Wave 7 Combo-Hunter

By DraconPyrothayan, in X-Wing

Its been so long since I've done a wave analysis like this that I've forgotten what I used to call 'em.
Or even if I called 'em.

Anywho, this is basically me attempting to channel SableGryphon, and see what is coming out that is a potential successor to the Buzzsaw Shuttle or the BlockORS. Or his more recent shenanigans with the Scum HWKs (particularly Torkil Mux).

As of this date, we still haven't seen what the Advanced Homing Missiles do, and we haven't seen the K-Wing's Dial for SLAM purposes, but everything else has been spoiled.

We'll be examining the TIE Advanced, the TIE Punisher, the Kihraxz, the YV-666, and the K-Wing for previously unavailable Upgrade Synergies, Action Synergies, and Pilot Synergies.

We'll also be looking at the new upgrades unique to these sets, and seeing how they interact on older models.

As it's after midnight and I can no longer think straight, I'll be adding the Scum, Rebel, and Retrospective bits tomorrow.

Empire

Upgrade Synergies

The revamped Advanced and the Punisher are the first two instances of System + Missile, leading to Accuracy Corrector + Cluster Missile and/or Fire-Control System + Cluster Missile.

The Punisher is the first small-ship with System + Bomb (+Bomb for good measure), allowing for Enhanced Scopes + Mines or Enhanced Scopes + Conner Net. These are also usable on the Aggressor, but it hasn't really been tried.

Could be used to greater effect now, as the Punisher can throw four times as many bombs, and the Aggressor has its own things going on.

Similarly, the Punisher can also combine Advanced Sensors with repositional actions (like its native Boost action) to alter the location of Ion Bombs, Seismic Charges, and Proton Bombs, as well as being able to drop the Mines without moving first. Again, this is shared with the Aggressor, which doesn't try to do this.

The Punisher is the first ship with Boost without having 3 agility. This leads to interesting interactions with Autothrusters.

Action Synergies

The Advanced is the strongest user of Accuracy Corrector in the game, as it gains incredible survivability through its action economy

The Punisher has Bombs + Sensor + Boost going on.

Boost + Enhanced Scopes allows you to utilize your boost incredibly while being pursued, as you are free to do so without fear of blockers. It also enables you to be an absolutely dastardly blocker. This is in addition to the benefits listed in the Upgrade Synergies with Bombs + Sensors.

Boost + Advanced Sensors, when combined with the B-Wing's native Barrel-Roll, inspired me to invent the phrase "Hypermobile". Now you can add bombs.

Mines + Enhanced Scopes allow you to guarantee damage on an enemy ship with Cluster Mines/Proximity Mines /Connor Net without actually hitting the ship, as every ship without Advanced Sensors has a zone in front of their ship through which every maneuver template must pass.

Pilot Synergies

Cozlet

Advanced Targeting Computer, and weirdly Fire-Control System.

Alozen

Cluster Missiles, Advanced Targeting Computer, and an interesting candidate for Hypermobility. DO NOT Ruthlessness the Cluster Missiles! Ruthlessnessing the Cluster Missiles won't damage your own ship, and is therefore a viable combo.

Strom

Interesting candidate for Hypermobility. Also prevents the range bonus when the enemy attacks any of your allies, so you can build Defense as well.

Stele

Advanced Targeting Computer, Marksmanship, an ally with Plasma Torpedoes...

Eclipse

Most mobile pilot ability in-game thus far.

Vader

Antisynergy with Advanced Sensors. Great candidate for mobility upgrades regardless, particularly with the System slot reserved for Damage or Survival.

Deathrain

Bombs. All of them.

Redline

Torpedo/Missile-based Pilot Ability, like Rhymer, on the surface. In actuality, built-in hybrid of Fire-Control System and Weapons Engineer. Also has protection from Wes Janson, which is nice.

Edited by DraconPyrothayan

C-C-Combo breaker!!

hmmm, Deathrain is not really "all the bombs" as much as "all the good bombs"

Cluster Mines rolling the same odds as naked green dice has avoid like the goddamn plague written all over em for me. Meanwhile, Conner's host of guaranteed returns is just unhealthily tantalizing.

Deathrain's going to beat up Soontir and take his lunch money on a routine basis :)

for Redline, his main advantage is in missiles/torps that require you to spend target-locks in order to fire. Plasma/porton torps and Cluster Missiles stand out immediately as the ideal weapons, Clusters especially since they're about the only thing out there apart from thrusters that PWTs don't like (well, no low agility likes CM, but PWTs are low agility)

Both'll run you slightly above Soontir prices and into 40 points, leaving enough room for five academies

Deathrain (conner, EM, sensors) [35] or (conner, EM, E.I, scopes) [36], moar Conners for 40. E.I voids the barrel-roll, but lets you fart out mines after a boost :D

Redline (plasma, clusters, EM, fcs) [38], thrusters for 40

Edited by ficklegreendice

hmmm, Deathrain is not really "all the bombs" as much as "all the good bombs"

Cluster Mines rolling the same odds as naked green dice has avoid like the goddamn plague written all over em for me. Meanwhile, Conner's host of guaranteed returns is just unhealthily tantalizing.

In defense of Cluster Mines, that's 2 naked green dice per template, and you get 3 templates per purchase of the mines, so that's 4 points for 6 naked green dice worth of non-attack damage...

hmmm, Deathrain is not really "all the bombs" as much as "all the good bombs"

Cluster Mines rolling the same odds as naked green dice has avoid like the goddamn plague written all over em for me. Meanwhile, Conner's host of guaranteed returns is just unhealthily tantalizing.

In defense of Cluster Mines, that's 2 naked green dice per template, and you get 3 templates per purchase of the mines, so that's 4 points for 6 naked green dice worth of non-attack damage...

so 0 damage then :P

hmmm, Deathrain is not really "all the bombs" as much as "all the good bombs"

Cluster Mines rolling the same odds as naked green dice has avoid like the goddamn plague written all over em for me. Meanwhile, Conner's host of guaranteed returns is just unhealthily tantalizing.

In defense of Cluster Mines, that's 2 naked green dice per template, and you get 3 templates per purchase of the mines, so that's 4 points for 6 naked green dice worth of non-attack damage...

so 0 damage then :P

No, no, these are fickle red dice, even if they only damage 3/8 of the time each.

Expectation of 2.25 damage if all three templates are dropped on (or in front of) a single target, outside of combat.

For a Focus action to add an expectation of 2.25 damage to an attack, you'd need to be rolling 9 reds.

Moreover, they're a powerful zoning tool. Soontir Fel does not want to fly in the vicinity of these things before they're deployed.

Drop 'em, and you've either received free damage or closed off a lane. Or more. Or both.

Keep 'em on, and you've got the threat of dropping 'em.

But yes, my initial comment of "Bombs. All of them." was intended as a "Fill your bomb slots and take Extra Munitions", because the ability is worth maximizing.

seems like 2.25 damage isn't terribly impressive. You'll get less initial damage off of conner, but it's guaranteed and the follow up it allows should be far more devastating.

outside combat damage for mines is one thing, but the mines are being flown by one of the least efficient ships in the game (designed to be that way, granted, but doesn't help things) if Deathrain's dropping them. Besides, (unreliable) damage we can get anywhere, but the control the conner and Deathrain bring to the imperials is basically unmatched by anything short of stress Kath. It's a completely new dimension for the boys in black

not sure how the probability pans out over multiple mines, but knowing my luck my Deathrain unloading a perfect 12 mines onto fat han's fat arse won't land me a kill. Conner will at least hold him down while the rest of my goons beat the snot out of him.

I'm very excited about bombs and mines, but I will always be leery about green dice, even when they're trying to be incognito <_<

Edited by ficklegreendice

"Do not ruthless the cluster missles" sounds like there's a fun story to go with it. Also makes me want to do it.

"Do not ruthless the cluster missles" sounds like there's a fun story to go with it. Also makes me want to do it.

Its great at Range 2.

With the free Target Lock at Range 1, there is a non-0 chance that the combo means you dealt more damage to yourself than you did to the enemy.

And that's hilarious, albiet unwise.

Edited by DraconPyrothayan

"Do not ruthless the cluster missles" sounds like there's a fun story to go with it. Also makes me want to do it.

Its great at Range 2.

With the free Target Lock at Range 1, there is a non-0 chance that the combo means you dealt more damage to yourself than you did to the enemy.

And that's hilarious, albiet unwise.

Ruthlessness has (other than yourself), though.

Ruthlessness doesn't affect the ship it's equipped on. I'd imagine if Strom is his wingman he'll be cussing up a storm though.

I guess Redline Ruthlessness and cluster missiles would be good. However I think Redline will be taking PTL more because it can still green and boost the stress off. If it has to TL but is out of range well Boost PTL TL and wollah back in range. Need to slow roll green maneuver loose stress TL and focus.

As for Rebel combos well TLT with R3-A2 means that it doesn't need to worry about getting in firing arc after a straight maneuver with the A-4 title. Horton Salm will be loving this! He won't be taking any actions or doing any K-turns but with the ability to shoot out of arc he won't need to. Come to think of it I think Horton might be competing with Tycho to see who can stack the most stress. Tycho gets 1 per turn horton will take 2.

For scum nothing much. I don't think the 180 arc will do much for it. two 90+ arcs don't do much for the Firespray.

Edited by Marinealver

"Do not ruthless the cluster missles" sounds like there's a fun story to go with it. Also makes me want to do it.

Its great at Range 2.

With the free Target Lock at Range 1, there is a non-0 chance that the combo means you dealt more damage to yourself than you did to the enemy.

And that's hilarious, albiet unwise.

Ruthlessness has (other than yourself), though.

Doesn't help the guys next to you.

For scum nothing much. I don't think the 180 arc will do much for it. two 90+ arcs don't do much for the Firespray.

I'd go so far as to say the 180 arc is straight-up better than 2x90.

In general use, it's basically the equivalent of having boost every single turn except that you don't overshoot.

Marinealver, I don't think any of the Punisher pilots get an EPT.

"Do not ruthless the cluster missles" sounds like there's a fun story to go with it. Also makes me want to do it.

Its great at Range 2.

With the free Target Lock at Range 1, there is a non-0 chance that the combo means you dealt more damage to yourself than you did to the enemy.

And that's hilarious, albiet unwise.

Ruthlessness has (other than yourself), though.

So it does.

Seems the "Posting After Midnight" problem started earlier in the post than I thought :)

Marinealver, I don't think any of the Punisher pilots get an EPT.

Neither of them do. Both abilities are strong enough that you don't necessarily need them, though.

It's funny that only 2 pilots are getting EPTs this wave (Bossk and COBRAAAAAAAAAAAAAAA~~~~~~)

I agree completely that neither Punisher needs an ept, though. When it comes to flinging mines/ordnance, they're well enough equipped as is.

Wish the K had it, though. Would've loved to PTL out Miranada's 5 dice homing missile in one turn.

For scum nothing much. I don't think the 180 arc will do much for it. two 90+ arcs don't do much for the Firespray.

I'd go so far as to say the 180 arc is straight-up better than 2x90.

In general use, it's basically the equivalent of having boost every single turn except that you don't overshoot.

definitely would not say better (just different), especially since the YV-666 can't k-turn

the use of the 2X90 is that you can run away like a panzy while shooting pursuers. the use of the 180 is that you can fly something barely more maneuverable than a shuttle and still shoot things :P

Commander Alozen is actually a decent candidate for Opportunist. With PS 5 you can very easily get some ships to shoot before him to strip off some tokens. Throw ATC and MKIIs on him and he can hit like a ton of bricks. At range 1 you can be rolling four dice + the crit from ATC. Ouch. That combo is only 31 points too.

He's also awesome with Prockets. He'll get the auto TL at range 1 which will give you 5 dice TL + Focus. Hell, you can run that with Opportunist too.

Edited by Jo Jo

180 degrees of hlc tingles me in all the right places from scum.

It's funny that only 2 pilots are getting EPTs this wave (Bossk and COBRAAAAAAAAAAAAAAA~~~~~~)

Black Sun Ace, too (PS5 Kihraxz)

It's funny that only 2 pilots are getting EPTs this wave (Bossk and COBRAAAAAAAAAAAAAAA~~~~~~)

I agree completely that neither Punisher needs an ept, though. When it comes to flinging mines/ordnance, they're well enough equipped as is.

Wish the K had it, though. Would've loved to PTL out Miranada's 5 dice homing missile in one turn.

For scum nothing much. I don't think the 180 arc will do much for it. two 90+ arcs don't do much for the Firespray.

I'd go so far as to say the 180 arc is straight-up better than 2x90.

In general use, it's basically the equivalent of having boost every single turn except that you don't overshoot.

definitely would not say better (just different), especially since the YV-666 can't k-turn

the use of the 2X90 is that you can run away like a panzy while shooting pursuers. the use of the 180 is that you can fly something barely more maneuverable than a shuttle and still shoot things :P

while you cant take an EPT, you can still take PTL Lite aka Experimental Interface. it would work well at least on Deathrain, as most mines are actions

Aye, Deathrain E.I could be fun

you lose the barrel-roll (sad :() but you gain the ability to drop mines after boosting.

so long as you use mines and said mines are dropped overlapping an enemy (therefore detonating immediately), there's no danger of getting damaged by your own upgrades

Honestly if the Punisher had an EPT i'd still use EI, because i'd also likely use Lightning Reflexes. for the threat of Revealing maneuver, Dropping bomb doing move, turning 180 and firing upon thine enemy. and the following turn. chasing them (while clearing stress, dropping a bomb from the front, and firing once more.

Edit: Flying with Yorr would make this a hilarious opportunity.

Second edit, can you use Accuracy corrector with the likes of cluster mines? to assure 2 hits? or are those unmodifiable?

Edited by Panic 217

Aye, Deathrain E.I could be fun

you lose the barrel-roll (sad :() but you gain the ability to drop mines after boosting.

so long as you use mines and said mines are dropped overlapping an enemy (therefore detonating immediately), there's no danger of getting damaged by your own upgrades

Actually, due to interrupting actions, you would be able to barrel roll before the stress from Interface is applied. Works the same way with Jake's focus -> barrel roll. :D

*The More You Know*