So, what do we think about Youngster and rage? Rage is a cheap EPT with a great ability but equally debilitating drawback.
Rage (1pt): Assign 1 Focus token to your ship and receive 2 Stress tokens. Until the end of the round, when attacking, you may reroll up to 3 attack dice.
For 16 points, though, he now offers a great deal of flexibility for a Swarm after Howlrunner dies.
Thoughts?
Teenage Rage (Youngster and His New EPT)
Youngster Rage
Epsilon LEader Comms
Howlrunner (Just in case)
AP
x2 Epsilons
Comes out to be 98, or you can add crackshot to howl
Rage will make Wingman infinitely more useful. I can also see Tycho using this to some effect.
Edited by R2ShihTzuRaging Youngster
Mauler
Scourge
Backstabber
Epsilon Leader
15 points leftover for EPTs, mods filler etc.
Epsilon Leader clearing a stress at the beginning of combat realllllly makes this more viable.
Youngster, Rage, Hull
Epsilon Leader
4x Crack Blacks
98
win.
Yes, but despite all that rage he's still just a rat in the cage
2 stress is crippling will need epsilon leader for sure
Epsilon Leader (19)
Youngster (16)
- Veteran Instincts
Black Squadron Pilot (16) x2
- Wingman
Black Squadron Pilot (15) x2
- Crackshot
This is 97 points. Can add Hull to Youngster or Comm Relay to Epsilon Leader. Or you could just upgrade the Black Cracks to Wingmen as well and come out to 99 points. So many options!
Where is this Rage EPT you speak of?? Am I missing something?
Where is this Rage EPT you speak of?? Am I missing something?
It's in the just-released Punishing One preview:

Where is this Rage EPT you speak of?? Am I missing something?
It's in the just-released Punishing One preview:
Bah yeah I JUST saw it. Apologies.
Where is this Rage EPT you speak of?? Am I missing something?
Comes with The Punishing One expansion.
Raging 4-LOM Batman!
Rage's effect is really best suited for one ace rather than several small ships to spam. Reason being, 2 dice is still 2 dice. Even with Epsilon Leader, I don't see it being that helpful; you're still confined to your greens on the next move.
Ace of your preferred flavor + Captain Yorr seems like a better way to use it. Max effect if you've got Baffles on Yorr. 3 dice to reroll even makes it worth it for HLC carriers. Put it on a TIE Defender?
Rage's effect is really best suited for one ace rather than several small ships to spam. Reason being, 2 dice is still 2 dice. Even with Epsilon Leader, I don't see it being that helpful; you're still confined to your greens on the next move.
Ace of your preferred flavor + Captain Yorr seems like a better way to use it. Max effect if you've got Baffles on Yorr. 3 dice to reroll even makes it worth it for HLC carriers. Put it on a TIE Defender?
I completely agree here. Because they lack the green hard turns it would impossible to make this combo truly effective... heres a possibity, maybe the tie fo swarm is more viable now? They do have 2 hard greens.
"Youngster" — TIE Fighter 15 Rage 1 Stealth Device 3 Ship Total: 19
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
"Epsilon Leader" — TIE/fo Fighter 19 Ship Total: 19
5 tie fo's with the equivalent of a target lock and focus every turn and youngster evading every turn. Scary and tougher than tie fighters as well.
Edited by CynisKaden
Rage's effect is really best suited for one ace rather than several small ships to spam. Reason being, 2 dice is still 2 dice. Even with Epsilon Leader, I don't see it being that helpful; you're still confined to your greens on the next move.
Ace of your preferred flavor + Captain Yorr seems like a better way to use it. Max effect if you've got Baffles on Yorr. 3 dice to reroll even makes it worth it for HLC carriers. Put it on a TIE Defender?
I completely agree here. Because they lack the green hard turns it would impossible to make this combo truly effective... heres a possibity, maybe the tie fo swarm is more viable now? They do have 2 hard greens.
"Youngster" — TIE Fighter 15 Rage 1 Stealth Device 3 Ship Total: 19
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
"Omega Leader" — TIE/fo Fighter 21 Ship Total: 21
5 tie fo's with the equivalent of a target lock and focus every turn and youngster evading every turn. Scary and tougher than tie fighters as well.
unless you meant Epsilon Leader, this will leave all of your ships double stressed, so its only good for one turn, then they're actionless
Rage's effect is really best suited for one ace rather than several small ships to spam. Reason being, 2 dice is still 2 dice. Even with Epsilon Leader, I don't see it being that helpful; you're still confined to your greens on the next move.
Ace of your preferred flavor + Captain Yorr seems like a better way to use it. Max effect if you've got Baffles on Yorr. 3 dice to reroll even makes it worth it for HLC carriers. Put it on a TIE Defender?
I completely agree here. Because they lack the green hard turns it would impossible to make this combo truly effective... heres a possibity, maybe the tie fo swarm is more viable now? They do have 2 hard greens.
"Youngster" — TIE Fighter 15 Rage 1 Stealth Device 3 Ship Total: 19
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
"Epsilon Leader" — TIE/fo Fighter 19 Ship Total: 19
5 tie fo's with the equivalent of a target lock and focus every turn and youngster evading every turn. Scary and tougher than tie fighters as well.
I think it's gonna be huge for tie swarm, because it really helps wampa too, and gives the team another target besides howl runner, give a few guys crack shot and I think it doesn't break tie swarm, but gives them the power and flexibility to be a little but stronger of a choice of list. But it does really need epsilon leader to help clean it up.
Yes I did mean epsilon leader. Corrected post.
Porkins: WHO ATE MY NACHOS?!!! AAAAAAAAAHHHHH!!
(Stick on Porkins, shed one of the two stress pe turn, combine with R2 Astromech and Integrated Astromech?)
Porkins: WHO ATE MY NACHOS?!!! AAAAAAAAAHHHHH!!
(Stick on Porkins, shed one of the two stress pe turn, combine with R2 Astromech and Integrated Astromech?)
Porkins can only clear a stress with his ability when he gets it, but you can still do a green next turn.
I think Porkins works best with his own Astromech to remove the damage he inflicts.
Epsilon Leader.
Youngster with Rage
Black Squadron pilot with Wired x4
Leaves you with 5 points spare for your choice of upgrade for Epsilon, plus a bid. Rage into your attacks, Epsilon clears one stress next turn, leaving the other to trigger some Wired shenanigans. Epsilon clears the other stress the following turn, and you Rage again. Profit!
I'm torn...
On one hand, Younger [Rage] is a cheaper alternative to Howlrunner and means you don't need to be in R1 formation.
On the other hand, requiring Epsilon Leader makes it now more expensive than Howlrunner and means you need stay in R1 formation to shed stress.
I think if you can fit in Scourge, Mauler Mithel, and/or Zeta Leader, then Rage might be worth it.
Otherwise the 3 dice-rerolls is overkill relative to Howlrunner's ability and overall costs more when including Epsilon Leader. Not to mention it still limits your dial on the next turn.
Raging Farlander could be a thing.
Tycho + Prockets _loves_ Rage.