Should Tactician Be Stackable?

By FTS Gecko, in X-Wing

Why's it broken in Epic? You're paying for those crew slots and those attacks - is it significantly better than taking three or four decked out Falcons?

The attacks are going to happen anyway. Saying "But you have to pay for the weapon!" is silly. I suppose you could run a 90-point battering ram around the board, but I have yet to see anyone really do that.

If you think being able to triple-stress ANYTHING for 2 points is balanced, we'll just have to disagree. I honestly haven't played the CR90 enough to know what the opportunity cost is like, but that would scare the heck out of me.

Yes, those attacks are going to happen anyway, coz you've spen those points on the Tantive. You could have taken a bunch of YT1300s and achieved pretty much the same thing couldn't you? Similar number of attacks, similar number of crew slots and far easier to line up the shots.

I haven't tried, but I don't think it'll be right easy to pull off on a Corvette anyway. Just getting a ship in arc for your primary and secondary weapons can be tricky, and you've got to worry about being at a single, specific range as well, with no way of adjusting your position.

Well if mercenary co pilot is range 3 and stackable I don't see how range 2 would be a problem.

The stackable question has absolutely nothing to do with the range.

Why's it broken in Epic? You're paying for those crew slots and those attacks - is it significantly better than taking three or four decked out Falcons?

The attacks are going to happen anyway. Saying "But you have to pay for the weapon!" is silly. I suppose you could run a 90-point battering ram around the board, but I have yet to see anyone really do that.

If you think being able to triple-stress ANYTHING for 2 points is balanced, we'll just have to disagree. I honestly haven't played the CR90 enough to know what the opportunity cost is like, but that would scare the heck out of me.

Hextuple stress actually. But on a 120-odd point platform in very specific rangebands in specific arcs on a not very maneuverable ship. It's easy enough to avoid. I went up against a double Tactician CR90 once and got hit with the doublestresser twice (once on Fel, once on Phennir). After that I either hung back out of the quad's range or charged right up to Range 1.

One of my top 5 squads right now is 4 Blue's with Tactician. Really a lot of fun and not sure I've lost with it yet. I think I'm 4 and 0.

Yes, those attacks are going to happen anyway, coz you've spen those points on the Tantive. You could have taken a bunch of YT1300s and achieved pretty much the same thing couldn't you? Similar number of attacks, similar number of crew slots and far easier to line up the shots.

You should probably actually look at the numbers on this. Most CR90s deck out at around 120 points or so. So let's call it 4 ORS, although that's a pretty tricked-out CR90 vs. -1300s that do nothing but carry Tacticians... but sure, let's compare. That's 4x 2-dice attacks dishing out 2 stress each - 8 total, with a max of 2 per attack. The 18 cited above depends on misses, but is 3x 3-dice attacks with built-in Gunners, which even worst case will put 12 stress out there. You're also doing it with attacks which are much better than the ORS. You also have a very good chance for overlapping arcs, but even if it's just the forward section, they can guarantee at least 6 stress on a target.

It's also not quite as hard to have things at range 2 as you might think, mainly because the corvette becomes tough to maneuver around, it moves last, and the best case (you bump it) is still an obstacle collision, while the worst case (it swings the tail and squashes you) is, well, insta-death.

Not saying the CR90 is insane-broken in itself, its limitations are well known and documented. But being able to potentially drop 6 stress on one ship from a single attack (well, double when you miss the first one) is pretty over the top.

Provided you get that ship into a very specific position. I'd be much more worried about a triple tactician VT-49 that has far less trouble lining up the shot.

Provided you get that ship into a very specific position. I'd be much more worried about a triple tactician VT-49 that has far less trouble lining up the shot.

Can you specifically and intentionally target a specific ship with that? Not really... But you certainly are going to have a lot of range 2 shots just in general, and every one of those is going to cripple the target.

Well, can't argue with the maths. You're still paying for it though, taking all those tacticians, and of course, you need the energy to fire your guns.

I'm just thinking aloud here by the way, I've no idea if it's too much of the corvette.

I've fought it. It's not a game breaker but you really don't want a valuable PTL pilot to get caught in the crosshairs. It forces you to do much closer and more risky attack runs on the CR90.

I have put 3 Tacticians on a Corvette many times and it is a lot of fun stacking 18 stress on your opponets ships but I wont do it agian because I would rather have crew that help my attacks hit like Han and Weapons Engineer. I also found haveing 3 Tacticians is not what won me the games I played shooting at 1 target 3-6 times is what done it. Just 1 Tactician 3 Quads shooting at one target is enough to pile on the stress to stop actions for a few rounds. A Shuttle with Gunner and Tactiain can do the same. I would still put 2 on a Shuttle but I would not use 4 points for 2 Tactations in place of Engine Upgrade

Dont need to ban it just let people play it for a while and they will see like me there are better ways to fill crew slots

The super stress corvette would be terribly expensive for not a lot of payoff. Considering it is 6 points and all your crew slots and then 18 more for three inaccurate quad guns that only do their job at range 2, I have a hard time justifying it. Then you look at the energy consumption. Pulling 1 straights with a engineering team is only 5/turn and three quad guns eats 6. That's not enough to run support equipment or the extra die for the main battery. CR90s are hard to justify as gunboats as it stands without gimping damage output for a gimmick.

well thank gods it isnt as broken as we thought. i quite like having TacGunner on my shuttles. I dont like seeing 18 stress easy from the tantive though.

Can someone talk about energy requirements and use through a game with the Tantive?

Then you look at the energy consumption. Pulling 1 straights with a engineering team is only 5/turn and three quad guns eats 6. That's not enough to run support equipment or the extra die for the main battery...

Three quad guns only eat six energy if you use their Gunner-like re-roll effect (which - let's be honest, you might if you plan on using the Gimptician effect), otherwise you can fire them with three energy. One to fire, one to re-roll your attack if you miss.

A good crew load out for the Corvette would likely be Tactician, Weapons Engineer, Han Solo. Two target locks per action (which can also be used offensively like Focus tokens), and the ability to pile on multiple stress tokens at Range 2. Even one Tactician on a Corvette can allow you to pile multiple stress tokens onto a single ship at range two.

Yeah even Yorr can't help in this stress flood.

But as an Imperial Commander I am not disturbed nor impressed.

No matter what trickery the rebels come with, it will not scratch the might of the Empire.

In this case approach from behind and just attack the rear part until it is disabled and there won't be much energy tokens left to fire the Quad Guns.

Or get shuttles and Defenders ready with ion cannons - or even better:

Put an Ion Pulse Missile on each of your Tie Defenders.

This will drain enough power in key rounds to CRUSH THEM ONCE AND FOR ALL

The tactician doesn't say Primary Firing arc. So does that mean any firing arc? All 4 arcs on the Tantive and both on the Firespray?

From what I'm hearing the answer is yes any firing arc?

On the Tantive do you only need one Tactician to work on all attacks?

Again is sounds like all attacks, right?

Yeah even Yorr can't help in this stress flood.

But as an Imperial Commander I am not disturbed nor impressed.

No matter what trickery the rebels come with, it will not scratch the might of the Empire.

In this case approach from behind and just attack the rear part until it is disabled and there won't be much energy tokens left to fire the Quad Guns.

Or get shuttles and Defenders ready with ion cannons - or even better:

Put an Ion Pulse Missile on each of your Tie Defenders.

This will drain enough power in key rounds to CRUSH THEM ONCE AND FOR ALL

Yorr can't help???? He can help but for only two stress right?

Sorry for the repost.