For a big chump that dies in the movie, Ello is pretty sweet in X-Wing. I guess he died because you can't really T-Roll in a trench, i dunno.
"But no damage!!!!"
Great post.
For a big chump that dies in the movie, Ello is pretty sweet in X-Wing. I guess he died because you can't really T-Roll in a trench, i dunno.
"But no damage!!!!"
Great post.
I flew both Ello Asty and "Blue Ace" in my squad for a tournament last weekend, and I ended up playing (but losing) in the finals.
Personally, I think you're heavily undervaluing "Blue Ace": that hard boost is amazing as a positioning tool. I just slapped on R2-D6, Predator, and IA and he went to town. He's capable of getting into spots that no one think is possible, and that alone makes him a solid pilot in my book. With IA and R2-D6 he's pretty durable, and with Predator you're free to liberally use that hard boost all you want and still get some dice modifications going.
Maybe so, but in my experience he's extremely difficult to use against the Aces where his ability would pay off, like Soontir, simply because of his pilot skill. If he was PS6, or had an EPT slot, all his problems would disappear, and i'd definitely use him.
I should point out there IS a great time to use Blue Ace, and that's when you're facing small Imperial ships at low-mid PS, because his knife-fighting ability is very good. Unfortunately, R2-D6 w/ Predator costs 32 points, only a point cheaper than VI BB-8 Ello Asty, whom i would pick instead if i wanted to do knife-fighting in a T-70. Combining the two of them into one big knife-fighting list however can make up for it by having a higher PS Ace with a similarly useful positioning ability, and two ships that can turn on a dime is generally better than one. I think you're on to something by using the two of them together.
Edited by Razgriz25thinfHey guys, i'd like to thank all of you for the wonderful response i've gotten. I hesitated for a long time to post this, because i wasn't sure it's length would be too much for people. I hope this article teaches you all as much as you all have taught me. Thank you.
Played a game last night against 3 T-70's. This was my first experience with T-70's.
My Squadron:
Soontir Fel: Push the Limit, Royal Guard Pilot, Autothrusters, Targeting Computer
Rear Admiral Chiraneau: Push the Limit, Ysanne Isard, Moff Jerjerrod, Gunner, Engine Upgrade
His Squadron:
Poe Dameron: Push the Limit, BB-8, Autothrusters
"Red Ace": R2-D2, Integrated Astromech, Comm Relay
Blue Squadron Novice: R2 Astromech, Integrated Astromech
The match was interesting. In the beginning RAC was rolling natural 4 hits. With little help from Soontir (who, due to subpar flying, exitted the game relatively early) he was able to make short work of Poe and the Novice. My buddy was anything but happy as my turreted monster made short work of his squadron. "Red Ace" had a hit on her, but had regained shields due to R2-D2. At the point where it was unscathed RAC vs "Red Ace" the tides changed. "Red Ace" always had an evade token and the best RAC could do was take off a single shield each round while "Red Ace" slowly beat him into the ground. "Red Ace" ended up finishing RAC off while having 2 hull left.
What I learned from that is:
1) I'm not fond of flying against Rebel Regen
2) "Red Ace" is nearly impossible to kill off without focus fire. If you have a distracting ace like Poe on the board and you're able to do some significant damage before the ace is gone, "Red Ace" is so strong late game it's crazy.
I've been a primarily Imperial player since I started and have just recently started buying the necessary ships to fly rebel. I am definitely going to invest in the T-70 as it seems to be an extremely strong contender for competitive play.
Oh yeah, that's my experience with Red Ace as well. In the BatRep i detailed in the OP, i built that squadron with the idea that my enemy will either be preoccupied with killing Poe and/or the stresshog, allowing Red Ace to make it to endgame and clean house, or they'll spend their time killing Red Ace, allowing Poe to make it to endgame and clean house. Essentially, either way i win. Red Ace and Poe both take a lot of effort and focused fire to wear down, and if you're flying the T-70 the way it was meant to be flown, then they can't kill both of you early on.
To summarize, basically, the goal with Red Ace is to get her to endgame, or use her as bait to get someone like Poe to endgame, like i did in the BatRep i posted. If you can do that, you're in very good shape.
Thanks for the BatRep!
Edited by Razgriz25thinfI'll admit I didn't fully read the OP as my attention span is smaller than the average bears. ![]()
I enjoyed it nonetheless. I am currently trying to learn more about playing the game competitively, and to that end, in depth analyses such as yours are invaluable. ![]()
This was a great article! Thanks a lot for sharing that with us!
This was a great article! Thanks a lot for sharing that with us!
Hey, no problem! If you have any questions at all, need something clarified, whatever you want, feel free to ask. I'll do my best to answer it with as much detail as possible.
A very interesting analyzis, thank you for your work on it!
As a new player, I have one question. Popular build for Poe is BB-8 + PTL. But is it synergetic? When we use PTL, we get stress, and BB-8 will not work on next turn. Because BB-8 grants free barrel roll, when we reveal dial. And we get out of stress by executing maneur, not revealing it. So, this combo limiting usage of BB-8 for every second turn. Am I right?
Edited by Knight PhaetonA very interesting analyzis, thank you for your work on it!
As a new player, I have one question. Popular build for Poe is BB-8 + PTL. But is it synergetic? When we use PTL, we get stress, and BB-8 will not work on next turn. Because BB-8 grants free barrel roll, when we reveal dial. And we get out of stress by executing maneur, not revealing it. So, this combo limiting usage of BB-8 for every second turn. Am I right?
I wouldn't say PTL/BB-8 is popular on Poe anymore, but i CAN answer this question.
PTL + BB-8 are very synergistic together, and here's why:
You reveal a green maneuver, and execute a barrel roll action.
You trigger Push The Limit off of the BR to execute another action, and gain a stress. You can do this because PTLs wording is "After you perform an action, you may perform another action from your action bar. Then receive a stress token."
You then execute your green maneuver, and remove that stress that PTL just gave you.
You may then perform your action for the turn.
As long as the pilot this combo is on is not stressed when you reveal the green maneuver, you will NOT end the activation phase stressed, as long as you stack your triggers correctly. Then you may do the same thing next turn, if you so desire.
Good question, though.
Really like the OP article! thanks for your insights
I'm just wondering why you never mentioned Targeting Astromech? I really like it on a red squadron veteran... probably too many other good options
but it gains a lot of options using the tallon rolls and k-turns. thanks again for the great read! ![]()
Wow, that gives very good action economy! I should reconsider this combo. Thanks for explanation!
Really like the OP article! thanks for your insights
I'm just wondering why you never mentioned Targeting Astromech? I really like it on a red squadron veteran... probably too many other good options
but it gains a lot of options using the tallon rolls and k-turns. thanks again for the great read!
Targetting Astro has it's moments, but i really don't think it's as usable as an R2 Astro.
Naturally, X-Wings don't really like red maneuvers because it removes it's offensive capabilities, and, yes, TA is great for those moments, and especially better on a T-70 because it has 3 reds, all of which go in different directions. However, let's compare it to an R2 Astro, arguably the best generic astromech you can use.
The R2 Astro adds 4 greens to a T-70s dial, making it largely less effected by stress control. TA relies solely on you performing red maneuvers, which, to be frank, are generally not going to happen as much in a game as you will execute, say, a 2 turn. TA preserves action economy, and this is generally a good thing, but to really get the worth out of it, you have to perform a lot of reds in a game. This generally means you'll probably be spending a decent amount of time stressed, and, as such, be putting yourself at incredible risk when going up against stress control lists. All it takes is one additional stress token on you to turn your astromech into 2 points of dead weight for the next 2 turns. And, in this meta where stresshogs are extremely prevalent, i generally wouldn't suggest TA as a legitimate competitive option.
Don't get me wrong, you can use TA smartly if you really know how to build lists. What does come to mind is Cool Hand and TA, perhaps. Crackshot works too. But, given the amount of generally better, more flexible options you can choose, i'm not sure i'd pick TA unless something really, REALLY synergizes with it.
I left TA out of the main article namely because i wanted to focus on what the better options are for the T-70, and to leave these kinds of individual responses to the comments section of the thread. It allows me a general freedom to discuss TA and other things in a vacuum, without worrying about straying off-topic in the OP.
It's also worth pointing out that not everything i say is gospal law. Except for the part about T-70s hating to joust, that part is. But a lot of things i talk about are merely suggestions. If you think you know better than me, and trust your own judgment, that's perfectly legitimate. I don't know your local meta, maybe there are combos that work for you that i wouldn't consider because i'm not you.
Anyways, i appreciate the question.
Wow, that gives very good action economy! I should reconsider this combo. Thanks for explanation!
I wouldn't put it on Poe, he loves his regen way too much.
Wedge, however, can really benefit from the action economy and repositioning. BB-8 is my go-to astro for Wedge.
So, an option you haven't considered in your article (though this one could be an article all its own): the T-70 StressX.
But wait, you say, the Ultimate Stress Machine is the Stresshog! Perhaps, but not necessarily.
Consider: for the basic 26-point Stresshog (Gold Squadron Y +R3A2 + TLT + BTL-A4) you can also get this critter: the 26-point StressX (Blue Squadron Novice + R3A2 + Integrated Astromech). How to they compare?
o Same pilot skill
o The Stresshog has:
- Better damage potential and average damage at R2-3
- Double-stress at R2-3
o The StressX has:
- Better damage potential and average damage at R1
- Better defense with 7 HP behind 2 dice vice 8 HP behind 1 die.
- A better maneuver dial, with more green options plus T-rolls
- The boost action
Now, perhaps you'll point out that the boost action and T-roll won't matter, since you'll be stressed ... but you'll likely be less stressed with StressX vice Stresshog, since you have more green on the dial.
The StressX is the more durable fighter that wants to get in close and mess you up and stress you with unpredictable maneuvers; the Stresshog would rather hand out at R3 and really inflict stress.
If you have three points to spare, consider upgrading to the 29 point SuperStressX (Red Squadron Veteran + R3-A2 + Integrated Astromech + Wired). He gets PS 4 and can modify both attack and defense dice through rerolls. It's particularly helpful after a green maneuver: execute a green to clear prior stress, take an action, incur stress as you declare a target, and retain thedice modification through your attack and subsequent defense.
So, an option you haven't considered in your article (though this one could be an article all its own): the T-70 StressX.
But wait, you say, the Ultimate Stress Machine is the Stresshog! Perhaps, but not necessarily.
Consider: for the basic 26-point Stresshog (Gold Squadron Y +R3A2 + TLT + BTL-A4) you can also get this critter: the 26-point StressX (Blue Squadron Novice + R3A2 + Integrated Astromech). How to they compare?
o Same pilot skill
o The Stresshog has:
- Better damage potential and average damage at R2-3
- Double-stress at R2-3
o The StressX has:
- Better damage potential and average damage at R1
- Better defense with 7 HP behind 2 dice vice 8 HP behind 1 die.
- A better maneuver dial, with more green options plus T-rolls
- The boost action
Now, perhaps you'll point out that the boost action and T-roll won't matter, since you'll be stressed ... but you'll likely be less stressed with StressX vice Stresshog, since you have more green on the dial.
The StressX is the more durable fighter that wants to get in close and mess you up and stress you with unpredictable maneuvers; the Stresshog would rather hand out at R3 and really inflict stress.
If you have three points to spare, consider upgrading to the 29 point SuperStressX (Red Squadron Veteran + R3-A2 + Integrated Astromech + Wired). He gets PS 4 and can modify both attack and defense dice through rerolls. It's particularly helpful after a green maneuver: execute a green to clear prior stress, take an action, incur stress as you declare a target, and retain thedice modification through your attack and subsequent defense.
The glaring issue becomes that the stresshog is so good because of BTL-A4. It gets to declare a target twice, and thus, gets to double stress an opponent. In general, the chances of landing damage become higher with 3 attacks than with 1, even if the x-wing is at Range 1. Additionally, 2 unmodified greens are.... not that much better than 1 unmodified green. Considering you will also have lower HP than the Y-Wing as well, and considering that the stresshog's big thing is rolling slow and jousting, which you should never do with a T-70, i just can't see any upsides to putting R3-A2 on a T-70 when you just just use a Y-Wing.
The control method is less effective, the ship has less HP, your attacks are not as strong... true, you do get a better dial, but honestly does it even matter at that point? That's a lot of points that could be spent on something that could do that job better. A T-70s tactical flexibility is completely wasted in this loadout, because you're locking yourself into bad attacks, predictable movements, an inability to turn around, and never getting to boost. With a Y-Wing none of that matters because you get 3 attacks anyways, you can perform whatever white maneuvers you want because even a green still leaves you stressed so who cares, Y-Wings dont have reposition actions anyways, and so on.
Sorry, i just don't see any upside to the StressX.
Don't forget R5-X3 for Asty, they were made for each other (and he's cheap as chips).
Don't forget R5-X3 for Asty, they were made for each other (and he's cheap as chips).
I've never really heard of this combo, and i'm not sure i'm seeing it. Like, obviously, Ello can ignore obstacles for a round. That's good, but unfortunately it means that IA cannot be equipped because it's a discard astromech. Crackshot and IA are some of the only discard cards i value as being good. I'm not really sure i feel the value of R5-X3. But, if you can sell it to me, i might have to reconsider.
Don't forget R5-X3 for Asty, they were made for each other (and he's cheap as chips).
I've never really heard of this combo, and i'm not sure i'm seeing it. Like, obviously, Ello can ignore obstacles for a round. That's good, but unfortunately it means that IA cannot be equipped because it's a discard astromech. Crackshot and IA are some of the only discard cards i value as being good. I'm not really sure i feel the value of R5-X3. But, if you can sell it to me, i might have to reconsider.
Conventional wisdom (on these boards) has been that Poe and Ello at their PS are worth throwing Thrusters on them instead of IA. I've personally had plenty of times where it would've been game-changing to do a white T-roll through a roid.
Don't forget R5-X3 for Asty, they were made for each other (and he's cheap as chips).
I've never really heard of this combo, and i'm not sure i'm seeing it. Like, obviously, Ello can ignore obstacles for a round. That's good, but unfortunately it means that IA cannot be equipped because it's a discard astromech. Crackshot and IA are some of the only discard cards i value as being good. I'm not really sure i feel the value of R5-X3. But, if you can sell it to me, i might have to reconsider.
Conventional wisdom (on these boards) has been that Poe and Ello at their PS are worth throwing Thrusters on them instead of IA. I've personally had plenty of times where it would've been game-changing to do a white T-roll through a roid.
Yes, of course, i mentioned that in the OP about AT.
Honestly, i'd rather spend the extra point to put BB-8 on Ello. BB-8 i can use as many times in a game as i want. I never really spared a thought towards R5-X3 when i first saw it, and to be honest, i still really havent since then. I'd prefer R2 Astro over R5-X3 if i only had 1 point to spend.
I dunno. Maybe i'm just not seeing it, and it may just be me, but most throwaway abilities i don't value very highly. If it were, for example, a 3 point astro that let me still perform actions after going over rocks, i'd definitely see the value of that on Ello, but alas...
The rules say that when you "discard" a card, you turn it face down. Can you not eject a facedown Astromech with IA?
Great post and good discussion of my favorite ship in the game right now. I a a PTL bb8 Poe kinda guy. It's ana amazing arc dodger.
Red ace is a great tank if a little dull.
I liked using stress x on my opponent the other week and it was my MVP vs two brobots.
I think I had a Flachette torp on red ace which was a nice trick.
The rules say that when you "discard" a card, you turn it face down. Can you not eject a facedown Astromech with IA?
No, because the wording of IA says "You may discard 1 of your (astromech) upgrade cards..."
You can't discard a card that's already been discarded.
Great post and good discussion of my favorite ship in the game right now. I a a PTL bb8 Poe kinda guy. It's ana amazing arc dodger.
Red ace is a great tank if a little dull.
I liked using stress x on my opponent the other week and it was my MVP vs two brobots.
I think I had a Flachette torp on red ace which was a nice trick.
Ello Asty and Wedge Antilles like PTL/BB-8 better. Ello likes it because his repositioning game can only get better, and Wedge likes it because he needs repositioning in general. Poe likes to stay alive, and as such, vastly prefers regen over PTL/BB-8.
I've already offered my $.02 on the StressX. In short, i would not recommend using it. A stresshog can do everything it does, except much better. The T-70 simply cannot do that stressing thing. It's simply not in it's repertoire.
I also would not condone ordnance on many pilots, let alone Red Ace. She's expensive as is, and without munitions failsafe, which you shouldnt put on Red Ace, or any T-70 for that matter, Flechette Torps is a waste of two points. The general idea of using F. Torps is to pair with MF so you can consistently miss with the torps and give a stress out of the attack.
This is a great piece for players. Thanks for putting it up as I really would like to try the Ello and BB8 combo. One question for a newbie here what is IA?
I've been thinking about expanding the article in the OP, but i'd like to see if any of you have anything in particular you'd like to see discussed in depth. I'm sure there's more i could talk about, and i could use some fresh ideas.