Wave 8xpose

By Gibarian, in X-Wing

So I'm one of that special tribe who try to make Expose work with every single release. I know there are others out there -- what up fam!

Maybe it's Day One optimism, but I feel like there are some interesting applications out there with the new Scum stuff.

Terrible Idea #1 - Flashmasters

Contracted Scout

Expose!

K4 Security Droid

Unhinged Astromech

x3

So here you have what could be considered the first triple 3-dice PWT build in X-Wing. The K4's keep you TL'd so that you're not just trading the extra dice from Expose for the standard workmanlike utility of a dice modifying action. You have lots of green to keep the K4 chugging, including the 3-banks that can help you get into arc-dodging positions.

It would probably be important to make prudent decisions about who is exposing when. If one ship is liable to take all the enemy fire one turn, expose the others, and let that one keep it's full agility roll.

The biggest flaw seems to be the risk of banging your head against an Autothruster list, but with three ships that don't need to fly in formation you might be able to manage your arcs appropriately.

Terrible Idea #2 - YUCK-uss

Zuckuss

> Expose!

> Fire-Control System

> Gonk

> Experimental Interface

A dependable 5-dice attack build; probably the easiest 5-shot to set up other than a Phantom at R1. Slow-roll while Gonking to build up some safety shields for the massive damage you're gonna catch after you start turning yourself into an AG0 ship. FCS is insurance for those times you roll 4 blanks.

It would be nice to back him up with Tractor Beams to help your haymakers connect, but I don't see any great options for a PS7+ Tractor. Maybe IG-88B or Bossk/Gunner? However, I'd also like to pair him with the next build:

Terrible Idea #3 - Perverting One

Dengar

> Expose!

> K4 Security Droid

> Unhinged Astromech

> Glitterstim

> Countermeasures

> Punishing One

4-dice PWT action... TWICE PER ROUND. Nobody in arc will want to shoot this guy on the turn he exposes himself while taking his space drugs. Countermeasures is just in there because it's another traditionally-useless card that kinda works here. If you can time everything perfectly and trigger expose/glitterstim/countermeasures at the right time you can potentially launch 8 modified shots at something without it getting the usually -1 AG relief in exchange.

Dishonourable Mention - Gand Flauntsmen

Gand Findsman

> Expose

> Fire-Control System

> Glitterstim

x3

This squad sucks, but I guess they might be the best generic Expose-carriers out there? You can manage one or two rounds of throwing 12x fully-modfified dice, but you are almost certainly going to be down a ship immediately afterwards (or, worse, immediately beforehand).

Someone talk me down.

Oddly enough, Terrible Idea #1 isn't actually that bad. Might be worth trying out one of these days.

Honestly if you have a good dice throw and you're either out of arc or an undesirable target, Expose is fine. It's just FOUR POINTS. That said, these are some interesting ideas at the very least~

Why don't you try a Ghost that doesn't lose anything and gets a 5 dice primary! No idea about the specifics, but you can make it work.

None of the Ghost pilots have an EPT, alas.

None of the Ghost pilots have an EPT, alas.

Thank goodness.

I like the way you think!

And, to refresh everyone's memory:

Expose (4 points)

Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1.

I had to remind myself that it applied to Primary weapons only.

Valen Rudor with Expose is a nice option. Since he gets a free action after being shot at, and is a relatively low pilot skill, it's possible for him to Expose after everything has already shot at him. Target Lock as your first action, get a free evade token, use said token to survive whatever shoots at you that turn, then use Expose as his free action and get a modified 3-4 dice attack.

Edited by Underachiever599

Someone talk me down.

There are three problems with Expose.

First: the action cost is too high. It means you have to find a way to get a second action in order to get a mathematical advantage from it, outside of some corner cases I won't go into here. K4 and FCS are both good solutions here (Predator can work too--basically anything that gets you an attack boost that's mostly equivalent to TL or focus.)

Second: the Agility cost is too high. It makes you more vulnerable to incoming fire, and fairly dramatically decreases your overall durability on turns where you use it. You can get around this by dodging arcs, by taking it on low-agility, high-HP ships, or both.

Third: Given the first two points, its squad point cost is too high. I've said before that I wouldn't use Expose if it were free, and that's hyperbole... but not by much. It's an upgrade that only works really well in expensive combos, which means it doesn't even really cost 4 points--it's 4 points plus all the other stuff you're adding to make it work, that you could probably do without if you weren't trying to make Expose work.

With all that in mind, I think your Terrible Idea #1 is actually the best of the group. You're not actually spending any extra points to make Expose work, because even if you dropped Expose out of that build it would be solid. The K4 gives you the break you need on the action economy. That just leaves the durability issue, which is manageable because of the JumpMaster's dial and the fact that you have three ships with Expose--so obviously you open up Expose with ships facing a lower threat level, rather than those likely to take fire.

Would the grand inqusitor not be a decent option with his range three attack die counting as range one? His defense doesn't count as being at range one, so that mitigates the agility cost somewhat. Tack on autothrusters and, while expensive, he does a kind of sniping. Almost like a heavy laser cannon without removing crits.

Would the grand inqusitor not be a decent option with his range three attack die counting as range one? His defense doesn't count as being at range one, so that mitigates the agility cost somewhat. Tack on autothrusters and, while expensive, he does a kind of sniping. Almost like a heavy laser cannon without removing crits.

There you again face the problem of losing action economy. In that situation you are better of with something to modify your three dice rather than a fourth one.

Friendly, unsolicited advice:

Never put a K4 Droid on Dengar. Jus' don't. Don't do it. No.

Never put Gonk on any JumpMaster5000.

Feel free to ignore all of this and test for yourselves. You know, have fun. Just don't say I didn' tell ya.

#1 and cantabrian circle around the middle of the board

Never put Gonk on any JumpMaster5000.

I've run gonk a buncha times on the JM5K. Works great.

Friendly, unsolicited advice:

Never put a K4 Droid on Dengar. Jus' don't. Don't do it. No.

Never put Gonk on any JumpMaster5000.

Feel free to ignore all of this and test for yourselves. You know, have fun. Just don't say I didn' tell ya.

Friendly, unsolicited advice:

Never put a K4 Droid on Dengar. Jus' don't. Don't do it. No.

Never put Gonk on any JumpMaster5000.

Feel free to ignore all of this and test for yourselves. You know, have fun. Just don't say I didn' tell ya.

Can you elaborate?


I'm sure there are good players who can use Gonk with some success on a JumpMaster, and same for K4 on Dengar. I've not tested the JumpMaster, and I'm not the best pilot this side of Jabba's Palace. This is just what my intuition tells me, so take this with a few dozen grains of salt:

"Never put a K4 Droid on Dengar. Jus' don't. Don't do it. No" :

There's a lot of temptation here, especially with unhinged astromech. I can see the appeal at first glance. The dial has "plenty of greens". The dial still has twice as many maneuvers if you include all the white maneuvers, including the supremely powerful white 2 S-loop. Dengar's power is inside his firing arc, where you must keep your enemies. To that end, you'd be best served employing your ENTIRE dial. 9 moves is good, but more moves is more.

Also, Dengar has the potential to fire multiple volleys into his foes each round. You don't want an upgrade that's only good for one shot per round. That's not enough, you want two. So why not use Predator, and modify your primary attack AND your return shot? Now you modify both attacks, and your dial is open.

What's that? You don't want Predator? No problem. Lone Wolf + Recon Spec is very powerful for multiple attacks, and ALSO on the defense. What's that? Lone Wolf isn't good in your list? That's okay, because you can use Recon Specialist and R4 Agromech and STILL have multiple defensive modifiers, multiple target locks per turn, and a full open dial. I admit that the K4 will help you barrel roll, but you may find yourself needing to roll less if your dial has twice the options. Maybe add a Glitterstim for that turn when the roll is clutch, yeah?

Never put Gonk on any JumpMaster5000.:

Regen is great, but this guy comes at one heck of a price. Consider the opportunity cost of putting Gonk in this seat vs. Recon Spec. Recon Spec will net you 2 focus tokens for 1 action. Gonk will net you 1 shield for 2 actions. The focus is useful on offense if you're not being targeted, but I also very strongly suspect that the bonus focus tokens will net you more HP over time.

Gonk has certain advantages; maybe you can charge him for 2 turns prior to combat (likely 1, but maybe 2). You gain benefit from Gonk late game in non-combat rounds (out of range, or you moved first, then there was bumping) where as focus does not help in non-combat rounds, that's true. Bu-ut, I suspect you need to regen because your combat suffered because you were dragging Gonk around.

I know you can Gonk with PtL (first action) or Experimental Interface, but if defense is your goal, why not Recon and Lone Wolf? Also, we're back to limiting your dial to 9 moves rather than its full glory, and heaven help you if you run into a Tactician or other foe that induces one stress. Rebel Captive, anyone?

I think you can use Gonk cleverly and get some mileage out of it, if you try. I also think that if durability is your goal, you can do far better for far less effort just by strapping Recon Specialist and Salvaged Astromech to your ship.

Then again, that's just me speculating. Feel free to use the upgrades and combos that seem intuitive to you. Fly casual, yeah? Good times.

Edited by CBMarkham

Friendly, unsolicited advice:

Never put a K4 Droid on Dengar. Jus' don't. Don't do it. No.

Never put Gonk on any JumpMaster5000.

Feel free to ignore all of this and test for yourselves. You know, have fun. Just don't say I didn' tell ya.

Can you elaborate?

I'm curious about this too. I thought K4 worked pretty well with the greens on the Jumpmaster's dial and the added green 3 right bank from unhinged.

Edit: Nevermind, just read your subsequent response. :P

Edited by ObeyedDragoon

I like where you're head's at.

Valen Rudor with Expose is a nice option. Since he gets a free action after being shot at, and is a relatively low pilot skill, it's possible for him to Expose after everything has already shot at him. Target Lock as your first action, get a free evade token, use said token to survive whatever shoots at you that turn, then use Expose as his free action and get a modified 3-4 dice attack.

You stop that right now or we'll have to change your username.

Valen Rudor with Expose is a nice option. Since he gets a free action after being shot at, and is a relatively low pilot skill, it's possible for him to Expose after everything has already shot at him. Target Lock as your first action, get a free evade token, use said token to survive whatever shoots at you that turn, then use Expose as his free action and get a modified 3-4 dice attack.

You stop that right now or we'll have to change your username.

Good catch ObiWonka. I didn't see that the first time. Kudos, UA. That's the smartest **** thing I ever heard.