We have had a new meta for two whole days. How's it going !!?!?

By Velvetelvis, in X-Wing

Can't wait to try rage on corran horn replace FCS with sensor jammer. :P

Why? FCS gives you the re-rolls after one attack on the target without the need for stress, whilst using rage limits Corran to greens. Now sure, I run him with PTL so he's usally stressed, but then at least he has a boost/barrel roll to make him more maneuverable, whilst also freeing you up for the focu/evade if needed.

Can't wait to try rage on corran horn replace FCS with sensor jammer. :P

Why? FCS gives you the re-rolls after one attack on the target without the need for stress, whilst using rage limits Corran to greens. Now sure, I run him with PTL so he's usally stressed, but then at least he has a boost/barrel roll to make him more maneuverable, whilst also freeing you up for the focu/evade if needed.

rage gives you the reroll on any target not just the one you selected at the end of the activation phase. You could take out 2 TIE fighters on the same turn with rerolls for both attacks.

Edited by Marinealver

I'm thinking Corran with Rage, R2-D2, and Electronic Baffle. Pop Rage, use EB to negate one of the stress (take a damage). Make use of Rage to double tap then pull a green next round to both clear the remaining stress and regain the damage you took when using EB.

Can't wait to try rage on corran horn replace FCS with sensor jammer. :P

Why? FCS gives you the re-rolls after one attack on the target without the need for stress, whilst using rage limits Corran to greens. Now sure, I run him with PTL so he's usally stressed, but then at least he has a boost/barrel roll to make him more maneuverable, whilst also freeing you up for the focu/evade if needed.

rage gives you the reroll on any target not just the one you selected at the end of the activation phase. You could take out 2 TIE fighters on the same turn with rerolls for both attacks.

I don't disagree, I just think it's not as reliable - yes, great for things like ties, but I think usually you'll be needing that second round of shooting.

Having said that:

I'm thinking Corran with Rage, R2-D2, and Electronic Baffle. Pop Rage, use EB to negate one of the stress (take a damage). Make use of Rage to double tap then pull a green next round to both clear the remaining stress and regain the damage you took when using EB.

Is a nice idea.

I still think Corran benefits more from having PTL as his EPT, so he can get that movement or the turtle up if needed.

funny thing is scouts will piss people off until others start putting EU on the auto-blaster AC ghost (Zeb + int agent), and then we'll have something else to cry about :P

large base boost man, it's killer

I LOVE Serrisu with Tractor Beam.

I don't get the fuss over 3 U-Boot. Sure, they murder TLTs so well it's not funny, and they'll blow apart conventional jousters (though the B-Wing probably will fare better than the Khiraxz or the X-Wing), but most high speed interceptors shouldn't have too big a deal.

Ultimately, U-Boots have the same problem as Blaster Turrets: they NEED an action to fire, otherwise they're a bloated 2 dice PWT. So our old friend Prototype Pilot should be able to dive in from beyond range 3 to block one or even two of them if they're in a close enough formation. Even the TIE Fighter should be able to do this.

Even if you don't make the block, getting Range 1 downgrades the 4 dice + chip + Reroll to a 3 dice + Focus, something much less scary.

While U-Boots are perfectly capable of butchering anything too slow to close the gap or get out of arc, there are enough counters (maybe we'll see a Renaissance of the Rule of 11) available to enough ships that I doubt they'll be the meta-definer that TLTs are/were.

Though this is cold comfort for the poor ships with no real counters (X-Wing, Khiraxz, M3-A), but it's not like those ships were hitting the table anyway.

I think token stripping/denying is going to become more common in the meta. Things like Carnor Jax, Palob, or Wes Janson will be able to give scouts a headache. Also, I have been running an 8 TIE swarm recently and it has done very well. Yet to face a triple U Boat, but we will see who wins that battle when it comes. I feel confident in the swarm's ability to block and deny actions so the torpedoes have a really hard time leaving the tubes.

thing with U-boats is they do hit high agility fairly reliably, and there's 3 arcs to worry about

stuff like the Inq can easily survive one shot, but if you start making multiple **** starts getting bad really quickly

playing against them (and with them, because they need focus to fire) requires a lot of careful flying to mitigate the amount of destruction they can cause with their 6 torps

problem with careful flying against them is that their dial is bonkers and will require getting used to :P

they're very flexible ships, capable of long range power (75% chance of 3+ hits with TL + g-chips) and incredible blocking shenanigans and even very decent range one firepower due to r4 + focus (+4lom if available), which they can actually get while maintaining arc thanks to the sexy white segnor's

Edited by ficklegreendice

I haven't had the displeasure of playing against a list of three scouts with torps yet, but wouldn't dual Ghosts (Chopper and Kanan), both without shuttles and both loaded with Proton/Plasma torps, extra munitions, guidance chips, autoblaster turrets, and sensor jammers be the answer to that list?.

Both Ghosts will shoot first and potentially do 8-10 damage (plus face up damage cards) with their torps, both Ghosts have enough health to survive 3+ "perfect" torpedo hits (particularly with sensor jammers), both Ghosts will unload 5 attack dice at range 1 if any of the scouts are in arc, and if they aren't in arc but are still in range 1 the autoblaster turret does unavoidable damage.

I suspect you'll have to lose one of the Ghosts if you take this list up against three scouts, but both Ghosts have higher pilot skill and should come out on top if you have 32 points of health backed up by dual sensor jammers, four torpedoes, a pair of primary weapons that roll 4 dice natively (even if only out of the front arc), and turrets that do unavoidable damage at range 1.

The scouts bring more torps to the table but they have fewer health and lower pilot skill ... so if you maximize your alpha strikes you should be able to take out 1-2 scouts before losing a Ghost and by that time the remaining scout won't have any more torpedoes ... and he'll be facing a ship that shoots first and brings more red dice to the table.

I haven't had the displeasure of playing against a list of three scouts with torps yet, but wouldn't dual Ghosts (Chopper and Kanan), both without shuttles and both loaded with Proton/Plasma torps, extra munitions, guidance chips, autoblaster turrets, and sensor jammers be the answer to that list?.

That's a clever idea. Unfortunately, my knee-jerk reaction is, "Great. The only way to beat a $90 list is to bring a $100 one" :/

Most decent lists are a lot more than $100. So are most bad lists :P

I haven't had the displeasure of playing against a list of three scouts with torps yet, but wouldn't dual Ghosts (Chopper and Kanan), both without shuttles and both loaded with Proton/Plasma torps, extra munitions, guidance chips, autoblaster turrets, and sensor jammers be the answer to that list?.

That's a clever idea. Unfortunately, my knee-jerk reaction is, "Great. The only way to beat a $90 list is to bring a $100 one" :/

Most decent lists are a lot more than $100. So are most bad lists :P

hell, Tie Swarm literally the least upgrade heavy list in the game (i.e, no upgrades) is well over $100

the 2nd also least upgrade heavy list in the game, BBBBZ is $75 not counting the coreset materials

I played with the Inquisitor first time yesterday, my list was Wave 8 (99)

Omnicron Group Pilot (29) - Lambda-Class Shuttle

Emperor Palpatine (8), Emperor Palpatine (8)

"Whisper" (39) - TIE Phantom

Veteran Instincts (1), Fire Control System (2), Advanced Cloaking Device (4)

The Inquisitor (31) - TIE Adv. Prototype

Push The Limit (3), TIE/v1 (1), Autothrusters (2)

My opponents all had TLT's and were pissed about not getting the bonus defense dice at range 3 when I was attacking with the inquisitor (hypocrites)... Anyways, I like him. What I have to get use to is not flying him like Soontir. I kept wanting to move up more, luckily I had push the limit and the dial restricted me from doing long banks. Also, he's not the best Ace out of Soontir, Whisper, and Vader, but his low cost total fits nicely with Whisper and Palpmobile.

Dengar is a very fun ship to fly! Had him outfitted with Predator, Recon Spec, Punishing One, and R5-P8 (who is hilarious, and killed at least three ships in the SC I played in yesterday).

He flies completely differently than any turreted ship in the game. I found myself almost forgetting that I had a PWT because I was flying to keep my arc on my opponents. Three times I had opponents choose to just not even bother shooting him. That was a good feeling. Went undefeated...until I played triple U-Boats in the final match...which killed me in about 15 minutes...I hate those things...

Even if you don't make the block, getting Range 1 downgrades the 4 dice + chip + Reroll to a 3 dice + Focus, something much less scary.

Still less scary than the torpedoes, but don't forget, that's 3 dice with a focus that gives a Target Lock, allowing for a post-focus reroll if needed. Surprisingly consistent.

Not so sure that bombers can keep up with the U boats until imp vets lands. Really hurts to not be able to get that initial target lock prior to being in range. Should be able to have a focused attack on the alpha that way, and will be able to have a shot at higher PS opponents even after moving last (assuming you don't get blown up).

I'm guessing the meta will shift now, and get corrected a little more after vets and the defender titles and long range sensors.

Much as I am sure I will hate playing them it is good to see that scum will see some play outside of brobots.

This is why you bid to Gamma Squadron.

Even if you don't make the block, getting Range 1 downgrades the 4 dice + chip + Reroll to a 3 dice + Focus, something much less scary.

Still less scary than the torpedoes, but don't forget, that's 3 dice with a focus that gives a Target Lock, allowing for a post-focus reroll if needed. Surprisingly consistent.

Even then, you don't have the focus to modify any rerolls, so it's not as effective as a TL + Focus normally would be. And a hell of a lot less effective than a Chipped Plasma Torpedo.

I reckon most lists would be able to beat triple-U if they can just grab range 1.

Strangely, I think a straight joust would work best for most lists, as the minimum number of bases a JM5K can move a turn is 3 (1 foreward + 2 for large base), meaning over 2 turns, your list has to move a distance of 10 to get (more) safely into range 1. Even the X-Wing can do this, with 2 4 forwards.

Edited by jimmius