Skurrg Discussion.

By tsuruki, in X-Wing

58 minutes ago, Cerve said:

If you have 9-10 PS you can be correct. Otherwise, Autoblaster is wasted on him. Yes you have B-Roll: Aces have B-roll as well. If the move after you, you will be never able to shoot anyone.

In fact, in high PS I will put AB. In low PS (as the 3 Scurrg list) TLT will be the best turret, for me

I disagree, ABT is going to be useful on low PS ships. Arc dodging is a lot harder when you don't just have to stay out of a ship's arc, you also need to stay out of range one. ABT is cheap as hell. It pays for itself if you even get one shot with it.

Chris Hunt in my FB group posted this picture of a H-6 from an old game:

Starfighter_cover.jpg

On 3/16/2017 at 7:56 PM, Spice Junkee said:

One thing I'm curious about is the two bomb tokens. People are saying they go with the Bomblet Generator, but what if they're with the Mine-laying Field, or whatever that card is? And they represent bombs that the enemy doesnt know about? So they could be seismic charges or conner nets or proton bombs? Could be something along those lines? An attempt at hidden bombs?

Whatever the Minelaying Map card is, it looks like it has language that lets you deploy tokens that correspond to bomb upgrades on your ship. I don't think there are any tokens that are specifically related to that upgrade.

Just now, WWHSD said:

I disagree, ABT is going to be useful on low PS ships. Arc dodging is a lot harder when you don't just have to stay out of a ship's arc, you also need to stay out of range one. ABT is cheap as hell. It pays for itself if you even get one shot with it.

Agreed. Also /x7 Defenders are still a thing and with Ryad and Vessery clocking in at PS5 and 6 respectively, you don't have to have PS9+ to get value out of ABT. Heck, even denying slippery aces the extra red dice for being at R1 can be worthwhile on a low agility ship.

10 minutes ago, Karhedron said:

Agreed. Also /x7 Defenders are still a thing and with Ryad and Vessery clocking in at PS5 and 6 respectively, you don't have to have PS9+ to get value out of ABT. Heck, even denying slippery aces the extra red dice for being at R1 can be worthwhile on a low agility ship.

The Scurrg is a great tool box ship. You don't necessarily bring the ABT because you are building an Ace killer, you put it on a ship that is built to do something else while still giving you a tool to use when you need it.

Bomblet Generator using 1 bank or something else to drop two templates at once creates some issues with Bombardier crew and Emon pilot.

1 minute ago, gamblertuba said:

Bomblet Generator using 1 bank or something else to drop two templates at once creates some issues with Bombardier crew and Emon pilot.

Not really. Those both state 'instead of using a 1 straight', so if the bomblet generator does do that and works the same way, it will just add an option that Emon and Bombardier can't use their abilities on. It doesn't create any issues other can mutual incompatibility.

3 minutes ago, gamblertuba said:

Bomblet Generator using 1 bank or something else to drop two templates at once creates some issues with Bombardier crew and Emon pilot.

I'm guessing that it's an action to put a bomb token on the card (max of two), and you can drop one on dial reveal.

10 minutes ago, WWHSD said:

The Scurrg is a great tool box ship. You don't necessarily bring the ABT because you are building an Ace killer, you put it on a ship that is built to do something else while still giving you a tool to use when you need it.

And its 2 points.

Think the Ghost: you wouldnt run it without a turret. At bare minimum you should have an APT because its 2 freakin points to make the fragile, super agile ships very cautious at dodging your arc.
ABTs wouldnt be the main thing you bring the ship for, its strictly a 2pt failsafe strat. If you dont think you can rebound to get arc, just go for not getting an arc on you and ABT them. If theyre higher PS and arcdodge you, they either are NOT range 1 or just got ABT'd which can easily be worse than a 4die attack in most cases.

41 minutes ago, WWHSD said:

I disagree, ABT is going to be useful on low PS ships. Arc dodging is a lot harder when you don't just have to stay out of a ship's arc, you also need to stay out of range one. ABT is cheap as hell. It pays for itself if you even get one shot with it.

Uhm....if your opponent cannot dodge and ABT with an Ace, call me to play with him too (:

They can against double Ghosts+Y (and that's why noone of this list was at first place, even if still a pretty good list).

It's range 1. All the aces of this game are able to dodge a 360' range 1 shots from a little ships. Also, that's why even Kanan/Hera are taking TLT over ABT, even with Accuracy Corrector.

The only 2 ways that I saw ABT (noone at competitive level anyway) are:

1) Kavil w/VI+Vectored T. PS9+B-Roll. PS9 with a nice bid is the key. I HAVE to move after you.

2) Ghost w/EU and Ashoka. That's because the Ghost will boost into the COMBAT phase, thanks to Ashoka. That means move after all the ships moved, so look where to boost and just shoot. No ship will dodge you into the combat phase (well...nearly no one).

Edited by Cerve
25 minutes ago, Cerve said:

Uhm....if your opponent cannot dodge and ABT with an Ace, call me to play with him too (:

They can against double Ghosts+Y (and that's why noone of this list was at first place, even if still a pretty good list).

It's range 1. All the aces of this game are able to dodge a 360' range 1 shots from a little ships. Also, that's why even Kanan/Hera are taking TLT over ABT, even with Accuracy Corrector.

The only 2 ways that I saw ABT (noone at competitive level anyway) are:

1) Kavil w/VI+Vectored T. PS9+B-Roll. PS9 with a nice bid is the key. I HAVE to move after you.

2) Ghost w/EU and Ashoka. That's because the Ghost will boost into the COMBAT phase, thanks to Ashoka. That means move after all the ships moved, so look where to boost and just shoot. No ship will dodge you into the combat phase (well...nearly no one).

If an ace has to use multiple repositioning actions to get out of arc and out of range one instead of just taking one respostioning action and a token the ABT is doing its job. If the ABT creates a 9.5 inch bubble that you know an ace will try to avoid its doing its job. If it does a point or two of damage during a match on rounds where you wouldn't have had a shot it's doing its job.

The thing about Kavil with ABT is that ABT is his entire gimmick. If he runs up against a wall of low agility HP he's a liability.

Edited by WWHSD

4 with long range scanners and 1 point crew should make a nice alternative to the t70. 10 hits behind 1 agility is probably a touch worse overall than 7 behind 2, but its more tolerant of automatic damage.

The baby blues tend to play blocker a lot, so a couple of intel agents is a good idea; paired with barrel roll they should be very effective

4 with a pair of autoblaster turrets might work well, too.

Alternatively , 3 veterans with a decent loadout of wargear.

My favorite ship from the wave by a mile or more. Unless it has one of the worst dials in the game (doesn't look that way), it's going to be a force. Ships with this much utility always have a place in the game.

Also, don't underestimate the power of TLT with barrel roll. With Nym at PS 8, thinking I will run him as "Super Dash lite". Push, Engine, Kanan crew... Not being able to avoid rocks is a bit of a bummer, but being on a small base should make that a tad easier.

1 hour ago, WWHSD said:

If an ace has to use multiple repositioning actions to get out of arc and out of range one instead of just taking one respostioning action and a token the ABT is doing its job. If the ABT creates a 9.5 inch bubble that you know an ace will try to avoid its doing its job. If it does a point or two of damage during a match on rounds where you wouldn't have had a shot it's doing its job.

The thing about Kavil with ABT is that ABT is his entire gimmick. If he runs up against a wall of low agility HP he's a liability.

Mmm nope it hasn't done any job. Because an ace player simply consider the evenience of boosting+barrel roll. So you have done no deal with it.

Plus, normally there's no need to do multiple repositioning. One is enough, if you know how to fly it.

Edited by Cerve

Assuming every player knows exactly how to both predict his final position and his target literally every turn . Which is asinine to assume.

8 minutes ago, Vineheart01 said:

Assuming every player knows exactly how to both predict his final position and his target literally every turn . Which is asinine to assume.

Well, a low PS ABT needs to know precisely where the Ace will go, so he can bump it. That's one precisely spot.

The Ace just need to avoid it. He can fly like everywhere.

I can see who will struggle more.

And after all this struggling...is just 2 hits. Maybe, 2 hits. How many times you need to do it?

Nah, ABT into small ships low ps doesn't work for me.

Edited by Cerve

I've killed a ton of aces with my autoblaster/accuracy corrector ghost. And I'd also point out that there's very few actual double repositioning aces in the meta right now. Soontir hasn't been common for a while now, defenders and tie/sfs only have barrel roll, Fenn Rau usually runs mindlink, etc. And it's way easier to catch a single repositioner at range 1 than it is a double repositioner.

It looks so much better than the Y-wing, B-wing, and GA-1 for similar point cost; more the first 2 and less the latter of course. The upgrade combos are just ridiculous. If the rebels had full access to the ship (which they will get in the next "most wanted style pack) it's going to really get messy and the Y and B can officially go into retirement with the rebel HWK.

13 minutes ago, Cerve said:

Well, a low PS ABT needs to know precisely where the Ace will go, so he can bump it. That's one precisely spot.

The Ace just need to avoid it. He can fly like everywhere.

I can see who will struggle more

I don't usually play high PS ships and I rarely play aces. I've found that I don't need to block aces every round to beat them. When I am successful I take options away from my opponent and either funnel them where I want them to go or force them to keep their gun out the fight. Using obstacles and an ABT to make places your opponent isn't going put his ace makes it much easier to cover the remaining choices..

15 minutes ago, WWHSD said:

I don't usually play high PS ships and I rarely play aces. I've found that I don't need to block aces every round to beat them. When I am successful I take options away from my opponent and either funnel them where I want them to go or force them to keep their gun out the fight. Using obstacles and an ABT to make places your opponent isn't going put his ace makes it much easier to cover the remaining choices..

Mmm dunno, it never worked to me. They don't care to use multiple repositions if they will shoot me and I don't. My ABT never had any ace in his sight, and and the end it seems to me that I got worse than my opponent. Pushing an Ace to boost+roll doesn't mean good for me, it's quite the opposite: because the ace can repositioning itself so well, my ABT never work. It's a characteristic of aces, they are happy to doing that. Plus, 3 red dice even without modify are nice when I throw nothing 'cause I'm out of range.

Different game experiences :)

Thing is this: if you've got four scurrgs, two with ABTs, a generic ace (lets call him foontir sel to protect his identity) generally has three options on any given move:

1 - accept a head-on pass and trust his stack of tokens. With four three-dice attacks, and palpatine no longer retroactive, thats a big ask, and he's unlikely to PS-kill one before it can shoot even in the second or third round of combat

2 - break contact so neither side has a shot and trust you'll be in a better position than they are when you come in again. Given that we know the scurrg has a talon roll and barrel roll, not so automatic

3 - try to jink such that they dont have a shot but you do. Easy to achieve at PS9 with boost and barrel roll, but most easily done close to the enemy where arcs of fire are narrow and easily slipped out of... something which is suddenly highly inadvisable when faced with autoblaster fire.

Essentially, it's a similar approach to a feedback array: it's not necesarily going to fire, but its existance seriously cuts into an aces movement options. The ability to pack mines on an otherwise pretty cost-effective jouster should do the same.

Havoc title with fcs and r4b11.

Add in synced turret and/or pred for good measure!

Havoc with FCS/R4B11 was the first combo that came to mind involving unique mechs.

You still get the TL after the defense dice modding steps so just like with attacking it wont do much on the initial pass, but continued attacks will be rather mean. Probably one of the reasons mechanic-wise the Havoc loses its crew is if you could slap Dengar on there for native rerolls o good god rofl. Rebel Nym could have Shara around for attack rerolls but that might be a bit too much invested into that idea lol.

1 hour ago, Cerve said:

Mmm dunno, it never worked to me. They don't care to use multiple repositions if they will shoot me and I don't. My ABT never had any ace in his sight, and and the end it seems to me that I got worse than my opponent. Pushing an Ace to boost+roll doesn't mean good for me, it's quite the opposite: because the ace can repositioning itself so well, my ABT never work. It's a characteristic of aces, they are happy to doing that. Plus, 3 red dice even without modify are nice when I throw nothing 'cause I'm out of range.

Different game experiences :)

Your problem is thinking you need to get a shot with the ABT to make the ABT worth its points. You don't. It's a range 1 deterrent. If the ace makes the decision to do something other than taking that range one shot, it's already done its job. This is especially true because ships do not live in a vacuum. You should be using it to create no-win situations for the ace. You either force him to take the ABT shot, or force him to reposition, leaving him with less tokens for your other ships. Nobody actually takes an ABT expecting it to be their main source of offense, barring some Ghost lists.

Edited by Zefirus
9 minutes ago, Zefirus said:

Your problem is thinking you need to get a shot with the ABT to make the ABT worth its points. You don't. It's a range 1 deterrent. If the ace makes the decision to do something other than taking that range one shot, it's already done its job. This is especially true because ships do not live in a vacuum. You should be using it to create no-win situations for the ace. You either force him to take the ABT shot, or force him to reposition, leaving him with less tokens for your other ships. Nobody actually takes an ABT expecting it to be their main source of offense, barring some Ghost lists.

If X-Wing will have ground objectives, I will agree. But as now, I'm investing points (almost 25+) doing...nothing? I know that it seems a poor thought, but it is not a Manaroo nor a blocker. For example the Ghost: That ship shoots 4 dice, he don't care about missing the opportunity to shoot with the ABT. I can use it into an ps2 Y-Wing when I run 2 Ghosts. So I create a large no-fly zone with 2 large ships+small one. Or I can run it into a K-Wing if I use bombs. So I don't miss the opportunity to doing damage if I can't shoot with it.

But if I have 100 points, and I win with killpoints, I need that my 100 points will hit enought to grants me a victory. I don't have any clue to buy an turret that grants me a no-fly zone. I got that no ace will fly near to me.....so what? Did I need to buy an Y to cover the side of the YV-666? I don't need it, I'll fly well the YV and other punchy ships will cover his side (by positioning, so they will shoot in anycase).

So that thought doesn't seems valuable to me :-/