What is the worst pilot ability?
Imps: Fel's Wrath
Rebs: Blount, too situational for my taste, it's a one shot ability.
Anyone who votes for Lt. Kagi hasn't had to face one with Sensor Jammer on an Epic playing field. Good luck getting your Ordinance off at the targets you want in a timely fashion. I went up against one comboed with a well piloted Carnor Jax and he ended up with about 9 TL's on him at the beginning of one Combat phase.
My vote for Rebel's worst pilot is Hobbie since he ONLY synergizes with R3-A2 and even then I'd rather slap the droid on a Y-wing with Ion.
Imperial will have to go to Fel's Wrath, since i feel that to max his ability you have to actively plan on every turn being in a position to make it to your pilot skill (and do something useful) after "potentially" getting shot down. Too much hassle for no guaranteed return.
hmm, let's see
Completely bad abilities
>> Fel's Wrath, can only be used on the exact moment when you are dead, and you may not even get an attack if you have nothing in your arc. Even if you do, the attack you dish out may be of a very low quality, especially if you do not have any modifiers at hand. Lack of EPT further compounds this problem.
>> Boba Fett, too limited usage, extremely situational (close to 2 years of Xwing and I've only seen his ability used as intended 3 times total)
>> Winged Gundark, range limitation totally killed it. If his ability didnt have any range limitation, he's be alright. Just alright only, as his 2atk means the attack most likely wouldnt even connect, or would be absorbed by shields
>> Arvel. No actions, very hard to pull off, even when you pull off your attack power is low due to the lack of actions, and you would most likely be within range 1 of your target's wingman(s), so you are gonna die a horrible death. Very very badly designed ability, would be marginally usable if you get to keep your actions AND attacks.
>> Kagi is ****. Opponent would simply focus and hammer away. Really only useful if opponent uses a lot of ordnance that requires TL to fire off. Even then, he could simply double TL. Kagi's high PS also prevents him form being useful; opponents can easily control approaching speeds to keep him outside of TL range before he moves, especially on the initial combat rounds.
>> Hobbie. Ability is too narrow and can really only be used with that 1 or 2 upgrade cards. By himself his ability is as good as nothing. Needs EPT to pull off most of his possible card combinations as well.
>> That PS3 Named Outrider. If you are flying an Outrider w/o HLC turret, please go and get an ORS instead. Also, his ability is too situational and difficult to trigger.
>> Ten Nunb. Most of the time your crits wouldn't be cancelled anyway, since it is the last to be cancelled.
Honestly not bad effects, if only
>> Horton's ability is very powerful with the standard torps, if it werent for the extremely high cost involved. Him + 2x torps = 33 points.
>> Kir Kanos, if only he had an EPT slot. With PTL he would be kickass as ****.
>> Rhymer, he is just too expensive to work out, and a lot of good ordnance are already range 2-3 anyways. Could be interesting if his ability extended into range 4
>> Mauler Mithel needs more punch. Back during wave 1 days he was the keystone to most builds and MVP for many imperial victories, now he is retired to the album and hangs out with Fel's Wrath
>> Maaaarek Steele would be a beast if his ship had 3 atk dice. Imagine him in a PTL Interceptor
>> Lando's ability would be a killer if he was a) in a small ship and b) the rest of the Rebel ships had more actions than just TL F
>> Cowall is in the wrong ship. PTL Interceptors are permanently stressed and almost never have a chance to do K-turns. Interceptors w/o PTL are crap, unless you are Lorrir or Turr or Alphas. He would be pretty good in a TIEadv though, just saying
>> Jendon would be pretty good if his ability extended into range 2
Lando is great, I use him in my 200 points ultimate synergy build - Giving Biggs 3 defence die and 3 focus per turn (involves Dutch, Cracken, Garven and Kyle for full fun
)
>> That PS3 Named Outrider. If you are flying an Outrider w/o HLC turret, please go and get an ORS instead. Also, his ability is too situational and difficult to trigger.
For this one case, you have it backwards; the ORS has the worst stat line / cost efficiency of any of the turreted ships. The PS3 YT-2400 is pretty reasonable.
Marek Steele hands down. "Oh look i get to choose what crit to do with my 2 attack ship."
Rebs: Blount, too situational for my taste, it's a one shot ability.
It quickly becomes more useful when you consider that it will automatically strip off stealth devices and it comes in one of the cheapest ships in the game, leaving you more points to spend on heavy hitters that can capitalize on the removed defense dice. And if you combine this with Assault Missiles you can also damage all of those ships in addition to taking out their stealth devices, which is icing on the cake if they're flying in formation.
Man, I can't believe Hobbie is listed by some for being one of the worst. Yes, it needs a little boost upgrades or other pilots, but when played correctly, he is a beast and definetly one of my favorite X-Wing Pilot
1-Obvious combo: R3-A2
Move, take your target lock on the ship you want to attack. Take a stress to give one to your target before attacking and remove yours by using your target lock. All your attack gives stress, nice!
2-Obvious partner: Dutch Vander
When he take a TL action, he can give one to one of his partner, aka Hobbie! It means that if Hobbie is already stress, Dutch can remove it by giving him a TL which allow Hobbie to k-turn, get his stress removed by Dutch TL, and has a TL for his attack to activate Combo number 1. Rince and Repeat. Also, if both Dutch and Hobbie shoot at the same target, you can potentially give it an Ion and Stress token in the same turn, nasty.
Also possible when paired with Dutch:
3-Less Obvious Combo: R2-D6 and Expert Handling
Move at PS 5 - do a barrel roll and take stress - Move Dutch at PS6 and take a TL, giving one to Hobbie - clear stress and have a target lock to maximize your shot in a better position thanks to Expert Handling.
4-Other possible combo: R2-D6 and Stay on target
Work the same way as with Expert Handling, except now you completely change your maneuver. Too bad he's only PS 5 but still, no unamed pilot can run from him.
Frankly, Hobbie with R3-A2 and Dutch with Ion Cannon Turret is duo that is the basis of a couple of my rebel builds. There is still 45 pts for flavor.
Rebs: Blount, too situational for my taste, it's a one shot ability.
It quickly becomes more useful when you consider that it will automatically strip off stealth devices and it comes in one of the cheapest ships in the game, leaving you more points to spend on heavy hitters that can capitalize on the removed defense dice. And if you combine this with Assault Missiles you can also damage all of those ships in addition to taking out their stealth devices, which is icing on the cake if they're flying in formation.
Assault missile splash damage does not affect stealth devices it's in the faq, you'd only take a stealth device off the ship you fired at not anyone else.