I tell you what is overpowered!! Point defense reroute on two blue dice anti-squadron ships!! My 400 points of Squadrons just cannot stand up against that!! ; )
Discussion: Are TRCs OP'ed?
Based on how they handled Imperial Assault and X-Wing, FFG cares about a diverse meta in tournaments. That's part of why I tracked Demolisher. TRCs. And Rhymer for Regionals.
By those metrics it's less about whether they are OP and more about are they making the meta stale.
TRCs are not. While fleets are built around them, they aren't that prevalent even when you only look at Rebels. There were plenty of CR90s and MC30s taken without TRCs.
I do think they are among the strongest cards in the game, which is why I tracked them. But at least currently they don't define the Rebel meta in the same way Demolisher/Rhyner seem to.
If anything the card to nominate would be APTs. it didn't occur to me to track them, but they were the most common upgrade by a long ways and there were almost no other ordnance upgrades taken.
Let's see how the current Vassal tournament turns out eh?
Enhanced Armanents and Sensor Teams will be found to be OP.
Until the number of TRC shots is higher then the number of evades.All TRC's actually do, is choose a dice which the defender will evade, thus bypassing the evade with the original roll. Its a reliable method of making sure some damage at long range gets through.
which against imoerials is usually,2...Until the number of TRC shots is higher then the number of evades.All TRC's actually do, is choose a dice which the defender will evade, thus bypassing the evade with the original roll. Its a reliable method of making sure some damage at long range gets through.
If you are allowing your ships to be focus fired by 2 or more ships, then its not TRCs which are the problem, but your flying.
Except in the case of mc80s and vsds.
I'd add ISDs to that list, Gink. They're so large, it's hard to keep them out of fire.
If you are allowing your ships to be focus fired by 2 or more ships, then its not TRCs which are the problem, but your flying.
Except in the case of mc80s and vsds.
So first, we need to define OP... I would argue it's not just things that are good, but things that are so good they are both highly over-represented and close off the meta by preventing many other options from being taken.
To that end, the TRC doesn't qualify. I don't think there are lists people don't take because "man, I just can't run this in the TRC meta" consistently. They are common, and they are good. They are probably also meta-expanding for the rebels as I think Mothma / CR90 swarms are probably not a thing without them anymore, and thus no TRC would mean a much smaller and limited Rebel meta (80% Rieekan, anyone?).
The only change I would make to the game right now is to FAQ Demolisher to only be allowed to fire before using engine techs, not after. Everything else I think is varying flavors of fine.
So first, we need to define OP... I would argue it's not just things that are good, but things that are so good they are both highly over-represented and close off the meta by preventing many other options from being taken.
To that end, the TRC doesn't qualify. I don't think there are lists people don't take because "man, I just can't run this in the TRC meta" consistently. They are common, and they are good. They are probably also meta-expanding for the rebels as I think Mothma / CR90 swarms are probably not a thing without them anymore, and thus no TRC would mean a much smaller and limited Rebel meta (80% Rieekan, anyone?).
The only change I would make to the game right now is to FAQ Demolisher to only be allowed to fire before using engine techs, not after. Everything else I think is varying flavors of fine.
I totally agree with your definition (this is the criteria I use myself) and don't believe TRC (or Intel officer or APT) are OP. I would still put Rhymer on the borderline but only because his ability shuts down ship-based AS upgrades.
I thought the mere threat of General Tagge made Intel Officers unplayable...
which against imoerials is usually,2...
Until the number of TRC shots is higher then the number of evades.All TRC's actually do, is choose a dice which the defender will evade, thus bypassing the evade with the original roll. Its a reliable method of making sure some damage at long range gets through.
If you are allowing your ships to be focus fired by 2 or more ships, then its not TRCs which are the problem, but your flying.
Except in the case of mc80s and vsds.
That's a big fat statement to make and hard to defend.
if an opponent trots out 6 or 7 CR90s I would challenge ANYONE to not have at least one of their ships taking several arcs of fire from multiple ships.
Let's see how the current Vassal tournament turns out eh?
Enhanced Armanents and Sensor Teams will be found to be OP.
No, Ackbar and Sensor Teams. You get 2 dice and can use 1 to get that accuracy
I am just going with Intel Officer. Kill those pesky Scatter's with fire and let my CR90's do the clean up ^_~
I thought the mere threat of General Tagge made Intel Officers unplayable...
Nope. Tagge is just useless.
I thought the mere threat of General Tagge made Intel Officers unplayable...
I'm pretty sure FFG saw TRC as a powerful card and when wave 3 came up to make they specifically thought "how can we mess with this" and thus the scatter hit the Flotillas.
These guys are good, no doubts there.
If you don't have that brace for a whole turn, you may not have a ship for tagge to recover a token with. Or you could lose tagge.I thought the mere threat of General Tagge made Intel Officers unplayable...
All true. But with Tagge the idea is that your using those tokens early and often, as you know you will get them back in another turn... or so. And as your being aggressive and using those tokens all the time when applicable your ships are more healthy and thus not in danger of getting shot off the table.
All true. But with Tagge the idea is that your using those tokens early and often, as you know you will get them back in another turn... or so. And as your being aggressive and using those tokens all the time when applicable your ships are more healthy and thus not in danger of getting shot off the table.If you don't have that brace for a whole turn, you may not have a ship for tagge to recover a token with. Or you could lose tagge.I thought the mere threat of General Tagge made Intel Officers unplayable...
Based on how they handled Imperial Assault and X-Wing, FFG cares about a diverse meta in tournaments. That's part of why I tracked Demolisher. TRCs. And Rhymer for Regionals.
By those metrics it's less about whether they are OP and more about are they making the meta stale.
TRCs are not. While fleets are built around them, they aren't that prevalent even when you only look at Rebels. There were plenty of CR90s and MC30s taken without TRCs.
I do think they are among the strongest cards in the game, which is why I tracked them. But at least currently they don't define the Rebel meta in the same way Demolisher/Rhyner seem to.
If anything the card to nominate would be APTs. it didn't occur to me to track them, but they were the most common upgrade by a long ways and there were almost no other ordnance upgrades taken.
APT's on Imperials, at a guess? seeing as Rebels can only take them on MC30's. Where as Ordnance upgrades are must in a Gladiator/Raider build. I know I bought 3 MC30's just for the APT's in the packs, my Rebel player friends did not do the same, they basically said "we can use X-17". Or they lend mine.
So how many Rebel players would have used TRC's if they actually had access to the cards? a lot more than is represented in the numbers, dice manipulation > one additional dice.
TRC's with Home one are a disgrace, being able to manipulate 2 dice, 2 red dice, largely removes any sort of issue on them causing sustainable, consistent damage.
Based on how they handled Imperial Assault and X-Wing, FFG cares about a diverse meta in tournaments. That's part of why I tracked Demolisher. TRCs. And Rhymer for Regionals.
By those metrics it's less about whether they are OP and more about are they making the meta stale.
TRCs are not. While fleets are built around them, they aren't that prevalent even when you only look at Rebels. There were plenty of CR90s and MC30s taken without TRCs.
I do think they are among the strongest cards in the game, which is why I tracked them. But at least currently they don't define the Rebel meta in the same way Demolisher/Rhyner seem to.
If anything the card to nominate would be APTs. it didn't occur to me to track them, but they were the most common upgrade by a long ways and there were almost no other ordnance upgrades taken.
APT's on Imperials, at a guess? seeing as Rebels can only take them on MC30's. Where as Ordnance upgrades are must in a Gladiator/Raider build. I know I bought 3 MC30's just for the APT's in the packs, my Rebel player friends did not do the same, they basically said "we can use X-17". Or they lend mine.
So how many Rebel players would have used TRC's if they actually had access to the cards? a lot more than is represented in the numbers, dice manipulation > one additional dice.
TRC's with Home one are a disgrace, being able to manipulate 2 dice, 2 red dice, largely removes any sort of issue on them causing sustainable, consistent damage.
You are paying 15 points to be able to manipulate those two red dice. APTs are 5 points, and with screed, is a guaranteed face up at least once a turn (unless it is a Mon Mothma ship with evades or has Lando or Admonition), which an be absolutely devastating. And sure, while MC30s weren't in every Rebel build, I guarantee the lists that had them were mostly OE and APT.
Based on how they handled Imperial Assault and X-Wing, FFG cares about a diverse meta in tournaments. That's part of why I tracked Demolisher. TRCs. And Rhymer for Regionals.
By those metrics it's less about whether they are OP and more about are they making the meta stale.
TRCs are not. While fleets are built around them, they aren't that prevalent even when you only look at Rebels. There were plenty of CR90s and MC30s taken without TRCs.
I do think they are among the strongest cards in the game, which is why I tracked them. But at least currently they don't define the Rebel meta in the same way Demolisher/Rhyner seem to.
If anything the card to nominate would be APTs. it didn't occur to me to track them, but they were the most common upgrade by a long ways and there were almost no other ordnance upgrades taken.
APT's on Imperials, at a guess? seeing as Rebels can only take them on MC30's. Where as Ordnance upgrades are must in a Gladiator/Raider build. I know I bought 3 MC30's just for the APT's in the packs, my Rebel player friends did not do the same, they basically said "we can use X-17". Or they lend mine.
So how many Rebel players would have used TRC's if they actually had access to the cards? a lot more than is represented in the numbers, dice manipulation > one additional dice.
TRC's with Home one are a disgrace, being able to manipulate 2 dice, 2 red dice, largely removes any sort of issue on them causing sustainable, consistent damage.
You are paying 15 points to be able to manipulate those two red dice. APTs are 5 points, and with screed, is a guaranteed face up at least once a turn (unless it is a Mon Mothma ship with evades or has Lando or Admonition), which an be absolutely devastating. And sure, while MC30s weren't in every Rebel build, I guarantee the lists that had them were mostly OE and APT.
with screed your paying 31 points for that dice manipulation so trc+home one is still a killer dealBased on how they handled Imperial Assault and X-Wing, FFG cares about a diverse meta in tournaments. That's part of why I tracked Demolisher. TRCs. And Rhymer for Regionals.
By those metrics it's less about whether they are OP and more about are they making the meta stale.
TRCs are not. While fleets are built around them, they aren't that prevalent even when you only look at Rebels. There were plenty of CR90s and MC30s taken without TRCs.
I do think they are among the strongest cards in the game, which is why I tracked them. But at least currently they don't define the Rebel meta in the same way Demolisher/Rhyner seem to.
If anything the card to nominate would be APTs. it didn't occur to me to track them, but they were the most common upgrade by a long ways and there were almost no other ordnance upgrades taken.
APT's on Imperials, at a guess? seeing as Rebels can only take them on MC30's. Where as Ordnance upgrades are must in a Gladiator/Raider build. I know I bought 3 MC30's just for the APT's in the packs, my Rebel player friends did not do the same, they basically said "we can use X-17". Or they lend mine.
So how many Rebel players would have used TRC's if they actually had access to the cards? a lot more than is represented in the numbers, dice manipulation > one additional dice.
TRC's with Home one are a disgrace, being able to manipulate 2 dice, 2 red dice, largely removes any sort of issue on them causing sustainable, consistent damage.
You are paying 15 points to be able to manipulate those two red dice. APTs are 5 points, and with screed, is a guaranteed face up at least once a turn (unless it is a Mon Mothma ship with evades or has Lando or Admonition), which an be absolutely devastating. And sure, while MC30s weren't in every Rebel build, I guarantee the lists that had them were mostly OE and APT.
And Home One costs 113. Apples and oranges.
And Home One costs 113. Apples and oranges.with screed your paying 31 points for that dice manipulation so trc+home one is still a killer dealBased on how they handled Imperial Assault and X-Wing, FFG cares about a diverse meta in tournaments. That's part of why I tracked Demolisher. TRCs. And Rhymer for Regionals.
By those metrics it's less about whether they are OP and more about are they making the meta stale.
TRCs are not. While fleets are built around them, they aren't that prevalent even when you only look at Rebels. There were plenty of CR90s and MC30s taken without TRCs.
I do think they are among the strongest cards in the game, which is why I tracked them. But at least currently they don't define the Rebel meta in the same way Demolisher/Rhyner seem to.
If anything the card to nominate would be APTs. it didn't occur to me to track them, but they were the most common upgrade by a long ways and there were almost no other ordnance upgrades taken.
APT's on Imperials, at a guess? seeing as Rebels can only take them on MC30's. Where as Ordnance upgrades are must in a Gladiator/Raider build. I know I bought 3 MC30's just for the APT's in the packs, my Rebel player friends did not do the same, they basically said "we can use X-17". Or they lend mine.
So how many Rebel players would have used TRC's if they actually had access to the cards? a lot more than is represented in the numbers, dice manipulation > one additional dice.
TRC's with Home one are a disgrace, being able to manipulate 2 dice, 2 red dice, largely removes any sort of issue on them causing sustainable, consistent damage.
You are paying 15 points to be able to manipulate those two red dice. APTs are 5 points, and with screed, is a guaranteed face up at least once a turn (unless it is a Mon Mothma ship with evades or has Lando or Admonition), which an be absolutely devastating. And sure, while MC30s weren't in every Rebel build, I guarantee the lists that had them were mostly OE and APT.
Besides trc is good enough on its own to not need any other dice manipulation. At least on double evade ships
Edited by clontroper5Okay fine, 7 points versus 5. All I'm saying is APTs are pretty amazing for the point cost, and agree that they are probably the most ubiquitous card I see. I say this using the crap out of them, too.
So I finally got a chance to try out a crazy corvette swarm list
Basically 3 x SW90, 4 x TRC90, Reeikan and Jainas and 2 YT-2400s
I was playing my most frequent practice opponent and he was using his main-line tournament list (2AF, 1 Neb Reeikan Aces list) so I could use it as a "base line" as I usually beat him.
So, I lost.
To be fair, I don't think I had ever played with a corvette before that game, I certainly had never played a 7 ship swarm and I had never used TRC spam so I didn't really know what to expect in terms of damage output. This lack of experience...missinformed...my deployment too many of my corvettes got in each others way, I flew one off the table and I was unable to destroy all his ships (which is the best way to win VS that list). It was a cluster-f
I maintain that the CONCEPT is still good, but I flew it like a chump...the TRC spam forced him to discard tokens pretty consistently and I basically killed one of his AFs 2 or 3 times over (precision strike), however, his neb survived and his bombers did a good job crit farming zombie corvettes. In conclusion, I learned a LOT about how to NOT play this list, and I still think it is potentially quite powerful
It takes a lot of movement skills to run CR90's right. Even just running the Raider is not good enough.
I recommend just using navigate commands. You have so many shots that concentrate fire is not as needed as a double arc is.