I'm going to call this now ...

By WWHSD, in X-Wing

Horton with R2-D6, Marksmanship, Twin Laser Turret, and the BTL-A4 title is going to be 35 points of range 2 machine gun fun. It may be more effective to not take the title but I'm not sure what could be cooler than "Hit,Hit. Hit,Hit,Hit. Hit,Hit,Hit" with some crits sprinkled in there. Sure the turret caps at one damage per hit but that's a lot of dice that Horton gets to throw.

marksmanship still feels like a complete waste, though :( (or more like overcompensation)

plus with all those HLCs lurking around and Horton's action independent re-rolls, R4-d6 requiring four shots to tear him down starts to sound incredibly tempting

Edited by ficklegreendice

I think Marksmanship would actually work pretty well in this instance. It's like having 3 focus tokens...sure, the crit (probably?) gets wasted on the double tap turret, but if guarantees that focus results will be positive for you.

Taking focus as an action is less effective as it only gives you the one token. Sure, you can use it on defense, but that's only a small chance of modifying 1 die.

I think it's appropriate here.

it works well, sure

I'm just not convinced it's worth four points on top of the six you need to pay for the turret

not to say anything definite ofc (have yet to put it on the table), but my concerns for the expenses of a 1 agility 8 health ship don't come outta nowhere :P

it works well, sure

I'm just not convinced it's worth four points on top of the six you need to pay for the turret

not to say anything definite ofc (have yet to put it on the table), but my concerns for the expenses of a 1 agility 8 health ship don't come outta nowhere :P

Marksmanship is probably overkill and the opportunity cost of filling the Astromech slot is a steeper price to pay than the point it costs. I don't know how effective it will be but I know that I'm going to run it a few times just because it looks like fun.

What we need is someone like MajorJuggler to get their priorities straight and start mathing up spaceships for us instead of defending some thesis paper or some other silly thing.

Edited by WWHSD

it works well, sure

I'm just not convinced it's worth four points on top of the six you need to pay for the turret

not to say anything definite ofc (have yet to put it on the table), but my concerns for the expenses of a 1 agility 8 health ship don't come outta nowhere :P

Marksmanship is probably overkill and the opportunity cost of filling the Astromech slot is a steeper price to pay than the point it costs. I don't know how effective it will be but I know that I'm going to run it a few times just because it looks like fun.

What we need is someone like MajorJuggler to get their priorities straight and start mathing up spaceships for us instead of defending some thesis paper or some other silly thing.

yeah, he needs to realize where the real money is! :P

marksmanship still feels like a complete waste, though :( (or more like overcompensation)

plus with all those HLCs lurking around and Horton's action independent re-rolls, R4-d6 requiring four shots to tear him down starts to sound incredibly tempting

Marksmanship is not great for turning focuses into kabooms, but is useful for turning focuses into kabooms in multiple attacks per turn.

I think it would be smart to simply forget the kaboom part of the card, and instead focus on the boom part. :)

I kind of like Salm with TLT, Engine Upgrade, and R2 Astromech. Its expensive at 36 points, but you basically fly him around the outskirts of the battle, sniping in with likely 2 damage a turn. Or just run VI and get to PS 10.

marksmanship still feels like a complete waste, though :( (or more like overcompensation)

plus with all those HLCs lurking around and Horton's action independent re-rolls, R4-d6 requiring four shots to tear him down starts to sound incredibly tempting

Horton can miss a 5 dice attack. Roll all focus and 1 blank only to reroll the blank.

marksmanship still feels like a complete waste, though :( (or more like overcompensation)

plus with all those HLCs lurking around and Horton's action independent re-rolls, R4-d6 requiring four shots to tear him down starts to sound incredibly tempting

Horton can miss a 5 dice attack. Roll all focus and 1 blank only to reroll the blank.

that doesn't sound like a reliable occurrence :P

Edited by ficklegreendice

OK. Turtle confused. Where am TLT spoiler for you know what say it?

OK. Turtle confused. Where am TLT spoiler for you know what say it?

There was something from a Spanish distributor that people were able to enhance and translate. The TLT gets 3 dice at range 2-3. You can make 2 attacks but when the attacks hit you cancel all results and deal one damage. It's only ever going to do two damage per round.

I think Horton would be better off just running the turret and maybe the title and R2. That makes him 32-33 points and i think that's plenty enough space he is filling up then. Overloaded Y-Wings and B-Wings usually get focused or ioned really hard and there is not a whole lot you can do to keep them alive. 1 Agility is really telling you not to overspend on these ships!

I find Y-Wings generally don't need the green turns if they are running a 360 degree turret, as such I don't find much use to a R2 unit on a Y. There is almost never a reason to K-turn and you can live without the 3 turns most games.

I find that generic R5s are much more useful on the Y-Wings if they don't have the title and only want to spend 1 point. It negates 57% of the critical hits that land on your ship (Okay I will say 45% since a turret doesn't usually care about minor hull breach or weapons malfunction).

In my experience a 360 Y-Wing will use a R2 Unit once every couple of games. They will end up using a R5 unit almost every game.

It'd be great if seeing as we're talking about a card only spoiled in blurred Spanish if the build speculation could be accompanied by the full card translation.

Otherwise the thread makes pretty much no sense at all to anyone who hasn't found the translation elsewhere on the forums.

Someone did. I'd recommend editing it into the OP though.

Edited by TIE Pilot

Thinking more about that turret, it's thematically excellent: it's a high rate of fire gun that can get through agility dice but doesn't do insane damage to low agility ships.

I think too, also it doubles the Ion turrets potential damage output for only a point more, just without the ion token. It's a serious contender at least, and it leaves the enemy the opportunity to get into the donut hole by clever positioning (so Fickle does not have to hate it very much XD). I like it!

Edited by ForceM

I love it on the Rebel HWKs. It gives them decent offense and allows them to have quite a bit of stand off that they don't have a chance to do now with the present turret options. All their abilities are range 1-3 so they really don't need to formation fly. However, if you want them to actually hits things, they need to be in the thick of things.

As a Scum player, I am looking forward to Drea Renthal + TLT + R4-B11 for 31pts of practically guaranteed 2 dmg a turn on high agility targets. You also do not need to worry about Drea killing off her TLed target and never getting actions again, as you know exactly what your dmg output will be and can plan accordingly.

I love it on the Rebel HWKs. It gives them decent offense and allows them to have quite a bit of stand off that they don't have a chance to do now with the present turret options. All their abilities are range 1-3 so they really don't need to formation fly. However, if you want them to actually hits things, they need to be in the thick of things.

It also presents your opponent with the dilemma, "do I veer off to get in that annoying HWKs donut hole and kill him which might get me flanked or do I let him keep plinking away at me and buffing buddies while I deal with them".

I'm all for anything that forces choices during play and influences targeting priority.

As a Scum player, I am looking forward to Drea Renthal + TLT + R4-B11 for 31pts of practically guaranteed 2 dmg a turn on high agility targets. You also do not need to worry about Drea killing off her TLed target and never getting actions again, as you know exactly what your dmg output will be and can plan accordingly.

For a point more Kavil + TLT + R4 Agro can do pretty much the same thing and you aren't stressing yourself. Even turtled + ATs Fel is going to have a problem avoiding two 4 dice attacks with modifiers.

As a Scum player, I am looking forward to Drea Renthal + TLT + R4-B11 for 31pts of practically guaranteed 2 dmg a turn on high agility targets. You also do not need to worry about Drea killing off her TLed target and never getting actions again, as you know exactly what your dmg output will be and can plan accordingly.

For a point more Kavil + TLT + R4 Agro can do pretty much the same thing and you aren't stressing yourself. Even turtled + ATs Fel is going to have a problem avoiding two 4 dice attacks with modifiers.

I don't think the real benefit of Drea's ability there is offensive power. It's being able to take a stress to make your opponent reroll attack dice.

As a Scum player, I am looking forward to Drea Renthal + TLT + R4-B11 for 31pts of practically guaranteed 2 dmg a turn on high agility targets. You also do not need to worry about Drea killing off her TLed target and never getting actions again, as you know exactly what your dmg output will be and can plan accordingly.

For a point more Kavil + TLT + R4 Agro can do pretty much the same thing and you aren't stressing yourself. Even turtled + ATs Fel is going to have a problem avoiding two 4 dice attacks with modifiers.

I don't think the real benefit of Drea's ability there is offensive power. It's being able to take a stress to make your opponent reroll attack dice.

Indeed. Kavil may throw more dice (out of arc), but a good roll by your opponent can compensate. Drea gives more opportunities for the dice to normalize by making the enemy reroll their defense, which should not be discounted. And you could also add the title to Drea if you really wanted to make her a machine gun.