A weaker lambda shuttle with a slightly better dial. But unless they do a Yoda/ObiWan/MonMarthma crew combination. they won't come close to the Palpmobile.
What is the U-Wing role?
I like the idea of filling the U-wing mobility gap with Sabine Cluster Mines and Cassian. People can get behind a U-wing but will they want to get behind a U-wing with two cluster mines to drop and advanced knowledge of your moves?
Rey (45)
Expertise (4)
Finn (5)
Kanan Jarrus (3)
Engine Upgrade (4)
Millennium Falcon (TFA) (1)
Heff Tobber (24)
Advanced Sensors (3)
Extra Munitions (2)
Sabine Wren (2)
Cassian Andor (2)
Cluster Mines (4)
Pivot Wing (0)
Total: 99
View in Yet Another Squad Builder
Edited by Zorprime3 hours ago, WWHSD said:On the flip side, knowing where your opponent's arcs are going to be when the combat phase rolls around lets you make better decisions one who should get the tokens.
Ahh, of course! I suppose the only way to really use Jyn is to just fly well. Which makes sense! But doesn't help me any haha
Another alternative for low(er)-PS U-Wings is to slap Lando on there with the Advanced Sensors and Experimental Interface. Use Bodhi to target lock who you want, EI Lando to get some tokens. You can stop easier with EI and possibly getting evades with Lando softens the blow of losing your 2nd evade dice. Not really something you can count on though.
I like the U-wing a lot because of the design and the flapping wings, I initially thought the dial was going to be a lot better than it was, but the lack of red like the Lambda doesn't make very much better when it still can't turn well lol
Edited by codegnave1 hour ago, Marinealver said:A weaker lambda shuttle with a slightly better dial. But unless they do a Yoda/ObiWan/MonMarthma crew combination. they won't come close to the Palpmobile.
well, vastly better dial with a situational but existent ability to turn 180 degrees in one round
otherwise, yeah totally agree
knowing FFG, though, reb palp will suck and be range limited
although, I'd be 10,000% down with Obi Wan crew that only works at range 1 and only turns a die into a FOCUS result
because you don't need to see his identification/he's using an old jedi mind trick
Edited by ficklegreendiceHWK-290's are Vanilla... U-WINGS are French Vanilla!
Heff w/FCS, Extra Munitions, Sabine Wren, Bombardier, Pivot Wing, Anti-Pursuit lasers, Connor Net.
So much fun
10 hours ago, SamTheJ said:I'm loving heff tobber with Sabine and Anti pursuit lasers. Makes a great blocker/bomber.
Thats nice but what with him ?
8 hours ago, ficklegreendice said:
this thing isn't ever going to be competitive, though. It requires too much forethought to play and isn't busted like dengaroo or some such. It's just decent
It is competitive, its just not easy to fly. You have to plan ahead two moves in advance when you want to 180. Heff + Zeb crew is worth the 25pts easy. Fly in, focus, get the block, take the TL and get a full range 1 shot. you are trading 25pts to kill/do major damage to a more expensive target. Now, if you have Biggs behind Heff, Heff doesnt even get shot at, Biggs does. Its a powerful combo that some Kanan/Biggs lists have been doing, only this costs you just 25pts.
4 hours ago, ficklegreendice said:it's not good, because it encourages a ship to be in range while the others aren't
which isn't terribly great play unless you're magically not getting shot at
if there was no range restriction at all, he'd do something. alas
Bodhi might be more useful when the Rebel TIE comes out.
Ahsoka with VI+Captured TIE
Bodhi with Plasma Torp and Guidance Chips.
2 x Gold Squad with Plasma Torps, Extra Munitions, Guidance Chips, and Autoblaster Turrets.
That leaves three points to play with.
Ahsoka zips ahead and lets Bodhi and the Gold Squads pick up target locks the round before they get into range two or three allowing them to get off a nice volley of Plasma Topedoes modified with focus and Guidence Chips. Ahsoka can then use her ability to help the Y-Wings get off their second torpedo.
Bodhi's ability won't probably see much use after setting up an alpha strike with plasmas but that might be all he needs to do.
I tried it in Galaxy Note 7 as Sabine-Caddy with more durability and guaranteed use for Chopper.
Heff Tobber (24)
Enhanced Scopes (1)
Extra Munitions (2)
Sabine Wren (2)
"Chopper" (0)
Proximity Mines (3)
Pivot Wing (0)
Warden Squadron Pilot (23)
Extra Munitions (2)
Seismic Charges (2)
Cluster Mines (4)
Advanced SLAM (2)
Warden Squadron Pilot (23)
Extra Munitions (2)
Cassian Andor (2)
Seismic Charges (2)
Cluster Mines (4)
Advanced SLAM (2)
Total: 100
View in Yet Another Squad Builder
Worked rather well, although it is harder to fly. It seems to be roughly equivalent to the standard list when it comes to power, but behaves differently, so you might have an advantage.
Edited by Admiral DeathrainYou fly it around and casually mention that you are in Pivot mode but the wings are the other way .
I am actually thinking of trying Heff with APL and Saboteur and something else. In the perfect scenario: they bump you, get a damage (card) from APL and then another roll to activate Saboteur.
Probably, not very efficient, but worth a try
I use mine as a way to try and mess my opponents up from the start, I deploy it in landing mode towards me, then do the 180° turn 1, it has the same effects as a normal stationary turn 1, but it can help confuse the opponent, it doesn't always work, but I love deploying the u-wing backwards
i would laugh so hard (and let it slide) if you somehow had the card on the Attack face when you deployed like that lol.
Just now, Vineheart01 said:i would laugh so hard (and let it slide) if you somehow had the card on the Attack face when you deployed like that lol.
Luckily I haven't done that (yet), because I always have the card set to landing mode when I take my squad involving the u out, though I could screw up and forget the u is facing me and just fly straight off the board
Confused?
Youve deployed it where there is only one possible reason for doing so and only one possible outcome.
Who gets confused by this? Are you playing against Forrest Gump?
2 minutes ago, Stay On The Leader said:Confused?
Youve deployed it where there is only one possible reason for doing so and only one possible outcome.
Who gets confused by this? Are you playing against Forrest Gump?
Well, maybe confused wasn't the best word, maybe slightly surprised
Also the Uwing doesnt have a slightly better Lambda dial. Its a VASTLY better dial.
Ive tried to use the Lambda, both because nobody uses it (outside palpmobile) and i hate buying ships that i never use. EVERY game i run into the same problem where that red 2turn shafts me, either because i need to do it twice or the fact that its red means i cant boost and i get caught in a bad spot because now i need to destress. I've always said if it had a white 2turn and leave the rest as it is i'd use it a lot more. Its stats are nuts for the price...but just like a fat cow its only good for 1 thing: food.
13 hours ago, ficklegreendice said:
well, vastly better dial with a situational but existent ability to turn 180 degrees in one round
otherwise, yeah totally agree
knowing FFG, though, reb palp will suck and be range limited
although, I'd be 10,000% down with Obi Wan crew that only works at range 1 and only turns a die into a FOCUS result
because you don't need to see his identification/he's using an old jedi mind trick
I could see a rebel crew combination that is supposed to duplicate the effects of Emperor Palpatine. Maybe even break it up into three pecies.
Yoda, when using an ability that would target a friendly ship at a range you may ignore the range of that ship 3
Mon Mothma Once Per Round you may turn a <focus> result into a result you want 3
Obi Wan Once Per Round you may turn any dice roll into a focus result 3.
There Palp broke up into 3 different crew slots. So what type of Rebel palp do you want?
11 hours ago, WWHSD said:Bodhi might be more useful when the Rebel TIE comes out.
Ahsoka with VI+Captured TIE
Bodhi with Plasma Torp and Guidance Chips.
2 x Gold Squad with Plasma Torps, Extra Munitions, Guidance Chips, and Autoblaster Turrets.
That leaves three points to play with.
Ahsoka zips ahead and lets Bodhi and the Gold Squads pick up target locks the round before they get into range two or three allowing them to get off a nice volley of Plasma Topedoes modified with focus and Guidence Chips. Ahsoka can then use her ability to help the Y-Wings get off their second torpedo.
Bodhi's ability won't probably see much use after setting up an alpha strike with plasmas but that might be all he needs to do.
This is pretty much the exact list I was messing around with last night, though I didn't have the captured tie in since it wasn't released, but that will change...My choice for the three points is Hera and FCS.
11 hours ago, Admiral Deathrain said:I tried it in Galaxy Note 7 as Sabine-Caddy with more durability and guaranteed use for Chopper.
Heff Tobber (24)
Enhanced Scopes (1)
Extra Munitions (2)
Sabine Wren (2)
"Chopper" (0)
Proximity Mines (3)
Pivot Wing (0)Warden Squadron Pilot (23)
Extra Munitions (2)
Seismic Charges (2)
Cluster Mines (4)
Advanced SLAM (2)Warden Squadron Pilot (23)
Extra Munitions (2)
Cassian Andor (2)
Seismic Charges (2)
Cluster Mines (4)
Advanced SLAM (2)Total: 100
View in Yet Another Squad Builder
Worked rather well, although it is harder to fly. It seems to be roughly equivalent to the standard list when it comes to power, but behaves differently, so you might have an advantage.
I know someone running a list similar to this & utilizing Cassians movement intel with good results.
Bodhi was the first pilot out of the box I was excited to try. Paired with the named Y-wing brothers carrying Ion Torps for the Rogue One thematic volley. I got some decent use out of his ability across two games. I'm surprised he isn't getting more love.
Any optimal builds using him? I haven't worked out what PS wing mates (low? high?) make the most sense.
The trick to bomber Heff is electronic baffles. Stop, rotate, take a damage and clear the stress, drop the bomb on the guy who was right in front of you when you activated. Next turn your opponent is stuck either staying behind you and getting the second bomb, or flying ahead and getting shot in the back. Two bombing warden squadrons and you've got yourself a list.
13 minutes ago, SamTheJ said:The trick to bomber Heff is electronic baffles. Stop, rotate, take a damage and clear the stress, drop the bomb on the guy who was right in front of you when you activated. Next turn your opponent is stuck either staying behind you and getting the second bomb, or flying ahead and getting shot in the back. Two bombing warden squadrons and you've got yourself a list.
i dont care if this sounds like a 1off gimick that wont actually go anywhere im so doing this LOL
8 hours ago, SamTheJ said:The trick to bomber Heff is electronic baffles. Stop, rotate, take a damage and clear the stress, drop the bomb on the guy who was right in front of you when you activated. Next turn your opponent is stuck either staying behind you and getting the second bomb, or flying ahead and getting shot in the back. Two bombing warden squadrons and you've got yourself a list.
I like Chopper better as he protects you from stress control. Don't see myself stopping that much 2 and 3 turns almost always clear a large base.