I know he is pretty amazing when paired with the emperor on the field, but I got to ask, does anyone field him without the emperor in play, and if so, how does he fair without his boss looking over his shoulder?
A question for you guys flying Wampa
I know he is pretty amazing when paired with the emperor on the field, but I got to ask, does anyone field him without the emperor in play, and if so, how does he fair without his boss looking over his shoulder?
I seem to remember seeing that if he's able to reroll he's got somewhere just over a 40% chance of dealing a crit (assumes rerolling hits). Due to the threat he poses if left alone he is prioritized as a target that more than his 14 points would normally be. .
He's a TIE who auto-hits thru shields when you roll a crit. Even without modifying, he trumps a naked BSP at the same pilot skill and cost.
He's a TIE who auto-hits thru shields when you roll a crit. Even without modifying, he trumps a naked BSP at the same pilot skill and cost.
He's basically a BSP (both of them are PS4) with a free EPT that happens to be kind of badass.
Edited by WWHSDI flown him without the emperor a few times. Obviously his ability doesn't trigger nearly as often but he's also there to be scarier than an academy tie so my opponent at least has to consider going after him first instead of my other ships. and that's worked quite well
Edited by Nathan2214I've been playtesting Wampa in a Rage-Youngster Swarm (with Epsilon Leader).
In such a fleet that's theoretically weak against Aces, I find the threat of Wampa to be a beautiful control element.
I've seen Soontir Fel use both of his actions to get out of Wampa's arc, meaning that he didn't have the tokens to prevent the loss of his Stealth Device to 2 raging academy pilots.
Aces are used to being able to ignore 2-dice attacks, so in such a fleet Wampa looks like priority no. 1...
Even if you never get to cancel a crit with his ability (which you'll be able to, as it's a 41% chance if you re-roll all non-crit results using Rage or Targeting Computer), he adds a massive amount of stress to your opponent, which is functionally more powerful than stressing their ships.
I regularly fly him without the Emperor. He's still a threat, which makes him great bait. If ignored, he will do damage. If chased, he'll make the enemy predictable. Either way, he's great value.
I've run him with targeting computer a few times, and that really does help. If you've got the spare points, I'd recommend it, but I wouldn't go dropping things to squeeze it in.
He's also best buddies with an FCS Colzet if you're running without Palpy; a pair of dirt cheap aces with perfect synergy.
You can easily consider him an imperial Biggs in most matchups. If you're fighting 2 falcons, though, he might as well be a plain TIE. No ace wants to be in his arc and cringes every time he rolls dice. He has a huge physiological effect on the board so use that to your advantage.
I've seen him run to great success in a Howlrunner swarm.
Re-rolling just one die increases the odds of a crit significantly.
VT-49 Decimator: · Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Engine Upgrade (4)
· Darth Vader (3)
· Emperor Palpatine (8)
TIE Fighter: · "Wampa" (14)
Shield Upgrade (4)
TIE Fighter: · "Scourge" (17)
Swarm Tactics (2)
Twin Ion Engine Mk. II (1)
-- TOTAL ------- 100/100p. --
Is the list I am running now, emperor procs wampas' ability and wampa procs scourge's ability
He's a threat to the opponent even without the Emperor. But paired with the Emperor he's a monster. My squad's record was 9-1 over the course of two different SC. I won one store championship and placed 2nd in the other. I almost always saved the Emperor's ability for Wamps attack but sometimes needed to use it defensively to keep Wampa alive. Sure my squad would get tore up against Thug Life but but I didn't end up facing that squad at all. Over the course of ten games I killed a full shielded coran twice flipping over a direct hit. I blinded pilot a Poe and Miranda for four turns in a row in two different games. Killed a Luke by flipping over a direct hit with one other damage card on him. And killed a full strength
IG-88 in four turns. I probably rolled a natural crit with wampa about 15% - 20%. Wampa is a threat and if I see him on the opposite side of the table I'll more than likely go for him first.
VT-49 Decimator Rear Admiral Chiraneau
Emperor Palpatine
Rebel captive
Expose
Tie Fighter Wampa
Tie Advanced Lt. Colzet
Tie advance x/1
Accuracy corrector
Interesting to have Palp + 2 low PS Aces.
How do you initially set up? Do you slow roll with the whole list?
I've been flying him in a Howlrunner swarm because I'm one point short of another Black Squadron with Crack Shot. I'd say he's done about as well for me as the 15-point BSP would have. So definitely worth his points but not amazing.
Interesting to have Palp + 2 low PS Aces.
How do you initially set up? Do you slow roll with the whole list?
I set up for jousting on either left or right side of map. My initial moves are 5 straight for the smalls and 4 straight for RAC. I feel it gives me more options to get into position on turn two. Colzet moves into a position where he can target lock who ever I think wampa will have a shot on. Wampa moves and almost always takes a evade action. If the enemy flys past wampa then the only shot with most likely their highest PS will be on RAC, with rebel captive and hopefully a Expose action at range one.
I've been using him a lot in the last week, and have yet to use him with the Emperor. Based on that: he is absolutely clutch. In my initial practice runs, he soloed Jake Farrell without even inflicting shield damage. During a Top 4 match, he scared my opponent so much that he commited Vader (with Palp backing) to inflict two crits on Wampa. The crits ultimately killed him, but left Vader tokenless against Omega Leader and three Crackshot Blacks.
In the finals of that same tourney, Wampa was basically the only TIE fighter I had that could consistently do any damage against my opponent's super-turtled aces, getting two damage cards through against Vader before getting popped.
The nice thing about him is that his ability is reactive. If you have a pretty good roll (like a natural hit-crit combo against a shieldless, tokenless 2-dice defender), you're probably better off just keeping it and letting them roll defense.
Interesting to have Palp + 2 low PS Aces.
How do you initially set up? Do you slow roll with the whole list?
I set up for jousting on either left or right side of map. My initial moves are 5 straight for the smalls and 4 straight for RAC. I feel it gives me more options to get into position on turn two. Colzet moves into a position where he can target lock who ever I think wampa will have a shot on. Wampa moves and almost always takes a evade action. If the enemy flys past wampa then the only shot with most likely their highest PS will be on RAC, with rebel captive and hopefully a Expose action at range one.
Did you run into any Omega Leaders? It seems like that could be the biggest issue for your list, due to his ability to shut down Palpatine and Chiraneau's ability.
I've been using him a lot in the last week, and have yet to use him with the Emperor. Based on that: he is absolutely clutch. In my initial practice runs, he soloed Jake Farrell without even inflicting shield damage. During a Top 4 match, he scared my opponent so much that he commited Vader (with Palp backing) to inflict two crits on Wampa. The crits ultimately killed him, but left Vader tokenless against Omega Leader and three Crackshot Blacks.
In the finals of that same tourney, Wampa was basically the only TIE fighter I had that could consistently do any damage against my opponent's super-turtled aces, getting two damage cards through against Vader before getting popped.
The nice thing about him is that his ability is reactive. If you have a pretty good roll (like a natural hit-crit combo against a shieldless, tokenless 2-dice defender), you're probably better off just keeping it and letting them roll defense.
Wampa's ability triggers during the "Compare Results" step just like Crack Shot so technically the opponent is always supposed to roll defense. After seeing the rolls you get to decide to keep wampa's roll as is or cancel and deal a card. This is just icing on top of an already great ability.
Did you run into any Omega Leaders? It seems like that could be the biggest issue for your list, due to his ability to shut down Palpatine and Chiraneau's ability.Interesting to have Palp + 2 low PS Aces.
How do you initially set up? Do you slow roll with the whole list?
I set up for jousting on either left or right side of map. My initial moves are 5 straight for the smalls and 4 straight for RAC. I feel it gives me more options to get into position on turn two. Colzet moves into a position where he can target lock who ever I think wampa will have a shot on. Wampa moves and almost always takes a evade action. If the enemy flys past wampa then the only shot with most likely their highest PS will be on RAC, with rebel captive and hopefully a Expose action at range one.
I did not run into any Omega Leaders. But yes that would be a problem. If facing OL I would attack on one turn then target lock him the next to flip his damage card over. If RAC hasn't already killed him off.
The list is fun to fly but I think it has a few weakness. It's a great squad to go up against a 3 aces list. I I pulled off some big wins against some 4 ship squads but I think against a 5 ship squad build it goes down hard.
The squad as I built it is 98 points. Room for Dauntless. Or I toyed with busting rank and going with Captain Oicunn for more damage but want to at least get initiative over PS 8/Coran. Plus having initiative over a Coran double tap with Colzet is key.
I've been using him a lot in the last week, and have yet to use him with the Emperor. Based on that: he is absolutely clutch. In my initial practice runs, he soloed Jake Farrell without even inflicting shield damage. During a Top 4 match, he scared my opponent so much that he commited Vader (with Palp backing) to inflict two crits on Wampa. The crits ultimately killed him, but left Vader tokenless against Omega Leader and three Crackshot Blacks.
In the finals of that same tourney, Wampa was basically the only TIE fighter I had that could consistently do any damage against my opponent's super-turtled aces, getting two damage cards through against Vader before getting popped.
The nice thing about him is that his ability is reactive. If you have a pretty good roll (like a natural hit-crit combo against a shieldless, tokenless 2-dice defender), you're probably better off just keeping it and letting them roll defense.
Wampa's ability triggers during the "Compare Results" step just like Crack Shot so technically the opponent is always supposed to roll defense. After seeing the rolls you get to decide to keep wampa's roll as is or cancel and deal a card. This is just icing on top of an already great ability.
Huh. I somehow thought that it was done during the "Attacker rolls dice," but reading it again, it only says, "when attacking," and is not restricted to a specific step.
That's a bit better than I had been playing it.