Countermeasures - So sexy it hurts

By Crabbok, in X-Wing

So I love the Countermeasures card.

counter-measures.png

Consider this on an Outrider. Sure you have your Heavy Laser Cannon and Outrider Title, but can't attack at range 1, right? Well with Proton Rockets you CAN! And with Counter Measures, you can make it a 5 damage attack at range 1! Sure it's 3 points but you gain so many things from it.

  1. You can CHOOSE when to do it, at the start of combat, so AFTER everyone has moved, taken actions, and you can see exactly who has shots on whom.
  2. You can boost your proton rocket to a full 5 damage - Since you will know if you have a target in range 1 or not, you'll almost never have to GUESS if they'll end up in your firing arc or within range.
  3. You can also optionally spend this to remove a target lock - if someone is locking on to you with an Ion Torpedo or Assault Missile and you don't want your nearby A-Wings (or whatever) to take splash you can drop it then.
  4. You can also use it pureley defensively if you need extra agility. Lets say you are on your last hull, and you are at range 3, you can boost yourself up to a whopping 4 evade dice, maybe 5 if there is an obstacle in the way!

So basically it gives you options, and works best on a YT-2400 equipped with the Outrider, HLC, and Proton Rockets. Similar arguments can be made for Decimators with Kenkirk and Ysanne.

Now THAT is funny. Gold. Comedic gold. I can't wait for the look on that guy's face.

Also, the card picture looks wonderful. Chaotically wonderful.

While I am a huge fan of Proton Rockets on the 58 Dash build to help cover up that hole in his firing arc, I am not so sure the additional 3 points for Counter Measures, plus that of the Proton Rockets is very points efficient.

I guess it all depends on what you are doing with the other points in the list I guess.

What ships would you run with a now 64 point Dash Rendar?

Three Bandits?

Not sure I'd spend 3 points for a forward firing only option for one shot at R1, let alone 6. Anyone who knows you have P-rockets, will simply avoid being in R1 in your front arc and will take the R1 shot from out of arc.

That makes sense in general as your opponent will want to hold R1 in the coming turns and that will be hard if they are in your front arc.

While I am a huge fan of Proton Rockets on the 58 Dash build to help cover up that hole in his firing arc, I am not so sure the additional 3 points for Counter Measures, plus that of the Proton Rockets is very points efficient.

I guess it all depends on what you are doing with the other points in the list I guess.

What ships would you run with a now 64 point Dash Rendar?

Three Bandits?

Consider this list:

Chewbacca — YT-1300 42 C-3PO 3

"Leebo" — YT-2400 34 Heavy Laser Cannon 7 Proton Rockets 3 Recon Specialist 3 Countermeasures 3 Outrider 5

Tanky, Tough, and versatile.

Edited by Crabbok

Well the catch is you wouldn't have the 'standard' 58pt Dash since this would take the place of Engine Upgrade. It' is potentially a great hard counter to other Dash lists, IF you can get one turn of your Dash point blank into theirs. Which would require initiative to give to your opponent and a good amount of luck or a really devious plan. I like the Stealth Device + Proton Rocket + Recon Specialist combo for a similar effect as well. Not as assured for that fifth die but still good synergy.

Stealth Device runs the risk of expiring before you can use it to shoot your rocket though.

The key to making this work is NOT using Dash. Use Leebo or the generic to make up the points. If you go generic, yoru PS 2 is going to make sure you get your action, so focus (or double focus), which will work for sure with proton rocket. Then if they end up at range 1 of you you fire the rocket, if they are beyond that you shoot the HLC. Very safe, and cheap enough to fit in a chewie or possibly something else.

They key again, is not using Dash.

I think this ie expensive and situational. I probably would not take this as a procket booster myself. fun idea though

Stealth Device runs the risk of expiring before you can use it to shoot your rocket though.

They key again, is not using Dash.

Yeah I got all that. Like I said that fifth die isn't as assured.

But...but...I like using Dash. ^_^

I think this ie expensive and situational. I probably would not take this as a procket booster myself. fun idea though

I have to agree with this. I would put this in win-more category. But it does sound incredibly fun to play with mechanically. Kind of like Daredevil on Oicunn level 'check this out!' kind of thing. Which is something I love doing with the gang! :lol:

Id consider it. That card needs to find a niche somewhere! I definitley think the YT 2400 is best suited for it, with the tendancy to ne at range 3. And you're right, putting it with Proton Rockets does reduce some risk with Dash. Engine overall might be better as a dice free choice, but it might just work!

I'd rather have that modification than the blasted Engine Upgrade we are sure to see.

I think this ie expensive and situational. I probably would not take this as a procket booster myself. fun idea though

It costs the same as a Hull Upgrade and will generally give at least that much return on investment, with the potential for huge game-swingyness that Hull Upgrade never has.

I think it could bring Bounty Hunter lists to top tables.

Edited by Introverdant

I think this ie expensive and situational. I probably would not take this as a procket booster myself. fun idea though

It costs the same as a Hull Upgrade and will generally give at least that much return on investment, with the potential for huge game-swingyness that Hull Upgrade never has.

I think it will bring Bounty Hunter lists to top tables.

Well, you'd have to be shot at 3 times for it to really break even. It's basically an anti-swarm card since that's the only time that it will reliably be better (defensively) than the hull upgrade.

I think this ie expensive and situational. I probably would not take this as a procket booster myself. fun idea though

It costs the same as a Hull Upgrade and will generally give at least that much return on investment, with the potential for huge game-swingyness that Hull Upgrade never has.

I think it will bring Bounty Hunter lists to top tables.

Well, you'd have to be shot at 3 times for it to really break even. It's basically an anti-swarm card since that's the only time that it will reliably be better (defensively) than the hull upgrade.

There's more going on than that.

You can be shot at 3 times, or a bit less than that if you have a defensive focus, or you can remove a Target Lock and then get shot at once or twice. Any of these frequently-seen scenarios will have the card paying for itself. So right off the bat it's as good as a Hull Upgrade.

Then you start looking at card synergies and the lower frequency scenarios (Getting shot at by most of a swarm in one round, etc).

It's a very, very good card that pairs well with some other very, very good cards like RecSpec.

I think this ie expensive and situational. I probably would not take this as a procket booster myself. fun idea though

It costs the same as a Hull Upgrade and will generally give at least that much return on investment, with the potential for huge game-swingyness that Hull Upgrade never has.

I think it will bring Bounty Hunter lists to top tables.

Well, you'd have to be shot at 3 times for it to really break even. It's basically an anti-swarm card since that's the only time that it will reliably be better (defensively) than the hull upgrade.

Not necesarily. Even if you only got shot once, it could still save you more damage than a hull upgrade. You are forgetting that it removes a target lock.

Suppose you are running a BH with a few TIEs, and they bring Lt Blunt with an assault missile - you are effectivly stopping that missile dead in it's tracks, AND forcing your opponent to go with a regular primary weapon attack- to which you counter with an extra evade. AND since it didn't require an action, you may also have a focus. Especially since hopefully you have Recon Specialist.

This card will work well in all factions. For Scum and Empire it works great on the Firespray, and for teh Rebels it works great on the YT-2400. All 3 really have synergy with the Recon Specialist, and also the Proton Rocket.

Edited by Crabbok

Unless I've overlooked something,

I think I'll keep my Countermeasures to use on my IG2000 Agressor's ;)

I think they might have a better use for those, depending on their pilot abilities...

Oooh, or I know usualy you put engine upgrades on them, but that one shuttle with the 'you must lock on to me' PA might like these countermeasures aswel? :D

I think people who think Proton Rockets get around Dash's blind spot haven't actually flown Dash yet. This only works in your front arc after all, and the key to making Dash work is to fly away from the crowd completely. When people catch you at range it is more often than not your side or rear arc, not your front, because if they are flying right into your face, then you are flying Dash wrong.

I think people who think Proton Rockets get around Dash's blind spot haven't actually flown Dash yet. This only works in your front arc after all, and the key to making Dash work is to fly away from the crowd completely. When people catch you at range it is more often than not your side or rear arc, not your front, because if they are flying right into your face, then you are flying Dash wrong.

This is a good point. I flew my YT-2400s twice yesterday and this was almost always the case. But I attribute that to opponents not being familiar with the Outrider. Once people realize it's potential they'll start trying to stay closer to range 1. Wave 5 just landed so it's going to take awhile for people to learn to fly AGAINST the Outrider.

I think people who think Proton Rockets get around Dash's blind spot haven't actually flown Dash yet. This only works in your front arc after all, and the key to making Dash work is to fly away from the crowd completely. When people catch you at range it is more often than not your side or rear arc, not your front, because if they are flying right into your face, then you are flying Dash wrong.

I've been in a bunch of situations where I could fire prockets as dash, but I've always had other targets at range 2-3 as well.

I think the best place for Countermeasures is on Captain Kagi. If you are trying to keep one of your soft targets from being shot with a missile for example, Kagi draws the lock to him. But according to the FAQ, all they need to do is not spend the lock against Kagi, and then choose the Target Lock next turn. Kagi will already be locked onto,and is no longer a legal target, so they can target your soft ship at will. It's an easy work around for Kagi's opponent. But with Countermeasures you can discard that target lock, and they have to wait two more turns before they can launch that missile.

It probably works best if your soft ships can get out of arc easily, like a TIE interceptor or TIE phantom. I've had some success running Soontir Fel, Carnor Jax and Captain Kagi. Lots of options for upgrades, and I think the Countermeasures would be a nice addition:

Soontir Fel (Push the Limit)

Carnor Jax (Push the Limit)

Captain Kagi (Sensor Jammer, Heavy Laser Cannon, Countermeasures)

Here, Kagi poses somewhat of a threat with the HLC, so they'll want to shoot him. Countermeasures grants him some extra agility for that first or second round of fire, and Carnor Jax can ensure that the Sensor Jammer goes off without a hitch by blocking the opponent's use of Focus tokens. I'm usually not so wild about spending that many points on a shuttle, but I'm just theroycrafting here, and it's worth at least putting it down in writing to consider it.

Edited by Parakitor