and that was the last anyone ever saw of Talonbane Cobra

By X Wing Nut, in X-Wing

Plus, he have a much better name.

Fo sho

One of the problems with Talonbane is half of his ability gets nerfed by secondary wepaons

Talonbane Cobra still have trick up his sleeve over Fenn: Missile Carrier. Used it this passed weekend and he was deadly.

Talonbane Cobra with Crack Shot, Homing Missiles, Glitterstim and Guidance Chips.

That's a 4 dice plus Focus and Target Lock, can change one die result into a crit, that prevent the use of Evade Token and can deny one evade result thanks to Crack Shot. With this loadout, even Soontir can't dodge it. So technically, in a straight up joust between Talonbane and Fenn, if the first shots are fired in range 2-3 (ideally 3 so that Cobra can have 4 dice instead of 2 to defend), Talonbane is pretty much guaranteed to land at least 1 hit, 1 crit (that's if both ship rolled perfectly: highly probable for the HM+GS, not so much for Fenn).

Now granted, I agree that for the price you're generally better with Fenn, and I'm pretty sure that the latter will be one of the staple of my scum builds as soon as he's out, but Talonbane Cobra still have a purpose. You are garanteed that the first time he will attack, he will bring the pain: Range 2-3 with his homing missile, Range 1 with his 5 dice attack. Plus, he have a much better name.

But Fenn could just run Guidance Chips and Proton Torpedoes as well. Now it just depends on initiative because they aren't both going to Target Lock each other on the opening volley

Technically yes, but I don't think people will run Fenn as a torpedo launcher, except maybe the APT to maximize his range 1 bonus. Most, if not everyone, will take Autothrusters as a mod. Then, depending on the dial, I'm not sure crackshot will be the best EPT, If there's a lot of green on the dial it will be PtL, or if fearless really boost the range 1 attack, a lot will take it. Finally, no Glitterstim means no focus to modify the roll except the one focus to crit.

But let's say you take Fenn as a torpedo launcher and compare it to Talonbane. Fenn would launch a 4 dice attack that can change a focus and any other result into a crit. To have a perfect roll, you have to roll 3 hits or 2 hits and a focus. Bellow that you're looking at 2-3 hits attack. Easily dodge by Soontir and the like.

I already explained the efficiency of Talonbane in this role. So, even though I think Fenn is generally better, I think that Cobra is a better choice to launch a range 2-3 ordnance and you're not likely to face a Fenn built this way. So the heads up is something that could happen and in this case, I favor Talonbane for the initial engagement. Then it depends on what's the crit that went through, how many evade Fenn got with his three dice + Focus minus crack shot.

but modifications dont have symbols <3

and imo that should be free (see also Royal guard title)

But modifications do have symbols. They have a circle with two crossed tools inside. They don't appear on upgrade bars, but they do exist.

Right....it's the little tools crossed.

Yeah....I forgot about Royal Guard title! I need to change it on the Custom Card League submission. Thanks!

What do you guys think of those titles, though? I like the idea of having all sorts of options for these ships as they were supposed to be customizable.

but modifications dont have symbols <3

and imo that should be free (see also Royal guard title)

But modifications do have symbols. They have a circle with two crossed tools inside. They don't appear on upgrade bars, but they do exist.

Right....it's the little tools crossed.

Yeah....I forgot about Royal Guard title! I need to change it on the Custom Card League submission. Thanks!

What do you guys think of those titles, though? I like the idea of having all sorts of options for these ships as they were supposed to be customizable.

the the new BR modification coming, i can imagine spending 6 points to get Boost/BR or Boost/Autothrusts on there. I like it!

Far-Cry-3-Blood-Dragon-3.jpg

Actual archival footage of TalonBane Cobra, featured centre and Fenn Rau on the left. Going in to fight the world of order and government, and bring their ideal of absolute lawlessness to fruition.

Is that an actual (land)shark with fricken laser beams attached to it's head? :blink:

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

I enjoy Talonbane with lone wolf and a cloaking device. Don't rush in... Wait for the moment to strike and then CD out of there... I'm looking forward to a better starfighters though. Hopefully he'll get to pilot one one day...

I have used Talonbane recently, more specifically with mindlink, engine upgrade and Manaroo (who has mindlink as well). With that combo in hand, it's actually not hard to get into range 1 with 2 focus and a target lock for that sweet, sweet 5 dice attack. He is actually a pretty decent choice to fly against Omega Leader and the Inquisitor.

Prior to mindlink: the problem with Talonbane was the lack of action economy, making him very hard to use vs TLT (either get in range 1 without any modifier or stay at range and get chewed, but not both). Multiple TLTs also gave him a hard time.

Now with mindlink, it's far easier, but the prelavence of Jumpmaster with torpedoes and deadeye make him a risky choice (and have, ironically, make the TLT problem a thing of the past in my area).

If wave 9 does in fact add something that will make most players reconsider using 3 jumpmasters with deadeye and ordnance then Talonbane will start to show up a lot. I'll be curious to see what the developpers have in mind.

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

Actually....if you re-read the article:

But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.

So, it's saying that one would think it was an arc dodger like the A-wing and Interceptor, but it wants to get in your opponent's face.

I would not say that it would go down as quickly as you think. It can use Auto Thrusters at R3 and the title gives it a free Evade at R1. So, it's really only weak at R2. When you think that the ship has Boost and Barrel Roll, it can use PTL to get close enough to be R1 when it would normally be sitting at R2. I think this ship has the possibility to stay alive along longer than it looks on paper. Then again, if you catch it out of arc or at R2, then it could go down fast.

I couldn't disagree more with this! There is bunch of upgrades that might benefit Cobra, starting with the Vector Thrusters, maybe Fearless and other stuff too. I am looking forward to fly Fenn and Cobra together, because Fenn is able to tigh the enemy in jousting and that might be enough time for Cobra to swoop on flanking attack.

I can't believe how much negativity people brings up in every wave! I am just glad because every card in the game is bringing so many new ways to build up the squads and that is amazing!

Enjoy the casual flight! :D I do tournaments and usually do some pretty wonky lists and have done pretty well, for me this game is all about flying the fun lists rather than squeezing out all the effectiveness out of meta and what not!

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

Actually....if you re-read the article:

But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.

So, it's saying that one would think it was an arc dodger like the A-wing and Interceptor, but it wants to get in your opponent's face.

I would not say that it would go down as quickly as you think. It can use Auto Thrusters at R3 and the title gives it a free Evade at R1. So, it's really only weak at R2. When you think that the ship has Boost and Barrel Roll, it can use PTL to get close enough to be R1 when it would normally be sitting at R2. I think this ship has the possibility to stay alive along longer than it looks on paper. Then again, if you catch it out of arc or at R2, then it could go down fast.

It will die to 1 maybe 2 torpedo shots. Won't last longer than that.

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

Actually....if you re-read the article:

But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.

So, it's saying that one would think it was an arc dodger like the A-wing and Interceptor, but it wants to get in your opponent's face.

I would not say that it would go down as quickly as you think. It can use Auto Thrusters at R3 and the title gives it a free Evade at R1. So, it's really only weak at R2. When you think that the ship has Boost and Barrel Roll, it can use PTL to get close enough to be R1 when it would normally be sitting at R2. I think this ship has the possibility to stay alive along longer than it looks on paper. Then again, if you catch it out of arc or at R2, then it could go down fast.

Obviously it has the same abilities than perfect arc dodgers but he wants to use it in reverse way, rather than dodging, you might wanna line up with the enemy arc. I am sure they have tested it and come to an conclusion that it works and stays alive long enough with that style. That free evade is pretty **** good and for Fenn getting the extra die is amazing!

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

Actually....if you re-read the article:

But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.

So, it's saying that one would think it was an arc dodger like the A-wing and Interceptor, but it wants to get in your opponent's face.

I would not say that it would go down as quickly as you think. It can use Auto Thrusters at R3 and the title gives it a free Evade at R1. So, it's really only weak at R2. When you think that the ship has Boost and Barrel Roll, it can use PTL to get close enough to be R1 when it would normally be sitting at R2. I think this ship has the possibility to stay alive along longer than it looks on paper. Then again, if you catch it out of arc or at R2, then it could go down fast.

Obviously it has the same abilities than perfect arc dodgers but he wants to use it in reverse way, rather than dodging, you might wanna line up with the enemy arc. I am sure they have tested it and come to an conclusion that it works and stays alive long enough with that style. That free evade is pretty **** good and for Fenn getting the extra die is amazing!

The problem is that he'll be dead before he gets to range 1. Range 1 evade is not that good. You aren't going to want to be in range 1 of this guy due to the extra attack die just like with Talonbane.

I'm not sold on this. We don't even know if the dial will make PTL feasible on this thing yet. Only thing we know is that it can 2 talon roll.

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

Actually....if you re-read the article:

But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.

So, it's saying that one would think it was an arc dodger like the A-wing and Interceptor, but it wants to get in your opponent's face.

I would not say that it would go down as quickly as you think. It can use Auto Thrusters at R3 and the title gives it a free Evade at R1. So, it's really only weak at R2. When you think that the ship has Boost and Barrel Roll, it can use PTL to get close enough to be R1 when it would normally be sitting at R2. I think this ship has the possibility to stay alive along longer than it looks on paper. Then again, if you catch it out of arc or at R2, then it could go down fast.

It will die to 1 maybe 2 torpedo shots. Won't last longer than that.

Thats one more reason to stay in range 1! With those actions it shouldn't be any issue to stay in range 1.

Talonbane Cobra Legends:

Some say that he can perform a K-turn backwards...

Some say that he test flew the Vaksai...

Some say that he can perform a 6 green forward...

Some say that he can one shot the Falcon...

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

Actually....if you re-read the article:

But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.

So, it's saying that one would think it was an arc dodger like the A-wing and Interceptor, but it wants to get in your opponent's face.

I would not say that it would go down as quickly as you think. It can use Auto Thrusters at R3 and the title gives it a free Evade at R1. So, it's really only weak at R2. When you think that the ship has Boost and Barrel Roll, it can use PTL to get close enough to be R1 when it would normally be sitting at R2. I think this ship has the possibility to stay alive along longer than it looks on paper. Then again, if you catch it out of arc or at R2, then it could go down fast.

Obviously it has the same abilities than perfect arc dodgers but he wants to use it in reverse way, rather than dodging, you might wanna line up with the enemy arc. I am sure they have tested it and come to an conclusion that it works and stays alive long enough with that style. That free evade is pretty **** good and for Fenn getting the extra die is amazing!

The problem is that he'll be dead before he gets to range 1. Range 1 evade is not that good. You aren't going to want to be in range 1 of this guy due to the extra attack die just like with Talonbane.

I'm not sold on this. We don't even know if the dial will make PTL feasible on this thing yet. Only thing we know is that it can 2 talon roll.

I agree with the dial, but if you read about fang fighter it is highly likely that he has amazing dial too, it all is really about the turns of one, if he has them and are they white, green or red.. I would dare to even go with green turns of one! But time will tell and it is too early to dump the ship!

It will die to 1 maybe 2 torpedo shots. Won't last longer than that.

The approach is everything when dealing with ordnance carriers. Learning the Rule of 11 and how your list works is important when facing an opponent with ordnance, like U-boats. There are ways to stay just out of range and then zip in to R1. Or avoid arcs of some as you get in at others.

Still, let's do the numbers

Expected hits at R3 w/ Focus and AT: 1.2

Expected hits at R3 w/ AT: 2.0

Expected hits at R2 w/ Focus: 2.0

Expected hits at R3: 2.7

So, if you get caught at R3 vs. 2 Proton Torps (with the free TL), you should live on average. If you get caught at R2, then you won't, on average.

The problem is that he'll be dead before he gets to range 1. Range 1 evade is not that good. You aren't going to want to be in range 1 of this guy due to the extra attack die just like with Talonbane.

I'm not sold on this. We don't even know if the dial will make PTL feasible on this thing yet. Only thing we know is that it can 2 talon roll.

With practice and smart game play, you can get from outside of R3 to R1, especially if you are able to Boost and Barrel Roll. I've gotten good at it with Tie Bombers and they can't even Boost. It's do-able. You just need to practice with it.

The problem with Talonbane is that he couldn't dodge any arcs if he needed to and he didn't have any action of economy. He could do PTL and get a TL and a Focus. Just one of those is a defensive action. Fenn Rau can evade arcs, gets a free Evade, and can still have his Focus for the defense. It is an actual improvement.

I'd recommend trying it once it comes out before you really judge it. I know there are a number of ships that I didn't think much of until I tried them. I looked at the Tie FO without much thought and it looked like just another expensive Tie Fighter with little difference. Even though I knew the dial on paper, when I then flew it, I found it to be a crazy good ship and much better than a Tie Fighter. The extra shield and the dial was amazing, even with PS 1 generics.

Talonbane was DoA. He was released in the same wave as TLT and his ability is ignored by secondary weapons.

One of my first wave 7 games was against one with quad TLT. He died a quick death.

Talonbane Cobra Legends:

Some say that he can perform a K-turn backwards...

Some say that he test flew the Vaksai...

Some say that he can perform a 6 green forward...

Some say that he can one shot the Falcon...

All we know is...he's called the Sti...Talonbane Cobra!

They are one and the same! How else do you explain PS9?

They are one and the same! How else do you explain PS9?

Fenn Rau takes up the mantle of TBC later in life after Rebels (after all, we all know TBC is just a title!, and clearly they must be the same person with the same PS and such similar abilities), and by the battle at Tansarii Point Station, he's old and his reflexes have slowed, resulting in him getting shot down.

They are one and the same! How else do you explain PS9?

Fenn Rau takes up the mantle of TBC later in life after Rebels (after all, we all know TBC is just a title!, and clearly they must be the same person with the same PS and such similar abilities), and by the battle at Tansarii Point Station, he's old and his reflexes have slowed, resulting in him getting shot down.

That is the most beautiful headcanon I have seen in a month.

I heartily recommend you expand the context and post that independently for all to bask in its glory. :D

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

Actually....if you re-read the article:

But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.

So, it's saying that one would think it was an arc dodger like the A-wing and Interceptor, but it wants to get in your opponent's face.

I would not say that it would go down as quickly as you think. It can use Auto Thrusters at R3 and the title gives it a free Evade at R1. So, it's really only weak at R2. When you think that the ship has Boost and Barrel Roll, it can use PTL to get close enough to be R1 when it would normally be sitting at R2. I think this ship has the possibility to stay alive along longer than it looks on paper. Then again, if you catch it out of arc or at R2, then it could go down fast.

There is also autoblaster turret that laughs at this range 1 ability and abt is standard on the vcx-100 and might become an addon of others if this pilot becomes popular. Evade means nothing to ABT or ABC.

Ok so they mention this ship as a competitor to the A-Wing and Tie Interceptor except for the fact that it doesn't have an evade action. This is disappointing yet again. 4 hull with no evade means this thing will go down quicker than the other 2. Sure you can put autothrusters on them but that isn't enough in the game today.

Close but no cigar!

Actually....if you re-read the article:

But while the ship's range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau , tend to favor brash, head-on charges. Accordingly, among the expansion's six ship cards and two upgrades, you will find no fewer than four cards that reference "Range 1," and three that reward you for flying straight into your opponent's firing arc.

So, it's saying that one would think it was an arc dodger like the A-wing and Interceptor, but it wants to get in your opponent's face.

I would not say that it would go down as quickly as you think. It can use Auto Thrusters at R3 and the title gives it a free Evade at R1. So, it's really only weak at R2. When you think that the ship has Boost and Barrel Roll, it can use PTL to get close enough to be R1 when it would normally be sitting at R2. I think this ship has the possibility to stay alive along longer than it looks on paper. Then again, if you catch it out of arc or at R2, then it could go down fast.

There is also autoblaster turret that laughs at this range 1 ability and abt is standard on the vcx-100 and might become an addon of others if this pilot becomes popular. Evade means nothing to ABT or ABC.

Which just leaves him in the same place as the other arc-dodgers - stay out of range 1