Fermats last x-wing build

By DraconPyrothayan, in X-Wing

Checking of range is in the declare target step, and tactician says after you perform (x) - where X = an attack against a ship inside your firing arc at range 2.

Did you perform an attack against a ship inside your firing arc at range 2?

Without an FAQ - I'd rule that it doesn't work. (Just as I'd rule that barrel rolling into range 1 after the first TLT shot from Valen Rudor wouldn't cancel the second TLT shot.... )

I'm just gonna call it Tractor Baffles.... since it's a baffling case of tractor beams...

Edited by Ravncat

I really like the ruthlessness of this build Dracon.

What about adding in some APL for those that get tosses in front of a Shuttle? OGP are at PS2 which leaves the rest of the field still to move.

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 still like it, mind... Just noting that this combo is brewing in parallel. :D

Edited by Reiver

I'm calling the list Nerf Herd. It nerfs a bunch of shenanigans. And it's Star Wars themed. Don't know if I'd say it's good by any means but it certainly crushes a few meta builds.

Edited by ForceSensitive

Yeah, the post attack range check isn't a thing, from what I can tell. The range of the attack is defined at the start so any benefits or modifiers can happen.

In effect it's no different to Autothrusters obviously working - the range of the attack has been set at range 3, so they get to mod their dice. Same with tactician - the attack that just happened was a 'range 3 attack'.

Love shuttle builds. As with most things shuttle-y. Needs an Ace as a 4th to be truly great and an evil genius flying it to make it really mean.

I can't see this being anything more than a "lol look what I did" list.

The biggest issue is going to be bringing all four shuttles to bear on the same target.

Also, I see it getting hammered by dual IGs at the second turn from range three. The return fire won't accomplish anything and you will be down 25% or your list when returning fire during the 2nd set of shots.

Sadly I do not believe that dragging a ship from range 3 to range 2 will trigger Tactician due to the wording of the card. The way I read it the attack has to start at range 2 for Tactician to work. Don't get me wrong, I love the combo and the thinking outside of the corral....er, box, but I don't think it'll work.

While I agree with you, but the wording on Tactician will bring this question up:

Tactician_1.png

The wording is "after you perform an attack against a ship inside your firing arc at Range 2". The argument could be made that what matters is the ranger AFTER the attack is performed. While I agree with you that I do not believe this is the intent of Tactician, a FAQ will be needed.

A FAQ is not needed. Seperate the rule into the active sections.

When does tactician occur? After. After what? After you perform an attack against a ship inside your firing arc and at range 2.

If you perform an attack at a ship inside your firing arc and at range 3 where you pulled that ship into range 2 using tractor beam, then did you perform an attack against a ship inside your firimg arc and at range 2? Obviously not.

Wait, wait, bring this thread back, I think I've got it:

"Space Cows 2: Electric Baffaloo"

Right?!

I had a very similar idea, but calling it "Herd Mentality" with 4 shuttles, all with tactician and two TB, 2 Ion. Fly them in staggered pairs uk the sides and cover each other's butts while turning... Should be a devastating build.