First: Your action is guaranteed. That is HUGE. You are immune to blockers, you keep your actions when you would perform your red maneuvers, et cetera.
Second: You can Barrel-Roll (or Boost, with Engine Upgrades) before you maneuver, thus allowing you substantially more maneuverability. This is only redundant when going forward instead. Again, these can be done before your red maneuvers as well, giving you more Koiograns. Also remember that this essentially makes you collision-proof, as you can even barrel-roll off of an Asteroid you're already on without taking more damage by going through it.
Third: It combos astonishingly with action-based EPTs and Modifications as well. If the Title lets you keep your sensors slot, this will be even more insane with the addition of Navigator, Intelligence Agent, Tactician, Mercenary Co-Pilot, and Saboteur.
Fourth: It gives you all of these options at the power of choice. Particularly if you're using it to increase mobility, you don't have to plan specifics of where you wish to land until you actually make your move.
- Push the Limit: Do 2 actions before or after you move. Potentially stress yourself to render your chosen red maneuver unusable, giving you a get-out-of-here free card.
- Daredevil: Do a right turn before or after executing your maneuver. Go on adventures. Potentially stress yourself to render your chosen red maneuver unsuable, giving you a get-out-of-here card.
- Engine Upgrades : Do a Boost before or after executing your maneuver. Gain the options for a 4 Koiogran, or a Curved Koiogran (as well as the other red-maneuver speed-boosts). Be generally insane.
- Squad Leader: Double your effective range, as you may activate this before or after your maneuver.
So, to recap:
You always have your actions primed, you have increased mobility, you are collision-proof, and you are substantially more likely to be in a dominant position on the board as you got to wait until your turn to move to decide these things.
For 3 points.
Advanced Sensors.....Whats up with that?
FCS is for blues, AS for Daggers. AS really shine when you know where the opponent is going to end up before you move. It turns the unforgiving B-dial into a hyper manoeuvrable close range dogfighter. Smart use of the 2-K and/or Barrel roll with AS makes the ship an excellent fire arc dodger.
For the "Get out of here free" card, I mean in the very specific instance in which performing your chosen red maneuver would be suicidal, you may stress yourself, find yourself unable to execute that maneuver, and hand your dial to your opponent, knowing that they will be forced to give you a green or white maneuver (which hopefully will put you in a better position than your original red maneuver would).
This works astonishingly well with Daredevil, but also works fairly well with PTL + Engine Upgrades.
i can't see how handing your dial to your opponent to ever be a good idea.
To the comment about AS just helping out individuals that just fly poorly. Good Grief! Now with my B-Wings I fly into the asteroids fearlessly. Well I mean, I fly through them all the time, just the nature of my game. But now I can pre-think moves in advance and use the asteroids as another evade die. It also allows me to barrel roll and then K turn. Stress is no big thing anymore. The more you play the more you have to deal with the stress and it just becomes something you include in your planning. Use the AS and gain the stress to get into position for the shot. And perhaps, just perhaps your opponent will think he knows what you thought he knew to know where you will think you wanna be but because you thought you knew he knows where he has to be. You know.
And all ways think vertically.
Edited by Slamdunk74I don't think that AS are only good for helping people that fly poorly, just that it bugs me a lot when it happens. I lhad a game recently where my opponent had 2 or 3 bwings with AS and they were crashing into each other almost every turn, but because he had AS he always had a target lock/focus.
In any case, I do think the ability is under priced by at least a point for what you get out of it. For the current price it should have maybe be limited to only be used when revealing a red maneuver, keeping it in line with my original thought that it was clearly based around the lambda's 0 move. That's still 4 out of 10 moves for the b-wing that can use it.
It is the move of a desperate madman to hand your dial to your opponent.
However, if you failed to anticipate your opponent's collapse onto the spot where you've chosen your koiogran (or knew about this trick, and planned a binary situation), it is comforting to know that turning 90* in one direction or the other (or a barrel-roll + boost) means that the worst maneuver they can force you to do is STILL better than the maneuver you had chosen for yourself.
It is the move of a desperate madman to hand your dial to your opponent.
However, if you failed to anticipate your opponent's collapse onto the spot where you've chosen your koiogran (or knew about this trick, and planned a binary situation), it is comforting to know that turning 90* in one direction or the other (or a barrel-roll + boost) means that the worst maneuver they can force you to do is STILL better than the maneuver you had chosen for yourself.
I would rather take the overlap and get ready for the k-turn next round. I have AS, so its not like I lose my action.
So turning 90 degrees, and likely turning my back on my opponent while still being in his arc, is better than running into him and preventing both ships from getting an attack in? You lose a lot quicker when you allow yourself to be shot without the ability to shoot back.It is the move of a desperate madman to hand your dial to your opponent.
However, if you failed to anticipate your opponent's collapse onto the spot where you've chosen your koiogran (or knew about this trick, and planned a binary situation), it is comforting to know that turning 90* in one direction or the other (or a barrel-roll + boost) means that the worst maneuver they can force you to do is STILL better than the maneuver you had chosen for yourself.
I would rather take the overlap and get ready for the k-turn next round. I have AS, so its not like I lose my action.
Well, in the listed scenario, you were apparently already executing a red maneuver. That stress token would lock you out from using AS next turn no matter what.
So turning 90 degrees, and likely turning my back on my opponent while still being in his arc, is better than running into him and preventing both ships from getting an attack in? You lose a lot quicker when you allow yourself to be shot without the ability to shoot back.It is the move of a desperate madman to hand your dial to your opponent.
However, if you failed to anticipate your opponent's collapse onto the spot where you've chosen your koiogran (or knew about this trick, and planned a binary situation), it is comforting to know that turning 90* in one direction or the other (or a barrel-roll + boost) means that the worst maneuver they can force you to do is STILL better than the maneuver you had chosen for yourself.
I would rather take the overlap and get ready for the k-turn next round. I have AS, so its not like I lose my action.
On the turn you would GET the stress, you can use Adv. Sensors to do a stressful EPT (like PTL or Daredevil) to force your opponent to give you a different maneuver, getting you out of an unforseen trap
Well, in the listed scenario, you were apparently already executing a red maneuver. That stress token would lock you out from using AS next turn no matter what.
So turning 90 degrees, and likely turning my back on my opponent while still being in his arc, is better than running into him and preventing both ships from getting an attack in? You lose a lot quicker when you allow yourself to be shot without the ability to shoot back.It is the move of a desperate madman to hand your dial to your opponent.
However, if you failed to anticipate your opponent's collapse onto the spot where you've chosen your koiogran (or knew about this trick, and planned a binary situation), it is comforting to know that turning 90* in one direction or the other (or a barrel-roll + boost) means that the worst maneuver they can force you to do is STILL better than the maneuver you had chosen for yourself.
I would rather take the overlap and get ready for the k-turn next round. I have AS, so its not like I lose my action.
I don't think everyone is thinking this through.
I choose a k-turn. My opponent happens to anticipate and blocks. I have advanced sensors. Assuming all other things are equal, I'm going to action and then reveal the barrel roll and take the overlap so that my opponent cannot shoot me, instead of stressing myself and letting my opponent turn me 90 degrees to get a shot on me and simultaneously deny my shot on him. If overlapping is going to prevent me from attacking ANYTHING, and exposing me to multiple attacks that combat phase, I'm going to think about it differently.
So I actioned, tried to k-turn but overlapped. The next round I choose a green maneuver, clear the stress, and get an action immediately. Assuming I don't also overlap that turn. Since we are clearly talking about B-Wings, you are getting that focus or target lock or barrel roll every single turn.
I understand what the point is, but I see VERY VERY VERY limited use in letting your opponent choose your maneuver, especially considering a simple turn can completely destroy any firing arc coverage you might have had. Heck, that turn forces you to keep the stress and then you cannot k-turn the next round. So that is now 2 rounds in a row you are likely getting no shots off while your opponent is shooting you. No thanks.
Edited by rowdyoctopus
Well, in the listed scenario, you were apparently already executing a red maneuver. That stress token would lock you out from using AS next turn no matter what.
So turning 90 degrees, and likely turning my back on my opponent while still being in his arc, is better than running into him and preventing both ships from getting an attack in? You lose a lot quicker when you allow yourself to be shot without the ability to shoot back.It is the move of a desperate madman to hand your dial to your opponent.
However, if you failed to anticipate your opponent's collapse onto the spot where you've chosen your koiogran (or knew about this trick, and planned a binary situation), it is comforting to know that turning 90* in one direction or the other (or a barrel-roll + boost) means that the worst maneuver they can force you to do is STILL better than the maneuver you had chosen for yourself.
I would rather take the overlap and get ready for the k-turn next round. I have AS, so its not like I lose my action.
I don't think everyone is thinking this through.
I choose a k-turn. My opponent happens to anticipate and blocks. I have advanced sensors. Assuming all other things are equal, I'm going to action and then reveal the barrel roll and take the overlap so that my opponent cannot shoot me, instead of stressing myself and letting my opponent turn me 90 degrees to get a shot on me and simultaneously deny my shot on him. If overlapping is going to prevent me from attacking ANYTHING, and exposing me to multiple attacks that combat phase, I'm going to think about it differently.
So I actioned, tried to k-turn but overlapped. The next round I choose a green maneuver, clear the stress, and get an action immediately. Assuming I don't also overlap that turn. Since we are clearly talking about B-Wings, you are getting that focus or target lock or barrel roll every single turn.
I understand what the point is, but I see VERY VERY VERY limited use in letting your opponent choose your maneuver, especially considering a simple turn can completely destroy any firing arc coverage you might have had. Heck, that turn forces you to keep the stress and then you cannot k-turn the next round. So that is now 2 rounds in a row you are likely getting no shots off while your opponent is shooting you. No thanks.
....I do not understand what you think I'm talking about.
What I mean by a trap is they somehow put SEVERAL ship in a position where you'd be flying into a kill-box. Simply put, if you pulled off your maneuver, you'd be outplayed, and your B-Wing would be crippled. It isn't a "They moved into a spot where you'd overlap" scenario. You can just barrel-roll away from those collisions anyway with Adv. Sensors.
You can use the "Nope" button to disengage from the "Flying into certain death" scenario, with the understanding that ANY position your opponent could put you in is better for you after that 90* turn (or the Boost + Barrel-Roll) than the maneuver combinations you would have chosen for yourself.
Edited by DraconPyrothayanI fly 3 Blues w/ adv sensors and I love it, just last sat I was flying vs an 8 tie swarm draw them in the tightly packed asteroid field and won because of it. (Not an easy victory since he downed a blue very quickly)
Everyone has already said most of their uses, except a very specific case of the moving to block a high priority target. Time and time again I use it BR to block Soontir/Vader who are weak w/o their actions/PtL they fall quickly to the other Bs (usually at range 1)
....I do not understand what you think I'm talking about.I don't think everyone is thinking this through.Well, in the listed scenario, you were apparently already executing a red maneuver. That stress token would lock you out from using AS next turn no matter what.So turning 90 degrees, and likely turning my back on my opponent while still being in his arc, is better than running into him and preventing both ships from getting an attack in? You lose a lot quicker when you allow yourself to be shot without the ability to shoot back.It is the move of a desperate madman to hand your dial to your opponent.
However, if you failed to anticipate your opponent's collapse onto the spot where you've chosen your koiogran (or knew about this trick, and planned a binary situation), it is comforting to know that turning 90* in one direction or the other (or a barrel-roll + boost) means that the worst maneuver they can force you to do is STILL better than the maneuver you had chosen for yourself.
I would rather take the overlap and get ready for the k-turn next round. I have AS, so its not like I lose my action.
I choose a k-turn. My opponent happens to anticipate and blocks. I have advanced sensors. Assuming all other things are equal, I'm going to action and then reveal the barrel roll and take the overlap so that my opponent cannot shoot me, instead of stressing myself and letting my opponent turn me 90 degrees to get a shot on me and simultaneously deny my shot on him. If overlapping is going to prevent me from attacking ANYTHING, and exposing me to multiple attacks that combat phase, I'm going to think about it differently.
So I actioned, tried to k-turn but overlapped. The next round I choose a green maneuver, clear the stress, and get an action immediately. Assuming I don't also overlap that turn. Since we are clearly talking about B-Wings, you are getting that focus or target lock or barrel roll every single turn.
I understand what the point is, but I see VERY VERY VERY limited use in letting your opponent choose your maneuver, especially considering a simple turn can completely destroy any firing arc coverage you might have had. Heck, that turn forces you to keep the stress and then you cannot k-turn the next round. So that is now 2 rounds in a row you are likely getting no shots off while your opponent is shooting you. No thanks.
What I mean by a trap is they somehow put SEVERAL ship in a position where you'd be flying into a kill-box. Simply put, if you pulled off your maneuver, you'd be outplayed, and your B-Wing would be crippled. It isn't a "They moved into a spot where you'd overlap" scenario. You can just barrel-roll away from those collisions anyway with Adv. Sensors.
You can use the "Nope" button to disengage from the "Flying into certain death" scenario, with the understanding that ANY position your opponent could put you in is better for you after that 90* turn (or the Boost + Barrel-Roll) than the maneuver combinations you would have chosen for yourself.
I guess I can't fathom a scenario where an opponent could set up a kill zone so readily and I'm about to red maneuver into it (I assumed k-turn, but B-Wings have some red turns). Like I feel like I would see it coming and aptly choose another maneuver from the get go.
I guess I can't fathom a scenario where an opponent could set up a kill zone so readily and I'm about to red maneuver into it (I assumed k-turn, but B-Wings have some red turns). Like I feel like I would see it coming and aptly choose another maneuver from the get go.
Didn't say it was a likely scenario, but it's one weird enough to point out.
I guess I can't fathom a scenario where an opponent could set up a kill zone so readily and I'm about to red maneuver into it (I assumed k-turn, but B-Wings have some red turns). Like I feel like I would see it coming and aptly choose another maneuver from the get go.
Didn't say it was a likely scenario, but it's one weird enough to point out.
Not as weird as a guy with over 2,000 posts and no avatar picture. Now what's up with that ?
Edited by WonderWAAAGHAvatar pics are soo last week. (probably about the time i made this account)
Edited by MystbladeSo sorry to rant again but I had a game earlier on vassal today against an opponent that had two daggers with AS. He probably had MAYBE 20% of his moves the whole game not crash into someone's ship, usually his own. But of course because of AS he always had an action.
As I mentioned earlier I really wish they could be more expensive, or have some limitations, but I know that will never happen.
So sorry to rant again but I had a game earlier on vassal today against an opponent that had two daggers with AS. He probably had MAYBE 20% of his moves the whole game not crash into someone's ship, usually his own. But of course because of AS he always had an action.
As I mentioned earlier I really wish they could be more expensive, or have some limitations, but I know that will never happen.
Why? If he's crashing all the time, that's a waste of 6 points that could have been circumvented with better flying skills. That's assuming the whole point of AS is to provide training wheels for lesser players, which it really isn't.
Edited by WonderWAAAGHIf he's crashing all the time, that's a waste of 6 points that could have been circumvented with better flying skills.
Except that you'll often crash into your own ships deliberately to make a maneuver that you can't otherwise do. For example, I love using AS to deliberately hit a ship directly in front of my b-wing so that I effectively add a "stop" maneuver to my dial, except since the rammed ship is the same PS as my b-wing I can also choose to move the ship in front first and let the b-wing move up if my opponent makes a move that justifies it.
And then of course there's the fact that AS lets you fly in much tighter formations, since often those bumps will be at the very end of a maneuver where it would cost you an action without really changing your position much. That AS tax starts to look a lot more reasonable when you consider things like trying to fit a formation into a tight gap between asteroids.
You seem to have completely disregarded my second sentence.
You seem to have completely disregarded my second sentence.
You're assuming that good players' flying skills are always better than their opponents' blocking skills.
This is clearly not the case
I'm not saying that players who use AS are bad players, in fact in the example I used the player was quite good. I just don't like how over powered it is for the cost. I mean normally you plan your moves based on stress, where your ships and your opponents ships are, etc. But with AS, you just pick the spot you want to end up at and pick the move that will get you closest to there, crashing be damned.
I have no problems with people who use them to barrel roll and then do a move for interesting end positions, just that it's the biggest safety valve in the game outside flying falcons, but at least with falcons you have to pay a lot to use them.
The only counter to AS right now is APL, but that is only on large ships. I'm trying to think of what other counters FFG could come up with, since they can't go back and change the wording or cost at this point. Maybe some kind of EPT that gives you a free action when a enemy ship crashes within a certain range of you.
I'm not saying that players who use AS are bad players, in fact in the example I used the player was quite good. I just don't like how over powered it is for the cost. I mean normally you plan your moves based on stress, where your ships and your opponents ships are, etc. But with AS, you just pick the spot you want to end up at and pick the move that will get you closest to there, crashing be damned.
I have no problems with people who use them to barrel roll and then do a move for interesting end positions, just that it's the biggest safety valve in the game outside flying falcons, but at least with falcons you have to pay a lot to use them.
The only counter to AS right now is APL, but that is only on large ships. I'm trying to think of what other counters FFG could come up with, since they can't go back and change the wording or cost at this point. Maybe some kind of EPT that gives you a free action when a enemy ship crashes within a certain range of you.
The best counter is stress and/or ionization, when ionized no dial is revealed hence no AS.