Opportunist thoughts

By Geoffy, in X-Wing

Played a couple games today testing out opportunist.

I took:

Wes

GSP + Opportunist x 2

Tarn + Flechette

I found the A-wings to be fantastic. My opponents always seem to ignore them and running them this way makes them hit as hard as an X-wing. Plus, they have the best dial in the game to shed that stress. It's also great how you don't have to commit an action and can use it when the (wait for it...) opportunity presents itself.

I'm think of dropping Tarn. He was more of an experiment and didn't really pan out for me. I think I'll add a blue with advanced sensors.

What do you guys think of opportunist and the best ways to use it?

A wings and Interceptors are the best candidates. The debate remains wither it is better than PtL.

A wings and Interceptors are the best candidates. The debate remains wither it is better than PtL.

PTL will always be better from a defensive play standpoint. For 3 points you get an evade every turn if need be. For 4 points you may get an extra shot thats not even a guaranteed hit. My money is always with " learn to fly better to live longer in order to get another shot".

A wings and Interceptors are the best candidates. The debate remains wither it is better than PtL.

On Interceptor it's debatable and depending on the rest of the squad. They already have a red target painted on them since they're part of the big hitters of the Empire, so with the possibility to attack with one more dice, I suspect the opponent will keep them in check and might even try to get rid of it fast so he can start using his focus token as he see fit.

For the A-Wing, I do think it's a very good upgrade for them and a good replacement for PtL. With X-Wing, B-Wing and Yt-1300 naturally able to shoot with 3 dice and frequently being a part of each force, allowing the A-Wing to shoot you with 3 dice is not that troublesome: Will I use my focus against the B-Wing shooting at me right now with three dice, or should I keep it so the A-Wing will only attack me with 2 dice instead of 3... might as well use it now. But on the empire side, should I use it now against the Firespray 3 dice, or should I keep it so that Interceptor won't be able to shoot at me with 4 dice.

So, I personally think A-Wing will be the ship who benefit the most from this skill since he'll probably be left alone, unless he's carrying missiles. But, the Interceptor will be the most threatening ship with it and it might start a mind game with your opponent and force him to do moves he wouldn't have done.

A wings and Interceptors are the best candidates. The debate remains wither it is better than PtL.

PTL will always be better from a defensive play standpoint. For 3 points you get an evade every turn if need be. For 4 points you may get an extra shot thats not even a guaranteed hit. My money is always with " learn to fly better to live longer in order to get another shot".

That's another point for the A-Wing. There is not currently a lot of imprerial ship with 3 attack dice, so A-Wing is naturally hard to hit. Will you shoot at the X-Wing that shoot at 3 and defend at 2, or the A-Wing that attack at 2(3 if you don't have a token) and defend at 3. My guess will be you'll shoot at the X-Wing, so you don't have to always keep out of sight with an A-Wing, unless you're the only target available.

For the Interceptor, since you have the same defense and hull as a Tie Fighter but with a better attack, keeping out of sight is of high priority; so you need the maneuvrability given by PtL more than a A-Wing.

This is my thought too, when it comes to opportunist and the A wing. Green might have a new friend.

I just think the fact that you now basically have an xwing with the best dial in the game combined with the fact that you don't even have to use it makes it fantastic. You can easily evade if you need to and take the stress and extra attack if you think it's worth it. I also think I'll always run it with Wes Janson so that I can pick out my target, shoot at him, and then strip him of any troublesome tokens so that my two awings can bring the pain.

PTL is fantastic as well but doesn't do anything to make your awing hurt more. I think you can use the dial and take appropriate actions without the need for PTL all the time. Plus, with my play group it's always my awings that end up flying around at the end of the game. The fact that now they better hitters only makes me happier. They also are the coolest looking ship IMHO.

To be fair, PtL gives you the chance to take a focus and a target lock in one turn. With Dutch and Gaven around, Green would not have to stress for this.

PTL is also going to have to fear Carnor Jax soon.

You missed an opportunity. Opportunist on Tarn. 4-5 attack dice and often a free target lock and you still take focus. That's auto damge.

Sadly, also 28pts.

You missed an opportunity. Opportunist on Tarn. 4-5 attack dice and often a free target lock and you still take focus. That's auto damge.

Sadly, also 28pts.

I think that was my original idea for including him but it didn't pan out once I added the points up for the awings and Wes. I would love to have thrown it on him but lacked the free points. In the two games I've played he has just died without really getting to take advantage of the TL. I could take him with opportunist but then I'd have to drop Wes and he's just awesome.

I'm in the boat that it's going to be best on the green squadron.

My main issue with PTL offensively is that 2 dice with a TL+F still can only roll 2 hits. And while it does that very reliably, it's also kinda unnecessary. You have a 25% to roll that naturally, and a 56.25% of only needing one of those actions to get two hits. That means that you're going to be using both only ~20% of the time. And I'm still only rolling 2 hits 88% of the time.

Opportunist + focus (or TL) gives you an average roll of 2.25 hits. With that, I have a 84% of rolling 2+ hits with a focus. For even points, I'll make that offensive change any day. And then it also scares the opponent, it might even make for a better closer than PTL.

PTL typically gives you a F+E during end game. If your opponent is rolling 3 dice with a F, his average damage will be .18 against your F+E. And your return fire 2 vs 2 (no tokens) is .51. Meanwhile, if you took opp. a higher PS will probably choose not to spend his token, and if you took the E, he'd do .21 damage.... Now you'll return naked vs. his focus and only do .26 damage... If he does spend the token, he'll do .49 damage, and you'll do .88 return. So, the smart opponent will not spend the focus token... And then you'll actually come out behind, nevermind, not a better closer. Obviously there are limitations in this model - if the enemy rolls 2+ eyes, without doing the math, I would think it would be better for him to spend the token knowing you'll get an extra attack die.

But it definitely makes the GSP more deadly throughout the regular part of the game, and that's not even taking into account the reduced effectiveness of the opponent. I foresee more recon specs over rebel captive in the near future.

This is something I've been excited to try.

When I first saw the opportunist card this was my reaction. I wasn't thinking of how the card bennifits a squint but exhisting ships.

Lando supporting two of these bad boys is sick. You don't even miss the ptl. It also allows those As to boost after they have moved.

I'm a fan of 4 Black Squadron TIEs with Opportunist. 4 Eyeballs turning into Squints is something the opponent must consider.

I'm a fan of 4 Black Squadron TIEs with Opportunist. 4 Eyeballs turning into Squints is something the opponent must consider.

Where is the point? Just take 4 Alphas.

I'm a fan of 4 Black Squadron TIEs with Opportunist. 4 Eyeballs turning into Squints is something the opponent must consider.

Eh... but for those 4 points, you could have just bought 4 Alpha squadrons... Given you do lose 3 PS from that, but you always have that 3rd die, and you're not stressed to using it.

And black has only four green maneuvers to remove the stress. Not good.

That is just looking at the obvious benefits of Opportunist. The true power of Opportunist is not the extra attack die, but the decisions it forces the opponent to make. Ships with higher Pilot Skill cannot ignore the potential return fire. So, they keep their Focus, instead of using it on their attack potentially losing out on some hits. And when will they use it on Defense? Not until the last TIE shoots, thus keeping them from saving a hit or two from the previous 3 TIE attacks. I will take tough decisions for my opponent over the guaranteed attack die of the Interceptor.

I prefer the Black Squadron TIEs because I can throw in some support. Thinking Howlunner and another ship, or something else.

Something you like?

==========
Black Trap
==========

100 points

Pilots
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Howlrunner (20)
TIE Fighter (18), Elusiveness (2)

Black Squadron Pilot (20)
TIE Fighter (14), Opportunist (4), Targeting Computer (2)

Black Squadron Pilot (20)
TIE Fighter (14), Opportunist (4), Targeting Computer (2)

Black Squadron Pilot (20)
TIE Fighter (14), Opportunist (4), Targeting Computer (2)

Black Squadron Pilot (20)
TIE Fighter (14), Opportunist (4), Targeting Computer (2)

------

View: http://xwing-builder.co.uk/view/55510/black-trap
Tweak: http://xwing-builder.co.uk/build/55510

If Howl is down, the Blacks still have TC ...

Edited by TheRealStarkiller

That is just looking at the obvious benefits of Opportunist. The true power of Opportunist is not the extra attack die, but the decisions it forces the opponent to make. Ships with higher Pilot Skill cannot ignore the potential return fire. So, they keep their Focus, instead of using it on their attack potentially losing out on some hits. And when will they use it on Defense? Not until the last TIE shoots, thus keeping them from saving a hit or two from the previous 3 TIE attacks. I will take tough decisions for my opponent over the guaranteed attack die of the Interceptor.

I prefer the Black Squadron TIEs because I can throw in some support. Thinking Howlunner and another ship, or something else.

There could be a psychological effect from Opportunist. This is something that math cannot help you predict. It is a risk/reward EPT for sure. I think an early round success will be needed to gain the effect you're looking for. I personally plan on trying it out with a 3 Interceptor build as soon as my Aces are in my hands.

Biggs

Dagger

Red

Tarn+ r2-d6+ opportunist

Wins/ties in the PS war with Tarn shooting last. If you're maneuvering well it's 4-5 dice with TL and Focus. Not bad out of your PS 3 xwing.

No worse than xxbb. Forces shot priority and hits back with more power than xxbb.

Edited by Rakky Wistol

What I'm planning at least on trying out is:

2x GSPs+opportunist

2x Red+Engine

I'm hoping it would be similar to 4 Rookies w/engines build, which I very much enjoy flying. Basically, the question is whether the GSPs' movement can offset the finagling it will take to utilize opportunist. I'm doubtful, but I'll take a few cracks at it and see what I can do. I'll probably sub out one of the Reds for Tarn Mison down the road, but I want to try out the stock squad first.

Biggs

Dagger

Red

Tarn+ r2-d6+ opportunist

Wins/ties in the PS war with Tarn shooting last. If you're maneuvering well it's 4-5 dice with TL and Focus. Not bad out of your PS 3 xwing.

No worse than xxbb. Forces shot priority and hits back with more power than xxbb.

How do you get your TL+F? I don't see any extra actions floating around in this list.

Biggs

Dagger

Red

Tarn+ r2-d6+ opportunist

Wins/ties in the PS war with Tarn shooting last. If you're maneuvering well it's 4-5 dice with TL and Focus. Not bad out of your PS 3 xwing.

No worse than xxbb. Forces shot priority and hits back with more power than xxbb.

How do you get your TL+F? I don't see any extra actions floating around in this list.

Tarn gets a free target lock when he is attacked, I am assuming this is what Rakky meant?

Once I get my hand on Imperial Aces and get to play the rebels again (since we only play casual, in the theme of rebellion vs Empire, and I always let my opponent choose his side since I play more often, I always end up playing the imperials), I'll try this list:

2x Green Pilot with Opportunist

2x Dagger with Advanced Sensors