What does work well against Dengar?
The problem with e-wings
On 6/23/2017 at 4:12 PM, TallGiraffe said:Ewings don't have a problem. Starbat861 wants the Ewing to be a Rebel TIE Defender.
Yes I do
35 minutes ago, starbat861 said:Yes I do
...why? Tie defenders have mediocre damage output vs ships(equal to x-wings) especialy for yheir points, have trouble going up against scatter aces and have no snipe. Granted, maarek stele having two bomber dice is a bit much but we are talking about the generics here. Both e-wings and tie defenders fall into the "nothing special but have interesting uses" category.
16 minutes ago, Kikaze said:...why? Tie defenders have mediocre damage output vs ships(equal to x-wings) especialy for yheir points, have trouble going up against scatter aces and have no snipe. Granted, maarek stele having two bomber dice is a bit much but we are talking about the generics here. Both e-wings and tie defenders fall into the "nothing special but have interesting uses" category.
It's 6/8 on the tie def and 5/8 on the e-wing also the tie defender has black dice anti squad
12 minutes ago, starbat861 said:It's 6/8 on the tie def and 5/8 on the e-wing also the tie defender has black dice anti squad
The e-wing has a double damage result. Hence 8 ewing attacks will cause on average equal damage to 8 defender attacks. And black antisquadron dice can be bad vs tycho, ciena, dengar, mithel and so many other aces( no accuracy)
Edited by KikazeJust now, Kikaze said:The e-wing has a double damage result. Hence 8 ewing attacks will cause on average equal damage to 8 defender attacks. And black antisquadron dice can be bad vs tycho, ciena, dengar, mithel and so many other aces( no accuracy)
Riskys bad
E-Wings and X-Wings also benefit more from a Bomber Command Center than TIE Defenders do with that red die (average damage improves to 1.03 compared to a TIE Defender's 0.94).
2 hours ago, Snipafist said:E-Wings and X-Wings also benefit more from a Bomber Command Center than TIE Defenders do with that red die (average damage improves to 1.03 compared to a TIE Defender's 0.94).
Snipafist you can't really argue with a guy like this. I tried to explain to him why having super laser star Destroyers is a bad idea and it was like hitting my head against a brick wall.
1 hour ago, TallGiraffe said:Snipafist you can't really argue with a guy like this. I tried to explain to him why having super laser star Destroyers is a bad idea and it was like hitting my head against a brick wall.
Sometimes the only proof is putting something on the board and then seeing if it will work from there.
1 minute ago, Vergilius said:Sometimes the only proof is putting something on the board and then seeing if it will work from there.
Did someone say "Sensor Teams"?
Lol my main squadron force is 4 Awings and 4 Ewings, with Shara.
Awings jump into battle alongside Shara and tie up all the enemy squadrons if possible. Ewings hang back at snipe range and attack where needed. Counter and snipe tears up most of the low health squadrons I usually face but the high health squads perserver and end up destroying the Awings and Shara, (61 points of fighters) and themselves are now on low health.
E wings either continue to snipe and chase enemy or if the enemy squadrons continue to engage they can now throw 4 dice instead of three.
by doing it this way usually, A wings tie up enemy for 1-2 rounds then Ewings continue to do so for the next ~3 rounds.
in a 400 point fleet I would also have flak f m my ships supporting the squads, the only problem my squads face is if encountered by a high health (6+) squadron or unique with scatter.
not the greatest squadron list but a great flexible all rounder, as you could remove a squadron or replace as needed (switch an E with a VCX, Shara for a different unique, etc)
5 hours ago, starbat861 said:Riskys bad
What confuses me is that in an ace-heavy metagame like the one that will likely continue to exist at least until Sloane hits, that's a pretty good description of black anti-squad dice, which you are praising the defender for having. So you seem to have a bit of a double standard here.
Edited by Squarktypo
6 hours ago, starbat861 said:It's 6/8 on the tie def and 5/8 on the e-wing also the tie defender has black dice anti squad
E-Wings are simply not Tie-Defenders and have different uses and abilities. The E-wing certainly have some rather good uses that many brought up here already.
You just need to learn how to use their strengths. It might sometimes be hard to hear but sometimes you do have to train and learn new tactics.
33 minutes ago, jorgen_cab said:E-Wings are simply not Tie-Defenders and have different uses and abilities. The E-wing certainly have some rather good uses that many brought up here already.
You just need to learn how to use their strengths. It might sometimes be hard to hear but sometimes you do have to train and learn new tactics.
That what make this funny.
People always want new stuff but are sometimes really unhappy to do things differently
people talk about having a "great time" wiht Ewings, but still haven't really made any good arguments as to when you'd rather snipe than simply attack with 4 dice in actually table scenarios (as opposed to theoretical). I've not once wanted to actually snipe something when I couldn't bash it in the head instead.
Really. great time. the best time. Trust me, I know what a time is. Yuge best time.
4 hours ago, TallGiraffe said:Snipafist you can't really argue with a guy like this. I tried to explain to him why having super laser star Destroyers is a bad idea and it was like hitting my head against a brick wall.
it would be fun to one shot ships
3 hours ago, Vergilius said:Sometimes the only proof is putting something on the board and then seeing if it will work from there.
thank you
2 hours ago, DrakonLord said:Lol my main squadron force is 4 Awings and 4 Ewings, with Shara.
Awings jump into battle alongside Shara and tie up all the enemy squadrons if possible. Ewings hang back at snipe range and attack where needed. Counter and snipe tears up most of the low health squadrons I usually face but the high health squads perserver and end up destroying the Awings and Shara, (61 points of fighters) and themselves are now on low health.
E wings either continue to snipe and chase enemy or if the enemy squadrons continue to engage they can now throw 4 dice instead of three.
by doing it this way usually, A wings tie up enemy for 1-2 rounds then Ewings continue to do so for the next ~3 rounds.
in a 400 point fleet I would also have flak f m my ships supporting the squads, the only problem my squads face is if encountered by a high health (6+) squadron or unique with scatter.
not the greatest squadron list but a great flexible all rounder, as you could remove a squadron or replace as needed (switch an E with a VCX, Shara for a different unique, etc)
thank you if i get a-wings i will definitely try this
8 minutes ago, starbat861 said:it would be fun to one shot ships
No. No it would not.
Just now, NakedDex said:No. No it would not.
that is what ackbar does and isds
And that is why people know it is not fun. It's also why we don't need more of it.
1 hour ago, starbat861 said:that is what ackbar does and isds
Yea at medium range sure. And only for corvettes.
3 hours ago, Blail Blerg said:people talk about having a "great time" wiht Ewings, but still haven't really made any good arguments as to when you'd rather snipe than simply attack with 4 dice in actually table scenarios (as opposed to theoretical). I've not once wanted to actually snipe something when I couldn't bash it in the head instead.
Really. great time. the best time. Trust me, I know what a time is. Yuge best time.
Really? You've never been in a position where you'd rather snipe Jan than have to rush headlong into Biggs and his supporting escorts? You've also never wanted to snipe Soontir or Shara to avoid their counter attacks?
42 minutes ago, Silver Crane said:Really? You've never been in a position where you'd rather snipe Jan than have to rush headlong into Biggs and his supporting escorts? You've also never wanted to snipe Soontir or Shara to avoid their counter attacks?
No one plays Soontir here. As for Shara, going up vs Rieekan 134 squadrons, its not going to matter if I stand there and snipe Shara: the 6 or so bombers will kill my crap if i don't engage them, or he pushes Jan from the back where snipe and engagement cant really get to her to bypass my stuff and i lose a small ship every turn. ezpz.
Let's go further: lets say then i go for the Bwings instead. Typically theres only perhaps 1 Bwing thats not a Rieekan-able unit like Dagger Squadron or Gold Squadron. Now yes, killing that ONE unit is great, but i'd also kill it faster just by engaging it and going up to 4 dice.
You must understand this: I'm not saying its useless. Nor am I saying there aren't theoretical great opportunities to use it. What I'm saying is in the big scope of losing 75% of my large ships hull a turn (the big picture), playing 6 squadrons vs 9-10 squadrons is quite the exercise in futility, and the "need" to snipe really never comes up. Usually, I'm still hoping to rather directly engage and blast something down with more dice.
Also, I get poor dice luck too, and I'm aware of it.
1 hour ago, Blail Blerg said:No one plays Soontir here. As for Shara, going up vs Rieekan 134 squadrons, its not going to matter if I stand there and snipe Shara: the 6 or so bombers will kill my crap if i don't engage them, or he pushes Jan from the back where snipe and engagement cant really get to her to bypass my stuff and i lose a small ship every turn. ezpz.
Let's go further: lets say then i go for the Bwings instead. Typically theres only perhaps 1 Bwing thats not a Rieekan-able unit like Dagger Squadron or Gold Squadron. Now yes, killing that ONE unit is great, but i'd also kill it faster just by engaging it and going up to 4 dice.
You must understand this: I'm not saying its useless. Nor am I saying there aren't theoretical great opportunities to use it. What I'm saying is in the big scope of losing 75% of my large ships hull a turn (the big picture), playing 6 squadrons vs 9-10 squadrons is quite the exercise in futility, and the "need" to snipe really never comes up. Usually, I'm still hoping to rather directly engage and blast something down with more dice.
Also, I get poor dice luck too, and I'm aware of it.
You play it wrong then... the idea can for example be to tie up some bombers say a Tie-Bomber while sniping the Tie-fighter further back or to one side. It is all about the positioning of your squadrons.
Sniping range can more easily make you focus fire opposing squadron without the need for your own Intel.
The E-Wing work great as a support for your other squadrons, I don't think you should see them as a primary fighter but as a specialized tool.
Sometimes you don't need to use their snipe ability and that is fine to, you bring them for their utility which is good when you really need to use them.
They are not blunt instrument in that respect. You often never use the bomb ability of an X-wing either as one example, especially if you have many mixed squadron types in your fleet.
Edited by jorgen_cab