Contracted scouts is still broken.

By JimbonX, in X-Wing

Yes, Palp Aces is winning everything out there so there is only one thing to do. Nerf scouts.

Holy hyperbole, batman!

SOunds ridiculous, but he's right xD

Torpmasters ate everything that scared the hell out of Palp-Aholes

soooooooooo nerf to them might return the stresshog and VI Regen-aces >_>

Stresshogs are good for the game. However, if we're going to fix the Palp Aces problem by nerfing U-Boats so that Rebels can get their Palp Aces equivalent back, I'd rather we just have U-Boats.

U-Boats and Palp Aces meta > Palp Aces and Regen and TLT meta.

Yes, Palp Aces is winning everything out there so there is only one thing to do. Nerf scouts.

Holy hyperbole, batman!
SOunds ridiculous, but he's right xD

Torpmasters ate everything that scared the hell out of Palp-Aholes

soooooooooo nerf to them might return the stresshog and VI Regen-aces >_>

Stresshogs are good for the game. However, if we're going to fix the Palp Aces problem by nerfing U-Boats so that Rebels can get their Palp Aces equivalent back, I'd rather we just have U-Boats.

U-Boats and Palp Aces meta > Palp Aces and Regen and TLT meta.

can't agree more.

once in a lifetime ps race has settled, PS9+ isn't "you have it or you're dead" level

joust-list that excels at arc-shooting and blocking is king

and AdvSensor Brobots have a place in meta.

PWTs return, but now they are cautious PWTs, not indaface PWTs

And Acewing clouds gather again...

I think I see the point you're trying to make about long range sensors, but you're not articulating it.

Deadeye enables Ordnance builds to react to aces, something which is otherwise unavailable. Long Range sensors mandates a setup period and advertises your plan to the enemy, allowing them at least two turns to counter it (Unless you give up the action economy LRS enables to fix ordnance).

Have I accurately represented your objection, Warpman?

Let me take your comments first as it goes to the idea of having one Gamma Vet with Crack Shot to counter one Imperial Ace. It's OK to to telegraph your target. One Tie Bomber does not really have a problem keeping one Imperial Ace within firing arc and it can be hard to get from R4 to R1 if you are looking out for it. It forces the Imp Ace to spend a bit of time preparing for the approach and look for an opening. This can delay that ace for a turn or even more. So, one 27 pt ship is causing a 35 pt Stealth Soontir to be delayed in the game. That's OK with me. The rest of your list can punish the other 65 pts with some nice alpha strike capability.

I would not have the 2nd ship with LRS to go after the same Imp Ace. They can go for another target that probably won't evade for one Tie Bomber.

Then you get 1 forward and they do their basic maneuver

???

R1 again, and the torp is already being pushed down the throat.

The Tie Bomber does the 1 forward and grabs the TL....unless the target really didn't go far. Even then, there is usually another target that can be target locked. It doesn't have to be a specific target with this list...which is what is important. I don't see EVERY enemy ship not being able to be TL'ed.

So, once you do the 1 forward and grab a TL, the enemy will have set their dials to turn back on the Tie Bomber and get within R1? Not very plausible to me, but even so, since you aren't flying in formation, that ship will then be at R2-3 to the other Tie Bombers to blast to pieces....which is completely OK.