Im somewhat leaning away from triple defenders because I think the strength lies in avoiding 1 of 3 shots with the white K turn (late game ability). I think I might replace one defender with a pair of crackblacks to give them an easy target that i know i will still get value from.
Biophysical's random thoughts about the new Defender stuff
Im somewhat leaning away from triple defenders because I think the strength lies in avoiding 1 of 3 shots with the white K turn (late game ability). I think I might replace one defender with a pair of crackblacks to give them an easy target that i know i will still get value from.
Honestly, I think there's going to be a lot of right ways to do it.
Exactly. With PS3, the opponent is under more pressure to shoot the defenders (because they can PS kill a y-wing) so they may not target whisper (well, unless you put her in range of all enemy ships). PS1 is nice too (for blocking), so I think either could work
I'm not sure how easy it will be for Onyx pilots to finish off a Y-Wing in a turn, but I have played with Deltas against them and the best plan against them is to laugh when the TLT shots bounce off.
I'll be honest, I've been trying both Hull Upgrade and Stealth Device on my x7s and they are both amazing. Focus/Evade on four green dice is disgusting, and I had a SD Delta evade three Y-Wings and Biggs unscathed in first engagement. I wish I could fit them in with Whisper comfortably.
OK....I really want to try:
Vader w/ X1, Adv. Targeting Computer, Vet. Instinct, and Engine Upgrade
Col. Vessery w/ X7 and Juke
2 x Epsilon Pilots
Three ships to give TL for Vessery. Juke to allow his attacks to be more effective when needed. Vader to be the ultimate Arc Dodging Ace Hunter. Epsilon Pilots last longer than most expect.
Exactly. With PS3, the opponent is under more pressure to shoot the defenders (because they can PS kill a y-wing) so they may not target whisper (well, unless you put her in range of all enemy ships). PS1 is nice too (for blocking), so I think either could work
I'm not sure how easy it will be for Onyx pilots to finish off a Y-Wing in a turn, but I have played with Deltas against them and the best plan against them is to laugh when the TLT shots bounce off.
I'll be honest, I've been trying both Hull Upgrade and Stealth Device on my x7s and they are both amazing. Focus/Evade on four green dice is disgusting, and I had a SD Delta evade three Y-Wings and Biggs unscathed in first engagement. I wish I could fit them in with Whisper comfortably.
I didn't necessarily mean kill them in a single turn. 'PS kill' means even if you don't finish a y-wing off in a single turn, leaving it at one or two hull means that its unlikely to shoot next turn as your ships shoot first (as long as you get a shot, of course).
OK....I really want to try:
Vader w/ X1, Adv. Targeting Computer, Vet. Instinct, and Engine Upgrade
Col. Vessery w/ X7 and Juke
2 x Epsilon Pilots
Three ships to give TL for Vessery. Juke to allow his attacks to be more effective when needed. Vader to be the ultimate Arc Dodging Ace Hunter. Epsilon Pilots last longer than most expect.
Honestly I think crack shot is better for Vessery there. With crack shot, Vessery has a real chance of breaking through stealth devices (especially with Vader shooting first).
Juke is still somewhat situational and has questionable value by itself. It gets much better when you take multiple copies of it in your list. For example, if Vader and Vess have to shoot at different targets, or even if Vader shoots at a target but fails to strip the focus token, Juke's not going to deal any additional damage (although it will force the expenditure of focus). And there may be a few turns when you can't get the evade token because you need to do a 1 or 2 speed move. It will also have less value against high PS opponents that shoot the evade off Vess before his chance to shoot back...
Edited by blade_mercurialNot that it really has anything to do with the rules, but here's an interesting tidbit for those who like to build "theme" lists: the Defender is actually canon, as it showed up in the mobile game Disney produced last year. So it's perfectly reasonable to run them alongside TIE/fo and still be thematic!
Honestly I think crack shot is better for Vessery there. With crack shot, Vessery has a real chance of breaking through stealth devices (especially with Vader shooting first).OK....I really want to try:
Vader w/ X1, Adv. Targeting Computer, Vet. Instinct, and Engine Upgrade
Col. Vessery w/ X7 and Juke
2 x Epsilon Pilots
Three ships to give TL for Vessery. Juke to allow his attacks to be more effective when needed. Vader to be the ultimate Arc Dodging Ace Hunter. Epsilon Pilots last longer than most expect.
Juke is still somewhat situational and has questionable value by itself. It gets much better when you take multiple copies of it in your list. For example, if Vader and Vess have to shoot at different targets, or even if Vader shoots at a target but fails to strip the focus token, Juke's not going to deal any additional damage (although it will force the expenditure of focus). And there may be a few turns when you can't get the evade token because you need to do a 1 or 2 speed move. It will also have less value against high PS opponents that shoot the evade off Vess before his chance to shoot back...
I agree on Crack Shot. Saves you a point, as well, for what it's worth. I guess you can get Mk2 engines on someone.
Not that it really has anything to do with the rules, but here's an interesting tidbit for those who like to build "theme" lists: the Defender is actually canon, as it showed up in the mobile game Disney produced last year. So it's perfectly reasonable to run them alongside TIE/fo and still be thematic!
I've run a couple different Defender/FO lists so far. In my head, the Defender is a found relic recovered from some hidden Imperial stockpile and given to elite pilots as a symbol of the good old days.
Not that it really has anything to do with the rules, but here's an interesting tidbit for those who like to build "theme" lists: the Defender is actually canon, as it showed up in the mobile game Disney produced last year. So it's perfectly reasonable to run them alongside TIE/fo and still be thematic!
That is technically correct. I have also heard Disney employees saying that the Tie Defender is in the official book of "new cannon".
More importantly, FFG thought it was important enough ship to give it not one but two new titles! I wouldn't be surprised if the ship made an appearance in later episodes of Rebels (we have seen B-Wing prototypes which originally would have been in development only 1 or 2 years before Zaarin's first Tie Defenders)
Theme is a thing I consider when building lists. If I can't look at a squadron and think "okay, these ships make sense together", then I feel compelled to make changes
Edited by TaiowaaHonestly I think crack shot is better for Vessery there. With crack shot, Vessery has a real chance of breaking through stealth devices (especially with Vader shooting first).OK....I really want to try:
Vader w/ X1, Adv. Targeting Computer, Vet. Instinct, and Engine Upgrade
Col. Vessery w/ X7 and Juke
2 x Epsilon Pilots
Three ships to give TL for Vessery. Juke to allow his attacks to be more effective when needed. Vader to be the ultimate Arc Dodging Ace Hunter. Epsilon Pilots last longer than most expect.
Juke is still somewhat situational and has questionable value by itself. It gets much better when you take multiple copies of it in your list. For example, if Vader and Vess have to shoot at different targets, or even if Vader shoots at a target but fails to strip the focus token, Juke's not going to deal any additional damage (although it will force the expenditure of focus). And there may be a few turns when you can't get the evade token because you need to do a 1 or 2 speed move. It will also have less value against high PS opponents that shoot the evade off Vess before his chance to shoot back...
I agree on Crack Shot. Saves you a point, as well, for what it's worth. I guess you can get Mk2 engines on someone.
I've run a couple different Defender/FO lists so far. In my head, the Defender is a found relic recovered from some hidden Imperial stockpile and given to elite pilots as a symbol of the good old days.Not that it really has anything to do with the rules, but here's an interesting tidbit for those who like to build "theme" lists: the Defender is actually canon, as it showed up in the mobile game Disney produced last year. So it's perfectly reasonable to run them alongside TIE/fo and still be thematic!
Honestly I think crack shot is better for Vessery there. With crack shot, Vessery has a real chance of breaking through stealth devices (especially with Vader shooting first).OK....I really want to try:
Vader w/ X1, Adv. Targeting Computer, Vet. Instinct, and Engine Upgrade
Col. Vessery w/ X7 and Juke
2 x Epsilon Pilots
Three ships to give TL for Vessery. Juke to allow his attacks to be more effective when needed. Vader to be the ultimate Arc Dodging Ace Hunter. Epsilon Pilots last longer than most expect.
Juke is still somewhat situational and has questionable value by itself. It gets much better when you take multiple copies of it in your list. For example, if Vader and Vess have to shoot at different targets, or even if Vader shoots at a target but fails to strip the focus token, Juke's not going to deal any additional damage (although it will force the expenditure of focus). And there may be a few turns when you can't get the evade token because you need to do a 1 or 2 speed move. It will also have less value against high PS opponents that shoot the evade off Vess before his chance to shoot back...
I agree on Crack Shot. Saves you a point, as well, for what it's worth. I guess you can get Mk2 engines on someone.
Not that it really has anything to do with the rules, but here's an interesting tidbit for those who like to build "theme" lists: the Defender is actually canon, as it showed up in the mobile game Disney produced last year. So it's perfectly reasonable to run them alongside TIE/fo and still be thematic!
I've run a couple different Defender/FO lists so far. In my head, the Defender is a found relic recovered from some hidden Imperial stockpile and given to elite pilots as a symbol of the good old days.
Honestly I think crack shot is better for Vessery there. With crack shot, Vessery has a real chance of breaking through stealth devices (especially with Vader shooting first).OK....I really want to try:
Vader w/ X1, Adv. Targeting Computer, Vet. Instinct, and Engine Upgrade
Col. Vessery w/ X7 and Juke
2 x Epsilon Pilots
Three ships to give TL for Vessery. Juke to allow his attacks to be more effective when needed. Vader to be the ultimate Arc Dodging Ace Hunter. Epsilon Pilots last longer than most expect.
Juke is still somewhat situational and has questionable value by itself. It gets much better when you take multiple copies of it in your list. For example, if Vader and Vess have to shoot at different targets, or even if Vader shoots at a target but fails to strip the focus token, Juke's not going to deal any additional damage (although it will force the expenditure of focus). And there may be a few turns when you can't get the evade token because you need to do a 1 or 2 speed move. It will also have less value against high PS opponents that shoot the evade off Vess before his chance to shoot back...
I agree on Crack Shot. Saves you a point, as well, for what it's worth. I guess you can get Mk2 engines on someone.
Not that it really has anything to do with the rules, but here's an interesting tidbit for those who like to build "theme" lists: the Defender is actually canon, as it showed up in the mobile game Disney produced last year. So it's perfectly reasonable to run them alongside TIE/fo and still be thematic!
I've run a couple different Defender/FO lists so far. In my head, the Defender is a found relic recovered from some hidden Imperial stockpile and given to elite pilots as a symbol of the good old days.
I think juke gets more value than crackshot if vessery is paired with higher pilot skills such as the upcoming inquisitor ans omega leader. as long as vessery is not the first one shooting and the target is already token-stripped.
That's the Juke conundrum. You want to shoot after your squad mates but before your enemy.
conundrum is easily solved by spamming Juke across all ships
your opponent can't swat em all (and if he does, that's a terribly inefficient waste of firepower), and everybody else wins!
conundrum is easily solved by spamming Juke across all ships
your opponent can't swat em all (and if he does, that's a terribly inefficient waste of firepower), and everybody else wins!
That's how I see it. Juke is either on Omega Leader or in groups of 3+, maybe 2+ some other good token stripping ship.
conundrum is easily solved by spamming Juke across all ships
your opponent can't swat em all (and if he does, that's a terribly inefficient waste of firepower), and everybody else wins!
That's how I see it. Juke is either on Omega Leader or in groups of 3+, maybe 2+ some other good token stripping ship.
Thats why i´m actually intrigued by the thought of :
Vessery 38
Juke
x7
SD
Omega Leader 29
Juke
Comm Relay
Hull Upgrade
The Inquisitor 33
Juke
v1
AT
Ion Pulse/Prockets
Hoping that the TAP dial will be a blast.
Edited by TaiowaaMy issue with Juke is that I don't need a total of 8 TIE/FO. No really, I don't.
So what else works well over multiple turns? Crackshot is great for that killing blow but getting the target to that point might still need some help. What's a good choice?
Why would you want 8 TIE/FO? How many Jukes are you trying to get hold of? ![]()
Theme is a thing I consider when building lists. If I can't look at a squadron and think "okay, these ships make sense together", then I feel compelled to make changes
We know from the novel Before the Awakening that the Resistance was using Z-95 Headhunters right before The Force Awakens, for covert operations that could be passed off as simple piracy.
So, ships far apart in era, can be part of the same fleet.
Why would you want 8 TIE/FO? How many Jukes are you trying to get hold of?
I'm thinking he wants 6 Jukes. He already has 2 from the starter.
Why would you want 8 TIE/FO? How many Jukes are you trying to get hold of?
I'm thinking he wants 6 Jukes. He already has 2 from the starter.
Errrm... there are no Jukes in the Core Set. Only in TIE/FO.
EDIT: Oh goddam it, I misread what you meant. Yeah Core Set + 6 x Juke = 8 Tie/fo fighters, you're right.
Edited by RojekIf you have ever played with Sensor Jammer, you would realize that Juke doesn't require multiples to be a very, very good upgrade. You do want it on a higher PS, or on a ship with Comm so it can hold onto the Juke from turn to turn. It will give you repeated value equal to Crack Shot, without expending a single token, or at the very least absolutely require the expenditure of a focus defensively.
Directly related to the last point there, is that it is wrong to dismiss it as "all they have to do is spend a focus to keep it from working". If they spend their focus when they wouldn't have otherwise, it has already worked. If you could get a 2 point EPT that said opposing ships with lower PS could never spend focus attacking you, it would be considered broken beyond belief. This isn't quite as consistent as that, but it also has potential for increased damage on offense. Juke is an outstanding option on any ship that can generate an extra evade token.
Yeah making ships spend tokens on defence instead of attacking is good, and woe betide the player that's in arc and decides to TL.
If you have ever played with Sensor Jammer, you would realize that Juke doesn't require multiples to be a very, very good upgrade. You do want it on a higher PS, or on a ship with Comm so it can hold onto the Juke from turn to turn. It will give you repeated value equal to Crack Shot, without expending a single token, or at the very least absolutely require the expenditure of a focus defensively.
Directly related to the last point there, is that it is wrong to dismiss it as "all they have to do is spend a focus to keep it from working". If they spend their focus when they wouldn't have otherwise, it has already worked. If you could get a 2 point EPT that said opposing ships with lower PS could never spend focus attacking you, it would be considered broken beyond belief. This isn't quite as consistent as that, but it also has potential for increased damage on offense. Juke is an outstanding option on any ship that can generate an extra evade token.
A little OT, but I played a game last night with Fel, Vader, and Juno with Accuracy Corrector+Juke. Vader and Fel could consistently strip tokens before Juno made her shot, always hitting with pseudo 3-hit attacks. She was my damage dealing workhorse for the match even though she had the only copy of Juke in the list.
If you have ever played with Sensor Jammer, you would realize that Juke doesn't require multiples to be a very, very good upgrade. You do want it on a higher PS, or on a ship with Comm so it can hold onto the Juke from turn to turn. It will give you repeated value equal to Crack Shot, without expending a single token, or at the very least absolutely require the expenditure of a focus defensively.
Directly related to the last point there, is that it is wrong to dismiss it as "all they have to do is spend a focus to keep it from working". If they spend their focus when they wouldn't have otherwise, it has already worked. If you could get a 2 point EPT that said opposing ships with lower PS could never spend focus attacking you, it would be considered broken beyond belief. This isn't quite as consistent as that, but it also has potential for increased damage on offense. Juke is an outstanding option on any ship that can generate an extra evade token.
A little OT, but I played a game last night with Fel, Vader, and Juno with Accuracy Corrector+Juke. Vader and Fel could consistently strip tokens before Juno made her shot, always hitting with pseudo 3-hit attacks. She was my damage dealing workhorse for the match even though she had the only copy of Juke in the list.
Juno is a solid pick for it.
I've been trying to work out the best way to stack up Juke + Sensor Jammers in a single list; this would be pretty amusing. Juke Vader + Jamming Palpmobile is the obvious first pick, but then what else for the list?
Edited by Reiver
If you have ever played with Sensor Jammer, you would realize that Juke doesn't require multiples to be a very, very good upgrade. You do want it on a higher PS, or on a ship with Comm so it can hold onto the Juke from turn to turn. It will give you repeated value equal to Crack Shot, without expending a single token, or at the very least absolutely require the expenditure of a focus defensively.
Directly related to the last point there, is that it is wrong to dismiss it as "all they have to do is spend a focus to keep it from working". If they spend their focus when they wouldn't have otherwise, it has already worked. If you could get a 2 point EPT that said opposing ships with lower PS could never spend focus attacking you, it would be considered broken beyond belief. This isn't quite as consistent as that, but it also has potential for increased damage on offense. Juke is an outstanding option on any ship that can generate an extra evade token.
A little OT, but I played a game last night with Fel, Vader, and Juno with Accuracy Corrector+Juke. Vader and Fel could consistently strip tokens before Juno made her shot, always hitting with pseudo 3-hit attacks. She was my damage dealing workhorse for the match even though she had the only copy of Juke in the list.
Juno is a solid pick for it.
I've been trying to work out the best way to stack up Juke + Sensor Jammers in a single list; this would be pretty amusing. Juke Vader + Jamming Palpmobile is the obvious first pick, but then what else for the list?
Juke Inquisitor! ![]()