Combos you might not have known about

By barabelsftw, in X-Wing

Dauntless title + a green maneuver: The dauntless title will allow you to take an action and get a stress as a result, but the stress resolve step happens afterwards, so you end up clearing the stress.

Holy crap it works like this?!? Why have I not used the title...

I like this, but I thought Cluster Missiles was just 1 attack 2x and not 2 attacks 1x....so his ability would only trigger once on a cluster attack...

From the FAQ:

Cluster Missiles

The attacker only needs to spend one target lock to use Cluster Missiles.

Cluster Missiles is treated as two separate attacks against the same target.

If a ship is equipped with Cluster Missiles and Munitions Failsafe, both attacks must miss for Munitions Failsafe to activate.

:D

There is absolutely no place on the interwebs for hard facts :) Seriously though, I'm stealing this idea!

FCS + gunner. Yea you probably know that.

But it also works on B-wing's too, not just shuttles.

Heres the big question: WHAT CAN GIVE NDRU A TL OR F?

So far my answer is nothing. Which is very sad.

Squad Leader can.

I like this, but I thought Cluster Missiles was just 1 attack 2x and not 2 attacks 1x....so his ability would only trigger once on a cluster attack...

From the FAQ:

Cluster Missiles

The attacker only needs to spend one target lock to use Cluster Missiles.

Cluster Missiles is treated as two separate attacks against the same target.

If a ship is equipped with Cluster Missiles and Munitions Failsafe, both attacks must miss for Munitions Failsafe to activate.

:D

There is absolutely no place on the interwebs for hard facts :) Seriously though, I'm stealing this idea!

It's the same justification behind the terror of the AC Tie Advance packing cluster missiles.

Heres the big question: WHAT CAN GIVE NDRU A TL OR F?

So far my answer is nothing. Which is very sad.

Hmm...how about N'dru?

Bugger's got a TL action, doesn't he :P?

Well, you're probably not getting much modifcation on cluster missile attacks apart from LW. It's probably why he costs 17 points while still having access to some very hefty secondary weapons synergy via missile, illicit, and his ability

Edited by ficklegreendice

Heres the big question: WHAT CAN GIVE NDRU A TL OR F?

So far my answer is nothing. Which is very sad.

Squad Leader can.

but cost effectively, where is the Ps7+ pilot that should give away its action to ndru? Also. You cant use that cuz Ndru needs to be away from everyone else. And Squad Leader is R1-2.

I've never tried this, but it looks good in theory(well, my version of theory, anyway): Wes + Opportunist on someone else that shoots after him. Wes usually guarantess that Opportunist can be trigged, giving the other guy an extra dice. Particularly good if he can shed stress, which is why I usually imagine him with Hobbie (who requires the EPT droid to pull this off) or Keyan (who uses his stress as a focus. Throw an HLC on there and maybe a Target Lock for giggles.)

Yup - came up against just that combo at a tournament last month. It was very effective trio of:

Wedge with Predator

Wes with R2 and Expert Handling

Keyan with FCS and Opportunist

Kicked my butt! Although they were all down to one HP each when my last ship went down.

Dauntless title + a green maneuver: The dauntless title will allow you to take an action and get a stress as a result, but the stress resolve step happens afterwards, so you end up clearing the stress.

I'm probably just tired, but this doesn't make sense in my head.

Can you elaborate?

Dauntless title + a green maneuver: The dauntless title will allow you to take an action and get a stress as a result, but the stress resolve step happens afterwards, so you end up clearing the stress.

I'm probably just tired, but this doesn't make sense in my head.

Can you elaborate?

Dauntless takes place before the phase where a green removes stress

Dauntless title + a green maneuver: The dauntless title will allow you to take an action and get a stress as a result, but the stress resolve step happens afterwards, so you end up clearing the stress.

I'm probably just tired, but this doesn't make sense in my head.

Can you elaborate?

It's a matter of conditions and triggers

From the wiki (cause **** if I can remember it off the top of my head):

(Steps in the Activation Phase)

  • Reveal Dial
  • Set Maneuver Template
  • Execute Maneuver
  • Check Pilot Stress
  • Clean Up

Since things like the Dauntless title or Night Beast's ability occur immediately after Execute Maneuver and before Check Pilot Stress, they resolve before stress is gained/removed.

Ergo, a stressed Night Beast will still be stressed when he green maneuvers to trigger his ability, because his ability triggers before that stressed is removed. So, no free focus action.

Likewise, Dauntless will stress the VT before the green maneuver kicks in, removing the stress :P

anyone surprised that the turret is the ship that gets to work around one of the core mechanics of the game?

This also influences things like debris fields, which I believe trigger after Check Pilot Stress (so you can't green maneuver through it and come out unscathed)

Also, hey, since this thread is about combos, why not toss a Navigator onto the Dauntless while you're at it? If some poor fool K-turns expecting you to overshoot him, you can shift into green --> bump --> take your action --> completely void that ship's attack --> and still be clear for a free evade (when applicable) and for a more open range of maneuvers.

"There's no ship that can match the interceptor for speed," my foot

Edited by ficklegreendice

Dauntless title + a green maneuver: The dauntless title will allow you to take an action and get a stress as a result, but the stress resolve step happens afterwards, so you end up clearing the stress.

I'm probably just tired, but this doesn't make sense in my head.

Can you elaborate?

Dauntless takes place before the phase where a green removes stress

It works in the same way that Nightbeast's free focus action happens before the remove stress step, meaning a stressed Nightbeast gets no free focus.

ninja'd :ph34r:

Edited by GroggyGolem

You know, I completely forgot about Oicuun

So, consider: Oicuun w/navigator and dauntless (+more crap to taste).

Not much different against high PS pilots because you know exactly how to maneuver to ram into them (since they're stuck there), but against poor low PS bastards? The kind that can out-dice a Decimator because of their cost?

Well, I hope your opponent doesn't mind losing some fire-power and taking damage while he's at it.

Fun with Mara? It could be :)

Edited by ficklegreendice

Dauntless title + a green maneuver: The dauntless title will allow you to take an action and get a stress as a result, but the stress resolve step happens afterwards, so you end up clearing the stress.

I'm probably just tired, but this doesn't make sense in my head.

Can you elaborate?

Dauntless takes place before the phase where a green removes stress

Well, blow me.

First I learn about isard and boost tricks and now this.

It might have zero agi but that Decimator is one tricksy ship:)

Add daredevil in that decimator combo and you can hit that poor guy twice.

It's a matter of conditions and triggers

From the wiki (cause **** if I can remember it off the top of my head):

(Steps in the Activation Phase)

  • Reveal Dial
  • Set Maneuver Template
  • Execute Maneuver
  • Check Pilot Stress
  • Clean Up
Since things like the Dauntless title or Night Beast's ability occur immediately after Execute Maneuver and before Check Pilot Stress, they resolve before stress is gained/removed.

Ergo, a stressed Night Beast will still be stressed when he green maneuvers to trigger his ability, because his ability triggers before that stressed is removed. So, no free focus action.

Also, hey, since this thread is about combos, why not toss a Navigator onto the Dauntless while you're at it? If some poor fool K-turns expecting you to overshoot him, you can shift into green --> bump --> take your action --> completely void that ship's attack --> and still be clear for a free evade (when applicable) and for a more open range of maneuvers.

How has poor night beast never been errata'ed into usability, the way Daredevil and Expert Handling have been? :(

How has poor night beast never been errata'ed into usability, the way Daredevil and Expert Handling have been? :(

Idk, probably because he doesn't really need it (he's still...a beast) while DD and EH are some of the most underused (for a very good reason) EPTs

Continuing on, I created this little number after some incredibly misguided players at my local scene said rebels couldn't touch phantoms without turrets. Uh huh...

Meet Stress Wes (Wes Jenson, V.I, R3-A2, Engine). He costs the same as a phantom because he does horrible things to do them :)

The "combo" here is that stress mechanics don't prevent your opponent from spending tokens acquired during the turn, or from acquiring tokens through non-action means (FCS being a huge one). Wes stops all that non-sense, and he doesn't even need to hit!

The V.I and EU are there to course correct your firing arc to completely cripple more maneuverable ships. Don't worry about being token-less (or bring Biggs, I personally do because I'm ****** if I leave a single thing to dice), because the enemy is in the exact same situation :)

Edited by ficklegreendice
I can see this combo being quite evil as well 2 ships with turrets, one with 4 dice at range 1-2 and one with 5! dice at range 1-2


Palob Godalhi (20)

Opportunist (4)

Blaster Turret (4)

K4 Security Droid (3)


Kavil (24)

Opportunist (4)

Blaster Turret (4)

R4 Agromech (2)

Heres the big question: WHAT CAN GIVE NDRU A TL OR F?

So far my answer is nothing. Which is very sad.

Squad Leader can.

but cost effectively, where is the Ps7+ pilot that should give away its action to ndru? Also. You cant use that cuz Ndru needs to be away from everyone else. And Squad Leader is R1-2.

Well, you have to make a choice it seems, 6 dice, TL & Focus or 7 dice Focused.

This might work (quickly cobbled together)

N'Dru Suhlak (17)

Opportunist (4)

Proton Rockets (3)

Stealth Device (3)

Serissu (20)

Squad Leader (2)

"Mangler" Cannon (4)

"Heavy Scyk" Interceptor (Cannon) (2)

Palob Godalhi (20)

Opportunist (4)

Blaster Turret (4)

Greedo (1)

Kaa'To Leeachos (15)

Calculation (1)

Total: 100

View in Yet Another Squad Builder

Luke Skywalker + Stealth Device. Small defensive bonus - often worth more than a hull on luke.

Turr Phennir + Squad Leader + Experimental Interface - Gives an Imperial Airen Cracken effect - After you shoot and boost or roll, you can pass an action to another ship in your squad. (Squad Leader + Experimental interface in general lets you PTL another ship, without THAT ship taking stress, and works out of normal activation from Ysanne Isard, Phantoms with ACD, Airen Cracken.)

Mercenary Co-pilot + Ten Numb, Hey look, it's like a mangler cannon effect on your primary gun, but only at range 3...

A-wing with Decoy + Swarm Tactics, couple with a second decoy a-wing for fun... (Take Ship A's P.S. - then give ship A's P.S. to someone else..., then swap P.S. again, and you can chain some oddd switches.

Speaking of Decoy Tricks....
Decoy + R2-D6 + Garven - Guarantee that you can pass your focus to any ship.

Accuracy Corrector + Autoblaster "the Unavoidable"

Biggs + YT2400 + Tactical Jammer "plugging the hole"

Tetran Cowall + SoT "try to track me"

Pick a K-Turn and SoT has 12 maneuver options to turn Red.

Soontir + Daredevil + EI "super focused"

Can potentially stack 3 Focus in a single round.

Recon Specialist + Jan Ors (crew) is equal to PTL F+E without stress.

Rhymer + Ruthlessness + Cluster (x2) is like having 4 pseudo - Assault Missiles for 1pt more.

AdvS and Decloak are simultaneous events. You could Barrel Roll then Decloak for a total of 4 lateral movement.

E-Wing with Expose + R2-F2 + EI can mimic the stat-line as a Phantom with Shield.

Corran Horn with APT + Opportunist + Jan (Pilot) will be attacking with 7 Dice on the Double-Tap.

Bah I totally missed this one:

Mux and support ships with predator

From today's article.

*sigh*

I wish there was a wikia/app that would list each and every ability (pilot or upgrade based), what other cards it performs well with and where necessary gives a detailed rules break-down (some Decimator pilot/upgrade combos spring to mind)....

Accuracy Corrector says "cancel all dice results and then you MAY add 2 (boom) results to your roll". You could choose not to add any (boom) results and cancel the attack to trigger Gunner. Only really useful with Tactician or Flechette Torpedoes and Munitions Failsafe.

Omicron Group Pilot

+ Accuracy Corrector

+ Gunner

+ Tactician

+ Engine Upgrade (35)

Shameless plug for my beloved Stress Cow.

For all those drooling over 7 dice N'dru PRockets... I think you need to read PRockets again.

For all those drooling over 7 dice N'dru PRockets... I think you need to read PRockets again.

Two dice native, a max of 3 dice from the agility and then opportunist and Jan equals 7. What's the problem?