Do you go all out efficiency with R4 Agromech or mobility with Unhinged Astromech on you Y-Wings?
On the "Never Take This" list.
Yeah, Saboteur is interesting. I like the Emperor+Saboteur line of thought that Sable Gryphon has been championing. It's a lot of points for something that loses your action, but at least the upgrade is reliable, and Emperor is good for other parts of your squad, too. The bad things about Saboteur are
- It takes a precious action
- It takes a precious Crew slot
- Short range
- And after all those things, you have to roll a die to see if it even works
As mentioned above, the Emperor solves that last point. As for the others, you're looking for a ship that doesn't mind losing an action (or can get multiple actions) and has a crew slot that is sitting empty. Also, the ship should be able to get to range 1.
I'm going to share another Kagi story. Before the Emperor came out, I ran Captain Kagi with Soontir Fel and Carnor Jax a lot. One build had Kagi kitted out with Enhanced Scopes, Anti-Pursuit Lasers and Saboteur. The idea was that Kagi would move first to block enemy ships, then roll damage with Anti-Pursuit Lasers. By the end of the first round, the ship should have a damage card. Kagi would then execute a maneuver to land just past them, and activate Saboteur - because once a shuttle has moved past the engagement, what other action is it going to take? After that, the shuttle lumbers around and the interceptors draw the fight back towards the shuttle where they can 1) take advantage of Kagi's ability and 2) activate Sabotuer again. Often shuttles don't have shots, and I figured Saboteur would be a pseudo-turret for my shuttle. During the little store tournament I took this squad to I was able to use Saboteur and Anti-Pursuit Lasers exactly once each, and I rolled blank on both rolls. I won the tournament, but those cards didn't do anything to help me.
I really think Sable has found the niche for that card, and I doubt very many other squad builds use it quite as well as his.
EDIT: Here is a link to Sable's awesome use of Saboteur. But mostly it's a great use of Ion Projector, and Saboteur is incidental.
Edited by ParakitorNow this is what a forum should look like! I've only barely started reading, but will finish later and definitely try to add any ideas I don't see yet. Great work, guys!
Do you go all out efficiency with R4 Agromech or mobility with Unhinged Astromech on you Y-Wings?
Having a 5th ship on the board is a big difference especially when catching interceptors or in a joust. I wanted something to last a bit longer.
R5-K6.
- Costs the same as FCS.
- Inferior to FCS even if you didn't have to roll a green die.
- You have to roll an evade on your green die, meaning you're more likely to fail than not.
- It takes up your Astromech slot, meaning you can't take any actually good Astromechs if you take it.
TLT BTL-A4 Dutch gives you the possibility to hand out 4 Target locks if you pass those green dice rolls, which does seem quite powerful, until you realise you've still got the same chance of passing that first evade roll as you always did: not a very good one.
The solution?
- R5-K6 on an E-wing with FCS! Now if you fail that roll, you've got insurance!

I guess the other solution is complaining to FFG, which is A-OK by me.
In my book, if you've got a decimator and you're not rifling though your cards for expose, you're doing it wrong. With the impossible loss of agility, there's absolutely no reason not to.
I can make an argument that Determination is a valid alternative for the points-strapped list. At least with the old damage deck. I have not had the chance to rifle through the new one yet.
Now, my challenge to you: Pick an upgrade, pilot, or ship that you think is terrible. Figure out when it is actually worth playing. Then see if anything else is more ideal in that scenario, to determine worth.
Aaaand GO.
Elusiveness. It might be worth playing on Ibtisam, who likes the ability to maneuver, take an action, and then pick up a stress at the most convenient time--when she's targeted by an early attacker. Stay on Target is an appealing option, but prevents her from taking an action. Opportunist is better on offense, but substantially more expensive.
The real competition would be Push the Limit, but Elusiveness is a little cheaper and offers a bit of extra kick on defense.
I've run Elusiveness and Sensor Jammer on Ibtisam a couple times, and it's worked quite well. It works well with her pilot ability, as does Sensor Jammer, and makes her a real pain to take out.
Still, that's the only time I've ever used Elusiveness, as there are almost always much better options for the EPT slot. I think it's also because B-Wings don't usually have much in the way of defensive options normally, whereas using PtL to take a focus is better with 2+ agility ships, or PtL to Evade to get a guaranteed damage mitigation rather than a 50% chance of not rolling another hit.
Edited by SkeveI played a game with Sab and the Emperor on a decimator. I flipped a hit on Whisper and it was I Direct hit. I was so happy I actually did something with Sab, I played "Sabatoge" by Beastie boys on my phone at the store. My opponent just looked dumb founded
I like the potential of Saboteur ... here's a list I've been meaning to run:
Omicron Group Pilot (29)
Lambda-Class Shuttle (21), Emperor Palpatine (8)
Sigma Squadron Pilot (34)
TIE Phantom (25), Saboteur (2), Sensor Jammer (4), Stealth Device (3)
Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)
The idea is to keep the Phantom cloaked, making it almost impossible to hit, and use Saboteur actions. Expensive for a gimmick list, but potentially fun!
I will posit
Expose + experimental interface + bb8. Toss this on wedge, and you'll know if the agility will matter. Barrel roll, to dodge arc at p.s. 9, ei to activate expose, green to clear stress, regular action to focus or target lock. Hit R 1 for 5 dice vs - 1 agi and focus or target lock. You can run this on Poe, who has access to boost on top of roll.
Inspired me to get a little creative.
Wedge Antilles (29)
Expose (4)
BB-8 (2)
Experimental Interface (3)
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Poe Dameron (31)
R5-P9 (3)
Autothrusters (2)
Total: 100
View in Yet Another Squad Builder
Wedge lays on the hurt while he's got protection with Biggs. After Biggs falls, Break formation and cherry pick your targets. Poe is there as a late game monster and to mess with target priority.
Yeah, Saboteur is interesting. I like the Emperor+Saboteur line of thought that Sable Gryphon has been championing. It's a lot of points for something that loses your action, but at least the upgrade is reliable, and Emperor is good for other parts of your squad, too. The bad things about Saboteur are
- It takes a precious action
- It takes a precious Crew slot
- Short range
- And after all those things, you have to roll a die to see if it even works
As mentioned above, the Emperor solves that last point. As for the others, you're looking for a ship that doesn't mind losing an action (or can get multiple actions) and has a crew slot that is sitting empty. Also, the ship should be able to get to range 1.
I'm going to share another Kagi story. Before the Emperor came out, I ran Captain Kagi with Soontir Fel and Carnor Jax a lot. One build had Kagi kitted out with Enhanced Scopes, Anti-Pursuit Lasers and Saboteur. The idea was that Kagi would move first to block enemy ships, then roll damage with Anti-Pursuit Lasers. By the end of the first round, the ship should have a damage card. Kagi would then execute a maneuver to land just past them, and activate Saboteur - because once a shuttle has moved past the engagement, what other action is it going to take? After that, the shuttle lumbers around and the interceptors draw the fight back towards the shuttle where they can 1) take advantage of Kagi's ability and 2) activate Sabotuer again. Often shuttles don't have shots, and I figured Saboteur would be a pseudo-turret for my shuttle. During the little store tournament I took this squad to I was able to use Saboteur and Anti-Pursuit Lasers exactly once each, and I rolled blank on both rolls. I won the tournament, but those cards didn't do anything to help me.
I really think Sable has found the niche for that card, and I doubt very many other squad builds use it quite as well as his.
EDIT: Here is a link to Sable's awesome use of Saboteur. But mostly it's a great use of Ion Projector, and Saboteur is incidental.
Unfortunately, his clever usage of Palpatine and Ion Projector doesn't actually work as described to keep a small base ship trapped until it's dead. It's a waste to use Palpatine on the second bump that triggers Ion Projector since that token will be removed after the victim completes his compulsory one forward.
Returning to an earlier conversation about Elusiveness:
It was declared that the only person who could use Elusiveness more than once per round was Keyan Farlander, but this isn't necessarily true. Jek Porkins can use Elusiveness as long as his luck holds. But Jek creates a very interesting dilemma. Consider the order of operations:
Jek is attacked, and the opponent scores, say, 2 hits.
- Jek receives 1 stress to engage Elusiveness.
- Re-rolling an opponent's attack die means engaging in a 1/2 chance you could re-roll back into a damaging result,1/8 of that chance turning it into a crit. (ouch!)
- Jek then removes the stress, and rolls again, a 3/8 chance of receiving a facedown damage card.
- Jek then rolls his own defense dice, and we see if he can dodge the remaining hit(s) of the attack roll.
So, best case-scenario: Jek can re-roll an opponent's attack die into a blank result, and get out of it with no stress, no damage, and then use Elusiveness again the next time he defends this round.
Worst-case scenario? Jek re-rolls his opponent's hit into a crit. He then deals himself a facedown Damage card and removes his stress. And then, as his own fickle green dice fail him, he takes more hits, most likely killing him this round.
If you're considering this combo, you might as well put on an R5 Astromech and Integrated Astromech.
Edited by Ziusdra
In my book, if you've got a decimator and you're not rifling though your cards for expose, you're doing it wrong. With the impossible loss of agility, there's absolutely no reason not to.
I can make an argument that Determination is a valid alternative for the points-strapped list. At least with the old damage deck. I have not had the chance to rifle through the new one yet.
24% of the deck are pilot cards. With 12 hull, assuming that 25% of the damage dealt is in the form of crits, Determination will end up being a 1 point shield upgrade in most games. There will be some games that is does nothing though.
As the percentage of crits dealt increases, Determination becomes a better value.
I use expose on keyan farlander with experimental interface and also flew biggs in the squad. It's pretty good, 4 dice with TL and a pseudo-focus - 5 at range 1.
Edited by Maximus201Unfortunately, his clever usage of Palpatine and Ion Projector doesn't actually work as described to keep a small base ship trapped until it's dead. It's a waste to use Palpatine on the second bump that triggers Ion Projector since that token will be removed after the victim completes his compulsory one forward.
You sure about that? Pretty sure that Ion Projector's token is dealt after the Ion Tokens are removed...
I think Expose is still viable on Vader - every since the Raider it has actually improved.
The X1/ATC combo grants you a free crit if you don't spend your target lock, so chances are you aren't going to be re-rolling dice ANYWAY. Additionally, you have a good chance of ALREADY having a target lock on your target, since you won't have SPENT the target lock on the previous round, so you can spend Vader's 2 actions to expose + focus. And lastly, if you are running the Emperor, you have an extra security blanket and increase your chances of gettin 3+ crits with Vader.
I think Expose is still viable on Vader - every since the Raider it has actually improved.
The X1/ATC combo grants you a free crit if you don't spend your target lock, so chances are you aren't going to be re-rolling dice ANYWAY. Additionally, you have a good chance of ALREADY having a target lock on your target, since you won't have SPENT the target lock on the previous round, so you can spend Vader's 2 actions to expose + focus. And lastly, if you are running the Emperor, you have an extra security blanket and increase your chances of gettin 3+ crits with Vader.
But you can save 1 point and 1 Agility and take Predator to re-roll in a situation where you don't want to spend your TL to re-roll. Having an actionless re-roll lets you save your actions for the boost, barrel roll, or evade tokens (or to re-lock in the rare occasion when you need to) in addition to your focus action. You can get that extra attack die by boosting into Range 1 (which you wouldn't have been able to do if your action was Focus+Expose). And against TLT Golds, TLT Rebel Operatives, and TLT Thugs, you'll like re-rolling two attack dice and boosting out of their Range 2 and into Range 1. (I am of course assuming that every Vader build includes EU).
R5-K6: Always goes on "Dutch" for me. I do wish the odds were better, but I always have fun with the "Devil Dogs" (Dutch, Kyle, Garven, and now Esege).
I like to put Jake Farrell next to Kyle Katarn, because of Kyle's timing: Jake can do his thing at the perfect moment when everybody has moved but nobody has had the chance to shoot. So he's likely to end up with a focus token, and this made me think that Expose can work on him, too.
R5-K6.
- Costs the same as FCS.
- Inferior to FCS even if you didn't have to roll a green die.
- You have to roll an evade on your green die, meaning you're more likely to fail than not.
- It takes up your Astromech slot, meaning you can't take any actually good Astromechs if you take it.
TLT BTL-A4 Dutch gives you the possibility to hand out 4 Target locks if you pass those green dice rolls, which does seem quite powerful, until you realise you've still got the same chance of passing that first evade roll as you always did: not a very good one.
The solution?
- R5-K6 on an E-wing with FCS! Now if you fail that roll, you've got insurance!
I guess the other solution is complaining to FFG, which is A-OK by me.
R5-K6, on Dutch, with the BTL-A4 title or a Twin Laser Turret (or BOTH), provides surprisingly high action economy.
Check it.
Dutch normally provides 2 actions for your fleet (a TL on himself, and a TL on an ally)
R5-K6 allows an additional 3/4 actions at the first attack (3/8 chance for 2 actions)
With a second attack, R5-K6 allows an additional 9/32 actions (3/8 of 3/8 chance for 2 actions)
With a third attack, R5-K6 allows an additional 27/256 (3/8 of 3/8 of 3/8 chance for 2 actions), though you shouldn't stack BTL-A4 with a Twin Laser Turret, and will likely run out of folks to pass locks to.
R5-K6, therefore, is equivalent to 3/4 of a free action off of one attack, 33/32 of a free action with 2 attacks, and 291/256 of a free action with 3 (which shouldn't happen, but is possible to build).
At 2 attacks, it passes Push the Limit in potency, although it spreads that potency throughout your squad in burst-fire, and so is more potent and less reliable than it seems, but the AVERAGE holds.
Yes, FCS is better. On the E-Wing, which is the only ship that can take both, and therefore the only ship for which the comparison actually matters. Can you imagine FCS on Dutch with BTL-A4 and a TLT???
Hi,
i have to addmit, i didnt read all the posts, so i am sorry if someone already posted this.
Expose: so many times there have been calculations that a focus or target lock action are better.
But, what if you can have both.
This makes expose great, if you have Garven Dreis or Dutch Vander as a wing man (or even both)
Garven gives you a focus token, Dutch gives the target lock, and if you chose a pilot skill 5 X-Wing with expose (with R2-D6) (5 dice at close range with focus and reroll, i think this might be fun).
This Combo is even possible with Wedge Antilles, but hard to get (imo too hard to get, so it does not pay off), because Garven has to use his focus token before Wedge, this is only possible if the opponent has initiative and has a pilot skill 9 pilot.
Expose also works great on Pilots, that have the possibility to convert dice, so where it doesnt matter, what you roll.
Ace Omega at close range and expose has 4 dice, that can be converted into crits. Sounds good to me (but not for the opponent). Especially if you shoot at a ship with 0 agility (huge ships or VT49).
Greetings
H
Edited by Tetrarch
R5-K6.
- Costs the same as FCS.
- Inferior to FCS even if you didn't have to roll a green die.
- You have to roll an evade on your green die, meaning you're more likely to fail than not.
- It takes up your Astromech slot, meaning you can't take any actually good Astromechs if you take it.
TLT BTL-A4 Dutch gives you the possibility to hand out 4 Target locks if you pass those green dice rolls, which does seem quite powerful, until you realise you've still got the same chance of passing that first evade roll as you always did: not a very good one.
The solution?
- R5-K6 on an E-wing with FCS! Now if you fail that roll, you've got insurance!
I guess the other solution is complaining to FFG, which is A-OK by me.
R5-K6, on Dutch, with the BTL-A4 title or a Twin Laser Turret (or BOTH), provides surprisingly high action economy.
Check it.
Dutch normally provides 2 actions for your fleet (a TL on himself, and a TL on an ally)
R5-K6 allows an additional 3/4 actions at the first attack (3/8 chance for 2 actions)
With a second attack, R5-K6 allows an additional 9/32 actions (3/8 of 3/8 chance for 2 actions)
With a third attack, R5-K6 allows an additional 27/256 (3/8 of 3/8 of 3/8 chance for 2 actions), though you shouldn't stack BTL-A4 with a Twin Laser Turret, and will likely run out of folks to pass locks to.
R5-K6, therefore, is equivalent to 3/4 of a free action off of one attack, 33/32 of a free action with 2 attacks, and 291/256 of a free action with 3 (which shouldn't happen, but is possible to build).
At 2 attacks, it passes Push the Limit in potency, although it spreads that potency throughout your squad in burst-fire, and so is more potent and less reliable than it seems, but the AVERAGE holds.
Yes, FCS is better. On the E-Wing, which is the only ship that can take both, and therefore the only ship for which the comparison actually matters. Can you imagine FCS on Dutch with BTL-A4 and a TLT???
No. Just No. K6 triggers when you spend a target lock. If you fail that first roll, you LOSE THE LOCK. That means you can't roll again to get that 'fantastic action economy'.
The whole pyramid of possible combinations hinges on you passing that first roll. You're not rolling 4 green dice and handing out a target lock for every evade you roll, you're rolling 4 in sequence, meaning you have the exact same chance of failing the first green dice roll as you always did.
You can't add together the numbers and pull 291/276 out of your arse, because that is patently false. You make a single 3/8-chance-of-passing roll, and somehow you've calculated that that equates to 3/4 of a full action. This is utter madness what you're arguing.
Dace Bonearm: I like Dace. I think ion in general is underrated. Normally your damage is limited but usually, IMO, outweighed by the control. Like BTL-A4, with Dace you can have both! He 2-shots Z's, etc. I also like K4 on him.
There are some fun things you can do with Dace. It's possible to get triple damage from his ability in a turn - though you can really only keep up with 2 damage per turn on him - Sequence is difficult to set up though - requires ion projectors or conner net. + ion bomb + wingman. Whaaa..?
ship moves prior to dace and is ionned by projectors or conner net, Dace triggers - Dace activates, clears stress. Ion bomb occurs at end of activation - Dace activates again. Wingman triggers in combat phase. Ion cannon/turret hits target - Dace activates (but ends turn stressed) Interestingly enough - this can be accomplished by a single wingman - say mandolorian mercenary with ion bomb + ion projectors with wingman - or IG-88 (who can run enhanced scopes to get ion projectors in peoples way ) Not crazy useful, but - Wheeee!
There are some fun things you can do with Dace. It's possible to get triple damage from his ability in a turn - though you can really only keep up with 2 damage per turn on him - Sequence is difficult to set up though - requires ion projectors or conner net. + ion bomb + wingman. Whaaa..?
Ions Galore! Not very competitive, perhaps, but hilarious:
Dace Bonearm (28)
HWK-290 (23), Ion Cannon Turret (5)
Mandalorian Mercenary (52)
Firespray-31 (35), Ion Cannon (3), Ion Bombs (2), Weapons Engineer (3), Ion Pulse Missiles (3), Slave-1 (0), Wingman (2), Ion Projectors (2), Extra Munitions (2)
Kaa’to Leeachos (20)
Z-95 Headhunter (15), Ion Pulse Missiles (3), Wingman (2)
Ions Galore! Not very competitive, perhaps, but hilarious:Dace Bonearm (28)HWK-290 (23), Ion Cannon Turret (5)Mandalorian Mercenary (52)Firespray-31 (35), Ion Cannon (3), Ion Bombs (2), Weapons Engineer (3), Ion Pulse Missiles (3), Slave-1 (0), Wingman (2), Ion Projectors (2), Extra Munitions (2)Kaa’to Leeachos (20)Z-95 Headhunter (15), Ion Pulse Missiles (3), Wingman (2)There are some fun things you can do with Dace. It's possible to get triple damage from his ability in a turn - though you can really only keep up with 2 damage per turn on him - Sequence is difficult to set up though - requires ion projectors or conner net. + ion bomb + wingman. Whaaa..?
Extra munitions instead of ion torps? Shame.
In my book, if you've got a decimator and you're not rifling though your cards for expose, you're doing it wrong. With the impossible loss of agility, there's absolutely no reason not to.
It's called losing your action.
It's called experimental interface.