy's actions would cause. Quote Share this post Link to post Share on other sites
KingmanHighborn 169 Posted August 10, 2020 NPE? Quote Share this post Link to post Share on other sites
Hiemfire 7,293 Posted August 10, 2020 2 minutes ago, KingmanHighborn said: NPE? Negative Player Experience Quote Share this post Link to post Share on other sites