Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

45 minutes ago, Do I need a Username said:

Single modded plasmas are expected to get as many hits as harpoons through the bonus damage.

No. A single Plasma will get 3 hits plus (possibly) 1 shield. A single Harpoon will get 3.75 damage.

The power discrepancy tilts severely in the Harpoons' favor on subsequent shots, on which Plasmas get no extra damage, but Harpoons do. Thus multiple Harpoons erase high-HP ships. Multiple Plasmas just damage them badly. Removing a ship is worth a lot.

(The variance is also significantly less for Harpoons.)

Edited by Jeff Wilder
38 minutes ago, Boba Rick said:

I was assuming Chips if you were running Deadeye. With Plamas you won't have any mods other than Chips because you spend the TL - if you have chips.

A guy successfully ran Harpoons with Extra Munitions and Deadeye recently. I was thinking something similar, but 4 more points in total. The first GUNBOAT fires a Harpoon and the second immediately follows up with a Proton which allows you to turn an eye result to a crit - triggering the Harpooned condition. Then the next shot they just switch places. Then reload.

40 points left over for something else.

I have yet to try them on Gunboats, but the basic Proton Torpedoes are highly underrated in my opinion. There are definitely cases where they're a very solid option. I'm still not convinced many things are better than Harpoons or even Cruise Missiles.

For ships without missile slots, the Proton Torpedo tends to be my go-to if I'm going to include ordnance. But the point cheaper and potential bonus damage (not to mention Username's comment on their effectiveness against Quickdraw and Miranda) probably means that Plasmas will continue to be the best torp.

Edited by Kieransi
20 hours ago, Jeff Wilder said:

Wow, and I thought I had a "quality over quantity" post-count.

Well I have neither

5 hours ago, Boba Rick said:

I was assuming Chips if you were running Deadeye. With Plamas you won't have any mods other than Chips because you spend the TL - if you have chips.

A guy successfully ran Harpoons with Extra Munitions and Deadeye recently. I was thinking something similar, but 4 more points in total. The first GUNBOAT fires a Harpoon and the second immediately follows up with a Proton which allows you to turn an eye result to a crit - triggering the Harpooned condition. Then the next shot they just switch places. Then reload.

40 points left over for something else.

Rho Squadron Veteran — Alpha-class Star Wing 21
Deadeye 1
Proton Torpedoes 4
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 30
Rho Squadron Veteran — Alpha-class Star Wing 21
Deadeye 1
Proton Torpedoes 4
Harpoon Missiles 4
Guidance Chips 0

Ship Total: 30

I did too, he mostly just skirted the battle to get the lock then come back in with a TL and Focus, It's definitely possible, just not the first round.

4 hours ago, Jeff Wilder said:

No. A single Plasma will get 3 hits plus (possibly) 1 shield. A single Harpoon will get 3.75 damage.

The power discrepancy tilts severely in the Harpoons' favor on subsequent shots, on which Plasmas get no extra damage, but Harpoons do. Thus multiple Harpoons erase high-HP ships. Multiple Plasmas just damage them badly. Removing a ship is worth a lot.

(The variance is also significantly less for Harpoons.)

I think the likelihood of the extra shield is high, especially in the meta right now. That said, I think the best option may be some combo of the two (or as @Boba Rick pointed out, Harpoon and Proton).

Don't forget - plasmas ARE cheaper. If you start switching harpoons to plasmas, you get all sorts of rooms for activites.

3 21 point nus with plasma + LRS lets you take a 37 VI LWF FCS quickdraw who now gets.... cruise missiles!

6 minutes ago, Brunas said:

Don't forget - plasmas ARE cheaper. If you start switching harpoons to plasmas, you get all sorts of rooms for activites.

3 21 point nus with plasma + LRS lets you take a 37 VI LWF FCS quickdraw who now gets.... cruise missiles!

This is basically my entire goal... get more points for other things. The question is whether or not the cruise missiles are worth the damage drop. Or, you can take Optics + Bid for a better QD in the late game.

Alternatively, you could put cruise missiles on gunboats. you probably won't (and shouldn't) get 5 dice, but 4 dice is on par with a harpoon, without the splash effect, which may hurt, but it might save you some hull too. After watching the Toronto finals, the Boats launched the initial wave after making three speeds. Thus, while I am probably Incredibly wrong, it might be worth consideration for the points.

2ND edit: the round (movement) starts at about: 25:00 in.

Edited by Do I need a Username
spelling
On 1/17/2018 at 6:17 PM, Mattman7306 said:

does the new forum update make anyone else want to stab their eyes out?

I had to have this read out loud

2 minutes ago, Do I need a Username said:

This is basically my entire goal... get more points for other things. The question is whether or not the cruise missiles are worth the damage drop. Or, you can take Optics + Bid for a better QD in the late game.

Alternatively, you could put cruise missiles on gunboats. you probably won't (and shouldn't) get 5 dice, but 4 dice is on par with a harpoon, without the splash effect, which may hurt, but it might save you some hull too. After watching the Toronto finals, the Boats launched the initial wave after making three speeds. Thus, while I am probably Incredibly wrong, it might be worth consideration for the points.

In my experience with Gunboats, there's enough times that you want to do 2-hards or 1-banks that cruise missiles could become a massive headache pretty quickly.

However, in slightly more causal play this fall, I really enjoyed Cruise Missiles on TIE Bombers, and I think the Gunboat has almost as good of a dial (ignoring SLAM of course) as the Bomber, so I might need to try this.

1 hour ago, Kieransi said:

In my experience with Gunboats, there's enough times that you want to do 2-hards or 1-banks that cruise missiles could become a massive headache pretty quickly.

However, in slightly more causal play this fall, I really enjoyed Cruise Missiles on TIE Bombers, and I think the Gunboat has almost as good of a dial (ignoring SLAM of course) as the Bomber, so I might need to try this.

I don't think I'm good enough at the game to consistently get 4 dice cruise missiles off with gunboats, to be honest.

7 hours ago, Brunas said:

I don't think I'm good enough at the game to consistently get 4 dice cruise missiles off with gunboats, to be honest.

We believe in you.

Bring 1 Gunboat with just Long Range Scanners and a cruise missile to the next System Open.

You got dis.

6 minutes ago, Boom Owl said:

We believe in you.

Bring 1 Gunboat with just Long Range Scanners and a cruise missile to the next System Open.

You got dis.

This might be the best option. After it fires it's missile, use it as a blocker / annoyance and don't reload until you can't do any of that.

Also, practicing on Vassal might be beneficial in this instance. Like said, I don't know if it is straight better, but it may be, and practice is the only way to find out.

10 minutes ago, Do I need a Username said:

This might be the best option. After it fires it's missile, use it as a blocker / annoyance and don't reload until you can't do any of that.

Also, practicing on Vassal might be beneficial in this instance. Like said, I don't know if it is straight better, but it may be, and practice is the only way to find out.

Never used a cruise missile on a Gunboat. But I do use them religiously on Vader and Quickdraw since its way way easier at higher PS.

I find they work best when you have a blocker that you can send out in front to prevent big base engine upgrade stuff from closing the gap.

Same thing would apply with a boat I assume just way less reliable to fire.

Its also surprisingly interesting to run 1 cruise and 1 harpoon in a list since it can make both you and your opponent act like hesitating squirrels.

Edited by Boom Owl
10 hours ago, Brunas said:

Don't forget - plasmas ARE cheaper. If you start switching harpoons to plasmas, you get all sorts of rooms for activites.

3 21 point nus with plasma + LRS lets you take a 37 VI LWF FCS quickdraw who now gets.... cruise missiles!

If you're running Plasmas you are getting no mods unless you are running chips..... unless you have something weird going on with Targeting Synchronizer and maybe Weapons Special Guy.

10 hours ago, Brunas said:

Don't forget - plasmas ARE cheaper. If you start switching harpoons to plasmas, you get all sorts of rooms for activites.

3 21 point nus with plasma + LRS lets you take a 37 VI LWF FCS quickdraw who now gets.... cruise missiles!

BUT MUH HARPOONZZ!!

THEY ARE CLEARLY THE MOST BROKEN CARD IN THE GAME AND NOT AT ALL JUST A SLIGHTLY BETTER AND MORE COMPLICATED MISSILE THAT IS BENEFITTING FROM THE MULTIPLE BUFFS TO MUNITIONS.

We need a torpedo that doesn't spend TL, but it shouldn't be as powerful as Harpoons or have a long-winded, poorly worded condition card attached to it (I'm thinking of the upgrade from Rogue Squadron):

"Seeker Proton Torpedoes" cost: 5 SPT, 4 die attack, range 2-3

ATTACK (TARGET LOCK): Discard this card to perform this attack.

The defender cannot spend evade tokens during this attack.

You may change 1 of your focus OR blank results to a hit result.

Edited by impspy

We should get a magpulse torp that shuts down bomb and secondary weapon use for a full turn

29 minutes ago, Lobokai said:

We should get a magpulse torp that shuts down bomb and secondary weapon use for a full turn game

Fixed this for you.

1 hour ago, Boba Rick said:

If you're running Plasmas you are getting no mods unless you are running chips..... unless you have something weird going on with Targeting Synchronizer and maybe Weapons Special Guy.

Take LRS and focus. Better odds that way.

4 minutes ago, Do I need a Username said:

Take LRS and focus. Better odds that way.

Yep, that would be the only way to make it work. 4 dice attack with focus, but no rerolls.

Interesting to note, four dice with focus is expected to roll three hits on average, and four dice with Chips is expected to roll 2.563, but with a much higher chance of whiffing and only rolling one hit. Also note that with a focus, sometimes you can save it for the defense. LRS is almost always stapled to Gunboats, and I think Torpboats would be even more likely to need LRS.

The one combo that might be interesting would be Deadeye and Chips. LRS is, in my opinion, harder to use than Deadeye because once people see where you target lock, they know not to joust that particular Gunboat (although sometimes it can't be helped). If I were going to take Chips, I think I'd have to use a Rho with Deadeye, just because the slightly less hits might be worth the added flexibility. But if you're using a Rho, you have the question of why not just take Crackshot...

Crud. Where am I now? I seem to have wandered into another fix/self-designed card thread.

Just now, LagJanson said:

Crud. Where am I now? I seem to have wandered into another fix/self-designed card thread.

I'll fix your design!

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Plasmas without double mods are too unreliable IMO. At best on an LRS Gunboat it's 4 dice with just Focus which is ehh.

16 minutes ago, LagJanson said:

Crud. Where am I now? I seem to have wandered into another fix/self-designed card thread.

I disagree, krayts on top

15 minutes ago, LagJanson said:

Crud. Where am I now? I seem to have wandered into another fix/self-designed card thread.

Good point.

We need to get back on topic.

What list is Bane in this gif?

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