Phantoms, Decimators, Lamdas, and Tie/fos post Wave 10

By JoeyBriefcase, in X-Wing

Juke will only trigger if that evade token isn't stripped by Unkar's escorts - who in my case will be Fenn and Asajj. I didn't even factor focus into Unkar's defenses, which boosts it significantly. On the other hand, I didn't factor in Juke or Vessery either:

1. Vessery shoots a focused Unkar, assuming Ryad took a target lock to spot for him:

He rolls a total of 2.625 damage on average. Unkar rolls 1.25 evades with a focus token spent, negating juke. A total of 1.375 damage is dealt to Unkar.

2. Ryad then shoots (but she, naturally, has PTL, not juke.):

Rolling 2.625 damage again, of which 0.75 damage is blocked. 1.875 damage is dealt to Unkar.

Even with two fully modified attacks, the first of which is juke modified, the total amount of damage is 3.25. If you added in a Palpatine critical hit, Unkar is going to take an average of around 4 damage on that first turn (at range 2). I'd be a fool to let you close to range 1 on the first turn (which is easily prevented, just through slow-play), so 4-dice attacks are unlikely. If you're flying the Palp-shuttle aggressively and have a shot on Unkar, that'd probably do it. However, a mere 2 defenders firng will not kill Unkar in 1 turn of range 2 fire, under average dice circumstances. Your experience is valid, but not the norm.

Even with two fully modified attacks, the first of which is juke modified, the total amount of damage is 3.25. If you added in a Palpatine critical hit, Unkar is going to take an average of around 4 damage on that first turn (at range 2). I'd be a fool to let you close to range 1 on the first turn (which is easily prevented, just through slow-play), so 4-dice attacks are unlikely. If you're flying the Palp-shuttle aggressively and have a shot on Unkar, that'd probably do it. However, a mere 2 defenders firng will not kill Unkar in 1 turn of range 2 fire, under average dice circumstances. Your experience is valid, but not the norm.

Except the Spacetug upgrade requires being in range 1. And Unkar has to play close to trigger his ability. These things are more flimsy than the protectorate and much less maneuverable - those things get popped in one turn pretty frequently (due to high variance).

There isn't really much interesting in the coming ships, they are a decent way behind the current power level. All of Wave 10 is pretty much DOA, U-Wing and TIE Striker basically were.

As others have said Operations Specialist is maybe the key card.

Edit to add: Operations Specialist makes Snap Shot a bit more interesting.

Edited by Stay On The Leader

Unkar can't make range 1 on the first combat turn of the game (outside range 3 to range 1 isn't possible with a 3 straight, and he'll probably be moving first), so I was highlighting the fact that he can withstand an opening volley at range 2 or 3 before he gets to pull off his shenanigans. As soon as he does reach range 1, you can pretty much guarantee that one of the Defenders will bump him (using intel agent), and have AGI1 for the rest of the turn.

The bumped defender can't attack Unkar, and the second one may not have a shot at all. Even if Unkar is killed on the second combat round, he's fulfilled his purpose. A defender is at AGI 1 and (in my case) Fenn is positioned to capitalise on that, as is Asajj. You'll probably trade Unkar for a Defender there, or at the very best Unkar for a mortally wounded Defender. Either way his points were well spent.

A Protectorate can get destroyed in a single turn (especially at range 2) mainly because of its low health of 4. Blank defense dice can mean all you need to kill it is to roll 4 hits. With Unkar this is increased to 5, even with whiffed defense rolls.

And that's just about the worst matchup. Against Dengaroo, Unkar would have to have absurdly bad luck to die in the first combat round (Direct hit critical), otherwise he can wreck Dengar's defenses on the next round instead. The same is true for Asajj, Ketsu, Fenn, Corran, etc. All of them suffer terribly in the face of even one turn of -2 agility, and most lists just don't have the capacity to guarantee killing Unkar on the first combat turn.

If Kylo gets to be too big of a deal, what about a minor B-Wing come back? They can put out a lot of damage and their shields will protect them from Kylo. If they only have one or two ships to worry about after that.... Maybe

If Kylo gets to be too big of a deal, what about a minor B-Wing come back? They can put out a lot of damage and their shields will protect them from Kylo. If they only have one or two ships to worry about after that.... Maybe

That's not how the Force works.

Kylo punches through shields and just assigns damage cards directly - ships with a lot of shield and low hull are what are scared of Kylo. But regardless, Kylo won't be a big thing.

Ohh **** just reread him, he isn't like Vader at all. Never mind, back to the drawing board....

TBF B-Wings are probably a good answer anyway, but for different reasons. If you go to the Hotshot/Gunner/Kylo Deci then you've got a Deci that is using actions for Kylo rather than boosting, at which point the weak point is just battering the Deci down ASAP. B-Wings, especially with FCS to give mods HSCP can't fix, will batter that Deci down long before Kylo can get much done.

Lists with just a couple of ships will get hurt by Kylo dredging up Blinded Pilot cards, but a wave of generics will keep punching.

TBF B-Wings are probably a good answer anyway, but for different reasons. If you go to the Hotshot/Gunner/Kylo Deci then you've got a Deci that is using actions for Kylo rather than boosting, at which point the weak point is just battering the Deci down ASAP. B-Wings, especially with FCS to give mods HSCP can't fix, will batter that Deci down long before Kylo can get much done.

Lists with just a couple of ships will get hurt by Kylo dredging up Blinded Pilot cards, but a wave of generics will keep punching.

TBF B-Wings are probably a good answer anyway, but for different reasons. If you go to the Hotshot/Gunner/Kylo Deci then you've got a Deci that is using actions for Kylo rather than boosting, at which point the weak point is just battering the Deci down ASAP. B-Wings, especially with FCS to give mods HSCP can't fix, will batter that Deci down long before Kylo can get much done.

Lists with just a couple of ships will get hurt by Kylo dredging up Blinded Pilot cards, but a wave of generics will keep punching.

In this case, though, the decimator doesn't need to use Kylo to win, which is what we saw in Wave 5 and beyond. Generally, good players can use their high PS and repositioning to win those games.

Everything from Wave 10 (excluding the R1 releases naturally) and the effects.

  • Quad Jumper might make scum tractor beam more effective. Right now because of tractor beam effect discarding the token they are only good on TIE-D titles, or when using Ketsu's do not discard ability. Havign tractor beams assigned as an action will tear low agility ships.

THis is so inaccurate it's funny. Ketsu pilot is a brilliant use of tractor tokens. Pile one on automatically, a second when your now-better attack hits, then tear up the now-minus-2 agility target with the rest of your list.

The expense is the real difficulty.