Question about Quickdraw's ability, PTP and Electronic Baffle?

By devotedknight, in X-Wing

Just wanting to make sure I’m reading this correctly.

Quickdraw’s ability:

> Once per round, when you lose a shield token, you may perform a primary weapon attack.

Push the Limit:

> Once per round, after you perform an action, you may perform 1 free action shown in your action bar.

> Then receive 1 stress token.

Electronic Baffle:

> When you receive a stress token or an ion token, you may suffer 1 damage to discard that token.

So, if Quickdraw moves and performs an action. Which activates the PTP, which gives her a stress. Which activates the Electronic Baffle, which removes the stress and gives Quickdraw a point of damage. And if she has a shield, activates her special ability, she performs a primary weapons attack. And that attack is during movement because that when she lost her shield.

Correct

Awesome!

It's wonderful fun and can murder against certain lists but honestly it's such a trap. Much better to keep QD as a ship that enemies don't want to shoot for fear of the double tap, imo

15 minutes ago, Goseki1 said:

It's wonderful fun and can murder against certain lists but honestly it's such a trap. Much better to keep QD as a ship that enemies don't want to shoot for fear of the double tap, imo

It's always a trap! ;)

I would only use it as an end-game maneuver.

Edited by devotedknight

Nice. As the Imps have few high meta ships, this actually gives you that punch to equal the playing field, at least for a turn, and give your squad a fighting chance. I do love the idea to get that shot on your own terms and at your own chosen location.

I've used it to take out Fenn rau/Soontir before they've got most of or any of their tokens and Whisper before she can recloak. But otherwise it's just killing yourself to do damage.

I've found its better to get to range one and dare your opponent to shoot, much like Dengar. You also don't have to fire the revenge shot back at whoever targeted you which is nice.

Instead of PTL I would look at rage, the rerolls are nice and work on both attacks (instead of just one from the TL) In general my experience though is Quickdraw is super fragile and melts unless you have Palp or some way to get more tokens beyond just 1 focus

“Quickdraw” (38) Special Forces TIE (29), Elusiveness (2), Electronic Baffle (1), Pattern Analyzer (2), Special Ops Training (0), Shield Upgrade (4)

This is how I load her out.

I always love to sloop, take my action due to pattern analyzer, then stress, baffle the stress and shoot.

When I started playing this people at the store were taking pictures of it and posting them. It was the day after Quickdraw came out.

The only ship to make shield Upgrade worth something. Still very expensive for what it does.

Best to use it as a 3 attack Pilot Skill 9 heavy ship. Kind of like a TIE Defender.

20 minutes ago, eagletsi111 said:

“Quickdraw” (38) Special Forces TIE (29), Elusiveness (2), Electronic Baffle (1), Pattern Analyzer (2), Special Ops Training (0), Shield Upgrade (4)

This is how I load her out.

I always love to sloop, take my action due to pattern analyzer, then stress, baffle the stress and shoot.

When I started playing this people at the store were taking pictures of it and posting them. It was the day after Quickdraw came out.

Why elusiveness? You can Only use it once per turn unless you baffle the stress and then it's kinda pointless.

And wouldn't lightweight frame be better than a shield uppgrade. Sure, a shield uppgrade is a guaranteed HP but LWF Will most likely save at least one HP for 2pts less.

54 minutes ago, Rasseman83 said:

Why elusiveness? You can Only use it once per turn unless you baffle the stress and then it's kinda pointless.

And wouldn't lightweight frame be better than a shield uppgrade. Sure, a shield uppgrade is a guaranteed HP but LWF Will most likely save at least one HP for 2pts less.

SU is more than a guaranteed HP, it's upping QD's ability to potentially 4 uses instead of 3.

Or, if you take 3 uncanceled damage (which happens often enough even with LWF), 2 uses instead of 1.

As others have noted: you are 100% correct about QD's ability, and how Baffles work with her. However! I don't think it's a good idea.

As a PS9 pilot, QD isn't going to get as much use out of attacking l during the activation phase as I might. Think about comparing QD's ability and Snap Shot (2 points)*. Snap Shot gives you one fewer die, but doesn't cost you a damage. Would you put it on QD? I think there are better things to fill that slot with. At PS9, most of the ships you'd be attacking have already tokened up. Even other PS9 ships would have a 50/50 chance of moving first. If QD were, say, PS2, you might want to intentionally trigger the ability, as you would be much more likely to get good value from it.

The other way to think about it: QD has 6 health. With Baffles and PTL, she's 33 points. That's 5.5 points per health. If you do self damage, how likely are you to get that much value in return? If you're attacking, say, a 33 point Contracted Scout, you'd have to do at least 2 damage to it. The ratio is obviously better against more expensive ships, or ones with less health.

The other, _other_ way to think about it: what are you giving up? Taking Electronic Baffles means you're not taking Fire Control System (2 points) **. A TIE S/F has 3 actions on their bar. With FCS, you're effectively getting 1/3 of your total possible actions free every round. That's not bad. With Primed Thrusters*** (1 point) you'd get the ability to Barrel Roll every turn you're not super stressed. Which isn't a bad idea. It's tempting to add Expertise****, but I find that Primed Thrusters and Expertise tend to work at cross purposes.

Something I've seen Quick Draw players have a lot of success with is Draw Their Fire (1 point) ∆. This has a similar function to Baffles, as it lets QD decide to attack when she otherwise wouldn't be able to. A crucial difference is that it doesn't add to the total amount of damage your list has suffered, it merely moves the damage from one ship to another. QD can keep, say, Darth Vader healthy, while also doing a double tap- probably with a Target Lock that FCS granted her from a previous attack.

One other thought: I've tried to make Outmaneuver∆∆ (3 points) work on her. She's got 2 firing arcs, and so the odds are you should be able to catch _someone_ out. Plus, 2 attack goes a lot further when you're able to reduce your opponent's agility a bit.

Finally: Trick Shot∆∆∆ (0 points). You can hide behind dust clouds for a defensive bonus, and negate your opponent's ability to get that same bonus.

Ultimately, I love QD as a pilot, and think her ability is very strong. I think it's an ability to be built around, but not forced- your opponents will be doing their best to kill you without your help. The TIE S/f is a nice bundle of tools, with some great upgrade slots.

*Snap Shot

(Attack 2)

Range 1

After an enemy ship executes a maneuver, you may perform this attack against that ship. Attack: Attack 1 ship. You cannot modify your attack dice and cannot attack again this phase.

**Fire-Control System
B-Wing Expansion Pack, TIE Phantom Expansion Pack

After you perform an attack, you may acquire a target lock on the defender.

***Primed Thrusters

Stress tokens do not prevent you from performing boost or barrel roll actions unless you have 3 or more stress tokens.

****Expertise

When attacking, if you are not stressed, you may change all of your (eyeball) results (hit) to results.

∆ Draw Their Fire

When friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncanceled results instead of the target ship.

∆∆ Outmaneuver

When attacking a ship inside your firing arc, if you are not inside that ship's firing arc, reduce its agility value by 1 (to a minimum of 0).

∆∆∆ Trick Shot

When attacking, if the attack is obstructed, you may roll 1 additional attack die.

My biggest succes so far is making a nasty Quickdraw with Draw their fire. People dont want to shoot at him and then they shoot at someone else and activate him anyway when rolling the crit :D

I have had great success running this:

Quickdraw: Swarm Leader, Baffle, Pattern Analyzer, TIE mkII

Youngster with Rage

4 Academy pilots

The academy pilots and Youngster block ships and evade, then Quickdraw rolls up, rages to get a focus and rerolls on up to 3 dice, and baffles a stress to make a 5 dice attack (6 at range 1!) If you did one of your 9 green maneuvers you can then pattern analyze and drop the other stress, if not, you need to do a green next turn. Then you do another 5 dice attack (still with rerolls from rage, and the focus if you still have it) in the combat phase at ps9. Quickdraw killed Bossk on turn 2 in a vassal match with this. It is quite nasty, and being able to rage with the TIE Fighters after quickdraw dies is very helpful for their damage output.

19 hours ago, Sparklelord said:

SU is more than a guaranteed HP, it's upping QD's ability to potentially 4 uses instead of 3.

Or, if you take 3 uncanceled damage (which happens often enough even with LWF), 2 uses instead of 1.

Well the main reason I have elusiveness is because of bumping. when I get bumped I lose my action. In todays meta you may be right about light weight frame, but I want 4 extra shots with quickdraw, instead of 3. The illusiveness is there to make sure I can attack back when I'm shot and hit by massive alpha strike damage (Reroll the crit). It also helps keep me alive after I lose my shields. I see your point, but I love the fact that I can use his ability 4 times rather than 3 in most games is so nice. That's why I take the extra shield.

Edited by eagletsi111
2 hours ago, eagletsi111 said:

Well the main reason I have elusiveness is because of bumping. when I get bumped I lose my action. In todays meta you may be right about light weight frame, but I want 4 extra shots with quickdraw, instead of 3. The illusiveness is there to make sure I can attack back when I'm shot and hit by massive alpha strike damage (Reroll the crit). It also helps keep me alive after I lose my shields. I see your point, but I love the fact that I can use his ability 4 times rather than 3 in most games is so nice. That's why I take the extra shield.

Yeah I'm on your side there, seeing the potential advantage of SU vs LWF. I think you misquoted me lol.

In practice, I'd say if you're running baffle QD, SU is better than LWF.

If you're running non-baffle, i.e., low-priority QD (because your opponent will often pick another target if you've got the return fire lined up) then I'd say LWF is better.

Has anyone used QD in a list with an Upsilon to Coordinate her Rage and get her to shoot at a low PS? Seems like it could be effective against action-dependent pilots.

2 hours ago, HammerGibbens said:

Has anyone used QD in a list with an Upsilon to Coordinate her Rage and get her to shoot at a low PS? Seems like it could be effective against action-dependent pilots.

I toyed with an Enhanced Scopes Stridan / PtL Baffle QD build.

It was just ok, not outstanding. To be fair, I always wound up finding games against K-Wings which were able to withstand the QD pseudo-triple tap, and which can easily arc-dodge an Enhanced Scopes Upsilon. Probably would have had great success vs an aces list, but I think those are hard to come by as far as opponents go nowadays.

Activation attack QD is, imo, pouring too much stock into killing ships that need their actions to live... but the game as a whole has been teching against them for the past 2+ waves. So they're rare finds nowadays, and honestly with QD you'll do as much damage with her ability against most ships, whether they've had their action or not, if they hit her. I understand the desire to control when her ability goes off, but honestly? In my experience it's not worth burning a shield to do it.

It's far more effective as a deterrent. Imo. And sometimes (LWF + Expertise + Sensor Cluster) they'll shoot you and miss, which is a win-win situation for you: either you'll take a damage and get you shoot, or not take a damage and have another shot in her holster for next time. With Sensor Cluster the flexibility is just really great because you often find yourself in the situation where you can choose to block 0, 1, or 2 hits so you can minimize the damage but still allow yourself a shot if the time is right.