Squad Critique

By irav222, in X-Wing

Going to try

Interceptor - Soontir Fel - Stealth device, Elusivness( not sure if I want to try PTL instead of Elusive)

Firespray - Krassis Trelix - Heavy Laser Cannon (may change to bounty hunter so I could add stealth device)

Tie - Obsidian Squadrin Pilot

Tie - Academy Pilot

What do you think? any suggestions?

I think you should stick with Trellix. Drop Elusiveness on Fel, drop the Obsidian to an Academy and with the 3 points add PtL to Fel.

This way you have two solid blockers, one highly mobile fire platform in Fel and a hammer in Trellix.

Going to try

Interceptor - Soontir Fel - Stealth device, Elusivness( not sure if I want to try PTL instead of Elusive)

Firespray - Krassis Trelix - Heavy Laser Cannon (may change to bounty hunter so I could add stealth device)

Tie - Obsidian Squadrin Pilot

Tie - Academy Pilot

What do you think? any suggestions?

Definitely use Push the Limit instead of Elusiveness. I'd keep Krassis Trelix--but if you do step back to a Bounty Hunter, a Recon Specialist will do more for you over the long run than a Stealth Device. And I would use two Academy Pilots instead of one Obsidian and one Academy, to keep them on the same PS and maximize your ability to block.

EDIT: ninja'ed by precisely the same advice. :ph34r: Must be good, then!

Edited by Vorpal Sword

Elusiveness could be cool on Fel, but what you are essentially doing is committing to being shot at, and hoping the dice stay in your favor.

However if you opt to go with PTL, you have more maneuverability options, so you can reliably get out of enemy firing arcs, and remove the dice from the equation. I think being outside of a firing arc is always better than being inside one with lots of dice.

If we talk straight evading one hit, PTL provides a evade token which is good for 1 hit, it is spent after you roll your dice and decide whether or not you need it. Elusiveness provides a reroll of an attack die, which in the best case scenario, results in a 50% to negate a hit. However, since you have to use it before you roll, you may find that you did not need to use elusiveness anyways... Afterall, there is a 5% chance of getting 3 evades with 3 dice. If we take best case scenario of 50% effectiveness, and 100% usefulness, and extrapolate out to 3 points, you end up with .75 evades granted by elusiveness vs. 1 evade granted by PTL.

Now, there is the scenario where you take evade as your action to begin with, and elusiveness gives you a chance to evade a second hit. That cannot be easily calculated, but suffice to say more often than not, the interceptor will be using at least 1 action for movement.