I got too excited for a moment. I thought the Illicit [ Rig ged Cargo Hold] included with Shadow caster that allows you to Drop a [debris cloud?] was large ship only, allowing it to be taken on a Falcon/Outrider with the Smuggling Compartment upgrade. On closer inspection, looks like it is "Lancer Only" not "Large Ship Only"
Wave 9 "hard counter" to Scouts rumor?
seems to be the case
sad that it's not a bomb because the warden would've been an AMAZING addition to the game, having countermeasures for both scouts and palp aces (conners)
but at least this way the crappy yt-1300 won't return to the fore as a royal pain in the ass
R3 Astromech
"Once per round, when an enemy ship declares you the target of an attack, you may remove one focus token from the attacker."
Makes X-Wings, even generics, pretty strong jousters, and hilariously effective against anything with dead eyes.
(This is all wishful thinking, as I all I can make out is "Once..." Still, that word is usually followed by "per round, when attacking/defending", Rebels mech are usually defensive, and cards that come in twos are usually somewhat fixy, and they did talk about a hard counter.)
I think the R3 astromech has to do something with Evade. Because the ship includes an Evade token, and the ship itself doesn't have the Evade action, and no other visible card assigns Evade tokens.
I don't think the R3 has to do with the evade. FFG is typically very good at including ALL tokens you would need to play an expansion. Therefore R3 having two copies doesn't bode well with only 1 evade token.
Ketsu in the Shadow Caster will autokill the agility of any ship caught in his arc, setting them up to be very hurt by the escorts.
As if you could ever block someone who is actually playing correctly. Which means blocking works only because the lack of skill of your opponent. Trust me I know what I am talking about, I am getting blocked a lot. ^-^Waiting for the opponent to have moved then react with repositionning takes no skill.Blocking thoses dudes, on the other hand, do.One takes skill. Another takes Focus.My guess is that this will follow right after the Palp Aces nerf (you know, that list that actually wins more than jumpmasters)One can but dream.Deadeye becoming Unique in the next FAQ ?
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What exactly constitutes 'playing correctly' in this case?
Making moves which will not get you block. If you plan well enough ahead and keep the enemies dials in mind you have usually plenty of decent enough options which are literally impossible to block. Often I get greedy and get blocked because of it.
How about the simple answer... Fly Better...
How about the simple answer... Fly Better...
You ableist... Some people CAN'T fly better... We should make a safe space for them where everyone is equal...
/s
My initial thought was the debris fields as well. If you can drop a debris field in front of something you can deny them their action. In fact dropping debris fields like bombs really hurts just about everything at the top of the current meta. A Fel, Whipser or Inquisitor without an action is a dead Ace.In the case of the Scum, this may be linked to Latts Razzi (new crew):
"When defending, you may remove 1 stress token... (rest is hidden)"
The new debris cloud help as well. After all, if you litter the battlefield with debris then it will be much harder for an action dependent attack to actually occur (I gave you a stress? Dang... guess you'll have to wait that fire that torpedoe eh?)
The problem with debris against uboats is that the biggest danger is the first approach, where you're not likely to be able to drop a debris field in their face before they've had a chance to shoot at you.
Look at that Rigged Cargohold again. The other upgrade cards in that row say Large or Pursuit Craft. I dont think Lancer would be used if the other cards say Pursuit Craft.
What about Fen Rau (and more generally the Fang Fighter)? It's a range 1 knife fighter. Add with the title and the and the range 2-3 Jumps could be really frustrated, and really dead.
What about Fen Rau (and more generally the Fang Fighter)? It's a range 1 knife fighter. Add with the title and the and the range 2-3 Jumps could be really frustrated, and really dead.
The problem is not dealing with 1 Jumpmaster (that is actually not so bad), it's dealing with 2 or 3. A jumpmaster will survive a 4 or 5 dice attack, but the Fang may not be so lucky without an evade action.
What about Fen Rau (and more generally the Fang Fighter)? It's a range 1 knife fighter. Add with the title and the and the range 2-3 Jumps could be really frustrated, and really dead.
The problem is not dealing with 1 Jumpmaster (that is actually not so bad), it's dealing with 2 or 3. A jumpmaster will survive a 4 or 5 dice attack, but the Fang may not be so lucky without an evade action.
Of course it won't be one Fang vs 2-3 Jumpmasters. Sure Jumps can cover each other's arcs to ensure even a range 1 Fang gets shot but then they become vulnerable by overlapping arcs they lose total arc coverage. Even a 3 hit 1 crit range 3 Proton Torp only gets 1 crit through vs an average defense rolling Fang with focus (Blank, eyeball, evade becomes 3 evades with AT, focus, evade). I think flown well it's a really bad matchup for Jumps and even Imps Aces can't play it the same way.
Sometime people get so hyped on their (imperial) ace hate boner they forget a lot of things. For instance that r3a2 and other rebel stuff (regen) was very solidly countering palp aces until jumps shoved them out, so nerfing jumps brings back the rebel options to affect palp aces. Also while totally 'no skill' and 'easy mode' rarely in actual reality is it possible to arc dodge every turn unless your opponent is bad or you enjoy not having precious tokens to modify your dice. Additionally for all their 'overpowered bs' imperial aces are and always will be high risk high reward because I've certainly had plenty of times where Vader with focus, evade, and palp still bought the farm by rolling 0 evades or worse rolls 3 red dice into blanks, predator, blanks. Palp aces is obviously strong but imperial aces live and die by their dice and pilot skill more than any other list and to deny them as 'easy mode' because of movement modification just shows a lack of understanding of what the game actually is.
Fair point on rebel counters. One must however look at the other side of the coin too. Without U-boats it would be Scum in the situations the Rebels are in (under represented, seldom winning), but that would be business as usual for most people since that was the Scum state since release until U-boats.
As for Imperial Aces being high risk? High skill maybe, but high risk no way. They are some of the best arc dodgers in game (not getting shot mitigates risk a lot), many have Autothrusters, a token stack and Palpatine. An Inquisitor doing an usual routine (green move, boost/barrel roll and target lock) can mitigate 2 or 3 damage (at range 3) on a roll of 3 blanks (Palp, free evade token, Autothrusters). That's not high risk in my book.
we're looking at 3-4 fangs max (5 if spamming the 1s hopefully). I'm no mathematician, but I know my luck will not permit a dead jumpmaster even with 16 focused dice backed up by crackshot
for normal people, though, it'd be nice to know how many dice you need to expect a jumpy to go down before it shoots
anyway, I believe it's possible. If As can pull it off, I'm sure our less numerous but more punchy protectorate fighters can too
in an absolutely ideal world, you'll be able to run a PS 1 blocker and 3 PS 5 thruster crackshots to give scouts a run for their money
Edited by ficklegreendicewe're looking at 3-4 fangs max (5 if spamming the 1s hopefully). I'm no mathematician, but I know my luck will not permit a dead jumpmaster even with 16 focused dice backed up by crackshot
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for normal people, though, it'd be nice to know how many dice you need to expect a jumpy to go down before it shoots
anyway, I believe it's possible. If As can pull it off, I'm sure our less numerous but more punchy protectorate fighters can too
in an absolutely ideal world, you'll be able to run a PS 1 blocker and 3 PS 5 thruster crackshots to give scouts a run for their money
Crack swarms can power one down with 12 dice, but then again they have Howlrunner.
Edited by mxlmFair point on rebel counters. One must however look at the other side of the coin too. Without U-boats it would be Scum in the situations the Rebels are in (under represented, seldom winning), but that would be business as usual for most people since that was the Scum state since release until U-boats..
party bus says otherwiseFair point on rebel counters. One must however look at the other side of the coin too. Without U-boats it would be Scum in the situations the Rebels are in (under represented, seldom winning), but that would be business as usual for most people since that was the Scum state since release until U-boats..
Has party bus been winning tournaments regularly and I missed it? I didn't say Scum without U-boats won't win ever. Just will win less than Imps/Rebels.
Edited by LordBladesWaiting for the opponent to have moved then react with repositionning takes no skill.One takes skill. Another takes Focus.Deadeye becoming Unique in the next FAQ ?
One can but dream.
My guess is that this will follow right after the Palp Aces nerf (you know, that list that actually wins more than jumpmasters)
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Blocking thoses dudes, on the other hand, do.
Deadeye becoming Unique in the next FAQ ?
One can but dream.
My guess is that this will follow right after the Palp Aces nerf (you know, that list that actually wins more than jumpmasters)
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One takes skill. Another takes Focus.
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Waiting for the opponent to have moved then react with repositionning takes no skill.
Blocking thoses dudes, on the other hand, do.
It takes plenty of skill, you have to be a master at convincing yourself you're an awesome player because you can boost barrel roll OR barrel roll boost to avoid attacks.
Only thing that takes 0 skill is the Y-wing turret spam list. Literally just have to not hit a rock and you do pretty good if not autowin depending on the list youre facing.
But its also THE MOST BORING **** LIST EVER so nobody does it lol.
Only thing that takes 0 skill is the Y-wing turret spam list. Literally just have to not hit a rock and you do pretty good if not autowin depending on the list youre facing.
But its also THE MOST BORING **** LIST EVER so nobody does it lol.
And even that is bull. Try flying those against anything with autothrusters, uboots, regen, etc
It rarely is as simple as people make it seem. If it looks that simple to you than it is because you usually making it that easy for them.
I wonder if Vectoring Thrusters are the purported "hard counter". U-boats are PS3 so for most ships, the ability to barrel-roll out of arc would save their necks a fair bit.
I wonder if Vectoring Thrusters are the purported "hard counter". U-boats are PS3 so for most ships, the ability to barrel-roll out of arc would save their necks a fair bit.
B wings already have barrel roll and have been driven to extinction, so i'm feeling like that's not our answer
Debris cloud is a great counter on anything PS4 or more.
Edited by JetfireDebris cloud is a great counter on anything PS4 or more.
How so? You're not likely to be able to drop the debris cloud anywhere that matters before they get off their alpha strike...