Assaj- engine ugrade vs gyroscopic

By ab10acl, in X-Wing

Which in your experience is the better mod for ptl, latts assaj.

My gut would be engine, but have not used my shadowcaster yet and not facded it much sutprisingly

I go back and forth on this. Usually, you don't need to do too much rotating of your arc, so I prefer Engine; you won't need to boost in all games, but in some matchups it's really good. Also, Gyroscopic Targetting really telegraphs your next move.

On the other hand, sometimes it would be really nice to not need to spend an action on the rotation.

So. Both are good. Try them both and see what you prefer.

I agree that both are good situationally. However, using the Engine Upgrade is somewhat limited by the PS6 of Asajj, it would be a lot more useful at something like PS8. The Gyroscope is also very restricted because you have to have made a 3-5 speed move and the arc only changes after the combat phase, would be much nicer if it changed at the beginning of combat (maybe too good).

I think those are the reasons we see a lot of 40 pt Asajj (Mindlink/Latts). You are usually better off using those 2 or 4 pts (EU or GT on Asajj) on the other ships in your build.

Neither, if I can help it. Both of them are utterly unnecesary to the "correct" asajj play style of circling around an opponent with the three-speed maneuvers forever. I'd say a Scavenger Crane + Countermeasures is the best mod you can really have.

I dislike the timing on Gyroscopic. I find it tells your opponent too much about what you plan to do next round.

weak point of gyro can be used at your advantage. bluff on your next position with it

Personal preference most of the time.

However, as someone who uses Braylen to multiply stress Assaj quite frequently, she's far easier to kill when she cannot move her mobile arc - so, if you regularly see stress dealers in your local meta, Gyros are far better.

Personally, I prefer Gyroscopic. With PTL, you're pretty well limited to high-speed maneuvers anyway; and predictability really isn't that big an issue. Half the time, everyone knows you're doing that three-turn anyway. Plus, the one time a game you use it to fake someone out can pay dividends.

In general I prefer gyros on ventress. I think engine upgrade is better on a PS9 Ketsu than a PS6 Ventress. While the gyros can telegraph your movement, you can bluff with it and burn an action to turn your arc. Gyros work well with K4 too, since you're incentivised to take 3+ moves anyway.

Edit: gyros are totally worth the 2 points. The parattini list does without them because the list is absolute bare bones to fit a lancer, fenn rau and manaroo in. You can do without (especially since mindlink gives you action economy you can spend on moving your arc) but in general the gyros are still pretty cracking for 2 points.

Edited by The Inquisitor

I did play with Asajj few weeks ago in tournament and had PTL+Latts Razzi with her, no need anything else pretty much. Shadow Caster has excellent dial, it is fast and has plenty of green moves and good turns, so never felt like I would need anything else with it. PTL helps you to move your mobile arc so no need for gyros, they help for sure, but it is actually pretty easy to keep that arc on your enemy so you probably won't be moving it that much. PTL and Latts are good for turtling up, my tactic was to get her evade, focus and deliver the stress and go middle of the action, block and draw enemy fire so my Dengar had best opportunity to shoot enemies without having too much worry that there is too many shooting at him.

Asajj is pretty mediocre as damage wise, but excellent defending ship, that defensive tactic is usually enough to give you some good damage through enemy ships, green dice eventually will fail. I used my focus and evade action pretty much always to defend and shoot with unmodified dice, once in awhile you will have chance to take TL.

For Asajj? Neither. There are better uses for 4 points on her.

any combination of 1-2 glitterstimm, 1-2 rigged cargo chute, hot shot blaster, burnout SLAM (S5 into K5 on opening joust can be hilarious. Just dont forget you can only use one- you discard all BS after slamming).

Since the Manaroo nerf, I've been flying Paratanni, but swapped Manaroo for a scout, and added gyros, this list has got a pretty decent win loss ratio (27-7) and I went 7-2 at the European Championship with it (finishing 13th).

I love gyros on Asajj, helps with action economy, and lets you fake out opponents occasionally. One game it helped me totally get the drop on Expertise Dengar, letting me nuke him down for little damage, while another it helped me continue to stress triple mindlink scouts after flying badly and getting blocked onto a roid several turns in a row.

However, which one is best depends on the rest of your list. Engine upgrade really helps the shadow caster get back into the fight, and combined with PTL and burn out slam lets you pull off some awesome moves (3 turn, 3 turn, boost).

On 6/4/2017 at 5:11 AM, Astech said:

Neither, if I can help it. Both of them are utterly unnecesary to the "correct" asajj play style of circling around an opponent with the three-speed maneuvers forever. I'd say a Scavenger Crane + Countermeasures is the best mod you can really have.

I love that combo!

On 6/4/2017 at 4:42 AM, LordBlades said:

I dislike the timing on Gyroscopic. I find it tells your opponent too much about what you plan to do next round.

I really like the timing on Gyroscopic.

I find that people assume you would use the free rotation to put your arc based on where you plan to go next, so it really sets up an unexpected maneuver if you deliberately put it somewhere else. With PtL, I'll happily use one action to rotate my arc if it meant that I faked my opponent totally out of position.