Just now, Vargas79 said:Yup, it's slightly in the y-wings favor.
Even with lightwire frame?
Just now, Vargas79 said:Yup, it's slightly in the y-wings favor.
Even with lightwire frame?
Never trust agility to bridge durability gaps
Gressor's biggest over the Y are broll, four ps > 3 TLTs in standard play, and cruise missiles
Lonewolf tlt could also be interesting
Edited by ficklegreendice44 minutes ago, Cerve said:Even with lightwire frame?
Yes.
2 hours ago, Cerve said:Y-Wing have a bad dial too, but they ruled the world from 6 to 12 months. TLT is a great insurance for the dial.
Except the aggressor doesn't have a bad dial... It's more like an X-wing dial, but more tie fighter greens, so it's very good.
12 hours ago, Cubanboy said:Tie Bombers with long range scanners, Cruse Missile and 5 K turns ....
Hello Capt. Jonus, my old friend...
EDIT: Or not necessarily...
Edited by Sithborg4 hours ago, HolySorcerer said:The math I've seen still puts the Y-Wing ahead in survivability.
4 hours ago, Vargas79 said:Yup, it's slightly in the y-wings favor
I'd love to see this maths. Please can you share. On the face of it I'd have thought they were pretty even and that LWF would give the Aggressor an advantage.
17 hours ago, Parable said:No Quinn Jast?
Yes, that too.
5 hours ago, Sasajak said:
I'd love to see this maths. Please can you share. On the face of it I'd have thought they were pretty even and that LWF would give the Aggressor an advantage.
Me too.
Assuming 3 red with focus versus the two ships, the Y wing takes 1.63 damage per shot and the Aggressor 0.63. That means 7 to 8 shots to kill the Aggressor, as opposed to 4 to 5 to kill the Y wing - but the aggressor is much more vulnerable to spike damage, bombs, and variance, and also I think to TLTs as well. 2 extra dice don't make up for losing 3 hit points there, it takes 5 to 6 TLT bursts to kill the Aggressor and 4 to 5 to kill the Y, but variance can kill the aggressor in 3 where it cannot kill the Y in 3.
Edited by thespaceinvaderThe maths slightly favour the Y-Wing in most situations, but it's close.
Limitations on the Aggressor are that at R3 (where TLT wants to be most of the time) it won't always trigger LWF so only has 1 die advantage on the Y-Wing not 2 die, that relying on green dice not hull makes focus more important so secondary attackers punch through the Aggressor faster than they do a Y-Wing, that relying on focus for defense makes your TLT's damage output worse so the race goes longer and you're more likely to suffer additional shots, and that relying on focus for defense makes it risky to use the barrel roll that is the Aggressor's main advantage over the Y-Wing.
20 hours ago, thespaceinvader said:Cruise Missiles are gonna be nuts. Basically every missile carrier just got a crazy strong buff.
Except, of course, the TIE Punisher
Poor Redline.
E: just waiting for the 3-AGI ship with double missile now. Prockets and Cruise for 6 points, with EM or Crane for 8. Boggles the mind.
I was thinking putting 2 cruises on Rhymer with EM. A waste? Probably, but gee it could be fun.
3 minutes ago, Archangelspiv said:I was thinking putting 2 cruises on Rhymer with EM. A waste? Probably, but gee it could be fun.
He dies before you get the third one off, let alone the fourth.
One with EM is a possiblity, but Rhymer's still way too expensive.
Tomax tho...
19 hours ago, CRCL said:Do you even Jank bro?
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36 Scout w/ Adapt, Cad, R4-E1, EM, Prox, Burnout SLAM, Adv SLAM.
Anyone order a 4 forward followed by a 4-k bomb drop?
You could take atanni instead of adapt to contribute more after he's slooped 'n' pooped too.
I understand the Proximity Mine reroll idea but is it really better than Cluster Mines even with Cad Bane?
You can blank out on one cluster mine token and force a reroll with Cad Bane and there are likely still 4 more dice to be rolled.
1 hour ago, Polda said:I understand the Proximity Mine reroll idea but is it really better than Cluster Mines even with Cad Bane?
You can blank out on one cluster mine token and force a reroll with Cad Bane and there are likely still 4 more dice to be rolled.
I haven't math'd it out yet. Prox just lets you make the decision with all the info available, but cluster may indeed be better.
The point was more to point out the 4 forward + SLAM 4-k turn bomb drop. You could also do any 2 move then SLAM sloop and poop out a bomb.
5 minutes ago, CRCL said:I haven't math'd it out yet. Prox just lets you make the decision with all the info available, but cluster may indeed be better.
The point was more to point out the 4 forward + SLAM 4-k turn bomb drop. You could also do any 2 move then SLAM sloop and poop out a bomb.
I tried SLAM + Advanced SLAM and Experimental Interface and I think I like the interface one more for the option to roll then poop, but the SLAM + Advanced SLAM provides some really stupid options too.
2 minutes ago, Polda said:I tried SLAM + Advanced SLAM and Experimental Interface and I think I like the interface one more for the option to roll then poop, but the SLAM + Advanced SLAM provides some really stupid options too.
SLAM/EI seems MUCH better, just because of how crazy-good the dial is, and because it works more than once. Being able to roll/bomb is really good.
1 hour ago, Polda said:I understand the Proximity Mine reroll idea but is it really better than Cluster Mines even with Cad Bane?
You can blank out on one cluster mine token and force a reroll with Cad Bane and there are likely still 4 more dice to be rolled.
Some expected damage numbers:
So, with Cad Bane involved, Cluster Mine is slightly better than Proximity Mine if you land 2 out of the 3 tokens, and significantly better if you land all 3. However, even in the best case scenario for Cluster Mines, the additional expected damage isn't huge; it's just under 1.5 difference. Proximity Mine, on the other hand, is a point cheaper and can deal faceup damage cards on crit results. Also, Prox Mine tokens extend a little bit further back from the dropper than Clusters do, so you might sometimes land a Prox Mine in situations where a Cluster wouldn't hit, and vice versa due to Cluster Mine's large width.
I think with Cad Bane in your squad, both are valid choices. It comes down to available points and how confident you are that you can land all three Cluster tokens.
The real question is, why the **** does Sabine cost the same when:
I ******* hate Sabine.
1 hour ago, thespaceinvader said:SLAM/EI seems MUCH better, just because of how crazy-good the dial is, and because it works more than once. Being able to roll/bomb is really good.
Nice, I didn't even think of that. That's a really solid bomber on a great chassis.
13 minutes ago, ObiWonka said:The real question is, why the **** does Sabine cost the same when:
- Her damage is automatic
- Her damage can apply to any bomb, not just those that roll dice
- Her damage can apply to ships that didn't even hit the bomb
I ******* hate Sabine.
I like the following idea as a way to bring Sabine down a peg:
One of the podcasts suggested that FFG should distinguish between "bombs" and "mines", where they both still occupy the same upgrade slot, but Sabine would only effect "bombs" which are dropped pre-dial; Cad Bane would only effect "mines" which are dropped as an action. This nerfs Sabine a reasonable amount I think, but would also take bomblet generator away from Cad (maybe this is a big deal for Cad?).
Probably getting a nerf. That was the same comparison i thought when i saw Bane. He adds no damage to bombs, just makes the die rolls a bit more reliable. Pretty much only taking him for the bomb slot if i ever use him.
On the topic of punishers, technically redline likes Cruise missiles. He wont get a 5die attack, but its a 3pt 4die attack very easily gotten with him and he still has a TL for next round even if he uses one after he kturns. Which is a 4speed, so he can get a 5die that way it just wont have a focus unless someone dumps it on him.
By comparison, Homing Missiles are 5pts for a 4die attack that doesnt spend the TLock. 2pts cheaper may not sound like much but every little bit helps when the ship is expensive as hell as it is.
1 hour ago, Crit Happens said:I like the following idea as a way to bring Sabine down a peg:
One of the podcasts suggested that FFG should distinguish between "bombs" and "mines", where they both still occupy the same upgrade slot, but Sabine would only effect "bombs" which are dropped pre-dial; Cad Bane would only effect "mines" which are dropped as an action. This nerfs Sabine a reasonable amount I think, but would also take bomblet generator away from Cad (maybe this is a big deal for Cad?).
No need to distinguish bombs/mines
Just limit sabine to after activation phase
20 minutes ago, ficklegreendice said:No need to distinguish bombs/mines
Just limit sabine to after activation phase
But then she never works. The reveal bombs detonate "at the end of the activation phase", which is the last step of the activation phase.
Just limit Sabine to *end of the Activation phase
fix'd
Nah.
Make Sabine be a die roll instead of auto damage. Simple.
1 hour ago, Vineheart01 said:Probably getting a nerf. That was the same comparison i thought when i saw Bane. He adds no damage to bombs, just makes the die rolls a bit more reliable. Pretty much only taking him for the bomb slot if i ever use him.
On the topic of punishers, technically redline likes Cruise missiles. He wont get a 5die attack, but its a 3pt 4die attack very easily gotten with him and he still has a TL for next round even if he uses one after he kturns. Which is a 4speed, so he can get a 5die that way it just wont have a focus unless someone dumps it on him.
By comparison, Homing Missiles are 5pts for a 4die attack that doesnt spend the TLock. 2pts cheaper may not sound like much but every little bit helps when the ship is expensive as hell as it is.
Reddles just wants plasma. He has FCS for the TLs.