ORS Stress Stacking

By Solitare, in X-Wing

Well after playing a few games with Tactician I think I can say that I have found my new favorite upgrade...

With that said I created this list with the though that Control through stress is a very strong feature. And this is what I came up with...

ORS(27), Tactician(2), Tactician(2)

ORS(27), Tactician(2), Tactician(2)

Ten Numb(31), Advanced Sensors(3), Opportunist(4)

100 pnts

The Theory behind it is that it completely shuts down any Phantom list as well as Fast Arc Dodging lists because of the stress.... most are already generating their own and at range 2 (which is easy to get imo especially with the two ORS flying in Formation) and adding that much stress to slower heavy hitters will mitigate the focus hits that Falcons, B-Wings, and X-wings.

Anyhow, is this list feasable? Or too much of an annoyance to get it to work right?

It looks good to stress something. But then you need to be able to capitalize on that stressed ship.

And you have 7 attack dice there.

Edited by Popn618

Also, remember that you need the target to be in the firing arc of the ORS. They can shoot at targets outside their arc but Tactician only triggers if the target is inside the arc.

Edited by Veldrin

Cut Ten Numb.

Replace with Jan Ors.

Remove 3+ tacticians & do something else with the points.

Tactician is in arc only, remember.

I know that the Card states in Arc specifically... but then why does the FAQ have this text:

Tactician
When a ship equipped with multiple Tactician Upgrade
cards attacks, the defender receives 1 stress token for
each Tactician equipped to the attacker.

If a ship is equipped with both Gunner and Tactician, and
the first attack misses, the defender still receives 1
stress token from the attack.

Ships attacking with turret weapons must measure from
closest point to closest point when determining range.

ORS is the best for Gunner+ Tactician as it double stress & deals damage at the same time. Add some big guns and you are good to go!

Not quite sure I would agree with that... as has been mentioned ORS only has 2 dice... I see what you are saying but 2 stress every time is much more consistant and 3 points cheaper

For 3 points you get superior range 3 shots and super nice range 1 shots while at range 2 if first shot misses (likely with only 2 reds) you get the same double stress output. In my opinion those 3 pts are cheap :)

edit: fixing grammar, my english sucks

Edited by polmoneys

I know that the Card states in Arc specifically... but then why does the FAQ have this text:

Tactician

When a ship equipped with multiple Tactician Upgrade

cards attacks, the defender receives 1 stress token for

each Tactician equipped to the attacker.

If a ship is equipped with both Gunner and Tactician, and

the first attack misses, the defender still receives 1

stress token from the attack.

Ships attacking with turret weapons must measure from

closest point to closest point when determining range.

I think it's to cover those odd times where a ship straddles your firing arc and the closest point is outside your arc but in range one. You have to shoot at range one in that case and cant trigger Tactician.

I know that the Card states in Arc specifically... but then why does the FAQ have this text:

Tactician

When a ship equipped with multiple Tactician Upgrade

cards attacks, the defender receives 1 stress token for

each Tactician equipped to the attacker.

If a ship is equipped with both Gunner and Tactician, and

the first attack misses, the defender still receives 1

stress token from the attack.

Ships attacking with turret weapons must measure from

closest point to closest point when determining range.

It has that text to cover when your target is partially in arc and partially outside of arc. For example if the closest point of the enemy ship is outside of your arc, then the shot would count as being outside the arc for determining if tactician goes off.