Arcsarcsarcsarcsarcs.... ARCS!

By ficklegreendice, in X-Wing

If you block Soontir and you get 3 hits, the Soontir player has a 48% chance of taking zero damage with only 4 agility and Palp. That's if you get 3 hits. Now that I've spent one ship's attack to block you, and one ship's attack to probably not do anything except maybe strip Palpatine, I now likely have no more ships with a (decent) shot at Soontir to ACTUALLY DAMAGE HIM WITH .

I'm going to continue posting this until you greedy Imperial players get it into your thick skulls.

It's difficult to mass fire on these things. If the Palp Aces player is a non-idiot they'll just pick the conservative maneuver that can't be blocked and there is nothing you can do.

Even people that disagree with me that Palp Aces is broken acknowledge that Soontir/Acewings are invincible when Palp is still around and that you must go for the shuttle first.

Then you aren't playing people that are good if they can only manage a block and a single shot. Sorry, it's not that hard. Even against some of the best players. That said, I've lost because a shuttle took 4 shields from 5 ties shooting at it for 3 rounds all with focus. Shuttles don't die like they should...

Even Soontir can randomly take damage from a 2die attack.

Not when he's got an evade token and Palpatine he can't :P
Was wondering if you were going to say that.

I am so sick of people saying he's always got palpatine behind him. He only has palp behind him ONCE, and if you are factoring in palp that means you are at minimum 2v1. If you are 2v1 against palp/soontir youre done for if you dont get some crazy luck on your side. Wheres the person's attacking Soontir other ship hmm? He cant palp both.

Same **** arguement about Seismic Torps - "Opponent rolls the dice, meaning he'll just palp it" i would laugh so hard if he palp'ed a stupid hit from seismics because now theres no palp for my actual attacks.

Way more often than i can count, palp is the reason he didnt take damage from 1 ship. If i get damage through, its because palp wasnt available majority of the time.

This is the mentality i brought when i first encountered the palpaces at my local meta and realized what he did. I spread the idea of not trying to get range1 on soontir so he cant arcdodge so easily (aim for 2) and get multiple ships on him. First ship almost never does damage, second has pretty good odds, third is practically guaranteed if you can get the third in arc too. Ironically, 2-3 months later, i havent seen a palpace in weeks. Our summer tournament had a dengaroo and a tripboat, but no palpaces, despite being 50% imperial players.

Uh, no. Soontir gets it multiple times per game. Soontir's stack of tokens, agility, Palpatine, and Autothrusters boost his survivability above the damage threshold of most ships in the game. This means that "only" once a turn is more than enough.

If you block Soontir and you get 3 hits, the Soontir player has a 48% chance of taking zero damage with only 4 agility and Palp. That's if you get 3 hits. Now that I've spent one ship's attack to block you, and one ship's attack to probably not do anything except maybe strip Palpatine, I now likely have no more ships with a (decent) shot at Soontir to ACTUALLY DAMAGE HIM WITH .

I'm going to continue posting this until you greedy Imperial players get it into your thick skulls.

It's difficult to mass fire on these things. If the Palp Aces player is a non-idiot they'll just pick the conservative maneuver that can't be blocked and there is nothing you can do.

Even people that disagree with me that Palp Aces is broken acknowledge that Soontir/Acewings are invincible when Palp is still around and that you must go for the shuttle first.

Alright, calm down!

If you block Soontir and you get 3 hits, the Soontir player has a 48% chance of taking zero damage with only 4 agility and Palp. That's if you get 3 hits. Now that I've spent one ship's attack to block you, and one ship's attack to probably not do anything except maybe strip Palpatine, I now likely have no more ships with a (decent) shot at Soontir to ACTUALLY DAMAGE HIM WITH .

I'm going to continue posting this until you greedy Imperial players get it into your thick skulls.

It's difficult to mass fire on these things. If the Palp Aces player is a non-idiot they'll just pick the conservative maneuver that can't be blocked and there is nothing you can do.

Even people that disagree with me that Palp Aces is broken acknowledge that Soontir/Acewings are invincible when Palp is still around and that you must go for the shuttle first.

Then you aren't playing people that are good if they can only manage a block and a single shot. Sorry, it's not that hard. Even against some of the best players. That said, I've lost because a shuttle took 4 shields from 5 ties shooting at it for 3 rounds all with focus. Shuttles don't die like they should...

To be fair, he said a "decent" shot.

shuttle first!

14125141_10157301006330142_5461623957101

aces aren't much afterwards

14137974_10157301006565142_3562557742808

shuttle first!

14125141_10157301006330142_5461623957101

aces aren't much afterwards

14137974_10157301006565142_3562557742808

Did he fly onto that debris field on purpose as the only way to get himself a focus? That's quite clever!

OK, so how about:


Norra Wexley

title.png Alliance Overhaul
talent.png Push the Limit

astromech.png R2-D2

crew.png Tail Gunner

Thane Kyrell
title.png Alliance Overhaul
astromech.png R4-D6
crew.png Tail Gunner
Braylen Stramm
title.png Alliance Overhaul

astromech.png R3-A2

crew.png Gunner

99pts

Thane can't be much worse than Biggs, and he *looks* a lot better! Couldn't think of a 1pt improvement, so we'll have a little initiative bid, unless anyone has a suggestion. Possibly something to make Thane more annoying? C-3PO?

Edited by mazz0

Hum, I don't know. I would not attack Thane first in that list, but rather any of the other two (probably Norra). So in that sense he is not Biggs. Sure Thane gets a TL to go with his focus, but that's all as Thane has no other actions. If you wanna go that road, I Think Thane needs something to draw fire, like a torpedo at least.

Hum, I don't know. I would not attack Thane first in that list, but rather any of the other two (probably Norra). So in that sense he is not Biggs. Sure Thane gets a TL to go with his focus, but that's all as Thane has no other actions. If you wanna go that road, I Think Thane needs something to draw fire, like a torpedo at least.

Yeah, I get choosing not to shoot Thane first, but then you're punished with two fully modified attacks (one of which is Norra's) plus Brayen's double stress shot. That's gonna hurt.

So, uh, how'd you'd get those nifty icons next to your upgrades?

Thane is just another one of those ships that heavily encourages a target choice. If flown right, he can really stick it to you if you shoot in his arc and not at him.

I like Tarn Mison for the opposite reason. I often bring him with R7 and Adv Proton Torps, focusing every turn. Any idea how many range1 face-to-face shots hes gotten where he didnt get shot back? rofl... cmon shoot me i dare ya..i'll gladly take a hit if it means i can fire a focused up adv proton in your face :D R7 is just a backup in case i actually get hit pretty hard on the initial roll. Which also deters people from shooting him at a distance if they got another choice.

I kinda wanna play around with lando on thane. Lando is one of those actions that isnt bad if you can get it without sacrificing your main action. I use him with EI quite a bit and it usually pays off.

So, uh, how'd you'd get those nifty icons next to your upgrades?

I was on http://xwing-builder.co.uk/build and I copied it from the Printable version instead of the Forum version.

Thane is just another one of those ships that heavily encourages a target choice. If flown right, he can really stick it to you if you shoot in his arc and not at him.

I like Tarn Mison for the opposite reason. I often bring him with R7 and Adv Proton Torps, focusing every turn. Any idea how many range1 face-to-face shots hes gotten where he didnt get shot back? rofl... cmon shoot me i dare ya..i'll gladly take a hit if it means i can fire a focused up adv proton in your face :D R7 is just a backup in case i actually get hit pretty hard on the initial roll. Which also deters people from shooting him at a distance if they got another choice.

I kinda wanna play around with lando on thane. Lando is one of those actions that isnt bad if you can get it without sacrificing your main action. I use him with EI quite a bit and it usually pays off.

When does R7 happen - is it after modifying attack dice?

R7 is dice modification, its just an unusual source. It happens at the normal step. Which means its both "countered" by rolling terribly then rerolling good (my chance already passed to mod the red dice) and its great because you cant reroll a reroll, so if i force him to reroll 3 hits into blanks he cant reroll them back.

Which tbh is one aspect i dont get. Forcing another player to reroll shouldnt negate your rerolls imo

Reason hes awesome on Tarn is because he acquires a TL when he gets declared a target. R7 only works once per turn but unless he has multiple ships looking at him, he can be as big of a pain as Soontir to hit sometimes (keyword, sometimes. ive rerolled 2-3 hits into focus which just got focused back several times lol)

My mentality with him is if you hit me with 3-4 hits initially, im spending my TL defensively. If not, and im in range1 with my torps, i'll soak the damage and pummel you way harder than you hit me lol.

So far ive never actually fired the torps because everyone just completely forgoes the range1 shot on him, so he basically operates completely free to do whatever the heck he wants lol

Edited by Vineheart01

Fun fact about your Norra build, FGD: Omega Leader is the bane of her existence. I played against OL with your PtL Norra and she could do nothing to the tie...

She's hurt even more than any other ship locked down by the FO because every aspect of her ability is dice modification.

Silver-lining: Tail Gunner works against her!

OL is the bane of a lot of builds that isnt swarm based. First few turns hes usually not a threat but he can EASILY become a 1on1 problem, and when that happens hes a nightmare. I gun for OL immediately when i see him, to the point where i'll gladly overkill the ratfink to get rid of him (i had one game where i fired two homing missiles at him AND my defender to alpha him down. Because he nerts one of my homers' modding i didnt quite kill him with the two shots so the defender had to finish it).

I don't like crying broken and I like derailing thread even less, but when you encounter such a devastating combination that it counters entire lists (i.e. Omega Leader, Dengaroo, Zuckuss on anything that survive without actions - a list of ships that is growing), you get kind of disheartened.

Bringing it full circle: I have faith that Heroes of the Resistance will bring life to ARCs, T-70s, and the YT-series. But mostly ARCs.

on the topic of OL specifically, remember that

Gunner (a 2nd attack; nothing to do with dice mods)

Tailgunner (adding/removing dice are not defined as mods; adding dice results are)

and r3-a2 (obviously not mods)

all still work

also had ZERO issue with dengaroo. His infina focus + re-rolls are adorable and all, but on 1 agi (tailgunner) it's all so much fluff.

Even with Braylen you still have gunner (and you still want Dengar at least double stressed so he can't move and then arc-dodge your aux arc next turn with a b-roll while getting focus from manny, so it's not like r3-a2 is useless)

but if you really want to hard counter Dengaroo, Thane was made for it. With either VTs or r7-t1, Thane can stop Dengar from running into intentional blocks by blocking him and then use his ability to boost/roll out of b2b. Plasma torps or r2-d6 crackshot with full mods (dengar gets two attacks, one normal and one ability, so you get normal action + two ability triggers) do the rest; esp with tailgunner

like I've said a few times, torp scouts are your only "**** you" match up

maybe turrets if they come back. Being slow as all **** makes Dash incredibly frusturating

TLTs aren't a huge issue as I've been able to nuke them down with all PS > 2, until that one time my opponent canceled 4 damage over two rounds on naked greens and then hit Norra 4 times while obstructed and focused (on no offensive mods ofc) leaving an 8 damage swing of bull that ended up with me losing the game to sabine caster <_<


aces aren't much afterwards

14137974_10157301006565142_3562557742808

Did he fly onto that debris field on purpose as the only way to get himself a focus? That's quite clever!

yup yup

he's our local ace :P

Edited by ficklegreendice

but if you really want to hard counter Dengaroo, Thane was made for it. With either VTs or r7-t1, Thane can stop Dengar from running into intentional blocks by blocking him and then use his ability to boost/roll out of b2b.

Oooh, I like that! I think you've just finished off my list for me. Thane can have Tail Gunner and VTs, block someone and still get to shoot them. Lovely.

I know, I know, you don't think ARCs without Biggs work, but sometimes aesthetics is more important!

Edited by mazz0

maybe one day we'll get the Biggs in an ARC that we all deserve :(

Lieutenant Blount (18)
missile.png XX-23 S-thread Tracers
talent.png Adaptability
17 points
Tala Squadron Pilot (17)
missile.png Concussion Missiles
modification.png Guidance Chips
Tala Squadron Pilot (17)
missile.png Concussion Missiles

modification.png Guidance Chips

Braylen Stramm (32)

astromech.png R3-A2

crew.png Gunner
title.png Alliance Overhaul
Bandit Squadron Pilot (16)
missile.png Cluster Missiles
modification.png Guidance Chips

100 points

I've run this a few times. Stressmule is a godsend and the alpha is pretty nifty. I've beaten Dengaroo, Brobots, and a mixed Scum so far. 2 concs and a cluster do nasty things to everybody's beloved big ships.

maybe one day we'll get the Biggs in an ARC that we all deserve :(

Heh, maybe, but I wouldn't hold my breath! what we really need is Integrated Astromechs for our ARCs!

Soooooo:

Norra Wexley

title.png Alliance Overhaul

talent.png Push the Limit

astromech.png R2-D2

crew.png Tail Gunner

Thane Kyrell

title.png Alliance Overhaul

modification.png Vectored Thrusters

crew.png Tail Gunner

Braylen Stramm

title.png Alliance Overhaul

astromech.png R3-A2

crew.png Gunner

so we (apparently) want to shoot Norra or Braylen first (the choice probably depends how action dependant you are), meaning Thane gets full mods if he wasn't blocking, or can block then still attack with one mod. I still think it sounds alright.

Lieutenant Blount (18)
missile.png XX-23 S-thread Tracers
talent.png Adaptability
17 points
Tala Squadron Pilot (17)

missile.png Concussion Missiles
modification.png Guidance Chips
Tala Squadron Pilot (17)
missile.png Concussion Missiles

modification.png Guidance Chips

Braylen Stramm (32)

astromech.png R3-A2

crew.png Gunner
title.png Alliance Overhaul
Bandit Squadron Pilot (16)
missile.png Cluster Missiles
modification.png Guidance Chips

100 points

I've run this a few times. Stressmule is a godsend and the alpha is pretty nifty. I've beaten Dengaroo, Brobots, and a mixed Scum so far. 2 concs and a cluster do nasty things to everybody's beloved big ships.

It's also nicely Clone Warsy :)

like I've said a few times, torp scouts are your only "**** you" match up

He is just 1 point more:

(99)

Biggs Darklighter (26) - X-Wing

R4-D6 (1), Integrated Astromech (0)

Norra Wexley (40) - ARC-170

Push The Limit (3), Tail Gunner (2), R2-D2 (4), Alliance Overhaul (0), Vectored Thrusters (2)

Thane Kyrell (33) - ARC-170

Gunner (5), R3-A2 (2), Alliance Overhaul (0)

How do you fill up the remaining 2 points if you bring Braylen, Luke instead of Gunner?

What about this Norra build, could it work in practice?

Norra Wexley (40) - ARC-170

Outmaneuver (3), Tail Gunner (2), R7-T1 (3), Alliance Overhaul (0), Experimental Interface (3)

Edited by 00supra00

I prefer Braylen with VT

But isn't that a one time Action, as once he starts stressing around he'll propably never be able use then again.

Also it leaves no Ini bis for the U-Boat match-up where you need to have Initiative.

Edited by 00supra00