Disappointing Aces

By uopo, in X-Wing

Hello everyone! First of all I'll try to be as clear as possible since I'm Italian and my english definitely needs an improvement.

Since the Interceptors came out, I left my Adv on the shelf and I've always flown two squints and some Ties. My current and favourite list has always been:

Soontir w/ PtL + SD
Turr w/ VI + SD

Academy pilot x 3

Total 98 pts.

I'm in a 6 win row with this team, but since the Aces came out I started to bite the dust.

I've recently tried Carnor Jax instead of Soontir or Turr but I've never found it so useful...So I tried Lorrir, but I had the same disappointing feeling. Now, it's me the problem or does the Aces needs more games in order to be fully appreciated?

Do you think that a couple of Royal guard pilot and one Alpha sq could work well with three academy pilot?

Something like:

Royal guard pilot x2 44pts

Alpha sq 18 pts

Academy pilots x3 36 pts

total 100 pts

Any other suggestions in order to change my mind about Aces?

Imperial Aces Update

~~~~~~~~~~~~~~~~~~~~


Now that I've managed to get a bit of play time on the Imperial Aces, I think I can offer some rather helpful tips regarding the stuff given in the box set.


~~~~~~~~~~~~~~~

Pilot Abilities

~~~~~~~~~~~~~~~


Carnor Jax is easily the strongest pilot out of the 4, and is also the most difficult to use. His range restriction means that either his effect occurs entirely by accident, or that he would rush straight into the enemy, apply his effect, and get taken out immediately via multiple range 1 shots in the face. It is also difficult to flank with him, yet putting him in your main squad is not right either as his effect requires him to be physically at your opponent's side and not your side. The usual PTL stuff works for him, and you would probably find that he benefits the most from the new upgrades that increases his hp. I've also tried Daredevil with him, where I would do a forward 5, then use Daredevil and force an overlap so his ship could not shoot at me, and I can still apply my effect. Creative, but not a viable tactic most of the time since I find myself getting shot down while enroute at range 2-3.


When flying Carnor, one pretty interesting tip is to fly him in such a way that you are more interested in getting him there, as opposed to having him try and dodge arcs or be pointed at something to shoot. Essentially he works like a support ship for your opponent, so you should try and play him as one. Another option is to simply fly him as you would any TIEint, and hope that he would eventually get into range 1, because that would be what you would be doing in a normal TIEint with PTL anyway.


When used well, Carnor is downright devastating. He shuts down Blaster Turrets, denies kyle and garven their effects, shuts down all Imperial ships that are not Firespray, TIEbomber or TIEadv, blocks stupid PTL Focus + Evade + recon spec combos, etcetc. He ensures that your squad would take weakened attacks, and the target you are aiming at would become softer too. All these, provided you manage to get him into position.




Kir Kanos, on the other hand, is a complete letdown. In fact, I feel he should change effects with Carnor Jax, since he really needs the PTL more than Carnor does. On his own, you would keep using the evade action until you die, but it also does mean that he cannot do anything interesting, and his attack power is actually about the same as if you had used focus instead. You can try and support him, but Imperial supports are very weak, and just about the best you could do to help him is perhaps howlrunner + squadleader. It's not a bad combo by itself, but with Kir at 24 points and a Howlrunner at 20 points that does not have any defensive capabilities, the rest of your team becomes quite.... weird to work with. You can sort of imagine the kind of havoc Kir Kanos could do if he was on the Rebel side instead. Just escort him with Garven or Dutch, wooh now this bugger is very scary, even if he's in an Awing. Definitely "wasted potential" the card, I really wouldnt mind if I paid 27 points for him, if he came with a EPT slot. You could try targetting computer on Kir, so you'd do something like TL the target, then swing in and attack him with an evade token on the next turn, but honestly in today's age of wave 3.5, your opponent would likely not be generous enough to give you the luxury of a 2-turn setup, even in casual games.


Royal Guard TIE is definitely the 2nd strongest thing in the whole box. Great bang for buck, actually can be used competitively, takes something old and improves it so much they cant even be compared side by side anymore, this thing is AWESOME!!! In fact, I had to buy my 2nd Imperial Aces box because I want to use 3x or 4x of this thing on PTL in tournaments. It's that sick. For 1 point you pump yourself up from PS4 to PS6, which brings you up to named pilot territory. You are now shooting at the same time as opponents like Ibtisam, Backstabber, Dutch, etc commonly used named pilots, which gives you half of Fel's Wrath effect already. PS6 also means you are now able to dodge the firing arcs of Dagger + advanced sensors, and some PS5 TIEints, which are seeing play a lot more often. 4x of these guys on PTL is an extremely competitive squad, and I've taken out Falcon builds with 2x or 3x of these guys before a few times, especially when flown against Chewbacca. If you ever find yourself getting a 2nd Imperial Aces box, Royal Guard #3 and #4 would be your second reason (first reason would be getting that red TIEint and 181st bloodstripe, so you can use it for your 2x Royal PTLs, or your Soontir + Turr lists)


Tetran Cowall is utterly useless. Adrenaline Rush works wonders on him, but even then I've nearly never done anything more than the usual K-turn + adrenaline rush to get effects. I've never done the fabled 0 K-turn (K-turn 1 + forward boost) under actual combat situations, and in tournament use he's nothing more than a high PS alpha TIEint. If you are considering the PTL route, you will nearly never be able to pull off his ability since you are constantly stressed. Even when I do get to pull off K-turns, Im already going to stick to my K-turn 3 or 5, there's no need to change it, and my speed means that I wouldn't want to do a K-turn 1 because I would be too fast on my next turn and would overshoot my target, and doing a K-turn 1 vs a K-turn 3 would still land me within range 1 of my target anyway so there's really no difference. His low PS7 also means that he often gets bullied by other named pilots, and putting Veteran Instincts does help him get around this, at the expense of downgrading him into a PS9 Alpha TIEint. Complete waste of an album slot, to be banished to the Xwing spare card box, where he will lay there for all eternity together with Fel's Wrath, all non-Vader TIEadv, and Arvel Crynyd. If you ever find yourself thinking about using him, put him down immediately and bring along a Royal Guard TIE + 2 points for any upgrade you like, be it seismic charges, upgrading 2 academies into obsidians, or anything else really. His effect is really so horrible to the point that I gave myself the "how would I change his effect such that he actually becomes decent", and I am unable to come up with anything whatsoever. Maybe have him swap effects with Maarek Steele? I don't know. At this point I'd even recommend using Fel's Wrath over Cowall.



Lt Lorrir, on the other hand, is strong beyond belief. His funky barrel roll lets him bully any and all opponent who have a lower PS than him. His effect is also amazing when used under non-combat situations, for maneuvering and placement options. You can combo this with a boost into a funky roll via squad leader, but it is not necessary. The only problem with Lorrir is that his PS is too low. He doesn't need the EPT slot, but he does need to know where your opponent would be. Intel Agent works extremely well with him, and he is a very effective 23 point filler that you can and should consider if you are ever sick of stuffing 2x academies into your imperial builds. You must use him at least once in order to see it. It is very difficult to describe what he can do with words, but when you see his peculiar dance on the battlefield, I assure you that you would be mesmerized by the way he playfully jaunts across the battlefield, out of the firing arcs of his opponents.



~~~~~~~~~~~~~~

Customizations

~~~~~~~~~~~~~~


Targetting computer is an interesting upgrade that probably only sees use on extremely specific pilots. Soontir works wonders with Targetting Computer, where he could maneuver into range 1 and take a TL, then stress and get a Focus to give you 3 offensive actions in one go. You can also consider it on your regular PTL TIEints, but at 2 points you may find it to be very expensive. Ultimately, this is a luxury card, and should be the very last thing you consider in any build, should you have a spare 2 points lying about, probably from cutting Cowall down into a Royal Guard.


Non TIEint uses for Targetting Computer? You could consider using this on Night Beast, who would get a free focus action whenever he does green maneuvers. You can also try it on Dark Curse, to help increase his firepower, especially at range 1. You should not put it on any other TIEs however, since the other TIEs can and do die very quickly, and generally cant live long enough to benefit from the upgrade.




Hull Upgrade is highly addictive. After using it a few times, I cant get it out of my head. Carnor needs Hull Upgrade, Soontir needs Hull Upgrade, Howlrunner needs Hull Upgrade, Wedge needs Hull Upgrade, Falcon needs Hull Upgrade, EVERYBODY NEEDS HULL UPGRADE. It's bonus hp for 3 points, and on TIEs it prevents OHKOs from occuring. When compared to shield upgrade, hull is better in many ways. Looking from the TIEint perspective, the chances of you getting hit in such a way that a crit lands exactly on the shield is very very slim. Adding to that, you can consider that the only crits that would seriously hurt you would be Damaged Engine, Damaged Cockpit, Injured Pilot, and you can quickly see why that 1 extra point is not worth it. Furthermore, Hull Upgrade has much more combos on the Imperial side, such as Determination and surviving badly placed Proton Bombs. On the Rebel side, Shield Upgrade is probably better due to R2D2 and that they have shields already, so it increases the buffer zone for a crit hit to land on a shield. Otherwise, always choose Hull over Shield, that 1 point is not worth paying, unless you are trying to bleed away points to avoid initiative.


Royal TIE Guard Title is interesting, but ultimately adds nothing spectacular to the TIEint. You are only buying extra hp, nothing more. Maybe targetting computer for Soontir, and that's about it. It does improve the odds of your TIEint surviving for 1-2 additional turns however, and my favourite combo right now is to pair it with Hull + Stealth. Apart from that, the Royal TIE Guard title is an auto-include for all of my red interceptors, since it costs 0 anyway.


Opportunist is a so-so upgrade. It gives you an extra attack dice if your target does not have focus or evade tokens on it, which makes it extremely difficult to trigger when your PS is higher than your opponents. As the triggering of your effect depends entirely on your opponent, it makes it pale in comparison against Expose, which is much better because you as the player gets to choose when to activate it, even though it would eat up one of your actions. Against an experienced opponent, Opportunist is next to useless, since my opponent would horde his focus tokens, even if he is attacking first. Against a not so experienced opponent, he would naturally avoid Opportunist already if his ship was going to die, since he would be saving his tokens for defense, or otherwise choose focus/evade instead of other more offensive action options like targetlock etc. Is Opportunist good? Yes, in some ways. Is it beter than Expose? Nope, not at all. At best it is on the same level, at worst Expose is a better card, despite the large amount of setup required. With Expose, at least when you pull off the setup, you are guaranteed the high quality attack. With Opportunist, after you pull off the setup, you still have to ask your opponent for permission to use it. Moreover, a lot of time I realized that PTL would work the same or better than Opportunist when it came to damage output and reliability, even if you do not consider the lower cost and increased versatility.


Also, Opportunist on / with Carnor is a very bad idea. I've done things like fly Carnor into range 1 of my target, only to find out that ther is no way I can trigger Opportunist because my opponent is unable to spend his focus or evade token. Woops!


~~~~~~~~~~~~~~~

Recommendations

~~~~~~~~~~~~~~~


> Carnor + PTL

> Carnor + Expert Handling (for smaller games, eg. 55 point where you do not feel like using PTL)

> Carnor + Daredevil is perhaps the best and only use for Daredevil. Other than Vader + Engine Upgrade + Daredevil.



> Kir Kanos + Howlrunner w/ Squad Leader

> Kir Kanos + Targetting Computer


> Lt Lorrir by himself, no mods needed


> Cowall + Adrenaline Rush

> Cowall + downgrade him into a Royal Guard TIEint and put on the exact same thing you wanted (PTL etc), and buy yourself anything with the bonus 2 points


> Royal Guard TIEint + PTL. x3 or x4. with stealth.



> Targetting Computer + Soontir PTL

> Targetting Computer + Night Beast

> Targetting Computer + Dark Curse


> Opportunist + Ibtisam

> Opportunist + Green Awing



Overall, the Imperial Aces is a relatively fun pack, and does give you all the necessary stuff to start flying TIEints. However, when you coompare it side by side against the newer stuff like Rebel Aces, or even things nearer on the horizon like the Rebel Transport, the Imperial Aces is really overhyped and does not bring anything much to change the game. On the other hand, Rebel Aces fixes the Awing's problem exactly at the root, gives the Bwing a really sick crew upgrade slot, and Rebel Transport gives you somebody with a jaw dropping effect (Wes), plus gives the Ywings EPTs and a hard counter against PTL users in terms of flechette and R3A3. Imperial Aces does give you nicer looking TIEint models though, so there's that.


Except for Hull Upgrade, that thing is like drugs. Once you try the first one, you will keep wanting more and more and more.

Edited by Duraham

Thanks Duraham, you post is like the holy bible of Aces. I'll try soontir with TL that intrigues me, and I'll also give a try to the list above-mentioned.

Royal guard pilot x2 44pts

Alpha sq 18 pts

Academy pilots x3 36 pts

total 100 pts

Other suggestions are obviousily welcome! :)

I must admit that I haven't had a ton of time to play with my new aces, but I really like them. My problem with the Interceptors before is they didn't fly naked well. Soontir Fell with PtL and SD is really nasty, but he is a lot of points and unfortunately easy to kill. But Soontir Fell without any upgrades is a PS 9 pilot with a pretty lack luster ability.

The Imperial Aces named pilots may not all have great abilities but they are at least fine un-upgraded.

Jax naked is 26 points. Compare that to Soontir's full 33 points, Jax is a ton cheaper.

At 26 points Jax can be useful or get killed early. Sure you never want you ships killed early, but it isn't as devisating as when you lose a 33 point Soontir.

All this is even more true for Kanos and Lorrir.

I will admit that Kanos's ability isn't stellar. but it could be useful. K-turn bumps are the worst, not only are you out of position and lose your action, but you can't k-turn the next round which is what will probably want to do.

Lorir has one of those great bonus abilities that you might find on mid-low skill level pilots. He is a gem. At 23 points he isn't a a superstar but he doesn't have to be.

I am not saying that I would never upgrade any of these pilots, but what is great about them IMO is that I don't have to.

As for the Royal Guard they are awesome. I would really like to fly four of them all with VI. (or maybe three of them with one named or more upgraded pilot)

Duraham, that was an excellent and thoughtfully written post.

However, I have to disagree with your comparison of Opportunist and Expose. Expos is best set up with a Target Lock, but you said yourself that Targeting Computer is hard to justify for most interceptors. The beauty of Opportunist is that you don't need to spend an action, so you can use Focus on your attack without setup. Moreover, TIE interceptors are great at shedding stress, and they already have a respectable primary weapon value. These things all add up to convince me that Opportunist is the stronger upgrade. And that's not even getting into the mind games it plays with your opponent, having to decide whether to spend that Focus token or not when Fel and Turr are attacking that same target before your Saber + Opportunist shoots.

And that's not even getting into the mind games it plays with your opponent, having to decide whether to spend that Focus token or not when Fel and Turr are attacking that same target before your Saber + Opportunist shoots.

mmmmhhhh...sounds great. Never considered that...

Duraham, excellent write-up. I have been way too busy to get any playtesting in yet, but I figured this was about how things would settle out.

I have been toying with ideas for House Rules. It is hard to justify spending 2 points more than the Royal Guard to get Cowell's +1 PS and an ability that will see very little use. Rather than lowering his cost further, I thought it would be better to beef up his ability to make it more useful. Do you think that Tetran Cowell's ability would be worth the cost if it instead read:

When you reveal a [straight] or [K-turn] maneuver, you may treat the speed of that maneuver as "1", "3", or "5".

Another idea is:

When you reveal a [K-turn] maneuver, you may treat the speed of that maneuver as "1", "3", or "5". When you reveal a [bank] maneuver, you may treat the speed of that maneuver as "1", "2", or "3".

While we are on the topic, other House Rules changes that I have been thinking of are:

  • Alpha Squadron Pilot: cost reduced from 18 to 17
  • Avenger squadron Pilot: cost reduced from 20 to 19.
  • Saber Squadron Pilot: cost reduced from 21 to 20.
  • "Fel's Wrath": cost reduced from 23 to 22, and ability now reads: "When the number of damage cards dealt to you equals or exceeds your hull value, you may immediately perform one extra attack, and you are not destroyed until the end of the round." *
  • Lt. Lorrir: cost reduced from 23 to 22.
  • Kir Kanos: now has an Elite Pilot Talent.
  • Tetran Cowell: See above text change to pilot ability.

* FAQ: This means that Fel's Wrath could attack twice in one round if he is killed by a PS5 or lower pilot. If he gets killed by a PS6+ ship then he still gets one attack, just as before. If he is destroyed outside the Combat Phase, then you may immediately perform one attack, and you must then immediately remove "Fel's Wrath" from play.

Edit: I had to re-write Fel's ability since he wouldn't get a 2nd shot if he was killed by a PS5 ship and Fel did not have initiative. Also had to add FAQ for the case of dying outside the combat stage (i.e. bombs or rammed from huge ship).

2nd edit : After some more thought I think I agree with R2ShihTzu below that Kir Kanos simply needs an EPT. This would fill a unique role and PS/point position.

3rd edit: Saber Squadron Pilot cost reduced by 1 point. As they stand now, I'm not sure they will ever see much use with the Royal Guard now only costing 1 point more.

Interceptors may be overcosted by 1 point across the board, especially considering the prevalence of turrets, but even for House Rules I would rather err on the side of caution. The Regional results will be a good data point since Imperial Aces will be legal.

Edited by MajorJuggler

Duraham, that was an excellent and thoughtfully written post.

However, I have to disagree with your comparison of Opportunist and Expose. Expos is best set up with a Target Lock, but you said yourself that Targeting Computer is hard to justify for most interceptors. The beauty of Opportunist is that you don't need to spend an action, so you can use Focus on your attack without setup. Moreover, TIE interceptors are great at shedding stress, and they already have a respectable primary weapon value. These things all add up to convince me that Opportunist is the stronger upgrade. And that's not even getting into the mind games it plays with your opponent, having to decide whether to spend that Focus token or not when Fel and Turr are attacking that same target before your Saber + Opportunist shoots.

If you are playing around with "Fel's Wrath": How about making him a good Wingman for Fel?

How about: "If a friendly ship in range 1 would be dealt a facedown damage card, discard this card then take a stress token. You can't use this ability if you have a stress token."

Edited by TheRealStarkiller

If you are playing around with "Fel's Wrath": How about making him a good Wingman for Fel?

How about: "If a friendly ship in range 1 would be dealt a facedown damage card, discard this card then take a tress token. You can't use this ability if you have a stress token."

That's also a really good idea but I would rather keep his ability as close to the original as possible, and simply make it more useful.

If you are playing around with "Fel's Wrath": How about making him a good Wingman for Fel?

How about: "If a friendly ship in range 1 would be dealt a facedown damage card, discard this card then take a tress token. You can't use this ability if you have a stress token."

That's also a really good idea but I would rather keep his ability as close to the original as possible, and simply make it more useful.

You can't polish a ****.

If you are playing around with "Fel's Wrath": How about making him a good Wingman for Fel?

How about: "If a friendly ship in range 1 would be dealt a facedown damage card, discard this card then take a tress token. You can't use this ability if you have a stress token."

That's also a really good idea but I would rather keep his ability as close to the original as possible, and simply make it more useful.

You can't polish a ****.

:P

Expose is bad, but there are actually a handful of pilots who can use it. Vader comes to mind since he has the built in double-action. Were Expose 2 points, it would see rampant use. At 4, not so much.

My Aces experience has been largely similiar to Duraham's, so kudos to you on that long and well thought-out response. A couple things that I will add from my own experience:

Opportunist: is a little better than you describe IMO. It works really well on Sabers, for example, when shooting behind some higher-level aces (as noted). Some other ships, namely those that can use secondary weapons since Opportunist does not limit itself to primary only, can benefit from it. Ibtisam plus HLC, shooting after Wes Janson? Yes, please. Also, the fact that Opportunist does not cost an action makes it really useful for setting up Focus/Target Lock first. Black Squadron pilots, for example, may be able to make nasty use of it in support of a PS6 TIE swarm with PS4 Black Squadrons ready with Opportunist, Focus, and Howlrunner.

Tetran: generally agreed, though with Wingman in the fold MAY get better. Of course, a Defender can white K-turn at will and still take actions, so his value is very limited when the Royal Guad is so good.

Kanos: needs an EPT, period. Squad Leader is simply too expensive a combo for his upgrade. If he could PTL, would be outstanding.

Lorrir: his ability is funky, but likewise needs an EPT. Since he stresses himself, even Squad Leader becomes tricky to use. Not sold on him yet and think his "trick" will be ultimately predictable once you've seen it a couple times.

I agree with pretty much everything else you stated.

Cowall:

I'd add VI, so at least he is about to move last.

Well yes, there are better ways to spend 25 points, though.

So, i never used him. But I should give him a chance...

The Aces are amazing! The only letdown in the set is Opportunist. I just can't seem to justify what it does at 4 points.

The Royal Guard are fantastic!

I'm currently messing with the following list:

Soontir Fell+PtL+TC

RG+PtL x2

Howlrunner OR Academy and then putting a Hull upgrade on the two RGs.

If you are playing around with "Fel's Wrath": How about making him a good Wingman for Fel?

How about: "If a friendly ship in range 1 would be dealt a facedown damage card, discard this card then take a tress token. You can't use this ability if you have a stress token."

That's also a really good idea but I would rather keep his ability as close to the original as possible, and simply make it more useful.

You can't polish a ****.

Yeah but getting a free attack isn't a bad ability. Your opponent has to kill Wrath in order to win, so the only way you wouldn't find his ability useful is if Wrath gets destroyed while staring out into space without any targets in arc. Even if it's down to 1v1 ship at the end and Wrath is your last ship and dies, he still has the chance of forcing a draw by killing your opponent's last ship as well.

The main problem with Wrath, in my opinion, is that his ability as currently written is completely useless if he is killed by a PS5 or below pilot. And the majority of ships are PS5 or below, so your opponent simply avoids killing him with his named pilots and lets the scrubs do the work. He is also over costed by 1 point, especially compared to the Royal Guard.

Edit: updated above "House Rules" brainstorming to give Kir Kanos an EPT at 24 points, and reduced Sabers by 1 point. Just brainstorming.

Edited by MajorJuggler

I generally prefer Expose over Opportunist, simply because the triggering of Expose is on my terms, whereas Opportunist depends on my opponent. Against experienced opponents, I never get to use Opportunist, but at least with Expose I know whether or not I use it is purely my choice

EDIT: OH I SEE, for the upgrade cards, I'm considering their applications beyond the scope of the imperial aces. So like for Expose vs Opportunist, I'm talking on a more general sense. Maybe its because we have had more time to play around with Expose, so there's more discovered ways to make Expose work fine.

For Fel's Wrath, they should make him immedlately do a primary attack when his damage cards exceeds his hull value. That way, when he is off-ed by someone with lower PS, he gets 2 shots, which does make him deadlier. I'd choose him if that was his effect.

For Cowall, currently Im flying him together with Yorr. There's some interesting synergy going on, but once again I rarely if ever do that 1 K-turn, nor do I feel the need to change my K-turn speed, so its back to the whole "hey royal mooks are better than him"

Edited by Duraham

Tetran: generally agreed, though with Wingman in the fold MAY get better. Of course, a Defender can white K-turn at will and still take actions, so his value is very limited when the Royal Guad is so good.

Kanos: needs an EPT, period. Squad Leader is simply too expensive a combo for his upgrade. If he could PTL, would be outstanding.

Lorrir: his ability is funky, but likewise needs an EPT. Since he stresses himself, even Squad Leader becomes tricky to use. Not sold on him yet and think his "trick" will be ultimately predictable once you've seen it a couple times.

Good thoughts on the pilots. I personally think that Lorrir is interesting enough that he doesn't "need" an EPT per se, he just costs too much. Most / many PS5 pilots don't even get an EPT, so I think that's fair.

I generally prefer Expose over Opportunist, simply because the triggering of Expose is on my terms, whereas Opportunist depends on my opponent. Against experienced opponents, I never get to use Opportunist, but at least with Expose I know whether or not I use it is purely my choice

EDIT: OH I SEE, for the upgrade cards, I'm considering their applications beyond the scope of the imperial aces. So like for Expose vs Opportunist, I'm talking on a more general sense.

For Fel's Wrath, they should make him immedlately do a primary attack when his damage cards exceeds his hull value. That way, when he is off-ed by someone with lower PS, he gets 2 shots, which does make him deadlier. I'd choose him if that was his effect.

What do you think of my suggestions for Cowell?

Tetran: generally agreed, though with Wingman in the fold MAY get better. Of course, a Defender can white K-turn at will and still take actions, so his value is very limited when the Royal Guad is so good.

Kanos: needs an EPT, period. Squad Leader is simply too expensive a combo for his upgrade. If he could PTL, would be outstanding.

Lorrir: his ability is funky, but likewise needs an EPT. Since he stresses himself, even Squad Leader becomes tricky to use. Not sold on him yet and think his "trick" will be ultimately predictable once you've seen it a couple times.

Good thoughts on the pilots. I personally think that Lorrir is interesting enough that he doesn't "need" an EPT per se, he just costs too much. Most / many PS5 pilots don't even get an EPT, so I think that's fair.

I generally prefer Expose over Opportunist, simply because the triggering of Expose is on my terms, whereas Opportunist depends on my opponent. Against experienced opponents, I never get to use Opportunist, but at least with Expose I know whether or not I use it is purely my choice

EDIT: OH I SEE, for the upgrade cards, I'm considering their applications beyond the scope of the imperial aces. So like for Expose vs Opportunist, I'm talking on a more general sense.

For Fel's Wrath, they should make him immedlately do a primary attack when his damage cards exceeds his hull value. That way, when he is off-ed by someone with lower PS, he gets 2 shots, which does make him deadlier. I'd choose him if that was his effect.

What do you think of my suggestions for Cowell?

Not particularly impressed. I'm already not using Fettigator's effect at all when he's on the table, so naturally Im not really interested in effects that let you change speeds / bearings on the fly. Maybe it would be more useful for newer players? hmm.... that 1 bank would come in handy though

I was thinking what if his effect was "After you perform a bank maneuver, you may receive 1 stress token to rotate your ship 180degs". This would have quite a fair bit of practical usage, especially when trying to fight against high PS ships that are blocking your K-turns

Edited by Duraham

The problem with Fel's Wrath is that he has to die to trigger his effect - you don't want to let your squints die.

So I like my 'house rule' better :)

Kanos would need a EPT slot.

Cowall with 1,3 or 5 straight and k-turn would be useful. I often miss the 1 straight when commanding squints.

Jax is fine, Lorrir is fine.

Kir Kanos, on the other hand, is a complete letdown. In fact, I feel he should change effects with Carnor Jax, since he really needs the PTL more than Carnor does. On his own, you would keep using the evade action until you die, but it also does mean that he cannot do anything interesting, and his attack power is actually about the same as if you had used focus instead. You can try and support him, but Imperial supports are very weak, and just about the best you could do to help him is perhaps howlrunner + squadleader. It's not a bad combo by itself, but with Kir at 24 points and a Howlrunner at 20 points that does not have any defensive capabilities, the rest of your team becomes quite.... weird to work with. You can sort of imagine the kind of havoc Kir Kanos could do if he was on the Rebel side instead. Just escort him with Garven or Dutch, wooh now this bugger is very scary, even if he's in an Awing. Definitely "wasted potential" the card, I really wouldnt mind if I paid 27 points for him, if he came with a EPT slot. You could try targetting computer on Kir, so you'd do something like TL the target, then swing in and attack him with an evade token on the next turn, but honestly in today's age of wave 3.5, your opponent would likely not be generous enough to give you the luxury of a 2-turn setup, even in casual games.

This is the reason I have been arguing that the Empire needs an Evade factory like the Rebels have in Kyle. I honestly think it should be an ability that the Advanced have. Produce 2 evades in a round and have the ability to hand one out at the beginning of the attack phase. It would turn the Advanced into a command fighter; the roll that it seems to play in the movies and the Star Wars universe.

What do you think of my suggestions for Cowell?

Not particularly impressed. I'm already not using Fettigator's effect at all when he's on the table, so naturally Im not really interested in effects that let you change speeds / bearings on the fly. Maybe it would be more useful for newer players? hmm.... that 1 bank would come in handy though

I was thinking what if his effect was "After you perform a bank maneuver, you may receive 1 stress token to rotate your ship 180degs". This would have quite a fair bit of practical usage, especially when trying to fight against high PS ships that are blocking your K-turns

Thanks for the thoughts. Cowell is a hard one to try and balance.

The problem with Fel's Wrath is that he has to die to trigger his effect - you don't want to let your squints die.

So I like my 'house rule' better :)

Kanos would need a EPT slot.

Cowall with 1,3 or 5 straight and k-turn would be useful. I often miss the 1 straight when commanding squints.

Jax is fine, Lorrir is fine.

  • Fel's Wrath: true you want to save your squints. If he goes down in the first volley then you have essentially paid 5 points for 1 extra attack from him, vs a PS1 Alpha. It's still better than it was before, and especially at 22 points might actually be used. This needs some play testing and more opinions.
  • Re Cowall: yeah the intent was to give him a 1 forward. I don't know how useful that would actually be.
  • I think everyone is thinking that Kanos needs an EPT for his price point.
  • I didn't touch Royal Guard, Jax, Turr, or Soontir Fel. They all seem OK at their cost.

How about this house rule for Kir Kanos:

"When attacking at Range 2-3, add one hit_icon.png result to your roll."

Would this make him too strong? Second idea:

"When attacking at Range 2-3, if you have an evade token assigned, add one hit_icon.png result to your roll."

So no need to spend an evade token for the attack ...

Instead of giving Kanos an EPT... How about rewriting his ability as:

"When attacking at range 2-3, if you have an Evade token, you may add one [hit] result to your roll"

Aaarrggg mind-ninjaed!!!! How in the hell???!!!

Edited by Jehan Menasis

Kir Kanos, on the other hand, is a complete letdown. In fact, I feel he should change effects with Carnor Jax, since he really needs the PTL more than Carnor does. On his own, you would keep using the evade action until you die, but it also does mean that he cannot do anything interesting, and his attack power is actually about the same as if you had used focus instead. You can try and support him, but Imperial supports are very weak, and just about the best you could do to help him is perhaps howlrunner + squadleader. It's not a bad combo by itself, but with Kir at 24 points and a Howlrunner at 20 points that does not have any defensive capabilities, the rest of your team becomes quite.... weird to work with. You can sort of imagine the kind of havoc Kir Kanos could do if he was on the Rebel side instead. Just escort him with Garven or Dutch, wooh now this bugger is very scary, even if he's in an Awing. Definitely "wasted potential" the card, I really wouldnt mind if I paid 27 points for him, if he came with a EPT slot. You could try targetting computer on Kir, so you'd do something like TL the target, then swing in and attack him with an evade token on the next turn, but honestly in today's age of wave 3.5, your opponent would likely not be generous enough to give you the luxury of a 2-turn setup, even in casual games.

This is the reason I have been arguing that the Empire needs an Evade factory like the Rebels have in Kyle. I honestly think it should be an ability that the Advanced have. Produce 2 evades in a round and have the ability to hand one out at the beginning of the attack phase. It would turn the Advanced into a command fighter; the roll that it seems to play in the movies and the Star Wars universe.

good point!