how about take the Stress bot TLT BTLA get it out of arc.... or R1
Most Evil Thing To Do With A Tractor Beam
Did i miss the Vessery TIE/D double ruthlessness shove?
Basically, the movement from the tractor beam activates before ruthlessness, so you can shove one ship closer to their allies and trigger ruthlessness. Then, with TIE/D title, and newly acqurired target lock, fire your primary weapon and trigger ruthlessness again.
Did anyone say "Drag your enemy away from the edge?" Save him, just to kill him the next turn. I hate when anyone flies off the edge.
Have your EPT Defender tractor a ship within range one of another ship, then resolve Ruthlessness. Twice.
Oh...
Ohohoh...
Oh I like you...
While i have nothing against Ruthlessness, i will probably prefer the VI Vessery version, because he is cheaper and he shoots first against other Vesserys and anything under 8 PS. Which means you can debuff it better for your squad and possibly crash them on asteroids to protect your ships!
Edited by ForceMFor something so simple there's an awful lot of interaction with many of the game's range mechanics.
(...)
- Drag a ship into Range 1 of your TIE defender.
- Drag a ship into Range 1 of your TIE phantom.
- (...)
Any more?
Drag a ship into Range 1 of your Talonbane Cobra.
Move it into the arc of one of your buddies.
Move it directly into range of someone who can Ion it.
Introduce someone to a proximity mine.
Move someone out of the bubble of someone like Howlrunner, Garvin, Dutch, Lando, Cracken, etc.
Bring N'Dru/Lone Wolf guy into range 2 of one of his buddies.
Move someone into a stressed 4-Lom's bubble.
My thoughts exactly.
Have it on an IG-88 on the 2nd cannon slot (using the other cannon for something else)... and never use it!
All those manoeuvers that your opponent will do to compensante for a tractor beam will make up the 1 point in no time
(Not the most damaging, but I would rate it highly on the evil, really disgusting scum thing to do, especially if you remind your opponent of it casually)
^^^^THIS is the proper definition of Metagaming.
Well done!
This might be obvious so appoligies if this is something I should know but can you shoot your own ships? I can see uses for basically throwing carnor jax at somebody or have a buff ship pushed into needed range of your friendlies?
I know up till now there was no need to discuss it as attacking your own ship was kinda dumb but with TB I may want to. Is there anything in the rules that strictly prohibits it?
This might be obvious so appoligies if this is something I should know but can you shoot your own ships? I can see uses for basically throwing carnor jax at somebody or have a buff ship pushed into needed range of your friendlies?
I know up till now there was no need to discuss it as attacking your own ship was kinda dumb but with TB I may want to. Is there anything in the rules that strictly prohibits it?
No you cannot shoot your own ships.
Moving a ship with deadman switch out of range one of a friendly ship before killing it or moving it into range one of another hostile.
Throwing a ship into one of your ships that has ion projectors or anti-pursuit laser
Moving a ship with deadman switch out of range one of a friendly ship before killing it or moving it into range one of another hostile.
Throwing a ship into one of your ships that has ion projectors or anti-pursuit laser
Card says it cannot collide with ships.
barrel roll or boost someone right into Oicunn when he has Ion projectors and Palpatine
RTFC!
Moving a ship with deadman switch out of range one of a friendly ship before killing it or moving it into range one of another hostile.
Throwing a ship into one of your ships that has ion projectors or anti-pursuit laser
This sounds great with an Oicunn Decimator. This is the first thing I want to try.
Just hate that I have to buy that fugly Mist Hunter to get another tractor beam card if indeed only one comes with the IV expansion (which is a pretty lame ploy to get us to by a sum ship if we don't play that faction).
Moving a ship with deadman switch out of range one of a friendly ship before killing it or moving it into range one of another hostile.
Throwing a ship into one of your ships that has ion projectors or anti-pursuit laser
Card says it cannot collide with ship
True. Sorry did not fully explain my thought process here: you can hit a ship with a tractor beam and an ion weapon the same turn and that combination should afford much more movement control than just hitting an enemy ship with an ion weapon, this increases the chance that you can trigger either APL or Ion Projectors.
Moving a ship with deadman switch out of range one of a friendly ship before killing it or moving it into range one of another hostile.
Throwing a ship into one of your ships that has ion projectors or anti-pursuit laser
Card says it cannot collide with ship
True. Sorry did not fully explain my thought process here: you can hit a ship with a tractor beam and an ion weapon the same turn and that combination should afford much more movement control than just hitting an enemy ship with an ion weapon, this increases the chance that you can trigger either APL or Ion Projectors.
Sadly, as this happens in combat, they still have full use of their dial.
Tractor beams are freaking EVIL.
I tried out a list with Vessery/VI/TIED/Tractor Beam/TIEMk2, Redline/FCS/Chimps/Extra Munitions/Cluster Missiles/Ion Torpedoes, TIE Shuttle/Fleet Officer/Tactician/TIEMk2 yesterday. I tried it before the whole of TB was revealed and it was nice but not amazing.
Owned. Owned owned owned.
Over the course of the evening I:
- Dumped several opponents on rocks, and dumped one in a position where it ALMOST fell off the board.
- Could have BR-ed one off the board if it had been legal
- Dragged a TLT Y wing so my 1 health Redline was in its donut hole and didn't get shot at (at the time he had also bumped the B Wing and donut holed Dash so he didn't get shot at all that round)
- Pushed Soontir into Redline's Cluster missile
- Dragged Vader out from behind a rock
- Repeatedly left y-wings and b-wings with 0 defence dice.
- Pushed someone into Tactician range of the Bomber.
- Repeatedly pulled people into R1 of Vessery's pprimary.
I wish I'd tried out Deathrain just so that I could do 'drag opponents onto bombs'.
Opponents were a named-TIE Swarm, non-super Dash with a B-wing and TLT y-wing, and Soontir/Carnor/Vader. And TBF, my dice were hot all evening, and I managed not to screw up anywhere which was a probelm in several previous games with this list.
If there is a TIE/D on the board, *particularly if it's Vessery*, DO NOT GET IN HIS ARC. KILL HIM. KILL HIM QUICK.
The list as a whole is very solid, there's really not an obvious first target, and I think it will get even better when I swap V's TIE Mk2 and the Tactician for Mara Jade, since the bomber got all of maybe 4 shots in 3 games yesterday, and only 2 of those were at range 2 I think, but spent a LOT of time in range 1 scrums. It does take a bit of careful flying to keep the arcs crossed appropriately, though. It's also pretty resilient to stress and bumps, since both aces pick up TLs without actions, and the bomber lets them focus without usign their actions either, so it can be unpredictable.
Tractor beams rule, when is Imperial Veterans out again?
So. Pumped.
E: I think it bears mentioning: I don't think it's overpowered, despite who I won against - it's just that forced movement is going to have a huge impact on the established meta; it'll quickly find a new level, but much like any competitive list needs to cope with a possible Soontir, or with TLTs, I think we'll quickly find that lists and players will need to adapt their game to the idea that where they end their movement, might not be where they end up...
Edited by thespaceinvaderTractor beams are freaking EVIL.
I tried out a list with Vessery/VI/TIED/Tractor Beam/TIEMk2, Redline/FCS/Chimps/Extra Munitions/Cluster Missiles/Ion Torpedoes, TIE Shuttle/Fleet Officer/Tactician/TIEMk2 yesterday. I tried it before the whole of TB was revealed and it was nice but not amazing.
Owned. Owned owned owned.
Over the course of the evening I:
- Dumped several opponents on rocks, and dumped one in a position where it ALMOST fell off the board.
- Could have BR-ed one off the board if it had been legal
- Dragged a TLT Y wing so my 1 health Redline was in its donut hole and didn't get shot at (at the time he had also bumped the B Wing and donut holed Dash so he didn't get shot at all that round)
- Pushed Soontir into Redline's Cluster missile
- Dragged Vader out from behind a rock
- Repeatedly left y-wings and b-wings with 0 defence dice.
- Pushed someone into Tactician range of the Bomber.
- Repeatedly pulled people into R1 of Vessery's pprimary.
I wish I'd tried out Deathrain just so that I could do 'drag opponents onto bombs'.
Opponents were a named-TIE Swarm, non-super Dash with a B-wing and TLT y-wing, and Soontir/Carnor/Vader. And TBF, my dice were hot all evening, and I managed not to screw up anywhere which was a probelm in several previous games with this list.
If there is a TIE/D on the board, *particularly if it's Vessery*, DO NOT GET IN HIS ARC. KILL HIM. KILL HIM QUICK.
The list as a whole is very solid, there's really not an obvious first target, and I think it will get even better when I swap V's TIE Mk2 and the Tactician for Mara Jade, since the bomber got all of maybe 4 shots in 3 games yesterday, and only 2 of those were at range 2 I think, but spent a LOT of time in range 1 scrums. It does take a bit of careful flying to keep the arcs crossed appropriately, though. It's also pretty resilient to stress and bumps, since both aces pick up TLs without actions, and the bomber lets them focus without usign their actions either, so it can be unpredictable.
Tractor beams rule, when is Imperial Veterans out again?
So. Pumped.
E: I think it bears mentioning: I don't think it's overpowered, despite who I won against - it's just that forced movement is going to have a huge impact on the established meta; it'll quickly find a new level, but much like any competitive list needs to cope with a possible Soontir, or with TLTs, I think we'll quickly find that lists and players will need to adapt their game to the idea that where they end their movement, might not be where they end up...
I wonder, will tractor beams come most naturally to him, or will they completely mess him up? ![]()
This opens an avenue to adding a "force push" element to a pilot by just assigning a tractor beam token as an action. Something like
Action: receive two stress tokens, receive a weapons disabled token, assign a tractor beam token to an opponents ship in range 1.
Effectively taking the pilot out for two turns in exchange for a critical coarse adjustment.
Moving a ship with deadman switch out of range one of a friendly ship before killing it or moving it into range one of another hostile.
Throwing a ship into one of your ships that has ion projectors or anti-pursuit laser
Card says it cannot collide with ship
True. Sorry did not fully explain my thought process here: you can hit a ship with a tractor beam and an ion weapon the same turn and that combination should afford much more movement control than just hitting an enemy ship with an ion weapon, this increases the chance that you can trigger either APL or Ion Projectors.
Sadly, as this happens in combat, they still have full use of their dial.
Not if you hit them with an ion weapon and tractor beam in the same combat phase.
Moving a ship with deadman switch out of range one of a friendly ship before killing it or moving it into range one of another hostile.
Throwing a ship into one of your ships that has ion projectors or anti-pursuit laser
Card says it cannot collide with ship
True. Sorry did not fully explain my thought process here: you can hit a ship with a tractor beam and an ion weapon the same turn and that combination should afford much more movement control than just hitting an enemy ship with an ion weapon, this increases the chance that you can trigger either APL or Ion Projectors.
Sadly, as this happens in combat, they still have full use of their dial.
Not if you hit them with an ion weapon and tractor beam in the same combat phase.
Stress them too for full evilness.
Just try out Tractor Beam last night on Serissu. It's indeed, so very fun.
It was a Scum v.s. Scum with my having Serissu with TB, Juke, and Stealth plus two BTL-Ion-Thugs Y, and Mux with Bossk and TLT. My opponent flew two Kihraxz, T. Cobra and BS Ace, and two Pirate Z-95 both with Homing Missile.
We simply joust each other, and Mux was dead in one turn thanks to the missile (Guidance Chip is brutal). No help from Serissu's reroll. Cobra got Ioned though, and the next turn I move one of the Thug Y to block him. He managed to take down another Y, but not before Serissu TB the TB and barrel roll him away from the Y so that my remaining Y can shoot him. Hit Hit Crit and a successful Ion later, Cobra was out.
At that point, it's Serissu and a full health Z versus the 2 Z-95s with one Homing Missile remaining, and the Black Sun Ace. I used the Tractor Beam to its full potential and either:
- Drag a ship away so it can't shoot me
- Drag them onto rock/debris
- Drag them back so my Y can shoot them
- Boost them forward so they almost went over the board edge
Yes, my dice were pretty hot, but the Tractor Beam is so much fun. I don't know about my opponent, though. He wasn't keeping up with the latest news and he's quite surprise by the TB.