Rexlar with cluster missiles can one-shot a decimator thanks to the new damage deck.
Extreme Shenanigans
Super Dash.
Super Corran.
Super Whisper, even post nerf.
Non-sh*tty dual IG loadouts.
Fat Falcons and Fat RAC.
6 HWKs at range 1. You're improving your attack by 100%!
The thing is that the shenanigan ships that are actually good aren't considered shenanigans despite how hard they ruin the game, while lists that are just troll cheese lists like quad Lambda or quad Phantom (decently competitive) are considered shenanigans.
You want shenanigans? Try not autolosing to a Super Dash with 5 TIE Fighters.
It's quite winnable...
I had just moved my swarm and he had yet to move his YT... I think he expected me to go straight and take out his Zs, but I turned in glorious Imperial formation and his YT tried to do a 4 straight... He bumped the lead TIE, then had 4 other TIEs shooting R1 at him (one was out of arc) plus the Doom Shuttle... Basically his Dash made it 2-3 turns and died...
What is with you and thinking these very killable ships "ruin the game"??? Hope I didn't bust your bubble by giving you an exact example of what you asked for...
This. I find "auto-losing" to be quite rare, even in regards to individual engagements between only parts of the original squads. I once defeated a full health Soontir Fel with three Bandits, and didn't lose a Bandit. Odds are it should've been "game" at that point for me, as Soontir has little trouble ducking and weaving a bunch of low PS ships with only 2 attack dice. Instead? Got him chasing after the closest to dead Z-95, one of the others blocked him, and the third swung in behind with a TL+Focus R1 attack. Boom, no more Soontir!
Most situations are winnable, some are just going to be significantly more difficult depending on the match-up. Forcing one mistake, predicting just one or two of your opponent's moves correctly, that's all it can take sometimes to tip the scales back to your favor.
to be fair, that Z-95 won you the game long before the swarm did ![]()
poor dash can't barrel-roll past those arcs with that dumbass bandit in the way
to be extra fair, Ties are more than maneuverable enough to keep up with Dash.
flew a 7-tie swarm against Dash and an int agent HLC fringer (highly recommended; tons of fun) and only lost due to my own ineptitude (poor V.I mauler got fried without mauling a thing
)
still brought Dash to 2 hull and murdered the poor fringer
Edited by ficklegreendiceto be fair, that Z-95 won you the game long before the swarm did
poor dash can't barrel-roll past those arcs with that dumbass bandit in the way
to be extra fair, Ties are more than maneuverable enough to keep up with Dash.
flew a 7-tie swarm against Dash and an int agent HLC fringer (highly recommended; tons of fun) and only lost due to my own ineptitude (poor V.I mauler got fried without mauling a thing
)
still brought Dash to 2 hull and murdered the poor fringer
"My name is Bandit Seven. Look upon my works, ye Soontir, and despair."
Actually, Bandit Seven was the one being chased. However, he dodged three attacks while only having one hull left, including a R1 from Soontir. Triple double evades!
Edited by ComradebotThe point was you called it an autoloss... Flying still counts...
Not for the Dash player. If the coin flipped the other way and he did a hard turn that made it, he likely could have shenaniganed away with large ship boost and barrel roll and would have been beside your TIEs and you would have lost the game right then.
TIEs are not at all maneuverable enough to keep up with Super Dash. 4 straight with an angled boost and a barrel roll forward is insane.
StarViper with Virago, Cloaking Device, and Stealth Device.
3 evades naturally
+1 for SD
+2 for Cloak
You're at six green dice naturally. Then you have a rock between you at range 3.
8 green dice.... all of which will come up blank anyways.
Then someone used bodyguard for you so 9 green dice
The point was you called it an autoloss... Flying still counts...
Not for the Dash player. If the coin flipped the other way and he did a hard turn that made it, he likely could have shenaniganed away with large ship boost and barrel roll and would have been beside your TIEs and you would have lost the game right then.
TIEs are not at all maneuverable enough to keep up with Super Dash. 4 straight with an angled boost and a barrel roll forward is insane.
I have no idea what you are talking about... TIEs are extremely maneuverable... This guy's real mistake was on the previous turn, he probably should've turned the opposite way he banked... But to even suggest that a swarm of TIEs can't maneuver with or even block a YT is just absurd on a level I can't converse with seriously...
Eight stress in one turn:
Drea Renthal w/ TLT, R4-B11, BTL title, and a previously acquired Target Lock K-turns and fires on something with Rebel Captive.
Most action on a single ship out of the action phase maybe?
I ran Kyle Katarn HWK with PtL Jake Farrell, basically I'd only do one action on Jake (TL or Evade) and then in at the start of the combat phase:
Kyle Katarn focus to Jake Farrell
use that to trigger Jakes ability, boost or barrel roll as needed
use the boost or barrel roll to trigger PtL and perform a focus
use the focus to trigger Jakes ability again
then barrel roll or boost.
Shenanigans certainly, but not that useful as you have to leash Jake to Kyle
Most Evade tokens on a single ship in a single round: 13
Laetin takes an Evade action facing 6 Z95s with cluster missiles. If every attack misses, Laetin will net 12 more Evade tokens for a total of 13.
5 x Scimitar + Cluster Missile throws out the most dice at 30!!!
The lowly Scimitar has already been forgotten...
5 x Scimitar + Cluster Missile throws out the most dice at 30!!!
The lowly Scimitar has already been forgotten...
Wait till the inq tie
Tracer rounds? Torp + missIle mod (which we hope and have reason to believe alters ordnance dice, possibly focus --> hit)?
The lil scimi clocks in at 24 with munis + tracers + homing missiles. If the new mod costs a point (it should if it's to fix order...) Just imagine the carnage four of them could unleash
We'd never cry about tlt again ![]()
Without the mod? Well you're still focused with everyone, so as long as one gets tracers off you're potentially looking at 3 fully nodded missiles
Hmmm...difficult to see, the future is (it's obscured by explosions!)
5 x Scimitar + Cluster Missile throws out the most dice at 30!!!
The lowly Scimitar has already been forgotten...
It got beaten by 6 x Bandits with Cluster Missiles (36 dice) on page 1 ...
I am not sure if this counts or not, but a couple matches ago I went up against an opponent who didn't roll a single evade through the entire match. We both agreed that this was just sad.
More shenanigan related, was brainstorming some ideas with someone earlier. Take an A-wing at range one, he has expose and opportunist, along with Jan Ors being nearby. Not very practical, but an A-wing throwing six primary weapon attacks at a guy is rather funny.... actually, maybe swap the A-wing out for Corran Horn, give him that astromech that lets him take another EPT. Dice everywhere.
Has anyone ever calculated the a theoretical maximum damage 1 attack could cause? Not the number of red dice thrown, but actual damage.
For instance, Rexlar with Ruthlessness firing an assault missile into an opponent running an 8 TIE swarm could do:
4 damage from missile hit
7 damage in splash
1 point from ruthlessness
3(?) more points from spending focus token and flipping up direct hits on initial TIE
15 damage
EDIT: if opponent was 7 scum z95s with dead mans switch I guess that would be
4 damage from missile
1 from ruthlessness
6 from splash
6 from initial z95 triggering dead mans switch
17 total damage
Edited by piznitFor instance, Rexlar with Ruthlessness firing an assault missile into an opponent running an 8 TIE swarm could do:
4 damage from missile hit
7 damage in splash
1 point from ruthlessness
3(?) more points from spending focus token and flipping up direct hits on initial TIE
15 damage
Have the initial 4 damage be crits that include major explosions
2 direct hits 4 damage
2 major explosions 6 total damage
Explosions both trigger and get 2 more direct hits 10 total damage
Explosions flip face down
Rexlar flips them face up
They both trigger again and again get 2 more direct hits 14 total damage
Plus the 7 splash damage from ruthlessness and the assault missile.
21 total damage caused by a single attack.
For instance, Rexlar with Ruthlessness firing an assault missile into an opponent running an 8 TIE swarm could do:
4 damage from missile hit
7 damage in splash
1 point from ruthlessness
3(?) more points from spending focus token and flipping up direct hits on initial TIE
15 damage
Have the initial 4 damage be crits that include major explosions
2 direct hits 4 damage
2 major explosions 6 total damage
Explosions both trigger and get 2 more direct hits 10 total damage
Explosions flip face down
Rexlar flips them face up
They both trigger again and again get 2 more direct hits 14 total damage
Plus the 7 splash damage from ruthlessness and the assault missile.
21 total damage caused by a single attack.
Is the major explosion splash damage? If so that could start a chain reaction of dead man switches on a 7 z95 squad effectively 1 shotting your opponent
No, splash damage is regular damage, so any cards dealt from it would be face down, and Rexlar's only flips up cards on the defender, his ability won't effect splash damage at all.
Of course, like I said up thread, rexlar with cluster missiles can one shot a decimator.
