power of a hotshot blaster
kidding, right?
power of a hotshot blaster
kidding, right?
Shield regen doesnt help you if you get burst down by glittercrack.
And anyone disparaging illicit simply doesnt know the power of a hotshot blaster on a jouster.
I'm not saying Illicits are bad.
I'm saying Astromech has a lot more and a lot better options.
Free actions when you take red manoeuvres. Repair. Regen. Double actions. Movement outside normal movement times. Extra slots. Astromechs have amazing options. Illicits have good options, but still only 6 of them, and they're virtually all single-use.
Shield regen doesnt help you if you get burst down by glittercrack.
And anyone disparaging illicit simply doesnt know the power of a hotshot blaster on a jouster.
I'm not saying Illicits are bad.
I'm saying Astromech has a lot more and a lot better options.
Free actions when you take red manoeuvres. Repair. Regen. Double actions. Movement outside normal movement times. Extra slots. Astromechs have amazing options. Illicits have good options, but still only 6 of them, and they're virtually all single-use.
Erm. Here are the good Astromechs: R2D2 and R5P9.
R3A2 is for Y-Wings, the generics suck so hard unless they're deliberately combed with the pilots (R7), and the others are so awfully broken it's hilarious (R5-D8 and R5-K6).
The Astromech slot is the upgrade slot with some of the most powerful regen abilities, but sooo much crap. Probably the worst ratio of good to bad cards, even worse than EPT.
You know you're probably in the wrong when Warpman is liking your posts. It's like if Ribiann liked your posts. Sign of death.
Edited by jimmiusI couldn't give a toss who likes and doesn't like my posts.
I don;t deny that some of the astromechs are terrible, but even with that, there are at least 4 ludicrously good ones (R2D2, R3A2, R5P9, BB8) and the generic R2 astromech is a very nice upgrade for its cost on the ships that can take it, especially generic x and y wings. Plus there are a wide range that combo nicely with specific pilots, particularly Targeting Astro with Hobbie, and these will only get more likely to happen as more Rebels come out.
And when you consider that the Illicit currently has 6 things in it of which 3 or 4 are really top tier (Glitterstim, Inertial Dampeners, Feedback Array, maaaaybe Cloaking Device though that's a lot harder to run well when it breaks unexpectedly and you can't take ACD) the Astromech slot realy does win, and that's including an entire brand new wave with new Illicit in it but no astromechs...
Illicit has the potential to be really cool, but at the moment it's just OK for me. And I say that as someone who plays Scum and not Rebels. Illicit doesn't have the meta-defining force that R2D2 and R5P9 have. I'd take a Kihraxz with Astromech over a Kihraxz with Illicit any game you'd care to mention.
The X-wing isn't broken. It has plenty of pilots that see use and is very good at what it does. Wedge, Luke, and Biggs are still going strong and Wave VII and TFA just make them stronger. The T-70 IS the fix many of you were hoping for. It's a more durable, better dial, PS 4s with EPTs, post dial moving X-wing! Yes it cost a bit more, but you get a lot for those points, AND it has a new tech slot! Limited now, but looking forward to seeing new cards there down the road.
...so a new ship is a fix to an old one? So, if I want to play my old T-65s, I just need to not play them and play T-70s instead? Yeah, that's not a "fix".
Not what I said. I stated the the T-70 IS all of the things that many keep posting they want out of the T-70. That being the case, those players should just start using the T-70. I want the T-65 to continue to be a unique ship. I've enjoyed the new upgrades and have thought about playing with the old x-wings again because of them.
I couldn't give a toss who likes and doesn't like my posts.
I don;t deny that some of the astromechs are terrible, but even with that, there are at least 4 ludicrously good ones (R2D2, R3A2, R5P9, BB8) and the generic R2 astromech is a very nice upgrade for its cost on the ships that can take it, especially generic x and y wings. Plus there are a wide range that combo nicely with specific pilots, particularly Targeting Astro with Hobbie, and these will only get more likely to happen as more Rebels come out.
And when you consider that the Illicit currently has 6 things in it of which 3 or 4 are really top tier (Glitterstim, Inertial Dampeners, Feedback Array, maaaaybe Cloaking Device though that's a lot harder to run well when it breaks unexpectedly and you can't take ACD) the Astromech slot realy does win, and that's including an entire brand new wave with new Illicit in it but no astromechs...
Illicit has the potential to be really cool, but at the moment it's just OK for me. And I say that as someone who plays Scum and not Rebels. Illicit doesn't have the meta-defining force that R2D2 and R5P9 have. I'd take a Kihraxz with Astromech over a Kihraxz with Illicit any game you'd care to mention.
R3A2 is for Y-Wings, BB8 is cute, but cmon. Paul Heaver knows what he's talking about, and he says 'nope'. BB8 is a one trick pony, and the trick isn't even that good.
R7-T1 has value, in the right builds. With IA, R4-D6 had found a home on Biggs.
Don't underrate these mechs too much.
Edited by MacchuWA
I couldn't give a toss who likes and doesn't like my posts.
I don;t deny that some of the astromechs are terrible, but even with that, there are at least 4 ludicrously good ones (R2D2, R3A2, R5P9, BB8) and the generic R2 astromech is a very nice upgrade for its cost on the ships that can take it, especially generic x and y wings. Plus there are a wide range that combo nicely with specific pilots, particularly Targeting Astro with Hobbie, and these will only get more likely to happen as more Rebels come out.
And when you consider that the Illicit currently has 6 things in it of which 3 or 4 are really top tier (Glitterstim, Inertial Dampeners, Feedback Array, maaaaybe Cloaking Device though that's a lot harder to run well when it breaks unexpectedly and you can't take ACD) the Astromech slot realy does win, and that's including an entire brand new wave with new Illicit in it but no astromechs...
Illicit has the potential to be really cool, but at the moment it's just OK for me. And I say that as someone who plays Scum and not Rebels. Illicit doesn't have the meta-defining force that R2D2 and R5P9 have. I'd take a Kihraxz with Astromech over a Kihraxz with Illicit any game you'd care to mention.
R3A2 is for Y-Wings, BB8 is cute, but cmon. Paul Heaver knows what he's talking about, and he says 'nope'. BB8 is a one trick pony, and the trick isn't even that good.
Paul Heaver knows what he's talking about, and he doesn't play Scum competitively TTBOMK
I couldn't give a toss who likes and doesn't like my posts.
I don;t deny that some of the astromechs are terrible, but even with that, there are at least 4 ludicrously good ones (R2D2, R3A2, R5P9, BB8) and the generic R2 astromech is a very nice upgrade for its cost on the ships that can take it, especially generic x and y wings. Plus there are a wide range that combo nicely with specific pilots, particularly Targeting Astro with Hobbie, and these will only get more likely to happen as more Rebels come out.
And when you consider that the Illicit currently has 6 things in it of which 3 or 4 are really top tier (Glitterstim, Inertial Dampeners, Feedback Array, maaaaybe Cloaking Device though that's a lot harder to run well when it breaks unexpectedly and you can't take ACD) the Astromech slot realy does win, and that's including an entire brand new wave with new Illicit in it but no astromechs...
Illicit has the potential to be really cool, but at the moment it's just OK for me. And I say that as someone who plays Scum and not Rebels. Illicit doesn't have the meta-defining force that R2D2 and R5P9 have. I'd take a Kihraxz with Astromech over a Kihraxz with Illicit any game you'd care to mention.
R3A2 is for Y-Wings, BB8 is cute, but cmon. Paul Heaver knows what he's talking about, and he says 'nope'. BB8 is a one trick pony, and the trick isn't even that good.
Nope, BB-8 is great, it's a SUPER TRICK,
but frankly
regen is too freaking OP. especially on the tankiest 2-evade ship ever
R3A2 is for Y-Wings, BB8 is cute, but cmon. Paul Heaver knows what he's talking about, and he says 'nope'. BB8 is a one trick pony, and the trick isn't even that good.
Nope, BB-8 is great, it's a SUPER TRICK,
but frankly
regen is too freaking OP. especially on the tankiest 2-evade ship ever
BB-8 has brought Wedge back into the mix for me. Sometimes the best defense is a good offense. And few ships have the pure offensive power that Wedge has. Rather than relying on health regen.... just kill things faster!!!
The B-Wing can't do back-to-back 4-straights or 3-banks. It can't do a 3-turn. If it blocked a large ship, you can't even think using that short-range K-turn until that ship gets out of its way. And when it does K-turn, it only has speed-1 maneuvers or a 2-straight to clear the stress.
It's almost like the two ships actually have different strengths for same amount of points, which have different utility indifferent situations.
Sharp 1 >>>>> White 4 foreward. Oh, and the X-wing can only use speed 1 and 2 maneuvers to clear it's stress too.
And anyone saying the Astromech slot > Illicit needs their head checked.
And white 3-bank and 3-turn are better than only having a white hard turn and a red 3-bank. And yes, the X-Wing can only clear its stress on speed 2 maneuvers, but that still gives you green 2-banks and 2-turns.
The difference between a 2K and a 4K when fighting Large ships also cannot be understated.
R3A2 is for Y-Wings, BB8 is cute, but cmon. Paul Heaver knows what he's talking about, and he says 'nope'. BB8 is a one trick pony, and the trick isn't even that good.
Nope, BB-8 is great, it's a SUPER TRICK,
but frankly
regen is too freaking OP. especially on the tankiest 2-evade ship ever
BB-8 has brought Wedge back into the mix for me. Sometimes the best defense is a good offense. And few ships have the pure offensive power that Wedge has. Rather than relying on health regen.... just kill things faster!!!
So far only Amoral eval with G1A crew, FCS Corran Khorne can out-damage bat-wedge.
or Mc'Awesome Cobra with a little outside buff help
power of a hotshot blaster
kidding, right?
Tell that to the boostwing who thought he was arcdodging.
I couldn't give a toss who likes and doesn't like my posts.
I don;t deny that some of the astromechs are terrible, but even with that, there are at least 4 ludicrously good ones (R2D2, R3A2, R5P9, BB8) and the generic R2 astromech is a very nice upgrade for its cost on the ships that can take it, especially generic x and y wings. Plus there are a wide range that combo nicely with specific pilots, particularly Targeting Astro with Hobbie, and these will only get more likely to happen as more Rebels come out.
And when you consider that the Illicit currently has 6 things in it of which 3 or 4 are really top tier (Glitterstim, Inertial Dampeners, Feedback Array, maaaaybe Cloaking Device though that's a lot harder to run well when it breaks unexpectedly and you can't take ACD) the Astromech slot realy does win, and that's including an entire brand new wave with new Illicit in it but no astromechs...
Illicit has the potential to be really cool, but at the moment it's just OK for me. And I say that as someone who plays Scum and not Rebels. Illicit doesn't have the meta-defining force that R2D2 and R5P9 have. I'd take a Kihraxz with Astromech over a Kihraxz with Illicit any game you'd care to mention.
R3A2 is for Y-Wings, BB8 is cute, but cmon. Paul Heaver knows what he's talking about, and he says 'nope'. BB8 is a one trick pony, and the trick isn't even that good.
That's because Paul Heaver understands the power of regenerating shields. He had R2-D2 the past two World's regenerating shields for Poe and Han. R2-D2 is superior to BB-8 and Poe can't equip both of them. Paul understands that X-wing is just like Football, defense wins championships and the Rebel faction is the king of defense.
power of a hotshot blaster
kidding, right?
Tell that to the boostwing who thought he was arcdodging.
Autothruster laughs menacingly at 3 attacks outside of arc with no range bonus
power of a hotshot blaster
kidding, right?
Tell that to the boostwing who thought he was arcdodging.
Autothruster laughs menacingly at 3 attacks outside of arc with no range bonus
Thanks for letting me keep my turret (munition failsafe).
Now dodge the next two.
So my 11 year old son took my Porkins' Revenge quadruple T-65 list to our FLGS's X-Wing Winter Tourney and won 1st place, going 3-0 against a field comprised of the most experienced X-Wing players in our small coastal town.
It's just one data point, but there it is....
Edited by surfimpSo my 11 year old son took my Porkins' Revenge quadruple T-65 list to our FLGS's X-Wing Winter Tourney and won 1st place, going 3-0 against a field comprised of the most experienced X-Wing players in our small coastal town.
It's just one data point, but there it is....
Your Son is clearly a god of X-Wing on par with Paul Heaver then, because that list is absolutely abysmal (no offense).
Porkins with R5-P9 and Draw Their Fire? Really? How are you going to trigger his ability? The single K-Turn?
So my 11 year old son took my Porkins' Revenge quadruple T-65 list to our FLGS's X-Wing Winter Tourney and won 1st place, going 3-0 against a field comprised of the most experienced X-Wing players in our small coastal town.
It's just one data point, but there it is....
Your Son is clearly a god of X-Wing on par with Paul Heaver then, because that list is absolutely abysmal (no offense).
Porkins with R5-P9 and Draw Their Fire? Really? How are you going to trigger his ability? The single K-Turn?
Read the thread, the mechanics of the list are explained. Summary: Porkins is the cheapest T-65 pilot with an EPT... which is his actual ability (you ignore the silly stress thing). You give Porkins R5-P9 and DTF to boost Biggs' durability, which in turn boosts the whole squad's durability... which is also boosted by Integrated Astromech. You have to fly in formation to keep everyone at range 1 until Biggs dies. It works... four T-65s have some pretty legit damage output.
Edited by surfimpRead the thread, the mechanics of the list are explained. Summary: Porkins is the cheapest T-65 pilot with an EPT... which is his actual ability (you ignore the silly stress thing). You give Porkins R5-P9 and DTF to boost Biggs' durability, which in turn boosts the whole squad's durability... which is also boosted by Integrated Astromech. You have to fly in formation to keep everyone at range 1 until Biggs dies. It works... four T-65s have some pretty legit damage output.So my 11 year old son took my Porkins' Revenge quadruple T-65 list to our FLGS's X-Wing Winter Tourney and won 1st place, going 3-0 against a field comprised of the most experienced X-Wing players in our small coastal town.
It's just one data point, but there it is....
Your Son is clearly a god of X-Wing on par with Paul Heaver then, because that list is absolutely abysmal (no offense).
Porkins with R5-P9 and Draw Their Fire? Really? How are you going to trigger his ability? The single K-Turn?
EXACTLY!
This list is PHENOMENAL! The damage mitigation is awesome and then the damage output of 4 XWings is terrific! I use to run three named XWings back in the day with similar effects, but with IA this becomes way better!
AN X-wing with out torpedo's, only 1 Shield but gains a cloaking device and bomb's. an alternative Ship for Jedi Master Luke Skywalker, Wedge Antilles and Tycho Celchuto + unnamed Jedi pilots, since other than Wedge and Tycho only Jedi used the Stealth X.
Shame it's from the EU books which are non cannon.
.
So, uh, you're an ultra-jouster. Cool.
How do you fight positional opponents? That's the traditional jouster weakness.
So, uh, you're an ultra-jouster. Cool.
How do you fight positional opponents? That's the traditional jouster weakness.
By picking one target, flying all four X-Wings at it in formation, and shooting it until it's dead from range 2-3 where it's much harder for the arc dodger to dodge all 4 arcs.
Rinse repeat until Biggs is dead, then spread out the remaining X-Wings and start putting the remaining enemy ships into pickles where they are sandwiched in the middle between 2-3 X-Wings that have put the enemy into a killbox.
The end game usually sees the remaining one or two enemy ships getting chased down by two full health Rookies. It's pretty easy to drag and bag... the enemy picks one Rookie to chase - the "drag" - and the other slots in behind for the "bag". Basic 2v1 air combat tactic. Add bumps as needed to deny actions.
Yesterday my son beat a RAC/Vader build with it, both RAC and Vader had engine boost IIRC. I've used it in the past versus Palpmobile + Soontir/Vader, as well as vs Phantoms, Dash/Corran, etc. All with good success.
Versus turrets, same concept. Son faced a Scum list with Palob w/TLT, Y-Wing with Unhinged and TLT, and three Z-95s. Went 100-56 (lost Biggs and Porkins).
Edited by surfimpI started playing this game when it came out, and certainly was not at that level within 6 weeks. As a matter of fact, I don't think I've reached it now!
Very interesting to read what approach you use. Do you think that is more important than the actual list? I mean, it looks like the kind of strategy that could also work with, say 3 B-wings and a 34 point ace.
In any case, I really struggle against Palpmobile+Aces when flying X-Wings, so thanks for this and any more advice.
Very interesting to read what approach you use. Do you think that is more important than the actual list? I mean, it looks like the kind of strategy that could also work with, say 3 B-wings and a 34 point ace.
I think that, for sure, part of your pre-match strategy has to take into account the list you're flying and the specific composition of the opponent you're facing. And then you have to adopt tactics to execute that strategy.
Online at least, I think there's way too much emphasis placed on list building. I get why - people are trying to wring every last bit of performance out of what's been released - but how you use the list is really important, too.
With that said, one of the strengths of the Porkins' Revenge list versus alternatives that have similar firepower and hitpoints is that it gives an element of control. Not in terms of controlling movement of the opponent's ships, but rather in what the opponent has to shoot at (Biggs) in the early rounds. The combo of DTF + R5-P9 on Porkins helps Biggs survive a bit longer, as does Integrated Astromech. Biggs' survival into combat turn two or three means there's just a huge amount of firepower pointed at whatever the formation is flying towards.
The longer Biggs lives, the worse it gets for the opponent - because in most cases, that means none of the other X-Wings have taken much if any damage yet (you need to fly the formation close to the enemy you're targeting to ensure Biggs' ability is in play - that's your shield for the rest of the squad). This is somewhat different than other lists where the absence of Biggs means the opponent is free to choose the most advantageous target.
Again, I want to re-iterate that I don't think this is a Worlds or otherwise uber-competitive list, and that wasn't the point in making it. The point was to determine whether Integrated Astromech was a good buff to the T-65, and whether it could make the T-65 viable as a competitive ship. I really like T-65 X-Wings, but when I started playing this game ~6mo. ago, all the talk was about how bad they were. When IA was released, I wondered if it might not be an answer. I did a bunch of different versions of the list over the course of 3mo+ till it got to its current form, which I'm quite happy with. And it works pretty darn well, at least in our current local meta - where the opponents have all definitely faced it before. I'm satisfied it's pretty good.
Edited by surfimp