AABB with new upgrades

By cubby09, in X-Wing

green + Opp X2=46

Dagger + AdvSensorsX2=54

Idea being the daggers fire first and generally targets' tokens will have been spent by the time the greens fire thus alllowing an extra die

green + Opp X2=46

Dagger + AdvSensorsX2=54

Idea being the daggers fire first and generally targets' tokens will have been spent by the time the greens fire thus alllowing an extra die

My playtesting with opportunist so far has shown that with only 2 ships firing before (to hopefully strip tokens) doesn't work that well. It does force your opponent to take a focus instead of something else, but that's not always a bad thing for them.

Here's the problem: you want each b-wing attack to strip a token, but quite often, either the opponent does not roll any eyes and can't spend it, or gets enough evades to cancel the attack (I'm thinking b's vs ties @ R3 here).

I'm starting to feel that Jax or Janson will be the only reliable ways to use opportunist. Alternatively, have more than 2 ships firing at higher initiative than your opportunists, but then you might destroy the tie with the second ship and forced to shoot your opportunist at a new target which still has its focus token...

Problem I see with this build is two Rookie x-wings cost 42 points (or 46 for two Reds) and they don't need stress for a 3rd die.

Edited by Stone37

green + Opp X2=46

Dagger + AdvSensorsX2=54

Idea being the daggers fire first and generally targets' tokens will have been spent by the time the greens fire thus alllowing an extra die

My playtesting with opportunist so far has shown that with only 2 ships firing before (to hopefully strip tokens) doesn't work that well. It does force your opponent to take a focus instead of something else, but that's not always a bad thing for them.

Here's the problem: you want each b-wing attack to strip a token, but quite often, either the opponent does not roll any eyes and can't spend it, or gets enough evades to cancel the attack (I'm thinking b's vs ties @ R3 here).

I'm starting to feel that Jax or Janson will be the only reliable ways to use opportunist. Alternatively, have more than 2 ships firing at higher initiative than your opportunists, but then you might destroy the tie with the second ship and forced to shoot your opportunist at a new target which still has its focus token...

I can see the scenario you envision happening. I also see that pilots with higher PS ( im looking at you Howrunner) will definitely have spent their token by the time they attack and then the B's attack. The A's will be able to to take out the higher PS's early. I havent played this build yet but i see as its primary deficiency that it is better in the early stages of the game and loses punch towards the end when the A's are most likely survivors and wont be able to capitalize on th eOpp skill...again I havent play tested it yet.

Problem I see with this build is two Rookie x-wings cost 42 points (or 46 for two Reds) and they don't need stress for a 3rd die.

Valid point but they dont have the manuverability and speed of the A-wing...Just thinking of a way to shake things up using the new cards

Problem I see with this build is two Rookie x-wings cost 42 points (or 46 for two Reds) and they don't need stress for a 3rd die.

Valid point but they dont have the manuverability and speed of the A-wing...Just thinking of a way to shake things up using the new cards

And I'm right there with you. I love the idea of Opportunist, but it doesn't seem worth the cost if a ship that naturally has an extra die could be brought in for the same amount (or less) of points. Honestly, there needs to be a Rogue X-wing pilot card with an EPT slot. Opportunist fits wonderfully on Blacks and Sabers and Royal Guards. Black Tie-Fighters might be the best fit period right now. 18 points for a PS 4 with the possibility of rolling 4 dice at range 1.

Problem I see with this build is two Rookie x-wings cost 42 points (or 46 for two Reds) and they don't need stress for a 3rd die.

Valid point but they dont have the manuverability and speed of the A-wing...Just thinking of a way to shake things up using the new cards

Yeah but the X wing maneuvers like an aircraft carrier compared to the Awing!

Agreed. The uses I see for Opportunist on the Rebel side are to boost the A-wing as a missile carrier, to give it an extra die during its alpha strike, or on the Falcon. I'd be hesitant to use it on the A-wing though, as I still think PTL is a better upgrade.

Could be good on the Falcon though with the right list. With a range 3 turret the Falcon is almost guaranteed a 3-die shot every round, and anything that boosts this, like opportunist, would be a good bet.

Chewbacca+Opportunist+Nien Nunb+Title

Garven

Biggs

99 points.

Or maybe:

Chewbacca + Opportunist + Nien Nunb + Title

Jan Ors + Ion Turret + Squad Leader

Green Squadron Pilot + Veteran Instincts

100 points.

With up to 5 attack dice and two actions every round, the Falcon has a decent chance at one-shotting interceptors and tie fighters. The Green Squad pilot can try to flank and interfere while the other two stick together.


Problem I see with this build is two Rookie x-wings cost 42 points (or 46 for two Reds) and they don't need stress for a 3rd die.

Edited by period3

I feel like people keep forgetting that there are many things in this game that deny a persons actions. Red manoeuvres, asteroids and colliding into peoples ships. OPPORTUNIST is used when the OPPORTUNITY ARISES. an awing getting behind a key target that hit a troid or hit another one of your ships could be a dead man when that awing fires 4 rounds into its rear and clears its stress like nothing happened.

Yes characters that deny actions will work wonders with the card but I can definitely see its place in many scenarios.

While that is true, it's 4 points and taking up the slot of arguably better upgrades like Push the Limit. Say what you will, I'd rather pay my stress to add a focus on top of another action, than to add an extra dice. Opportunist feels too expensive, and too unreliable to me. Especially given it's best on low Pilot skill pilots, very few of which have elite talent upgrades.

I don't really see the point of it on a Black Squadron Pilot. For 18 points, you give up 3 PS, gain maneuverability and Boost, and the natural 3rd die. I don't think the 3 PS drop is worth all of that. Saber Squadrons could potentially make use of it, throwing 4 dice.

However, on the rebel side, the Green Squadron Pilot is the only one that could benefit from it (short of gimmick squads with 3 PS9-10 X wings). At 23 points, it will be compared to a PS4 Red Squadron. However, for equal points, you're losing the natural 3rd die, and 1 PS, for boost and a "better" dial. Along with a 3rd agility die for the cost of 1 hull. I'm not sure that it's worth it, but I can see that it's valid enough to be worth consideration.

I hadn't thought of it on a YT before though... That could be very interesting... VERY interesting indeed. Especially on Chewy. You could do Luke, Garven, Chewy w/ Opp... Luke and Garven shoot first, and if ANYONE doesn't have a token, chewy shoots at him. It could play some serious psychological games with your opponent.

It seems most people want every single shot to happen with Opportunist. Action denial is a strong method of play even without the elite pilot skill. Adding Opportunist to the mix only cements the tactic as top tier. Opportunist will easily be one of the skill upgrades used by the best of the best players.

Problem I see with this build is two Rookie x-wings cost 42 points (or 46 for two Reds) and they don't need stress for a 3rd die.

Valid point but they dont have the manuverability and speed of the A-wing...Just thinking of a way to shake things up using the new cards

And I'm right there with you. I love the idea of Opportunist, but it doesn't seem worth the cost if a ship that naturally has an extra die could be brought in for the same amount (or less) of points. Honestly, there needs to be a Rogue X-wing pilot card with an EPT slot. Opportunist fits wonderfully on Blacks and Sabers and Royal Guards. Black Tie-Fighters might be the best fit period right now. 18 points for a PS 4 with the possibility of rolling 4 dice at range 1.

But how well do they shed stress, I think A-wings are the best use for opportunist since they could really use the extra dice and shed stress easier than any other ship.

in the AABB list. try to block and action deny with a's. worst case is you are range one with the A. I see that as a win because youa re going to dodge with three dice (equal to or better than any other ship) and you have four dice on attack ( better than any naked defense 3 ship)

you could always go with:

2x Green+opp

ORS + IA+ NAV+APL

rookie

deny action and possibly APL from the bump of the ORS. A's swoop in at range one and have Opp. if the rookie could fire that would be 11 dice! oof

I don't really see the point of it on a Black Squadron Pilot. For 18 points, you give up 3 PS, gain maneuverability and Boost, and the natural 3rd die. I don't think the 3 PS drop is worth all of that. Saber Squadrons could potentially make use of it, throwing 4 dice.

However, on the rebel side, the Green Squadron Pilot is the only one that could benefit from it (short of gimmick squads with 3 PS9-10 X wings). At 23 points, it will be compared to a PS4 Red Squadron. However, for equal points, you're losing the natural 3rd die, and 1 PS, for boost and a "better" dial. Along with a 3rd agility die for the cost of 1 hull. I'm not sure that it's worth it, but I can see that it's valid enough to be worth consideration.

I hadn't thought of it on a YT before though... That could be very interesting... VERY interesting indeed. Especially on Chewy. You could do Luke, Garven, Chewy w/ Opp... Luke and Garven shoot first, and if ANYONE doesn't have a token, chewy shoots at him. It could play some serious psychological games with your opponent.

Edit:

Shouldn't that be ABBA for the list name... nothing like a reminder to an old favorite pop group

Edited by oneway

But they're also more vulnerable than other ships. They need their maneuverability, and crippling that by taking stress can be a bad idea. Opportunist is named appropriately - it'll be a great choice when the opportunity arises, but that opportunity is pretty rare for most ships. I'd be much more excited about it on the A-wing if PTL didn't exist.

Maybe it will work well though, I haven't had a chance to play opportunist on rebel ships yet.

Problem I see with this build is two Rookie x-wings cost 42 points (or 46 for two Reds) and they don't need stress for a 3rd die.

Valid point but they dont have the manuverability and speed of the A-wing...Just thinking of a way to shake things up using the new cards

And I'm right there with you. I love the idea of Opportunist, but it doesn't seem worth the cost if a ship that naturally has an extra die could be brought in for the same amount (or less) of points. Honestly, there needs to be a Rogue X-wing pilot card with an EPT slot. Opportunist fits wonderfully on Blacks and Sabers and Royal Guards. Black Tie-Fighters might be the best fit period right now. 18 points for a PS 4 with the possibility of rolling 4 dice at range 1.

But how well do they shed stress, I think A-wings are the best use for opportunist since they could really use the extra dice and shed stress easier than any other ship.

When I use TIEs, stress isn't a problem.. in the dogfight you are doing so many green moves it won't be a hinderance.. you just have to know how to fly the ships...

Agreed you want opportunist on lower PS pilots, so Chewy does constrain one's options somewhat. Still, at 5 points he's not particularly high and there are still a number of ships above him that should still make for a competitive list.

I don't really see the point of it on a Black Squadron Pilot. For 18 points, you give up 3 PS, gain maneuverability and Boost, and the natural 3rd die. I don't think the 3 PS drop is worth all of that. Saber Squadrons could potentially make use of it, throwing 4 dice.

However, on the rebel side, the Green Squadron Pilot is the only one that could benefit from it (short of gimmick squads with 3 PS9-10 X wings). At 23 points, it will be compared to a PS4 Red Squadron. However, for equal points, you're losing the natural 3rd die, and 1 PS, for boost and a "better" dial. Along with a 3rd agility die for the cost of 1 hull. I'm not sure that it's worth it, but I can see that it's valid enough to be worth consideration.

I hadn't thought of it on a YT before though... That could be very interesting... VERY interesting indeed. Especially on Chewy. You could do Luke, Garven, Chewy w/ Opp... Luke and Garven shoot first, and if ANYONE doesn't have a token, chewy shoots at him. It could play some serious psychological games with your opponent.


I think opportunist is wasted on higher PS pilots... you need them to blast away the tokens then a couple BSPs can come in and clean up... I think that's where the idea of BSPs being a good fit comes in..

If you are going to play opportunist on A-wings, go full speed and equip them with missiles too.

IMO, the only real reason to bring an A to the table is because you want to use that missile slot, (Only the A and the named falcons can equip missiles)... Otherwise other ships (mainly the X) can perform as well as the A as a flanker.

Then, a well placed opportunist-empowered missile can be a real and unexpected threat.

with missiles then...

2XGSP+Opp+cluster(4 dice twice)

BSP+FCS

BSP

100points

with missiles then...

2XGSP+Opp+cluster(4 dice twice)

BSP+FCS

BSP

100points

If you mean that each GSP would get an extra die on their first attack with the clusters, then yeah. But I don't think they would get the extra die on the second cluster attack because they would already have a stress from the first cluster attack.

Edited by jasonkw

with missiles then...

2XGSP+Opp+cluster(4 dice twice)

BSP+FCS

BSP

100points

If you mean that each GSP would get an extra die on their first attack with the clusters, then yeah. But I don't think they would get the extra die on the second cluster attack because they would already have a stress from the first cluster attack.

And you can only use Opportunist if the target has no focus or evade, so ideally at least one of the other ships needs to shoot before the A-wings to strip the tokens. What about:

2xGSP+Opp+cluster(4 dice, then 3)

2x Red Squadron pilot

100 points

or

2xGSP+Opp+cluster(4 dice, then 3)

Dagger squadron pilot

Blue squadron pilot

100 points

Edited by rmb43

Good news... You no longer need missiles on the A-Wings...

GSP+Chardaan rift +opp=victory