Can we please do something about 3PO on falcons?

By Innocent, in X-Wing

These threads are clearly being produced on Kamino.

But that's not a fat solo, it is a Han shoot first list from long time ago ;)

...in a thread far, far, away?

I took on a fat chewie with 3PO using the Jonas list it really wasn't that hard to keep fire on the falcon but because he evaded every **** turn and was ignoring my crits it did make it a very long game.

I wiped him out eventually but it was the longest least enjoyable games I've had this year, screw 3PO I say.

Yeah I had forgotten about using the Falcon title. That means Evade and a "Guranteed" Evade out of 3PO, for 2.

That still either locks Han down into taking an evade action every turn he's under fire or setting aside some points for action passers to buff him. And that's two possible evade results to be used against whatever is thrown at him. Stressing out the falcon means he can't trigger 3PO, taking Kyle means he can't take any Gunners, etx.

Come to think of it there might be one great HanPO counter out there. Accuracy corrector out of the StarViper pack... or was it already mentioned? What this does is it pushes 2 confirmed damage on your opponent regardless of range and whatever you've rolled. Han's little trick will give you 2 guaranteed evade tokens on the defense... he'll have to choose to either spend them or save them and allow at least one point of damage (the other canceled from his dice) to go through.

You can take four Blues each with an Accuracy corrector. You're loosing the Advanced Sensor slot but consider the ramifications of deciding to deal damage regardless of what your dice roll for you. From four starfighters.

Edited by Norsehound

But that's not a fat solo, it is a Han shoot first list from long time ago ;)

...in a thread far, far, away?

And probably it had some old whine on it.

And probably it had some old whine on it.

Which to be fair is at least part if not a big part of why some of us react the way we do to these Fat Han threads, because we've been hearing this since Wave 2.

Fat Han is a bit more effective, because Z-95's allow the Fat part without making it a 2 ship list. But compare Fat Han to HSF, and the only real difference in the YT is 1 evade per turn.

Fat Han is a bit more effective, because Z-95's allow the Fat part without making it a 2 ship list. But compare Fat Han to HSF, and the only real difference in the YT is 1 evade per turn.

Not a huge difference at all really, especially when you consider that people used to run Chewie instead of C3PO anyway...

I was wondering how long it would take to get another one of these threads. We were dangerously close to not having one today.

OP - Sorry your list didn't work, but the falcon is not broken, 3PO is not broken and as others have pointed out you don't really seem to grasp how the card actually works. The reality of the situation is that the TIE swarm is THE BEST counter for a fat falcon. The reason being that 3PO works ONCE per turn and a TIE swarm fires MORE THAN ONCE per turn. If you think that your single game experience trumps that of this entire board and community of users then you are wrong. So, hate to say it but, if you lose to a fat falcon with a TIE swarm then the problem isn't C-3PO.

I will repeat myself for the last time...

In THEORY, the swarm is the best counter, hard counter even.

In PRACTICE, it is not the case and the falcon still has the luxury of not having to stay in arc or fly in formation.

The falcon can more than stack up to the swarm BECAUSE of 3PO. It has no hard counters.

Outmaneuver and Wedge are literally hard counters to 3PO.

Outmaneuver and Wedge are literally hard counters to 3PO.

Yes and no. They shut down 3-CPO but only on the ships that have some sort of - agility effect. So if you have any ships without Outmaneuver all you've done is limit the options on when Han can use CPO.

I was wondering how long it would take to get another one of these threads. We were dangerously close to not having one today.

OP - Sorry your list didn't work, but the falcon is not broken, 3PO is not broken and as others have pointed out you don't really seem to grasp how the card actually works. The reality of the situation is that the TIE swarm is THE BEST counter for a fat falcon. The reason being that 3PO works ONCE per turn and a TIE swarm fires MORE THAN ONCE per turn. If you think that your single game experience trumps that of this entire board and community of users then you are wrong. So, hate to say it but, if you lose to a fat falcon with a TIE swarm then the problem isn't C-3PO.

I will repeat myself for the last time...

In THEORY, the swarm is the best counter, hard counter even.

In PRACTICE, it is not the case and the falcon still has the luxury of not having to stay in arc or fly in formation.

The falcon can more than stack up to the swarm BECAUSE of 3PO. It has no hard counters.

Outmaneuver and Wedge are literally hard counters to 3PO.

Quiet, you! Don't you know the SKY IS FALLING!?!

As it has been repeated over and over, that only matters if you full list have outmaneuver, and if your full list isn't at range 3, and if your full list list is outside the falcons arc. The moment a ship doesn't, C3PO will activate.

Outmaneuver and Wedge are literally hard counters to 3PO.

Not really. They're hard counters for that attack, but unless you manage to put Outmaneuver on your entire squadron, 3PO is going to do his thing. And honestly, if the only answer is to limit your squadron entirely to pilots who have EPT slots, and fill every one of those EPT slots with Outmaneuver, then it's an unbalanced card.

Edit: Ironically, it's 3PO's actual limitation that makes this not work. If he activated against every attack, then any instance of Outmaneuver would help. But since he's once per round, a little bit of Outmaneuver isn't going to do anything to reduce the effect.

Edited by Buhallin

I have found the best counter for C-3PO: swap your opponents defense die with one that always rolls evades. Laugh openly at your opponents waste of 3 points!

FOOL PROOF PLAN!

Outmaneuver and Wedge are literally hard counters to 3PO.

Not really. They're hard counters for that attack, but unless you manage to put Outmaneuver on your entire squadron, 3PO is going to do his thing. And honestly, if the only answer is to limit your squadron entirely to pilots who have EPT slots, and fill every one of those EPT slots with Outmaneuver, then it's an unbalanced card.

Edit: Ironically, it's 3PO's actual limitation that makes this not work. If he activated against every attack, then any instance of Outmaneuver would help. But since he's once per round, a little bit of Outmaneuver isn't going to do anything to reduce the effect.

3PO can still choose to activate against any attack that round. Dominating your list with outmaneuver would let 3PO never trigger except when out at range 3.

(and with the fact the actual designers hinted in their GenCon interview at an upgrade for Interceptors and other highly manoeuvrable ships. They should be told 'less QQ, more pew pew perhaps? ;) )

Mmm-hmm. an upgrade to arc dodgers to give them an(other) advantage against ALL turret-capable ships =/= banning or nerfing C3PO. Besides, I would never presume to tell the developers what they should or should not be doing. It astounds me that you think you can.

No clue what you have been smoking son. But i *never* said anything remotely to banning creepio.

I also did not say that I was "telling the designers what to do".

READ.

S - L - O - W - L - Y

the actual designers hinted in their GenCon interview at an upgrade for Interceptors and other highly manoeuvrable ships.

I know it is hard for you but could you try to not use the straw man technique?

Outmaneuver and Wedge are literally hard counters to 3PO.

Not really. They're hard counters for that attack, but unless you manage to put Outmaneuver on your entire squadron, 3PO is going to do his thing. And honestly, if the only answer is to limit your squadron entirely to pilots who have EPT slots, and fill every one of those EPT slots with Outmaneuver, then it's an unbalanced card.

Edit: Ironically, it's 3PO's actual limitation that makes this not work. If he activated against every attack, then any instance of Outmaneuver would help. But since he's once per round, a little bit of Outmaneuver isn't going to do anything to reduce the effect.

3PO can still choose to activate against any attack that round. Dominating your list with outmaneuver would let 3PO never trigger except when out at range 3.

Which... is exactly what I said? A bit confused here.

Nevermind, you did cover what I meant in your post already Buhallin.

Maybe sticking outmaneuver on a high attack dice to draw fire away from something else could be interesting. Say Brath with Outmaneuver to draw Han's attention while 4 other TIE Fighters open up. Han has to choose between nerfing some of the shots coming out of the TIE Fighters or dealing with the 3-dice attack coming out of the defender.

Edited by Norsehound

If your going Brath plus swarm you shell out for the HLC it denies range three bonus die and the way his ability works means only scoring hits means little.

Nevermind, you did cover what I meant in your post already Buhallin.

I don't mind the repetition, but I was confused since you quoted me in doing so :D

What's QQ?

Also, do people have to make these discussions so personal? Someone thinks a ship's overpowered and you disagree, get over it.

QQ equals an emote of two eyes crying.

Don't you see the beatiful teardrops ?

@VanorDM

Yeah when i posted i wasn't thinking on his lists, but the ones i face (Jan ors is just a weird choice, i would just pummel her first turn and be done with the extra damage while the falcon tries to take down 7 ties by himself). But even if he decides not to focus her, they are around 2.5 hits. So it is possible to say the least.

I do agree mazz0, i said the same thing on another of these threads about the more QQ less PEW PEW (or whatever they say). Not only is childish, but counter producent.

And it's just childish and unproductive.

Edited by Rakky Wistol

It would however have helped him against the Scimitars so that point is rather moot.

Not at all, because the scimitars weren't meant to be a real threat to him, they were there to block and let Vessery's ability activate. HLC with Focus+TL against 0 agility and no evade tokens is 16 damages in 3 turns.

It would however have helped him against the Scimitars so that point is rather moot.

Not at all, because the scimitars weren't meant to be a real threat to him, they were there to block and let Vessery's ability activate. HLC with Focus+TL against 0 agility and no evade tokens is 16 damages in 3 turns.

So your 4 HLC dice would be doing all the damage to Han then and somehow magically survive Han + escort fire? :huh:

The bomber dial isn't super hot for blocking either.

HLC with Focus+TL against 0 agility and no evade tokens is 16 damages in 3 turns.

Some funny math going on there...

I'm gonna commandeer QQ to refer to laser eyes. Zzzzzzzp!

Thought you'd all be curious to know that I went 1-1 with my falcon list versus Howling Obsidian swarm.

Game 1

Han+C3PO+MF Title+Gunner+Adrenaline Rush(An experiement I now advise against :P)

2x Rookie +R2

Vs

Howlrunner+Stealth+Determination(Didn't ask, think it was experiment too.)

6x Obsidian

Combat turn one Han dinged a TIE, Swarm killed one rookie and stripped shields off other, Rookie dings Howl. His dice=Outstanding, mine not so much. Combat turn two Han hammers a tie that missed action, swarm kills last rookie, gets Han to half shields, another crappy round of Great dice vs my bad ones. Problem was neither one of us had accurately guess which way the other was going so his swarm suddenly found they couldn't move several ships as Han was smack in the way, and I suddenly found my self getting paint scratches where I thought I had set up the range. He bumped a ton, hit an asteroid thanks to a misjudged bump, next couple turns are really hard for him being pincered between the board edge and the corner asteroid with my fat butt taking up four parking spaces. Several turns of opponent struggling to guess where I'll go along a edge and corner forces him to split a bit, I saw it coming and purposely bumped in to or behind behind bulk of swarm for awhile only getting a few albeit often range one shots at me while my dice at close range start picking up the earlier slack. Han still kills 5 Ties by himself, two of them while holding on to one hull left and suffering from firepower reducing crit damage. Two TIEs survive for promotion. Fantastic game all around.

Game two

Han swaps Adrenaline for Predator, because constant semi-target-lock is cool and a rush you never feel is decidedly not. Rookies lose Droids because that was a mistake. Swarm doesn't change except setup for blockers this time.

Start to this Game looked even WORSE. Rookies did squat before popping, Han had whiffed first, dealt two to Howl second and was down a shield. Thought aw hell this is over. But unlike the game before the swarm hadn't cut me off unexpectedly and was now stuck on one side of an asteroid wall while I had only poked my nose into the middle area to setup a hard two back to my lovely board edge and start him chasing me, kill Howl in the process. Thus begins two laps of hell for him. I zip around the corner at speed while he has to do the same but range/angle is a constant hassle and to get going some actions that would have focused had to roll instead around rocks. I take targets of opportunity and immediately start to demonstrate the accuracy of Han+Gunner and chip off Ties as they close, about one every other turn. Shields Dropped quickly hull started to absorb damage, took a direct hit, but negated many more crits with good decisions of when to use 3PO and evade. After getting to second corner I cut back into the middle and continue to run away while he gets slowed down by slower turns. buying more range and negating some shots entirely. By the time I get back to my starting corner I'm hurting bad but don't really care. There's only four left and I have three hull, no one can block me, my distance is good, and path is obvious, Title is buying me a hull each turn, other combined offensive abilities kill the next two ties over the next two turns. He concedes honorably after being reduced to one brave but damaged fighter. His reaction to that game, verbatim: "That was just demoralizing." I found no fault with him. Last quarter of the game was so 'easy mode' that I was bored.

Some will say "well he made a few mistakes", or "he wasn't that good". To the first yeah, he also had four more ships of opportunity to make mistakes with. Second, he at least made it to day two of Nationals, I didn't, so guess that's not the case either. (I was 2-2/drop, one win was modified if you must know)

Some will say "well one more TIE would have changed it." No, with out Howlrunner he would have missed five re-rolls in his first salvo alone which is how he murdered the X-wings so **** quick game two. The X's would have done more against 8-swarm if for no other reason than they would have gotten shots before the Academies instead of going after all PS 3 Obsidians. End of story.

To be real with you though, there was another similar style of lock-out that came up in our games way back in the beginning of X-wing. Luke with R2-D2 had an extremely similar late game and psychological effect. That board state even got nicknamed 'Jedi Rampage' at our store. So in a way it's nothing new. You might say this "endurance in the end" is almost a theme of the faction. Only difference being with Artoo you had to live till your next move for it to save you, Threepio and title keep you alive in the turn your shot.

So there you have it, two more decent data points on the subject. Hope this helps. Keep calm and use the Force.

HLC with Focus+TL against 0 agility and no evade tokens is 16 damages in 3 turns.

Some funny math going on there...

Maybe he thinks he keeps the results of the dice he reroll with TL..... should we tell him he's been doing it wrong?