So which upgrade card in wave 9 is the Uboat hard-counter?

By Sciencius, in X-Wing

With every upgrade-card in wave 9 spoiled, is it anywhere in sight?

Or does it hide in a combination we have not yet discovered? was it the timing-faq? some sutble shift in the meta? (blackmarket tools->palpaces nerf->rise of a counter list) or simply just the focus towards new shinies?

Maybe Alex and Frank were just trolling.

It was supposed to be old teroch. Token stripping in the easiest way to neuter torp boats, but they were already less effective at range one anyway.

However, teroch is a much more effective dengaroo counter.

Old Teroch? Maybe just the Fang Fighters in general with title and fearlessness. They have the speed to close range, and then get an extra hit and a free evade. 4 of the PS5 ships can easily take out a jumpmaster before it shoots.

none of them really

which is why I'm always skeptical whenever FFG promises anything

never forget munitions failsafe, "the ordnance fix"

give it four more waves and maybe they'll get it right

Edited by ficklegreendice

It was supposed to be old teroch. Token stripping in the easiest way to neuter torp boats, but they were already less effective at range one anyway.

However, teroch is a much more effective dengaroo counter.

Also Teroch is a counter to ONE uboat IF he meets a number of conditions (range1, arc etc). Hardly a hard counter if you ask me.

I think it was was the Fang as a whole...not just one upgrade.

I think it was was the Fang as a whole...not just one upgrade.

Fangs have no counter to getting blocked and then torped in the face

especially not compared to palp aces

Fangs have no counter to getting blocked and then torped in the face

especially not compared to palp aces

I'd argue that the PS1 Fangs have a pretty good counter to getting blocked.

Fangs have no counter to getting blocked and then torped in the face

especially not compared to palp aces

I'd argue that the PS1 Fangs have a pretty good counter to getting blocked.

not to actually having to kill scouts, though

none of them really

which is why I'm always skeptical whenever FFG promises anything

never forget munitions failsafe, "the ordnance fix"

give it four more waves and maybe they'll get it right

or Integrated Astromech, the 'T-65 fix'

none of them really

which is why I'm always skeptical whenever FFG promises anything

never forget munitions failsafe, "the ordnance fix"

give it four more waves and maybe they'll get it right

or Integrated Astromech, the 'T-65 fix'

To be fair they never said that. They said it's a step in the right direction and that they view improving old stuff as an incremental process. They knew the T65 want fixed yet when IA dropped.

Major Juggler just posted posted this "Terror" in Fickles excellent thread (https://community.fantasyflightgames.com/topic/226642-black-market-slicer-tools-ie-holy-crap-i-dont-have-to-about-rng/):

99 points

Contracted Scout (33)

Deadeye

Plasma Torpedoes

Extra Munitions

Guidance Chips

OCR4

Slicers

Contracted Scout (33)

Deadeye

Plasma Torpedoes

Extra Munitions

Guidance Chips

OCR4

Slicers

Contracted Scout (33)

Deadeye

Plasma Torpedoes

Extra Munitions

Guidance Chips

OCR4

Rigged Cargo Chute OR Slicers

So am I to understand that Wave 9 actually made the Tripple Uboats better?!?!?

Edited by Sciencius

Major Juggler just posted posted this "Terror" in Fickles excellent thread (https://community.fantasyflightgames.com/topic/226642-black-market-slicer-tools-ie-holy-crap-i-dont-have-to-about-rng/):

99 points

Contracted Scout (33)

Deadeye

Plasma Torpedoes

Extra Munitions

Guidance Chips

OCR4

Slicers

Contracted Scout (33)

Deadeye

Plasma Torpedoes

Extra Munitions

Guidance Chips

OCR4

Slicers

Contracted Scout (33)

Deadeye

Plasma Torpedoes

Extra Munitions

Guidance Chips

OCR4

Rigged Cargo Chute OR Slicers

So am I to understand that Wave 9 actually made the Tripple Uboats better?!?!?

when you have access to at least 4 amazing upgrade slots (ept, salvaged, crew and illicit)...yeah just about anything would improve you :P

it's not perfect, though, as the new illicits require ACTIONs you normally use to focus for deadeye

it's stuff to use when you can't fire your torpedoes or have already run out of them, obviously

personally, I prefer feedback array and using the action to barrel-roll into blocks

The faq was the wave 9 nerf to uboats.

There is not, and never should be, a hard counter to Uboats or any ship. Hard counters are bad design.

The faq was the wave 9 nerf to uboats.

True, and it has nerfed them somewhat, but they are still at the top of the meta, and some say they still dominate and limits the competative options in the meta.

There is not, and never should be, a hard counter to Uboats or any ship. Hard counters are bad design.

You are absolutely right, in a perfect world the game will be balanced..but the designers them self said that the Uboat did surprice them and that a "hard-counter" was comming, so I was just curious if somebody could spot something or as I also said, spot som change in the meta which would keep them in check.

There is not, and never should be, a hard counter to Uboats or any ship. Hard counters are bad design.

You are absolutely right, in a perfect world the game will be balanced..but the designers them self said that the Uboat did surprice them and that a "hard-counter" was comming, so I was just curious if somebody could spot something or as I also said, spot som change in the meta which would keep them in check.

You're right. Let me direct you to R5-p8, black slicer, and latts razzi. Good luck playing corran or Soontir. Oh let's not even discount the already existing feedback array.

To be fair boba crew was also made to counter emporer palpatine and a few other crew.

Direct counters aren't necessarily bad, it's only bad if it completely invalidates lists and create a Rock Paper Scissors effect

more like hard ace counter. Theres some annoyances to uboats but no hard counters (fangs being the biggest one but scum counter scum really...)

Aces have more arcs to deal with, which all (including mobile arc) dont trigger autos.

Slicers > PTL users, putting a timebomb over their head

if they dont arcdodge a fang, they will be hurting

seismic torps can sneak a damage through (though less reliable than slicer since 2pts, one shot, needs a rock around)

Auto-tractor effect

Tailgunner (minor but still a thorn)

Cargo Chute: in the right place this can REALLY damper aces since they do not like stress outside ptl

Uboats?

Old Teroch (which as others have pointed out, means little since its range1 anyway)

Latts - if you use anything that gives you a stress, you just gave a Latts user a free evade.

Cargo Chute - no focus, but like Teroch you have to be so close to get it off it might as well not count.

Anti-ace wave, not anti-uboat

And ironically both the imperial and rebel additions do NOTHING to uboats, its all scum stuff.

Edited by Vineheart01

eh..."Quickdraw" at least will help you snuff a jm5k before it shoots

double-taps are no joke, especially if you manage it at range 1 (8 dice) and ESPECIALLY because Quickdraw trades out just fine (rage baffle is 31 points; 32 with TIE/mk2, which costs the same as a double plasma OCr4 scout)

Yeah. I forgot seismic torps. Which is another small ship ace counter.

Yeah. I forgot seismic torps. Which is another small ship ace counter.

very soft dash counter :P

none of them really

which is why I'm always skeptical whenever FFG promises anything

never forget munitions failsafe, "the ordnance fix"

give it four more waves and maybe they'll get it right

Honest and legitimate question here... why do you even still play the game? It just seems you're always negative about pretty much everything.

Srsly. I'm not trolling, I'm honestly curious.