Loadouts for Talonbane

By rabid1903, in X-Wing

Morning everyone,

I know this has nothing to deal with Episode 7, Imperial Veterans, or Wave 8; but, hopefully I can still get some help.

He seems like a cool ship, that with good range control he can either stay at Range 3 against swarms or Range 1 against aces. But he seems like he can get expensive very quickly. So my question is, what kind of loadouts are you guys running him with?

Talonbane Cobra (28)
Expert Handling (2)
Advanced Homing Missiles (3)
Glitterstim (2)
Engine Upgrade (4)

Total: 39

This seems like a good loadout for him, allowing quite a bit of repositioning capability. 39 points just seems way too steep to run him though.

You've nearly got it.

Lone Wolf

Advanced Homing Missiles

Glitterstim

You give up any additional maneuvering ability but you create a nice no-go bubble and improve his survivability.

I'd be tempted to drop the Advanced Homing Missiles, unless you've got no other ways to spend the points (then I'd rethink what I was flying alongside him).

His ability makes him a priority target, and something of a points sink if you overload him. He's not Soontir Fel - no action economy means having both Engine Upgrade and Expert Handling is kind of redundant (he can only do one action per turn).

I would keep Engine Upgrade and look at an Elite Talent which helps modify his offence/defense, like Predator or Lone Wolf.

Edited by FTS Gecko

Crackshot/Glitterstim.

He'll be dead soon anyway, so no point investing too much in him.

Mine normally is crackshot hull upgrade glitterstim

I generally like to keep him on the cheaper side... just Crackshot and Glitterstim. This usually pairs well with another Scum ace+ (Bossk, Boba, Guri) and either makes him a priority (that's tough to drop at long range), leaving the rest of your squad to get in position or lets him get in close and unleash hell.

Advanced Homing Missiles seems like a wise 3 points to spend though. It covers his weakest range band, is only 3 points, and he can pick up a Target Lock at PS 9.

Keeping him cheap is likely the smartest move based on what everyone is saying. My goal is to make a Rocketeer squad, but I'm not looking to make winning that uphill of a fight:

Talonbane Cobra (28)
Crack Shot (1)
Advanced Homing Missiles (3)
Glitterstim (2)

N'Dru Suhlak (17)
Crack Shot (1)
Homing Missiles (5)
Glitterstim (2)

Cartel Marauder (20)
Assault Missiles (5)

Binayre Pirate (12)
Ion Pulse Missiles (3)
Munitions Failsafe (1)

Total: 100

View in Yet Another Squad Builder

So assuming the limitation of a missile on every member, and using Talonbane, what changes would you make to the above squad?

crackshot + stims

problem with Cobra is he'll never be an "ace" in the traditional sense. He simply doesn't have the tools to become someone like Xizor, maneuverable and durable piece that transitions well into the late game. Instead, he's a glass cannon.

best we can hope to do is give him Cloaking Device, and pray we never roll focus (dumbest unneeded RNG in the history of ever, but it's still sometimes a cloak)

crackshot + stims

problem with Cobra is he'll never be an "ace" in the traditional sense. He simply doesn't have the tools to become someone like Xizor, maneuverable and durable piece that transitions well into the late game. Instead, he's a glass cannon.

best we can hope to do is give him Cloaking Device, and pray we never roll focus (dumbest unneeded RNG in the history of ever, but it's still sometimes a cloak)

Cloak seems like it'll go well with him. Allows serious repositioning capabilities and extra defense when you don't have a shot. I don't mind the little bit of RNG with it, though I do agree that making it 3-4 points and removing that would have been a better move. That or make it so it stops working when you receive your first damage card.

crackshot + stims

problem with Cobra is he'll never be an "ace" in the traditional sense. He simply doesn't have the tools to become someone like Xizor, maneuverable and durable piece that transitions well into the late game. Instead, he's a glass cannon.

best we can hope to do is give him Cloaking Device, and pray we never roll focus (dumbest unneeded RNG in the history of ever, but it's still sometimes a cloak)

His biggest problem is that secondary weapons rob him of half of his pilot ability

His biggest problem is that secondary weapons rob him of half of his pilot ability

Yep, otherwise I'd be happy to have him hold back and run in at the right moment. At that point he may be worth protecting with upgrades.

Change N'dru to Cluster Missiles. He gets 2 extra shots that way.

Yea I agree with the Glittercrack crowd. You want to use him as a primary weapon alpha striker. Crash full speed into formations, pop glitter, then hope that you alpha something down while you escape with a few health.

I don't see much point in investing into AHM when he already throws 3 reds at Range 2. I'm not a fan of AHMs in general - I feel like they only reliably hit targets that don't care about crits that bypass shields. Targets like Soontir and Corran are often too defensive for 3 reds to get through reliably.

I guess Glitter improves your AHM odds, but I'd still much rather use Talonbane for what he's intended for - R1 primary shots. There are better AHM platforms anyway.

Fair point, though if I drop AHM's I'd rather pick up Engine Upgrade again. That way he has superior range control and has at least the option to reposition.

Fair point, though if I drop AHM's I'd rather pick up Engine Upgrade again. That way he has superior range control and has at least the option to reposition.

Yea that's true. It increases survivability via arc-dodging, helps you get into R1, and works well with Glitterstim.

If you go with EU, I think VI is worth considering over Crackshot. With all the Poes and Soontirs out there, it should pay for itself quite quickly since it ensures you shoot before they do.

A buddy of mine loves to fly him with Glitterstim and Lightning Reflexes. Sure, it's not as helpful in pushing damage through as Crackshot, but there have been many games where I've gotten into range one behind Talonbane, only to seriously regret it as he suddenly flipped around and delivered five dice to my face. Lightning Reflexes is one of my pal's favorite one-use upgrades, and it can be a powerful and unexpected edge in some games.

I've flown Talonbane two different ways. First was with glitterstim, it wasn't bad but I did get stuck in range two a couple times. After that I tossed Glitterstim and added Engine Upgrade and Predator. He can arc dodge a bit this way but only having Predator to modify attacks kinda sucks when you are throwing five attack dice and it makes him a bit pricey at 35 points for a ship that everyone is going to key in on because of his potential damage.

Really, I think Talonbane is like Wedge. He is a superb jouster, assuming you are good at controlling the range. But Talonbane doesn't get Biggs to cover for him or Droids to regen a bit of health or give him some other helpful little benefit. I haven't tried it yet, but Crackshot+Glitterstims seems like a reasonable way to go. He can still be dangerous but it keeps him cheaper so you can have better support.

Fly this:

Talonbane Cobra (28)

Push the Limit (3)
Engine Upgrade (4)
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)
Binayre Pirate (12)
Inertial Dampeners (1)
Total: 100

I prefer lighting reflexes to crackshot on him. Helps give him some capacity to react when you need it. Important when the action bar is so limited.

crackshot + stims

problem with Cobra is he'll never be an "ace" in the traditional sense. He simply doesn't have the tools to become someone like Xizor, maneuverable and durable piece that transitions well into the late game. Instead, he's a glass cannon.

best we can hope to do is give him Cloaking Device, and pray we never roll focus (dumbest unneeded RNG in the history of ever, but it's still sometimes a cloak)

I played him a few times, got great use out of him everytime. Can't wait to slap cloak on him. Even if he has it for one turn only it's worth the points, as it catapults him forward. Not much else besides cloak to put on though, he always goes down, so better not putting too much points into it. Crack if you have no faith, something like Predator or LW if you feel brave :-)

My current load out is lightning reflexes and inertial dampeners. It means you can do two positional adjustments and after that he's either dead or the game is won anyway.

My current load out is lightning reflexes and inertial dampeners. It means you can do two positional adjustments and after that he's either dead or the game is won anyway.

The problem I have with that setup is that Talonbane doesn't do nearly enough damage.

Even at Range 1, activating ID leaves you with 5 unmodified dice which produce 2.5 hits on average. If your target rolls even one evade/focus, you're dealing 1.5 damage which is not enough.

With Glittercrack, even if you bump something and don't get a TL, you're still going to average 3.75 hits on average. If your taget rolls one evade/focus, you're dealing 3.75 damage after Crack Shot.

I think a case can be made for Lightning Reflexes, but Inertials are completely overshadowed by Glitterstim in my mind.

Edited by zerotc

I think he is a candidate for the scum cloaking device.

Engine and Expert Handling only. You want him to get to range 1, and those are the tools to do it, plus EH she ads any TL'S hanging about. I add Glitterstem if I have the points to spare.

Morning everyone,

I know this has nothing to deal with Episode 7, Imperial Veterans, or Wave 8; but, hopefully I can still get some help.

He seems like a cool ship, that with good range control he can either stay at Range 3 against swarms or Range 1 against aces. But he seems like he can get expensive very quickly. So my question is, what kind of loadouts are you guys running him with?

Talonbane Cobra (28)

Expert Handling (2)

Advanced Homing Missiles (3)

Glitterstim (2)

Engine Upgrade (4)

Total: 39

This seems like a good loadout for him, allowing quite a bit of repositioning capability. 39 points just seems way too steep to run him though.

Yeah that IS pretty darned good right there Brah.

:D

Ghostly_Skull.gif SCUM%252520BS%252520KERAXE.png Ghostly_Skull.gif

Edited by Joe Boss Red Seven