What are people thinking so far. Getting any use of them? Are you fitting them into lists or do we just need to wait for more to come out and more ships which can use them.
Personally just cant justify the points at the moment vs other options.
What are people thinking so far. Getting any use of them? Are you fitting them into lists or do we just need to wait for more to come out and more ships which can use them.
Personally just cant justify the points at the moment vs other options.
Haven't had a chance to really play with em' yet, and the one I'm more excited about (Comms Relay) hasn't been released (though can always proxy it for now).
Still, part of me is toying with using Jan Ors crew with T-70s w/Comms Relay. You can squeeze a couple of cheaper T-70s (say, Red Veterans) in with a TLT Kyle Katarn n' Jan crew. Haven't had a chance to try it yet, but it's at least incredibly amusing on paper, though I see it resulting a lot of folks gunning for Kyle right at the start. Maybe can squeeze an EU on him, make him a bit more nimble...
Considering there is only one out not much to go on yet. I do like the looks of Comms Relay for TIE Fighter/FOs.
Red Ace, Comms Relay and R2-D2 is a great combo.
Lose a shield, get an evade, keep that evade, gain your shield back next turn.
Here, something sorta like this:
Kyle Katarn
Twin Laser Turret
Jan Ors
Moldy Crow
Red Squadron Veteran
R2 Astromech
Push The Limit
Comm Relay
Integrated Astromech
Red Squadron Veteran
R2 Astromech
Push The Limit
Comm Relay
Integrated Astromech
Though part of me wants to figure out how to wrangle Autothrusters onto the T-70s.
EDIT: Could drop the turret down to a Blaster (hate friggin' single TLT anyways), switch to Autothrusters. Downside is Kyle is now not attacking when he's busy passing stuff out. But the Crow title and slow rolling out of the gate could help mitigate that a bit.
Edited by ComradebotHaven't had a chance to really play with em' yet, and the one I'm more excited about (Comms Relay) hasn't been released (though can always proxy it for now).
Still, part of me is toying with using Jan Ors crew with T-70s w/Comms Relay. You can squeeze a couple of cheaper T-70s (say, Red Veterans) in with a TLT Kyle Katarn n' Jan crew. Haven't had a chance to try it yet, but it's at least incredibly amusing on paper, though I see it resulting a lot of folks gunning for Kyle right at the start. Maybe can squeeze an EU on him, make him a bit more nimble...
That is a fragile combo though, once Kyle is gone you have a lot of points sunk in useless upgrades. That's 6 points you should actually count as additional points on Kyle.
they're both quite expensive compared to other upgrade offerings and I don't see them being used often
Weapons Guidance is something I need to see math on, but right now I've only ever found use for it on a proxied Omega Leader (can't spend its locks; needs them for ability). Poe can abuse it a little, but spending his focus is just asking to get him killed.
also, if you need another ship to use a 3 point upgrade, then you can find a more efficient 3-point upgrade
Comms relay is just imo overpriced given our current selection of ships. As is, I can only really justify it for protecting Epsilon Leader. Maybe the other FO named pilots in the expansion will justify it? It's worthless for T-70s; really doesn't give you anything for investing so heavily in another ship. On Red Ace, you're going to have to beg your opponent to make it useful.
Relay has been advertised to work with Juke in the FFG preview article, but it's just far too stiff with Omega Leader (turn 1 evade, turn 2 TL, get shot; have to spend it). PTL is simply a far more flexible upgrade.
Omega Squadron with relay + juke is 22 points, and that may end up simply getting trumped by the Tie Adv. Prototype if it has generics with EPT. That Tie/v1 title was made for Juke
I've found good use for Weapons Guidance on my Epsilon Pilots. My list is Col. V (Defender), Maarek Stele (Advanced), and two Epsilon. It's not a horde of them and only two. I like the TIE FO for the TL ability with Col. V.
With just two of these, I've found that Weapons Guidance really helps the FO's damage output. I usually grab a quick TL and leave it on a target for Col. V and then Focus each turn. With the low PS, I have already used the Focus for defense, if needed and know when I can use it for offense. I find myself aggressive with them and work them in pairs for blocking. I like to move up in a tiered approach so that it's harder for a ship to leap over the first one (as they will hit the 2nd) and are then bumped back to where they started. Other ships behind them are usually bumped, as well. The first ship might or might not have a shot (none if no one is behind), but the next ship is usually firing at R1 with WG able to trigger. If there is a ship behind the first enemy that bumps, it means my first ship is firing at R1 with WG able to trigger. This is usually good as it improves their damage output overall.
I will say that I tend to roll great when I have a Focus and WG on my FO's. My elites will roll like crap, even with a free TL for the Col, but my FO's roll steady hits whenever I have a Focus on them (meaning the WG isn't needed). If I don't have a Focus on my FO's, I roll bad and usually need it.