Sensor Jammers? Any good? List critique.

By Nickotine42, in X-Wing

So after noodling on this a couple days I generated another question. My understanding of the attack sequence is.

Attacker rolls

Defender modifies dice (sensor jammer goes into affect)

Attacker modifies dice, either spend focus, spend TL, and (and this is my main question) re-rolls from pilot/crew abilities

Defender rolls

Attacker modifies defender dice

Defender modifies there own dice

So, if sensor jammers limits the re-rolls from pilots/crew, would that limit Han, Howlrunner, Gunner, Krasis, etc.? I'm leaning towards yes, but wanted to make sure.

Imho, sensor jammers seem to be a very good fit on the upcoming TIE Phantom. B-wings have a cruddy dial, they need the systems slot for adv sensors, frankly. Lambda's have a worse dial, and Adv sensors can help with their full stop maneuver. FCS is ok on either, and combined with weapons engineer can be cute, but it's a bit limiting in it's usage as you give your opponent the opportunity to nullify it as they know what's target locked and can steer clear of the offending ship. Great against big ships, but lousy vs. swarms.

E-wings, well, they might be able to use sensor jammers, as their dial is solid and can make due without adv sensors. That said, a 30+ point ship is VERY dependent on NOT being denied an action (see Firesprays with Recon specialist, or Falcons sans gunner). A bump here or there and the E-wing is going to crash and burn without it's action.

Then we have the TIE Phantom, and look-y here, it has cloaking that is basically a beefed up Adv Sensors with the ability to barrel roll right, left, or even go 2 forward THEN take it's action. Your action is essentially safe from blocking shenanigans. Thus, you're not obligated to take Adv Sensors as you are with B-wings, E-wings, and to a lesser extent Lambda's. You could take FCS + weapons engineer, but I feel that's a waste of points as 4 attack dice is going to mince up whatever you're shooting at. It may help vs. falcons, which is a good Phantom counter, so I could see the rationale for it.

Sensor Jammer will fit nicely with VI + Whisper or VI + Echo, as their high Pilot skill will strip tokens. Given they also have a crew member spot for Recon Specialist, this'll help their survivability immensely, which is arguable their biggest weak-point.

Just my 2 cents, but I will look forward to running Sensor Jammers on my Phantoms come Wave 4 :) .

P.S. - On the rebel side of things, Wes Janson + Sensor Jammer B-wings could be a thing :P .

So after noodling on this a couple days I generated another question. My understanding of the attack sequence is.

Attacker rolls

Defender modifies dice (sensor jammer goes into affect)

Attacker modifies dice, either spend focus, spend TL, and (and this is my main question) re-rolls from pilot/crew abilities

Defender rolls

Attacker modifies defender dice

Defender modifies there own dice

So, if sensor jammers limits the re-rolls from pilots/crew, would that limit Han, Howlrunner, Gunner, Krasis, etc.? I'm leaning towards yes, but wanted to make sure.

Yes. The Sensor Jammered dice cannot be rerolled. This limits TL, Han(the falcon not the card), and every other reroll in the game.

hmmmmm

Apologies to the OP, got a bit sidetracked with the discussion on Sensor Jammers! Your list seems, as you said, very defensive. I like Sensor Jammers when they're protecting something valuable (i.e. TIE Phantoms from my above post, maybe HLC b-wings).

You CAN put Sensor Jammers on naked B-wings, but you need a plan to strip foci from your opponent. As others have said, a BlockORS can work. A BlockORS + 2 Blues with Sensor Jammers + HLCs can accomplish this. I believe NickSibiky posted his build a while back on the BGG forums:

ORS + Navigator + Intel Agent + APL

Blue B-wing + HLC + Sensor Jammer x 2

99 pts

In your list:

Blue + Sensor Jammer x 2

Gold + Ion

Tarn + R7

There's really nothing to stop opponents from just taking Focus actions on the first engagement, targeting your b-wings and ignoring 8 pts of your list, leaving the Gold + Tarn for clean-up. A swarm will have a field-day with this list. That's all rather devastating in a competitive environment. You could add Biggs in lieu of Tarn to help against swarms, but you still are left with B-wings and without a way to strip Focus tokens. The b-wings will last longer, thus Sensor Jammer will have more opportunities to come into play, but your opponent knows this and will try and engage with focus tokens when at all possible. The Gold could Ion opponents into crashes, so it could work.

So modification:

Blue + Sensor Jammer x 2

Gold + Ion

Biggs

Alternatively, if you want bigger guns, could add an HLC onto a b-wing:

Biggs

Blue + Sensor Jammer + HLC

Rookie X-wing x 2

Again, you'll get the B-wing into the mid-game with Biggs' cover, where Sensor will help more against K-turning opponents. Hope that's of some help.

I said this in another thread, but Echo/Whisper +VI +Sensor Jammers +Flight Instructor +Advanced Cloaking Device is possibly the hardest thing to hit in the game.

1) you are extremely manueverable and your high PS (8/9 respectively) will mean you get to move last and see where everyone's arcs are.

2) In the event that you cannot get out of someone's arc, you can position yourself at RB3 and possibly with an asteroid between you and the target. This gives you 5 defense dice

3) you will be converting 1 hit to a focus on every attack that comes at you. Sure if your opponent has focus they can just change it back, but a lot of stuff strips focus or prevents actions. Also, as this game seems to reward agression over defense, I have seen an increase in players target locking instead of focusing.

4) You can reroll a focus against most pilots, and a blank vs PS1 and 2s. This is great, as often with the Phantom I found myself barrel rolling to get out of arcs and thus not have a focus.

It can be very brutal.