What is ignored now that may BECOME the new OP grudgefest of tomorrow?

By Pewpewpew BOOM, in X-Wing

3 minutes ago, Kelvan said:

My Xwing heart died a little reading this. Someone's gonna do this and it won't be a terrible idea.

But as has been pointed out. Dengar/Tel has the fewest red dice for final salvo of any list you can imagine. (Unless you want to run triple HWK's.

12 minutes ago, Arthur_McGuire said:

Fortressing/castling Dengar-Tel also has four dice if and when it goes to final salvo...

This.

1 minute ago, gamblertuba said:

But as has been pointed out. Dengar/Tel has the fewest red dice for final salvo of any list you can imagine. (Unless you want to run triple HWK's.

Hopefully this is enough to keep someone from running it, because even if it is a solution to go to salvo, it's still dumb that you can be forced "not to play" because a list says you can't.

For epic games: glitterstim.

Reason:

YV-666: Jabba, glitterstim

12 x Kyhraxz : glitterstim

(300 points)

Should be interesting if you really want to spend that much money on Kyhraxz

I'm thinking if I drop off from the forum, my life will fill with joy for lack of constant nerfing discussion.

I guess next nerf should be nerf subforum!

Advance Sensors & Coordinate on Kylo with VI. It essentially gives the rest of your list a PS8 Decloak movement. Problem is variance can kill you and the damage output of this meta is very high So very little room for error.

27 minutes ago, Kelvan said:

My Xwing heart died a little reading this. Someone's gonna do this and it won't be a terrible idea.

It will be a terrible idea, so you probably won't see it. Aside from the 4 dice final salvo already mentioned, it should be pretty easy for anyone to avoid at least one of the arcs of a motionless dengar and tel.

Tokenless dengar that doesn't get a return shot dies pretty quick.

Edited by miguelj

:angry:People will soon learn to fear the wrath of R5-K6!:P

51U3-oJtN5L._AC_UL320_SR206,320_.jpg

and what a mistake it was, to cost it at only 2 points when everyone knows it should be costed at 12.;)

Edited by Marinealver
12 hours ago, Smutpedler said:

SO very true. If we nerf mindlink; Luke in his T-65 will just dominate the meta and push everything else out.

I guess my point is; I don't feel like mindlink is the bogey man. K4/crackshot boats with Torkil is brutal. There are so many other ways to keep jumps on the top tables I think ruining mindlink would do exactly what the OP says; open the door for the next bogey man. Which is really the super efficient ships and dials.

Very true. This game is all about efficiency. I won't pretend to know it, but a certain formula must exist that when you plug in a ship's hit points, attack/defense dice, action efficiency, and dial, you get its ideal cost. Anything that breaks that formula is the meta. So, Jumpmasters. Not insanely broken, ability-wise, just need to cost 4 points more, across the board (All four pilots). Honestly, the brokenly powerful abilities are the T-65 X-Wing pilots, who are trapped on miserably weak ships, although Biggs seems to have escaped his imprisonment and crashed the meta party. So anything that rolls too many dice or has too many hit points or too good a dial for its cost is bound to be OP. That's just how the game rolls (pardon the pun).

I think M-3A Interceptors are actually crazy good with the errata adding a hit point. I love flying this list now:

Tansari Point Veteran (x3), all with:

Heavy Scyk Interceptor

Heavy Laser Cannon

Stealth Device

Expertise

It seems really weak (what, just three of those little things?) but the four dice on attack and defense (lots of dice), focus on attack and defense (action efficiency), and now the extra hit point (lots of hull and shields) makes it break that elusive (has anyone figured it out?) algorithm.

11 hours ago, Kelvan said:

My Xwing heart died a little reading this. Someone's gonna do this and it won't be a terrible idea.

My Arvel is ready...

Operations specialist is surprisingly under the radar at the moment, yet it's amazingly efficient for the points.

Snap shot is a powerful upgrade in the right lists, too. With the right swarm carry (13 points with EPT slot) it could be unstoppable.

Also, definitely marksmanship. Marksmanship is OP.

20 hours ago, dotswarlock said:

12 x Kyhraxz : glitterstim

Not sure if troll Kihraxz spelling or not...

11 minutes ago, Astech said:

Not sure if troll Kihraxz spelling or not...

The thing is just so danged hard to spell that I keep making mistakes with it. No troll intended.

Expose, preferably on Norra to get some stupid awesome 10 dice attack.

4 minutes ago, AngryAlbatross said:

Expose, preferably on Norra to get some stupid awesome 10 dice attack.

Swarm Leader is the best option for MAX DICE and it can still only get up to a maximum of 9.

On 5/25/2017 at 9:35 AM, Pewpewpew BOOM said:

A topic on the OP-edness of Mindlink set me to thinking about this question.

I've not gotten to explore this, but the combination of a sensor slot and EPT slot on a single ship allows for Advanced Sensors & PtL. That gives an unpresidented level of placement options if the ship also has Boost and BR. If those are naturally on the ship, it can also take AT. The best options I see for this now are the higher PS G-1A and Starviper pilots (who can take AT); but their PS are still not great for expensive aces and Scum have other options that are the current rage.

If we get a ship with the Starviper actions and slots with high PS that is more cost efficient (or perhaps the Starviper fix some pray for) I bet that card combo will be decried as OP.

What can you predict or project?

Players that have been playing for a while will remember people losing their minds that Engine Upgrade equipped B-wings could do this. It was good back then, but not amazing, because the B-wing wasn't that fast, it's ago was crap and it could be effectively engaged from linger ranges, and it's aces (bar Farlander) weren't amazing.

It was actually interesting, to me, that nobody has talked about the SF doing the same thing. Quickdraw and Backdraft are amazing, have great PS, and can move much better than B-wings. Early on, people hated SFs, and later on, people came around to them with Lightweight Frame and FCS for a lot of capability in a modest price. I do wonder about Quickdraw with PTL, Adv Sensors, and Engine Upgrade. It's mostly wasted points when turrets are expected, but she's an insane arc dodger with that setup.

7 hours ago, thespaceinvader said:

Swarm Leader is the best option for MAX DICE and it can still only get up to a maximum of 9.

My Palob got one-shotted by that nine dice monster in a friendly "therapy" match the other day. Only seven damage though because Palob stole focus from Norra.

On 5/26/2017 at 3:29 AM, Smutpedler said:

Tom's list on Sunday had crackshot and K4 on his torp boats. No mindlink there but it still beasted everyone he played...

I'm honestly curious how this works. I presume that they simply don't get off a first (or potentially even second) shooting-round torpedo, but hang onto them for later in the fight?

I mean, they'd hit like a truck when they actually shoot, but still...

On 5/27/2017 at 4:02 AM, Biophysical said:

Players that have been playing for a while will remember people losing their minds that Engine Upgrade equipped B-wings could do this. It was good back then, but not amazing, because the B-wing wasn't that fast, it's ago was crap and it could be effectively engaged from linger ranges, and it's aces (bar Farlander) weren't amazing.

It was actually interesting, to me, that nobody has talked about the SF doing the same thing. Quickdraw and Backdraft are amazing, have great PS, and can move much better than B-wings. Early on, people hated SFs, and later on, people came around to them with Lightweight Frame and FCS for a lot of capability in a modest price. I do wonder about Quickdraw with PTL, Adv Sensors, and Engine Upgrade. It's mostly wasted points when turrets are expected, but she's an insane arc dodger with that setup.

It was something of a standard Brobot build back in the day.

The real problem is that it sure is awesome, but it's a) vulnerable to stress, b) still locks you out of hard turns, and c) it's, you know, six points. That is not cheap, and so you tend to want it on a frame that can justify it. Brobots, at 50pts apeice, could almost justify the cost. I'm not convinced anything squishier could do so with a straight face.

Brobots could get away with that in part because Iggy-C gave you an evade for doing that boost, which also made the need to choose a bank over a hard a small bit easier to swallow. Combined with Iggy-B providing attack insurance, there was an inherent efficiency there. The likes of the /sf don't have that combined synergy.

On 2017-5-29 at 0:30 AM, Reiver said:

I'm honestly curious how this works. I presume that they simply don't get off a first (or potentially even second) shooting-round torpedo, but hang onto them for later in the fight?

I mean, they'd hit like a truck when they actually shoot, but still...

I only got to see part of one game with this list as I didn't play the chap myself. He was using Torkil Mux with cloaking device to pretty much just create no fly zones. With k4 it was easy enough to get TL & focus on anyone who went into the big PS0 zone. Not quite as straight up joust as a rau boats list but very effective.

On 5/25/2017 at 9:02 AM, Viktus106 said:

The Reinforce action being brought to 100/6 Standard Play.

Because Reinforce, C3-PO and some way of getting it an evade, like via Jan Ors Crew is just urgh.

Looking forward to it though.

Oh god.....Thats like, garenteed three damage mitigated. Im frightened

4 minutes ago, DarthCognis said:

Oh god.....Thats like, garenteed three damage mitigated. Im frightened

But no offensive mods at all, so it'll be more or less invincible to 2-dice attacks without Crack or Juke, but hit it with even two well modified 3-dice attacks and you'll punch damage through, hit it with 4- or 5-dice attacks, it'll die like everything else.

And that's assuming the Reinforce token is on the right half of the ship...

Reinforce is insanely strong in regular play, unless the Auzituck has a lambda-level dial. My primary complaint is that it's a final nail in the coffin for 2-dice primaries.

6 minutes ago, Elavion said:

Reinforce is insanely strong in regular play, unless the Auzituck has a lambda-level dial. My primary complaint is that it's a final nail in the coffin for 2-dice primaries.

2 dice primaries without Crack Shot or Juke have been dead for a while now. Jake just about clings on because of Prockets, Jumpmasters do it with torps, Quiz does it with his pilot ability, and TIE/AD do it with ATC.

3 minutes ago, thespaceinvader said:

2 dice primaries without Crack Shot or Juke have been dead for a while now. Jake just about clings on because of Prockets, Jumpmasters do it with torps, Quiz does it with his pilot ability, and TIE/AD do it with ATC.

Maybe the Scyk swarm will shake things up - a Genesis + Tractor Beam spotter followed by 4 attanni-backed shots.