Id honestly expect more damage out of a quad tractor than 3 barely modded reds bouncing off of modded greens
Assuming it doesnt just ***** out before it fires
Guarantees are good, esp precombat
Id honestly expect more damage out of a quad tractor than 3 barely modded reds bouncing off of modded greens
Assuming it doesnt just ***** out before it fires
Guarantees are good, esp precombat
In fact 5 PS1 quads + tractor array and a naked quad list can do wonders.. Revenge of the
Sith
2 Atk ships!
2 hours ago, Grivoire said:In fact 5 PS1 quads + tractor array and a naked quad list can do wonders.. Revenge of the
Sith2 Atk ships!
I've run a similar list. Dropped the naked quad to get pattern analyzer on all 5 (gogo tractor after reverse), 3 intel agents, a ketsu crew and an unkar crew. Dubbed it Tugboat Heroes lotta fun
10 hours ago, Vineheart01 said:Kfighter is a dice thrower: its stats, upgrades, and pilots kinda prevent it from being more than a beatstick (and a bad one at that).
Tugboat is alternative tactics. You literally wont ever see a tugboat brought for its firepower, in fact i'd be surprised to see it do more than 2 damage all game (not counting tractor into a rock damage). But the shenanigans it brings is just insane. The main reason nimble ships dont care about tractor even though it SHOULD be neutering them is they need to get hit for it to do anything and they always evade it - cant evade this one. I wager this is why Ketsu is seen so much is the auto tractor (which i personally find insanely weak compared to Asajj)
The autotractor is VERY strong but a lot more twitchy to apply. It also does nothing to 0 agility ships and does nothing if you can't keep arc.
But -1 agility then shoot with 4 dice with focus (mindlink) and rerolls (Dengar) to add -1 MORE agility is really, really good.
I'm now wondering abouit Ketsu/Sarco/Fang as a list, Sarco tractors someone to where Ketsu can tractor them again, then she shoots, tractoring them AGAIN, and a Defender gets ignominiouslyu killed by a 2-die ship at range 2 with its 0 agility.
What I like about the Tugboat is that it can Tractor Beam you before you even move. The 1 hard turn and 1 bank reverse means it's going to be hard to get close to this thing and not be in Tractor Beam range before you move (especially on PS 1). For small based ships, you can really mess with someone's turn and where they are going to end up. The move they picked could get them to bump or end up in a sub-optimal position for their turn.
15 hours ago, Vineheart01 said:Kfighter is a dice thrower: its stats, upgrades, and pilots kinda prevent it from being more than a beatstick (and a bad one at that).
Tugboat is alternative tactics. You literally wont ever see a tugboat brought for its firepower, in fact i'd be surprised to see it do more than 2 damage all game (not counting tractor into a rock damage). But the shenanigans it brings is just insane. The main reason nimble ships dont care about tractor even though it SHOULD be neutering them is they need to get hit for it to do anything and they always evade it - cant evade this one. I wager this is why Ketsu is seen so much is the auto tractor (which i personally find insanely weak compared to Asajj)
To be honest, I am wondering if a few Kihraxz Fighters might not be really useful with the tugboat. I disagree with the idea that it's a bad beatstick. I think it's problem is that it's a jouster in a world of no jousting. For a while, Arc Dodgers were everywhere, but to be honest, they aren't around as much anymore. They are cheaper than X-wings and take some concentrated fire to kill (hard to one shot). They throw out 3 damage dice. They also have a 1 sharp turn, which is pretty good when it comes to knife fighting. I'm thinking if you can mess with enemy small ships enough to mess with their movement, you might be able to then have these guys around to take advantage of them messing up and light the enemy up. It's all theory at this point, but I don't think it's a bad idea.
The idea is that you have more cheaper ships that can bring the hurt on something that you tractor beam. Doesn't have to be a "swarm", but perhaps more than a 3 ship list.
I also disagree about Ketsu being insanely weak when compared to Ventress. I think it's all in the build and what else you bring. Not every ship these days cares about being stressed, so Ventress doesn't matter to some lists. If you go with perhaps more ships that can take advantage of someone that is Tractor Beamed, then Ketsu can be mean. I've also used Fearlessness on Ketsu and it can be brutal. So...you get up in front of someone and force them to bump you. You TB them off you for free. You can fire at them and they are -1 green die. You also get a free hit added to your 4 red dice for close range. I like to use Dengar for dice modification. Then, you have a couple other ships already set up to take advantage of the target that has no action for bumping and is -1 Agility.
I almost feel that too many people are stuck on 2-3 ship lists that they don't see the worth of going with a few more cheaper guys. I think Tractor Beam and the Tugboat are good for these types of lists.
i actually try to get 4ship lists if i can. I find i do insanely well and against the odds alot when i got 4 ships for some reason, even if its an idiot schmuk (heck i brought a generic rebel HWK with Autoblasters and Kanan crew and i contribute my wins with that list to that stupid HWK being a threat even though he never did anything ).
I find it easy to make 4ship rebel/scum lists (w/o large ships that is) but unless i run alot of TIEs i find 4ship imperial lists to be difficult to bring.
4 ship Imps got a LOT easier with the Striker.
Imps now have enough pocket aces that you can basically jigsaw together any 4 of them an have a good if unexceptional (and high variance) list.
Quadjumper : · Sarco Plank (18)
Snap Shot (2)
Spacetug Tractor Array (2)
· Bossk (2)
Pattern Analyzer (2)
-- TOTAL ------- 26p. --
Ever since the Quad was revealed I was really hoping one of the pilots could be made into a pocket ace, which is something I've always been jealous of the Imps for having. None of the pilots turned out to be great for it, but Sarco's might be the most accommodating to give it a shot. This build doesn't really do anything great, but it does fit into the scum's awkward mid-20s price point. His upgrades will make him challenging to learn, but I think he could be worth it in the right hands!
On 1/27/2017 at 7:37 AM, thespaceinvader said:4 ship Imps got a LOT easier with the Striker.
Imps now have enough pocket aces that you can basically jigsaw together any 4 of them an have a good if unexceptional (and high variance) list.
I've been thinking about 4-ship Imperials alot lately. Imperials seem to be the faction best able to field a viable 4-ship list that is something other than 4x TLT's. Zeta Leader is usually a part of that mix. Long-Range Scanner bombers also should be in the mix. X-wing still needs way more viable pilots in the low 20 point range for all factions.
On 1/27/2017 at 6:18 AM, heychadwick said:Not every ship these days cares about being stressed, so Ventress doesn't matter to some lists .
That's why Latts Razi is such a good crew on Ventress. It lets the stress token she hands out be either control or increased defense.