There's a simple explanation: the reason you don't see him as much is because the meta has slowly strayed away from swarms. Care to try your hand against my 6 TIE swarm, Mr. Spiegel?
You know where to find me when you're ready to throw some dice.
There's a simple explanation: the reason you don't see him as much is because the meta has slowly strayed away from swarms. Care to try your hand against my 6 TIE swarm, Mr. Spiegel?
You know where to find me when you're ready to throw some dice.
In the parking lot behind the bleachers, midnight, Thursday!
I don't see any problem, my list:
98 pointsTurr Phennir (31): TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Stealth Device (3), Autothrusters (2)Soontir Fel (35): TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Autothrusters (2)Backstabber (16)Dark Curse (16)
I feel like the stealth devices would work better on the TIEs, since the ints will be better at arc dodging. Hmm.
I feel like the stealth devices would work better on the TIEs, since the ints will be better at arc dodging. Hmm.I don't see any problem, my list:
98 points
Turr Phennir (31): TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Stealth Device (3), Autothrusters (2)
Soontir Fel (35): TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Autothrusters (2)
Backstabber (16)Dark Curse (16)
The Stealth Device protects twice as many points on the Interceptors though. If your opponent has the choice between shooting at an Interceptor with 3 Agility or a TIE with 4 Agility, they are going to shoot the Interceptor every time. If the situation was reversed there is still a chance that they'll shoot at the Interceptor which means your Stealth Device either made the Interceptor harder to hit or made it a less desirable target and they shot at one of your TIEs instead.
Along the same lines, taking Dark Curse in a list like this works against the rest of your squad. Even if your opponent has a better shot at Dark Curse, they are usually going to be better off shooting at any of your other ships if they have a way to modify their attack. Dark Curse is the ship in this list that you most want your opponent shooting at but he is the lowest threat ship you've got.
I think when people make the argument that "Dark Curse is the lowest threat ship" in a given list, they forget that he can still sneak up on other ships and blast them. Like I said, the best way to describe him is like a thorn in the side of your opponent's tactics: They're either gonna waste time dealing with him or your ships are gonna have their fun while he's pinging off shields/hull.
In comparison, Backstabber is a bigger threat, yes. However, his ability is situational in that he needs to remain out of arc in order for it to trigger. I'm someone who likes investing in abilities that aren't situational, such as Predator, Recon Specialist, C-3PO, etc. Dark Curse fits that criteria in which his ability is always active (short of an injured pilot crit) which allows him to stay alive much longer than Backstabber or a doofus Academy TIE or even a TIE Bomber and potentially deal more damage in the long run.
In the parking lot behind the bleachers, midnight, Thursday!
See ya there.
Edited by SpikeSpiegel
I don't see any problem, my list:
98 pointsTurr Phennir (31): TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Stealth Device (3), Autothrusters (2)Soontir Fel (35): TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Autothrusters (2)Backstabber (16)Dark Curse (16)
I feel like the stealth devices would work better on the TIEs, since the ints will be better at arc dodging. Hmm.
Try to shot a Soontir beyond range 2, 5 dices with focus+evade+autothrusters. If there aren't 3 hits, you can't damage the interceptor.
In comparison, Backstabber is a bigger threat, yes. However, his ability is situational in that he needs to remain out of arc in order for it to trigger. I'm someone who likes investing in abilities that aren't situational, such as Predator, Recon Specialist, C-3PO, etc. Dark Curse fits that criteria in which his ability is always active (short of an injured pilot crit) which allows him to stay alive much longer than Backstabber or a doofus Academy TIE or even a TIE Bomber and potentially deal more damage in the long run.
Dark Curse's ability is also situational but it is a situation that you have zero control over.
Dark Curse was the first among the illustrious ranks of "ships your opponent just don't want to ******* shoot ever:"
Dark Curse
Tarn Mison
Gemmer Sojan
Laetin
Xizor
to name a few
The way they work is all the same aside from Xizor (who is by far the most expensive of the lot and therefore merits a slightly different playstyle): minimal defense upgrades, maximum offensive playstyle
Since your opponent won't ever shoot them, you want them as cheap as possible (so if your opponent does shoot them, you're benefiting from him not shooting someone else) and to be flown as crazy as possible (to exploit the fact that they're never getting shot). If Dark Curse isn't being flown like a bat out of hell with a death wish, then you aren't taking full advantage of his ability ![]()
Use him to secure plenty of range 1 shots, block the **** out of higher PS pilots, and generally be the biggest nuisance he can possibly be. That way, even if his ability never triggers, you're still getting tons of use out of it
In the case of Backstabber v Curse, it depends on the squadron. Backstabber is great offensive value with worse defensive value while Dark Curse is the opposite. In a list with tons of great defensive values/utility (such as the swarm because academies have great jousting values and block until the cows come home), you want the stabber. In a list with great offensive value that lacks a blocker, you want Curse.
Edited by ficklegreendiceEdited by Bipolar PotterDark Curse was the first among the illustrious ranks of "ships your opponent just don't want to ******* shoot ever:"
Dark Curse
Tarn Mison
Gemmer Sojan
Laetin
Xizor
to name a few
The way they work is all the same aside from Xizor (who is by far the most expensive of the lot and therefore merits a slightly different playstyle): minimal defense upgrades, maximum offensive playstyle
Since your opponent won't ever shoot them, you want them as cheap as possible (so if your opponent does shoot them, you're benefiting from him not shooting someone else) and to be flown as crazy as possible (to exploit the fact that they're never getting shot). If Dark Curse isn't being flown like a bat out of hell with a death wish, then you aren't taking full advantage of his ability
Use him to secure plenty of range 1 shots, block the **** out of higher PS pilots, and generally be the biggest nuisance he can possibly be. That way, even if his ability never triggers, you're still getting tons of use out of it
In the case of Backstabber v Curse, it depends on the squadron. Backstabber is great offensive value with worse defensive value while Dark Curse is the opposite. In a list with tons of great defensive values/utility (such as the swarm because academies have great jousting values and block until the cows come home), you want the stabber. In a list with great offensive value that lacks a blocker, you want Curse.
I'd remove Laetin from that list. Laetin likes BAD shots against him. Super Dash with HLC, and a focus/TL will put a hole in Laetin. Unmodified shots though, Laetin loves those.Dark Curse was the first among the illustrious ranks of "ships your opponent just don't want to ******* shoot ever:"
Dark Curse
Tarn Mison
Gemmer Sojan
Laetin
Xizor
to name a few
The way they work is all the same aside from Xizor (who is by far the most expensive of the lot and therefore merits a slightly different playstyle): minimal defense upgrades, maximum offensive playstyle
Since your opponent won't ever shoot them, you want them as cheap as possible (so if your opponent does shoot them, you're benefiting from him not shooting someone else) and to be flown as crazy as possible (to exploit the fact that they're never getting shot). If Dark Curse isn't being flown like a bat out of hell with a death wish, then you aren't taking full advantage of his ability
Use him to secure plenty of range 1 shots, block the **** out of higher PS pilots, and generally be the biggest nuisance he can possibly be. That way, even if his ability never triggers, you're still getting tons of use out of it
In the case of Backstabber v Curse, it depends on the squadron. Backstabber is great offensive value with worse defensive value while Dark Curse is the opposite. In a list with tons of great defensive values/utility (such as the swarm because academies have great jousting values and block until the cows come home), you want the stabber. In a list with great offensive value that lacks a blocker, you want Curse.
I agree, Laetin doesn't belong on this list. Laetin's ability gives some protection from Gunner and discourages shots with a low chance of success if there is another ship that has a follow-up shot. It seems to be there to get your opponent to try and focus down another ship during the first round of shooting at range 3. I'd almost think if you aren't strapping a cannon on to Laetin that you're doing it wrong.
I don't see any problem, my list:
98 pointsTurr Phennir (31): TIE Interceptor (25), Royal Guard TIE (0), Veteran Instincts (1), Stealth Device (3), Autothrusters (2)Soontir Fel (35): TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Stealth Device (3), Autothrusters (2)Backstabber (16)Dark Curse (16)
I see a problem, and his name is Vader (crew). He gives free throat hugs...