Cost efficiency of the Patrol Leader?

By Blail Blerg, in X-Wing

Hello does anyone know the statline efficiency of this ship?

*and where can i find this data on my own?

Based on your real life play experience, how do you feel it holds up?

My guess (but not experience) is that its likely slightly over costed. Probably more like 38 points...

Oicunn IMO is a steal for 2 points value. Ram, EPT and +1 PS to a very nice 4.

Nvm. I see it in MathWing:

65%. Ouch. How much do you think this ship needs?

Just use Oicunn instead. He's the 'fix', basically.

I know, but I'm doing this for a campaign where I cannot get any more named pilots and just wondering whether I should offer a discount for the generic. I'm going with no for now.

Turret ships are always fairly low efficiency. Yet they clearly work. You just need to make sure you're not getting shot frequently.(not terribly hard to do with a turret.)

At 40 points he's fine really, unless you fly him directly into enemy firing arcs.

I prefer to use mine as a flanker, which works rather well against auto-thrusters.

The dial is not fantastic, but it is sweet not having any reds on there.

Turrets pay for their ability, which is that they are never in a position to be attacked and not return fire.

So any form of arc-dodging they can employ results in free damage against their opposition.

It doesn't take much "magic" in your maneuvering to win when you've developed the keenest anti-magic field in the game.

On a completely tangential note, Ysalamiri would be an amazing illicit upgrade. It would probably provide a Carnor Jax ability, at the price of being unable to Focus yourself. OP?

Turret ships are always fairly low efficiency. Yet they clearly work. You just need to make sure you're not getting shot frequently.(not terribly hard to do with a turret.)

At 40 points he's fine really, unless you fly him directly into enemy firing arcs.

I prefer to use mine as a flanker, which works rather well against auto-thrusters.

The dial is not fantastic, but it is sweet not having any reds on there.

That depends on the turret. Admiral has an efficiency around 80%, provided you are willing to bid to PS8.

I'll update my House Rules soon with what makes sense for the Patrol Leader and Kenkirk.

I've been disappointed almost every time I use the Patrol Leader, which lines up with the MathWing.

Haven't tried the generic as i've had too much fun with kenkirk and the rear admiral.

I used two patrol leaders in a tournament and went two and two.(could have easily went three and one if I had flown away and let the game go to time in one game, but I chose to stay in the thick and lost one of my decimators) Both had gunners, rec specs, and tactitians. Tacticians are worthless(I didn't realize this until at the tournament, womp womp womp) but gunner and rec spec work great together. Anyway, back on topic, I really like the patrol leader because they have a pretty good dial overall(in conjunction with their turret of course) and they can take a beating. As PS 3, they can be good blockers to high PS ships as well. If you give them gunner, they really don't care about stress. As large ships, they are harder to ion control and again with the turret they don't really care anyway. They can be brutal if you get a ship between two of them. I guess my point is that the patrol leader really shines in pairs.

You really can't go wrong with a patrol lead and two delta's. That a lot of shield and hull to chew through. Most folks attack the decimator and leave two untouched delta's for mid and end game. Unlucky for them.

Turret ships are always fairly low efficiency. Yet they clearly work. You just need to make sure you're not getting shot frequently.(not terribly hard to do with a turret.)

The thing about a Turret is simply that it's "efficiency" is generally the same in all directions. Other ships may have a better efficiency but that will be when there is something in their firing arc. How efficient is a TIE Fighter if you can keep out of it's firing arc.

A pair of Patrols does look better than a single Patrol. (This is only assuming you can't for some reason use Oicunn, cuz hes just too much better at 2 points.).

Do you think Patrol leaders at 37 or 38 would be fairer in the context of the whole game?

Of course they do not have high statline efficiency. I know this, the question is whether they have enough to justify their cost.

See MJ and some others think that the ORS for instance could be 1.5 to 2 points less. That's my question.

A pair of Patrols does look better than a single Patrol. (This is only assuming you can't for some reason use Oicunn, cuz hes just too much better at 2 points.).

Do you think Patrol leaders at 37 or 38 would be fairer in the context of the whole game?

Of course they do not have high statline efficiency. I know this, the question is whether they have enough to justify their cost.

See MJ and some others think that the ORS for instance could be 1.5 to 2 points less. That's my question.

Oh, the poor ORS needs some serious help. Like 4 points worth of free upgrades, or a title (that costs something) that grants +1 primary attack die. I have both of those fixes as options in my House Rules.

Edited by MajorJuggler

A patrol leader was part of the winning list for the first UK regionals :)

A patrol leader was part of the winning list for the first UK regionals :)

Was that last year I assume?

A patrol leader was part of the winning list for the first UK regionals :)

Was that last year I assume?

It was yesterday. The Patrol Leader wasn't available at regionals last year.

A patrol leader was part of the winning list for the first UK regionals :)

Was that last year I assume?

It was yesterday. The Patrol Leader wasn't available at regionals last year.

Huh. Looks like its time to start a Regionals Results thread tonight!

Turret ships are always fairly low efficiency. Yet they clearly work. You just need to make sure you're not getting shot frequently.(not terribly hard to do with a turret.)

At 40 points he's fine really, unless you fly him directly into enemy firing arcs.

I prefer to use mine as a flanker, which works rather well against auto-thrusters.

The dial is not fantastic, but it is sweet not having any reds on there.

That depends on the turret. Admiral has an efficiency around 80%, provided you are willing to bid to PS8.

I'll update my House Rules soon with what makes sense for the Patrol Leader and Kenkirk.

For a ship that is only 80% efficient, it sure is popular. Maybe you should revisit that benchmark.

Turret ships are always fairly low efficiency. Yet they clearly work. You just need to make sure you're not getting shot frequently.(not terribly hard to do with a turret.)

At 40 points he's fine really, unless you fly him directly into enemy firing arcs.

I prefer to use mine as a flanker, which works rather well against auto-thrusters.

The dial is not fantastic, but it is sweet not having any reds on there.

That depends on the turret. Admiral has an efficiency around 80%, provided you are willing to bid to PS8.

I'll update my House Rules soon with what makes sense for the Patrol Leader and Kenkirk.

For a ship that is only 80% efficient, it sure is popular. Maybe you should revisit that benchmark.

A non turreted ship with 80% efficiency is miserable because they have a harder time keeping things in arc. A turreted ship with 80% is fantastic.

Patrol leaders are pretty decent - even when almost naked (i can't not take an EU) I used one to tear up a GR75 while my opponent went after my more efficient TIE's,

Seems like the consensus is that they're pretty ok at 40 points. But Oicunn is a notable steal.

Can someone actaully tell us, what are the "acceptable" effeiciencies for ships?

Non-turret? Something around 88%?

Turret something around 78%?

Seems like the consensus is that they're pretty ok at 40 points. But Oicunn is a notable steal.

Can someone actaully tell us, what are the "acceptable" effeiciencies for ships?

Non-turret? Something around 88%?

Turret something around 78%?

Seems like the consensus is that they're pretty ok at 40 points. But Oicunn is a notable steal.

Can someone actaully tell us, what are the "acceptable" effeiciencies for ships?

Non-turret? Something around 88%?

Turret something around 78%?

There isn't really an acceptable. Justa raw number that suggests how well you need to fly a given ship.

Right but at some point its just overcosted. Ex. the Tie Advanced number, what was taht? 75%?

Generic X? ORS?

Pardon me, but I think there is a general % that most can get magic of a ship, then theres a % that exceptionally rabid fans can get out of their added experience, but at the end of the day, two equally good players at a championship scrutinized play level you simply cannot overcome a large enough deficit.

Here's the other thing too. Sometimes one of your ships might have a large deficit and you overcome it by doing magic with your other ships.

Say you took an old unfixed tie advanced and Soontir and Whisper and you're murderously good with Soontir and Whsiper. Sure maybe your 21 pt Adv did a great block once or twice, but ultimately, you blew up your opponent with good Soontir and Whisper control.

This doesn't count for overcoming the tie adv efficiency. It simply is overcoming it at 1/5 the point value of your squad.

---

so a single tie adv unfixed is 21pts x (statline eff).

Then you add soontirs pts x (statline) + Whisper (statline).

Lets assume that soontirs and whispers statline eff is 95. (Heck its probably closer to 100 due to ease of magic/overcome).

Then your total list:

[soontir] 35 x .95 + [Whisper] 44 x .95 + [adv] 21 x .75 = 90.8

vs BBBBZ

Assumed statline 93%

100x .93 = 93.

Your magic/overcome requirement is 2.2 points. Balanced and anyones game from a theoretical standpoint. (Phantom nerf helps too).

Edited by Blail Blerg