Rebel Aces Update - A Wing Love!

By Slugrage, in X-Wing

Oh I see, I made a counting error myself in pricing Wingman at 3 in my head. :P.

2x Green Squadron pilot A-wing (19)+PTL(3)+predator(3) minus Chardaan (-2) = 23 pts

2x Green squadron pilot A-wing (19) +PTL(3)+wingman (2)+proton rockets (3) = 27 pts

(yes; including test pilot)

I'd fly this. Casual. :)

Or even 4 PTL greens with the rockets leaving 8 pts for added shenanigans.

Edited by Elkerlyc

2x Green Squadron pilot A-wing (19)+PTL(3)+predator(3) minus Chardaan (-2) = 23 pts

2x Green squadron pilot A-wing (19) +PTL(3)+wingman (2)+proton rockets (3) = 27 pts

(yes; including test pilot)

I'd fly this. Casual. :)

Or even 4 PTL greens with the rockets leaving 8 pts for added shenanigans.

Edited by AlexW

2x Green Squadron pilot A-wing (19)+PTL(3)+predator(3) minus Chardaan (-2) = 23 pts

2x Green squadron pilot A-wing (19) +PTL(3)+wingman (2)+proton rockets (3) = 27 pts

(yes; including test pilot)

I'd fly this. Casual. :)

Or even 4 PTL greens with the rockets leaving 8 pts for added shenanigans.

I think four PTL Greens with Rockets leaves you with zero.

Hmm. I should not post with the phone and not make thorough calculations I suppose.

I'd still fly them PTL greens with rockets (and no wingman) though. ^_^

am I the only one who wants to run 4 Green Squadron Pilots with Proton Rockets, Test Pilot, Push the limit, and WIngman? 4 GSP's that PTL for no stress, flying in formation, tossing a 5 dice rocket the first time they are in range 1? Yes please!

I think you're over 100 there.

Yup, I was counting the refit in there too somehow... oh well

Even with Refit it wouldn't have put you below 100. :P.

Nah, 19 + 3 + 3 + 2 - 2 = 25, x4 is 100. So you're right, I wouldnt have been below 100, but I also wouldn't have been above it. You CAN do 4 GSP with Wingman, PTL, and Hull Upgrades with refit for 100... i like that idea too. Not as much bite, but a lot more defense to poke through

You can't take a missile AND the Refit, so taking a missile means that they each cost 27. BUT, the Hull Upgrade idea works if you don't also take a missile so you can take the refit.

I don't think that Proton Rockets will replace other missiles because they require focus to fire unlike other missles. How will that effect things. Target Locks stay as long as you don't use them or have them shaken off via expert handling. However...focus is removed at the end of every round, so to get that Range 1 shot, out of their firing arc, you ideally need to K-turn behind the enemy. However you can then no longer fire the missiles because you are stressed and so cannot gain a focus. Only a synergic combo like using Garven or Kyle would allow you to k-turn and still get a focus.

This may seem like a minor thing, but I do think it is worth mentioning that Range 1, plus the need for a focus means that it will be difficult to actually pull off the attack where you cannot be attacked in return, so it is a very offensive based weapon compared to other missiles that require a target lock, which can remain if you do not get that ideal opportunity to fire.

I think Proton Rockets require more skill than people are giving them credit for, at least to make them efficient in terms of giving out and receiving damage.

proton-rockets.png

Add Stealth Device, 7 dice attack.

Edit: nevermind, limit of max 3 more. So "only" 5 attack max.

Double edit: not requiring target lock, and not requiring spending a focus token is totally crazy. And it's only 3 points! I'll have to run the numbers later, but this is almost as good as an Advanced Proton Torpedo if you F+TL your target.

Ok, I made up rules for the SFS Ls 9.3 Laser Cannons and Assault Laser Cannons and they had rules almost exactly like the Proton rocket, in my rules you lose those defence dice if you are attacked. People had a problem with it because it quote unquote makes players favor using more manuverable craft.

YET I see that people love the PR. WTF?

You do understand why this card is balanced in ways that most likely your dream cards likely weren't, right? One time use, requires the torpedo slot, requires a focus, limit on range and how much you can boost it up. I've seen your posts about the "technical" power of the Interceptor. I can't believe any dream card you made in that line of thinking is anything close to balanced.

You do understand why this card is balanced in ways that most likely your dream cards likely weren't, right? One time use, requires the torpedo slot, requires a focus, limit on range and how much you can boost it up. I've seen your posts about the "technical" power of the Interceptor. I can't believe any dream card you made in that line of thinking is anything close to balanced.

So unless your calling me a liar I just posted part of what it does. It uses the defense die to boost offensive dice. The dice used for offensive purposes are lost until the next turn. Also point cost plays a factor in ballance. Also those cannons were for E, Y, and k wings, while the imp version was for Avengers Defenders and Interceptors...

Edited by Black Knight Leader

You do understand why this card is balanced in ways that most likely your dream cards likely weren't, right? One time use, requires the torpedo slot, requires a focus, limit on range and how much you can boost it up. I've seen your posts about the "technical" power of the Interceptor. I can't believe any dream card you made in that line of thinking is anything close to balanced.

So unless your calling me a liar I just posted part of what it does. It uses the defense die to boost offensive dice. The dice used for offensive purposes are lost until the next turn. Also point cost plays a factor in ballance. Also those cannons were for E, Y, and k wings, while the imp version was for Avengers Defenders and Interceptors...

If I remember correctly, there was no damage cap on your home-brew, and it was a modification that could be used as often as every round.

Vorpal - it totally isn't worth getting into an argument with BKL. Will just raise your blood pressure a few notches as he spouts rubbish! ;)

Ships start beyond Range 3, and typically close to Range 3 or Range 2 for the first exchange. Obviously picking up TL for the first exchange is hard for some pilots, but except for that difficulty a secondary with Range 2-3 will almost certainly have a window where it can be used--the number of ships that can close from beyond Range 3 to Range 1 in a single turn can be counted on a blind butcher's fingers.

By contrast, there's no guarantee that Range 1 will ever occur in a given game; and although of course it's likely to happen at some point, it's hard to control when precisely you'll get that shot. So comparing a missile with Range 2-3 to Range 1 is apples to oranges: the former is an alpha-strike weapon, and the latter is more of a medium-term threat.

This is pretty much the complete opposite of what I've seen trying to fly Bomber-heavy squadrons.

For one thing, it depends heavily on PS. Anything with higher PS, you're hosed.

Since I have been entering the Regionals data, I'll provide a data point: the only pure bomber + missile/torpedo squads that have been reported in the Final Cut or Top Third are with Scimitars, at PS2. Off the top of my head, I think there are only 2, maybe 3, such squads out of 1100+ attendees.

Late edit: And on Munitions Failure... It fixes a problem missiles didn't actually have, and does it in a way that actively encourages players to play to the worst problems of missiles. One of their greatest problems is low attack efficiency - for missiles to be playable they need ways to actually correct that low efficiency. Instead, we get a card that lets you make that same inefficient attack multiple times.

100% agree if you are looking at it as a way to redeem all missiles. However it still does have effective corner case use, like on a Firespray or YT-1300 with Assault Missiles and no action passing / PtL.

Not really. Bombers take cluster missiles because the two independent attacks are the best way to take advantage of the Jonus re-roll, if cluster missiles were range 2-3 you'd still see the exact same list choices.
Matter of opinion here, obviously, but I very much disagree. Clusters may function somewhat better against low-AGI targets, but they're horrid against anything with AGI 3. I'll take a reliable 4 die attack over doubling the opponent's agility dice any day.

iPeregrine is correct. I ran the numbers comparing the two, and also FCS Clusters (which isn't currently possible) here:

http://community.fantasyflightgames.com/index.php?/topic/94711-fixing-the-tie-advanced/page-23#entry952854

With Jonus support, cluster missiles do more damage on average than concussion missiles, even against 3 agility targets albeit barely. The numbers below use a 50% chance of the defender having a focus token, and take the average. Critical hits are not considered.

OK here we go. How I computed: I assumed that the defender has a 50% chance of having a focus token on defense. Focus is always used whenever possible, on both sides. I then ran three nested loops to calculate how much damage is done with and without focus on offense, for agility 1-3, with and without Jonus rerolls, for the following missiles:

  • Cluster Missiles
  • Cluster Missiles with FCS
  • Concussion Missiles

Average Damage Results, no attacker focus

1 agility 2 agility 3 agility

---- No Jonus Rerolls ---

Cluster Missiles: 2.149 1.503 1.033

FCS Cluster Missiles: 2.847 2.099 1.507

Concussion Missiles: 2.186 1.711 1.294

---- With Jonus Rerolls ---

Cluster Missiles: 3.436 2.609 1.920

FCS Cluster Missiles: 3.491 2.653 1.956

Concussion Missiles: 2.881 2.386 1.909

Average Damage Results, with attacker focus

1 agility 2 agility 3 agility

---- No Jonus Rerolls ---

Cluster Missiles: 3.142 2.351 1.708

FCS Cluster Missiles: 3.780 2.918 2.180

Concussion Missiles: 3.184 2.685 2.193

---- With Jonus Rerolls ---

Cluster Missiles: 4.287 3.397 2.591

FCS Cluster Missiles: 4.324 3.428 2.616

Concussion Missiles: 3.418 2.918 2.419

Conclusions:
  • Cluster Missiles with Jonus are always better than Concussion Missiles with Jonus
  • Cluster Missiles without Jonus are always worse than Concussion Missiles without Jonus. Exception: if you can double focus then Cluster Missiles will do better, but I didn't run these numbers.
  • FCS barely helps Cluster Missiles if you already have Jonus. This should be fairly obvious, since it only helps you reroll a third die, and only on the 2nd attack.

And lastly, what we're here for...

  • Cluster Missiles with FCS is slightly better than Concussion Missiles across the board if a focus is NOT used.
  • If a focus IS used, then they are about the same at agility 3, and then FCS Cluster Missiles starts to pull ahead at agility 2 and 1.

Looking at these numbers, it's obvious that Cluster Missiles get a get a very healthy buff with FCS , but I don't think, yet, that it is too imbalancing. On the bright side, FCS basically lets you run TIE Advanced without Jonus and still do good damage against low agility targets.

Edited by MajorJuggler

Yeah, you just need to see Jonus enhanced Cluster Missiles to believe it. Especially with the popularity of the B-wing. They hurt sooooo much...

I just realized that Jake is a really good platform for the Proton Rockets: Focus, then free boost, the PtL for the TL.

Ships start beyond Range 3, and typically close to Range 3 or Range 2 for the first exchange. Obviously picking up TL for the first exchange is hard for some pilots, but except for that difficulty a secondary with Range 2-3 will almost certainly have a window where it can be used--the number of ships that can close from beyond Range 3 to Range 1 in a single turn can be counted on a blind butcher's fingers.

By contrast, there's no guarantee that Range 1 will ever occur in a given game; and although of course it's likely to happen at some point, it's hard to control when precisely you'll get that shot. So comparing a missile with Range 2-3 to Range 1 is apples to oranges: the former is an alpha-strike weapon, and the latter is more of a medium-term threat.

This is pretty much the complete opposite of what I've seen trying to fly Bomber-heavy squadrons.

For one thing, it depends heavily on PS. Anything with higher PS, you're hosed.

Since I have been entering the Regionals data, I'll provide a data point: the only pure bomber + missile/torpedo squads that have been reported in the Final Cut or Top Third are with Scimitars, at PS2. Off the top of my head, I think there are only 2, maybe 3, such squads out of 1100+ attendees.

As one of the people that flew them, the idea was to get the alpha strike if I could but if not settle for getting locks in the first exchange. That meant hanging out of range before firewalling the throttle to get within Range 3 (and maybe getting some blocks as a bonus). By running Flachettes, I still got 3-dice attacks if the enemy wound up at Range 1. In that case, save the locks, K-turn and unleash ordnance the following turn. Assuming Jonus survies, the attacks do not lose any effectiveness and even firing them naked still guarantees putting stress on a target if it is small enough. Even if a torpedo dies in the tubes, it was only 2 points. In one game I burned all four to stress-stack Fel, then ran him down like the action-less varmint he was. In another I faced a six-ship high-PS TIE swarm and destroyed it without losing a bomber (because Jonus got very lucky).