I won the acrylic seismic charges over the weekend, and I wanted to know your opinions on whether it's worth the 2 pts. I'm thinking of running Krassis+HLC+Seismic Charges in an upcoming Regional just so I can give the token a little action. Would the SC be better on Kath because of her high PS?
Seismic Charges
Ok, so I placed Top 8 in regionals with the following squad:
5 Gamma Squadron Pilot + Seismic Charges
The charges are one of the best 2 points you can spend in this game. It doesn't cost an action to drop, nor does it cost your attack. You drop it before you move, so you can be clear of it. If you have higher PS, it means you can see what ships are in its range before you drop it. The threat of a seismic, especially if you have several of them, can change how your opponent flies. Further, if you only have one, your opponent may also totally forget about it moments before you drop it on him. I've hit upwards of 6 ships with a single charge, which is an incredible return on investment.
I love the seismic charge. It might not be as violent as the proton bombs, but still messes up with your opponent, forcing him to try and avoid ending up behind your Firespray, and 2pts is a small price for good psychological warfare. With good planning and cunning tactics you can set up some nice traps for your opponent.
And then later in the game he might forget completely about the bomb, goes right behind your ship and then you can remind him of your bomb with a big smile (as it happened to me last night)!
Having high PS is better to make sure you drop the bomb at the right moment, after everyone else has moved you know exactly how much damage you will cause by dropping it.
I'm afraid that since I don't use bombs very often I might forget to use it!
One last question, would you spend the last 2 pts on Seismic or Swarm Tactics for Howlrunner?
Depends on the squad, but I'm thinking Seismic.
A situational PS 8 boost, or a potential 1 damage to 3+ ships.
Mmmm.
Even hitting only 1 ship with a seismic is usually worth it, as it might make the difference between killing that ship in that round or not.
Love the idea of bombs, tricky to use as they are. I've always found a higher PS to be beneficial with the charge, and especially if you're splashing out on the proton bomb, makes best use of your investment.
I played top 4 with Krassis- HLC seismic and recon. It was all because of the seismic, its a great swarm counter, and after a long day, and in a long game people forget you have it. (just make sure you are clear that you have it at the beginning of the game,dont want to be THAT GUY)
Agreed. Most importantly of all, never argue with a point of damage (or more!) that doesn't require you to roll any dice.
Those eight-sided red and green octahedrons of capriciousness can thwart even the most brilliantly planned manouvre, and denying them the chance to wreck your plans is an opportunity to be grasped at with glee....
(Worst example I know: At our local regional last weekend, one of our regular high-placers was thwarted after his first game managed a 15-defence-die streak without a single evade. No amount of cunning plans can get you past rolling like that.)
Seismic charges have won me more games then any other card. Many players over look the threat until it hits the table. Doing a final point of damage to a ship that was about to kill you but never gets a chance to shoot is a glorious feeling. There is a bit of a learning curve for timing and placement of these guys if you put them on scimitars or Bounty Hunters. What I love about the charges most is that it rewards skill. If you place well you can do lots of damage and no luck is involved.
Ok, so I placed Top 8 in regionals with the following squad:
5 Gamma Squadron Pilot + Seismic Charges
The charges are one of the best 2 points you can spend in this game. It doesn't cost an action to drop, nor does it cost your attack. You drop it before you move, so you can be clear of it. If you have higher PS, it means you can see what ships are in its range before you drop it. The threat of a seismic, especially if you have several of them, can change how your opponent flies. Further, if you only have one, your opponent may also totally forget about it moments before you drop it on him. I've hit upwards of 6 ships with a single charge, which is an incredible return on investment.
Though I've never hit that many, I agree. I've never failed to hit an enemy with a charge or proton bomb. They are so much fun, and they can force your opponent to walk on eggshells when they could just go for a kill. The longer the battle goes (and the more damage they've taken) the more spooked they get at the prospect of taking that little tap of damage before they even get a chance to shoot. Though I will admit, i'm a much bigger fan of the Proton Bombs. My poor shieldless craft take enough critical hits, I like making my rebel opponent get a taste of their own medicine. Plus if you get really really lucky, you can bestow that blessing of blessings on a key opponent in the beginning. Nothing feels so good as hitting Biggs, Luke or Horton with Injured Pilot. Beautiful.
Edited by That One Guy