EPT
1 - Expose
2 - Elusiveness
Crew
1 - Flight Instructor (Crew)
2 - Saboteur (Crew)
Anything else?
EPT
1 - Expose
2 - Elusiveness
Crew
1 - Flight Instructor (Crew)
2 - Saboteur (Crew)
Anything else?
:-( I like expose
Expose and Experimental interface combo well on a decimator.
Elusiveness + sensor jammer combos well with Keyan fighting against higher PS, or ibtisam in general
Sabotuer + EI is suddenly interesting on a few builds too. But probably not worth the points. I think Dare Devil kind of sucks because its too restrictive and expensive at 3 points.
Edited by Jo JoExpose and Experimental interface combo well on a decimator.
Elusiveness + sensor jammer combos well with Keyan fighting against higher PS, or ibtisam in general
:-( I like expose
I was trying to find the clip from "Clue" about this. Sadly, oh so sadly, the copyright people are _on it_.
It's going to largely depend on your play style. For example, I've had good success with Elusiveness on Echo, of all ships. On the other hand, C-3P0 is never going to take up a crew slot on any ship I run (I don't think he's worth the points for a on-a-turn), but he's quite popular with most of the other players on here.
Sabotuer + EI is suddenly interesting on a few builds too. But probably not worth the points. I think Dare Devil kind of sucks because its too restrictive and expensive at 3 points.
A friend of mine said that in his view, daredevil should be the optional effect of equip a card upgrade engine on a ship that already has boost in your action bar. You have two options to perform a boost.
It's going to largely depend on your play style. For example, I've had good success with Elusiveness on Echo, of all ships. On the other hand, C-3P0 is never going to take up a crew slot on any ship I run (I don't think he's worth the points for a on-a-turn), but he's quite popular with most of the other players on here.
Well there's the thing; play style only dictates what different people like, it doesn't have any bearing on what's actually good or not.
Flight Instructor.
Sensor Jammer is underused cuz it costs too much and kinda sucks.
Mercenary Copilot kinda sucks.
Intelligence Agent should be used more and even better nowadays but still sucks.
Pre-wave 3.5 Missiles and Torps and Bombs excluding Proximity Mine
Tycho + ptl + daredevil is amazing.
Daredevil + dauntless can be good on the decimator too
Mercenary Copilot
Autoblaster
Edited by tiefanaticTycho + ptl + daredevil is amazing.
Hear, hear!
Tycho + ptl + daredevil is amazing.
Hear, hear!
There is only rebel players here? ![]()
FFG should make an errata in the daredevil card with headers: rebel only, A-wing only, Tycho only. ![]()
Mercenary Copilot
Autoblaster
Of the ones list so far, flight instructor is probably the worst of the lot. Mercenary co-pilot can be used but doesn't provide much bang for your buck.
I think sensor jammer is actually an interesting meta choice versus falcon lists who tend to not have focus. It's great because it works versus both gunner shots.
I can't think of too much of my immediate collection that is too much of a waste but some combinations would be painfully bad, one in particular:
Lieutenant Blount + Munitions Failsafe
Munitions Failsafe will never trigger with Blount's normal ability.
Honestly with the right ship the majority of the upgrades are worthwhile. On the wrong ship: Not so much.
I've found Sensor Jammer to be useful on a Lambda Shuttle. Gives it a much needed extra automatic dodge. For competive play though, Advance Sensors are probably still a better option for the shuttle, but if you use your Shuttle as a Doom Shuttle or a blocker then having Sensor Jammer can help keep it on the board for a bit longer.
Flight Instructor.
Sensor Jammer is underused cuz it costs too much and kinda sucks.
Mercenary Copilot kinda sucks.
Intelligence Agent should be used more and even better nowadays but still sucks.
Pre-wave 3.5 Missiles and Torps and Bombs excluding Proximity Mine
Beg to differ on sensor jammer. It is everywhere in my meta. Carnor and sensor jammer phantoms is a regular list around my area.
With wave 6 Autoblaster might become slightly viable on the heavy syck. Being able to boost into range 1 makes it easier to use, though it seems expensive it should be reasonably cheap as a proportion of your entire list. Currently the cheapest Autoblaster is 26 points, the heavy syck "could" come in as cheap as 20.Mercenary Copilot
Autoblaster
Of the ones list so far, flight instructor is probably the worst of the lot. Mercenary co-pilot can be used but doesn't provide much bang for your buck.
I think sensor jammer is actually an interesting meta choice versus falcon lists who tend to not have focus. It's great because it works versus both gunner shots.
Well, with wave six, it might not be, but for now it does.
Expose and Experimental interface combo well on a decimator.
Elusiveness + sensor jammer combos well with Keyan fighting against higher PS, or ibtisam in general
That's 7 points to basically get an alternative version of Opportunist that doesn't have the token restriction. No thanks.
Flight Instructor.
Sensor Jammer is underused cuz it costs too much and kinda sucks.
Mercenary Copilot kinda sucks.
Intelligence Agent should be used more and even better nowadays but still sucks.
Pre-wave 3.5 Missiles and Torps and Bombs excluding Proximity Mine
Sensor Jammer is awesome. Merc Copilot is at least decent. IA is good on low PS ships (shuttle, YT-1300, Decimator, etc). Proximity Mine is the worst mine possible: it requires an action and dice rolling (you'll average about 1 hit). Far inferior to Proton Bombs and seismic charges.
Expose and Experimental interface combo well on a decimator.
Elusiveness + sensor jammer combos well with Keyan fighting against higher PS, or ibtisam in general
That's 7 points to basically get an alternative version of Opportunist that doesn't have the token restriction. No thanks.
Or it's 7 points to get a HLC turret that also works in range 1 on a decimator...
Oh. I like Sensor Jammer to, but it doesn't seem that useful... hmm. Maybe on Rebel Captive Phantoms good. Is it really worth 4 points though?
And, I see your point about Prox mine. The action actually helps make it easier to get it to detonate... but I do see that you're averaging something like 1.5 hits. If the thing had an auto-focus id be pretty good. 2.3 hits or something?
Phantoms are where it shines. To get a shot on phantoms your opponent will often stress himself to take the shot or use a maneuver ability to try to get a shot, and both of these will leave them with no focus. On phantoms, where the name of the game is live to shoot again it can't be overlooked.
I've had a little success with flight instructor on phantons and shuttles versus tie swarms. Sensor jammer and flight instructor on a phantom was fun.