Fermats last x-wing build

By DraconPyrothayan, in X-Wing

I have discovered a truly amazing build with Wave 8 upgrades that these margins are too small to contain.

​(Okay, I'm actually going to post the combo here tomorrow. I wanted to throw the idea to someone more well known for such insanity first).

::Edit:: A build for the X-Wing game, not a build that involves the X-Wing ships in that game. Sorry to get your hopes up.

:::Later Edit::: I've actually included the build later down the page.

Edited by DraconPyrothayan

Does it have anything to do with Proton torpedoes and Guidance Chimps? Oh god please let it have something to do with Proton Torpedoes and Guidance Chimps.

I have discovered a truly amazing build with Wave 8 upgrades that these margins are too small to contain.

​(Okay, I'm actually going to post the combo here tomorrow. I wanted to throw the idea to someone more well known for such insanity first).

I feel a theory coming.

Okay

I've got some ideas, but none of them include X-wings.

We shall see.

I feel a theory coming.

It could be bunnies.

I was seriously tempted to create a second account named "Fermat" and post an indignant reply about how I wasn't quitting the game.

I was seriously tempted to create a second account named "Fermat" and post an indignant reply about how I wasn't quitting the game.

Edit: Wouldn't bunnies be Fibonacci?

Edited by Stoneface

Okay, enough trolling.

Here's what I realized:

4x Omicron Group Pilot

+ Electronic Baffle

+ Tractor Beam

+ Tactician

​.-=100=-.

EB allows a pseudo-bleaching of the red maneuvers of the Shuttle, most usefully the 2 turn and the 0 stop, and also stops control lists cold.

Tractor Beam allows you to pull range control on small-ships; important as your improved mobility allows your fleet as a whole to keep up with the large bases anyway.

Tactician translates the range control of Tractor Beam into stress (as well as the agility negation and maneuver negation).

Ultimately, they combine into 4 ships that can move decently well, but can choose to stop when they wish (admittedly damaging themselves to do so). However, they also pull the enemy into performing green maneuvers with stress, and mitigating the green maneuvers in question with Tractor Beams.

All with 40 total health and 12-16 attack dice, for those times you don't want to futz around with the combo.

Shuttles. We'll drag you down to our immobility, and beat you with experience.

Okay, enough trolling.

Here's what I realized:

4x Omicron Group Pilot

+ Electronic Baffle

+ Tractor Beam

+ Tactician

​.-=100=-.

EB allows a pseudo-bleaching of the red maneuvers of the Shuttle, most usefully the 2 turn and the 0 stop, and also stops control lists cold.

Tractor Beam allows you to pull range control on small-ships; important as your improved mobility allows your fleet as a whole to keep up with the large bases anyway.

Tactician translates the range control of Tractor Beam into stress (as well as the agility negation and maneuver negation).

Ultimately, they combine into 4 ships that can move decently well, but can choose to stop when they wish (admittedly damaging themselves to do so). However, they also pull the enemy into performing green maneuvers with stress, and mitigating the green maneuvers in question with Tractor Beams.

All with 40 total health and 12-16 attack dice, for those times you don't want to futz around with the combo.

Shuttles. We'll drag you down to our immobility, and beat you with experience.

I thought you had something new and crazy, not the meta killer next world's list I also came up with once I tasted those yummy waffles I mean baffles.

But for serious I think this list has a good chance of having some interesting power.

What is this I don't even

Okay, enough trolling.

Here's what I realized:

4x Omicron Group Pilot

+ Electronic Baffle

+ Tractor Beam

+ Tactician

​.-=100=-.

EB allows a pseudo-bleaching of the red maneuvers of the Shuttle, most usefully the 2 turn and the 0 stop, and also stops control lists cold.

Tractor Beam allows you to pull range control on small-ships; important as your improved mobility allows your fleet as a whole to keep up with the large bases anyway.

Tactician translates the range control of Tractor Beam into stress (as well as the agility negation and maneuver negation).

Ultimately, they combine into 4 ships that can move decently well, but can choose to stop when they wish (admittedly damaging themselves to do so). However, they also pull the enemy into performing green maneuvers with stress, and mitigating the green maneuvers in question with Tractor Beams.

All with 40 total health and 12-16 attack dice, for those times you don't want to futz around with the combo.

Shuttles. We'll drag you down to our immobility, and beat you with experience.

I thought you had something new and crazy, not the meta killer next world's list I also came up with once I tasted those yummy waffles I mean baffles.

But for serious I think this list has a good chance of having some interesting power.

Baffalo Farmers. (Baffalo + Tractors + Farmhands)

Words cannot express how much this pleases me. I've wanted an excuse to buy more Lambda's and I believe I just found it.

I thank you.

(My wallet does not)

You know what is gross? Shooting someone with tractor beam and dragging them into range 2 where tactician triggers on the beam shot that used to be range 3.

Edit: this maybe won't work, unclear on tactician wording.

Edited by nigeltastic

Baffalo Farmers. (Baffalo + Tractors + Farmhands)

Baffalo? Or do you mean Buffalo?

I might have to include this in the next Quick Start List Guide because it is so outrageous.

eh.. any shuttle on the board (palpi does NOT count!) is a good shuttle, so here - have some good-karma-points :)

Baffalo Farmers. (Baffalo + Tractors + Farmhands)

Baffalo? Or do you mean Buffalo?

I might have to include this in the next Quick Start List Guide because it is so outrageous.

I did originally go with Buffalo, but since that was already a term for the shuttle without Baffles, I figured I'd change a vowel to form a portmanteau.

You know what is gross? Shooting someone with tractor beam and dragging them into range 2 where tactician triggers on the beam shot that used to be range 3.

Edit: this maybe won't work, unclear on tactician wording.

Tactician happens after an attack.

Tractor Beam deals the token on-hit, and does the dragging upon dealing the token.

Ergo, it does work this way :D

(assuming that the "at Range 2" happens upon the check of the stress, rather than the check of the attack, which honestly could use an FAQ because that's a suddenly relevant corner-case.)

Edited by DraconPyrothayan

I could see this list being quit annoying to deal with. Love the concept though.

Hmmm.. Lolz

3x Trandoshan Slaver

+ Tractor Beam

+ Tactician

"Imagine the utter chaos that would follow from leaderlss armies having at each other" -Cornwallis

Baffle-O Girls sounds a bit more fun to my ear.

Seems like you could hit a small ship with the TB, move them into range 2, and deal stress from tactician for that attack.

Baffelo Soldiers?

Porcelain Cosmic Waffalo Herds.

...it's the future.

Wait, Tactician would apply immediately if you TB'ed a ship into range 2?

****, I thought you'd do it just so the other Tacticians would then be able to apply stress and I was still excited. This is some next level stuff.

Wait, Tactician would apply immediately if you TB'ed a ship into range 2?

****, I thought you'd do it just so the other Tacticians would then be able to apply stress and I was still excited. This is some next level stuff.

Grey area.

​The timing works, but the question is whether Tractoring a ship redefines range for effects of the same attack, as that's an issue that has never come up before in the game.

Even without it working that way, I still think this could be the Imperial Stresshog.