Whats the best use for Opportunist?

By The_Brown_Bomber, in X-Wing

Jax is so much of a threat that he's better with an EPT that will help his survivability. PtL is much better to allow him a focus+evade combo for defense.

As other have stated, I would still take a focus token to prevent the use of Opportunist against my ship ver a TL to help me in attack. Plus, if you get Jax in range one of any ship with an evade or focus token, you guarantee yourself that you won't use Opportunist with ANY ship for the whole round. Better to let him take the action and allow him to use it before you shoot. If he doesn't, you'll save yourself a hit or make 1 more; if he does, you get one more dice with your Opportunist ship. Win-Win.

I've used it with Hobbie, with R2-D6 it lets him get the stress and shed it. Pretty effective really.

Ok let me explain: with Jax, when he is at range 1 of ANY enemy ship, that ship cannot perform a focus or evade action And cannot spend any evade or focus token. So with an X-Wing, Y-wing, B-wing, Falcon... in his action bar there is not much choice beside target lock and focus action. So if let say my opponent moving with his B-wing first and can take a focus action and has a focus token, when I will move in the middle of the rebel formation with Jax, being at range 1 of all his fighters, all those focus token, my opponent will not be able to spend them because of his pilot ability. So if he do not want to a focus that is good for nothing, good chance he will take the target lock. If he does that I have my extra die for Opportunist and 2 other pilots in Fel and Phennir that are going to shoot first most of the time.

Opportunist is very good with Jax, better than what you are thinking! ;-)

Which is why if I'm playing against Jax, I will do everything in my power to keep him out of range 1 from my ships. I understand how the card works, and I understand what you're saying, but I still disagree. Jax is not a bad ship by any stretch of the imagination, but Opportunist is a bad fit on him. I know what I'm talking about, I assure you.

Edited by WonderWAAAGH

100pts

Soontir Fell + PTL (30)

Kath Scarlet + Expert Handling + Gunner (45)

Sabre Squadron + Opportunist (25)

I prefer this list better. You get 2 ship firing before the one with Opportunist, one having gunner to get one more chance of forcing the opponent to use his token.

Opportunist is great on Saber Interceptor. I like to use

3xRGP+PtL

1xSaber Squadron+Opportunist

The 3 RGP attack at PS6 so have good chance to remove the token for the Saber Shot. But the Saber becomes a premium target since he has one less action to defend himself so you need to fly him smart. If you see that your opponent want to target him, get the hell out and flank him with your RGPs. If he decide to leave him alone, you should be able to use Opportunist+Focus.

The good thing about Opportunist on a Saber is that the Threat of a 4-5 dice attack will make your opponent think twice about using his focus when defending your RGP shots (so you will get 1-2 more hits) or, better yet, attacking your Interceptors (it gives more survivability to your Interceptors, something they really need!). So, to keep this threat alive, you should take a focus action over the evade. But, I don't think it should be your main force too, cause it's not a very reliable EPT: you must not be stress and your opponent must be stripped of token. But one in a team as flanker can mess with your opponent so it's a good addition.

Edited by Jagd

I've flown against:

Howl runner

Swarm Tactics

Stealth Device

Dark Curse

BSP Opportunist x2

Academy Pilot x2

99 pts for initiative. Two blockers up front, two BSP and dark curse and howl hanging in the back for survivability. Two blockers with the ability to move first and shoot early with swarm tactics, then with that three ships will have fired before you get to your opportunists. If things are going poorly and you need to deal more damage, keep use it on one or both and getting howl runner rerolls. Pretty savage.

Was also thinking expose would be perfect for someone like Soontir or a A wing that is truly in a flanking position. Anyone use Expose to any success?

Was also thinking expose would be perfect for someone like Soontir or a A wing that is truly in a flanking position. Anyone use Expose to any success?

Expose costs an action which makes it less useful. Focus or target lock is better than adding 1 dice with no modifiers.

Not if your dice are weighted...

I really want it to be effective on Black squad pilots but it just isn't. Maybe one with it. 18pts is an alpha interceptor, or a bomber with flechette, or mauler, or backstabber +2pts, or Nightbeast +3... Interceptors already cost a lot and opportunist has the opportunity cost of defense, and probably costs a point more.

I think the best is awings and retrofitted awings in the future. Too bad low PS advanced pilots don't have an ept and/or cost 3 pts less.

Only one of those listed is above PS 4 for the exact point value. PS 4 with initiative you'll shoot before a great majority of what's flying these days. The idea of the build is to completely destroy something before it even gets to shoot, which is no small thing.

I can't believe no one has stated a named YT pilot with gunner! The first attack strips the tokens, then you take the stress to add another red die! It's murder.

If there isn't a plan to remove tokens, then it's much less useful.

Sure it is, it's just a lot more opportunistic.

You could put it on Han with Gunner.

Cluster Missiles on any ship with an EPT.

Corran Horn

Howlrunner + Opportunist & Shield Upgrade + 4 BSP + Opportunist

4 GSP with title, Opportunist, Predator and Refit.

Yes they did..

I can't believe no one has stated a named YT pilot with gunner! The first attack strips the tokens, then you take the stress to add another red die! It's murder.

It was mentioned earlier.

I'm not as big a fan of that. Get a game where gunner rarely gets use, which isn't terribly uncommon, and now it's 9 points not being able to be used.

Not if your dice are weighted...

Perfectly legal within the game rules.

Lol, too soon?

Lol, too soon?

I have no sense of propriety, or shame for that matter. I wonder where our itinerant friend has wandered off to...

Opportunist is one of my favorite upgrades in the game. I've been playing with the card as soon as it was spoiled. I even made top 4 at regionals with a squad centered around the upgrade. I used Wes to open up the enemy for the opportunist shots in my 3 X-Wing build. The power of 4 attack dice can't be over stated here. Rolling more dice the defense dice equals damage, and a lot of it. Most people seem to get hung up on the idea of they must shoot with the upgrade every signel shot, you don't! It's best to think of the upgrade as a missile that cost 4 that can fire with out a target lock at range 1, 2 and 3. If you use the upgrade once you got 4 points of value out of it. Like a concussion missile you get 4 dice, the missile changes one blank to a hit, opportunist still allows you to save that focus netting the same damage output. If you get to fire that Opportunist shot a second time your in the bonus area of value. Here a cluster missile attacks twice in a single round with 3 dice. By getting that second use out of opportunist you just plan out perform the damage output of the cluster missile. Unlike the missiles Opportunist has to deal with that extra defense dice at range 3 but goes to a very scary place at range one. I do understand the desire to pump up the attack of the 2 attack ships to 3 and how useful it is. The push on ships that have a 3 attack to 4 dice is where you'll get the most value out of the upgrade. I can't stress ( pun intended) this enough, you don't win at X-Wing by rolling green dice, you win by rolling Red dice!

Lol I thought you said four x wing build and just spent like fifteen min trying to make that add up points wise... I was very confused.

Good info, but it reads like the first 2 minutes of star wars!

I think it'll be cool on Coran with FCS. Set 'em up with a jab, then knock 'em out.

Only one of those listed is above PS 4 for the exact point value. PS 4 with initiative you'll shoot before a great majority of what's flying these days. The idea of the build is to completely destroy something before it even gets to shoot, which is no small thing.

3 of those listed have higher PS AND cost less...2 of them even throw an extra dice themself.

As you were, I stand corrected! Although, I'm unpracticed in swarms, doesn't mismatched PS like running all of those lead to bumping? How do you get around that?

Edited by swimmingordy

If you're not running howlrunner the leash is much longer. I don't mind mismatched PS at all but do have a good deal of practice with the PSswarm. Takes about 15 seconds to recheck all your dials and makes you more deadly.

Was about to try a list similar to yours with 2x RGP and PTL and 2 Sabers with Opportunist... Have you played your list and what is the results so far for you?

I played it once and it was good. It forced my opponent to make some nasty choice that allowed me to land a couple hits I shouldn't have otherwise. I didn't use Opportunist often during the game, but its presence was felt. It even forced Garven to not use his ability once so, even if I didn't get to use Opportunist this turn, it still made an impact.

I wouldn't go too far as taking 2 RGP+PtL and 2 Saber+Opp. Saber+Opportunist still lack the defense and mobility of an Interceptor+PtL. But having one act as a sniper/bait is nice.

100pts

Krassis Trelix + Ion Cannon + Gunner (44)

Sabre Squadron Pilot + Opportunist + Hull Upgrade (28)

Sabre Squadron Pilot + Opportunist + Hull Upgrade (28)

thoughts?

100pts

Soontir Fell + PTL (30)

Kath Scarlet + Expert Handling + Gunner (45)

Sabre Squadron + Opportunist (25)

I like both of these squads, not least of all because the Firespray is awesome! What I like about the first list is TWO Opportunist Sabers. In my squad the Saber is always target number one, and he sometimes gets killed before he gets to fire. Having two of them is nice, but it does get expensive. The second list, with the higher PS, looks a little more competitive to me. That Kath build is solid, and having a Saber with +1 attack die firing after her is bonus! If I can tear myself away from my squad, I'll give this one a try.

The squad I have been running is:

Target of Opportunity

100 pts

Soontir Fel (Push the Limit, Royal Guard TIE, Targeting Computer, Shield Upgrade)

Backstabber

Lt. Lorrir

Saber Sq. Pilot (Opportunist)

This gives me three ships to remove tokens for the Saber, and to soften up the target. I've had surprising success with this squad. It eats low PS 4x Rebel builds, which I tend to see a lot of. I even managed to destroy a Chewbacca, Wes and Rookie list (although in the rematch he beat me soundly). My latest tweak is to cut Fel's Shield Upgrade down to Hull (or Stealth, but I'm not sold on Stealth), which puts the squad at 99 points for a mild anti-initiative bid to let me maneuver after pilots that share skill levels with my pilots.

Saber Squadron Pilot + Opportunist (25)

Saber Squadron Pilot + Opportunist (25)

Saber Squadron Pilot + Opportunist (25)

Saber Squadron Pilot + Opportunist (25)

Because why not!