Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

1 minute ago, catachanninja said:

I think the problem is you almost have to? Like you're already paying a ton of points for just the chassis, I think you may need to find ways to make it get there.

I sort of disagree on this. I've mostly only looked at Rebel large base builds, but nearly everything I am finding works best with two-three upgrades max (and one of those is usually trick shot).

Just now, catachanninja said:

I think the problem is you almost have to? Like you're already paying a ton of points for just the chassis, I think you may need to find ways to make it get there.

That's how I've felt, but I've barely scratched the surface. The pain point I found when putting them on the table, Rebels in general, is they're not scary. There's so much I see with Imps and Scum which make me think, "I just don't even want to have to deal with that". I don't get that same feeling with Rebels. The only thing which they have that seems to be scary is torp alphas, but they can be dealt with by so many lists, it's silly. They have some stuff which is a pain, but more of an inconvenience, never an, "Oh ****, what just happened?"

6 minutes ago, Quack Shot said:

@Brunas What’s the best RAC/Vader build you think? I Know most consider RAC not good, but you seem to think he’s decent.

(70) Darth Vader
(12) Supernatural Reflexes
(3) Fire-Control System
(8) Afterburners
Points 93

(88) Rear Admiral Chiraneau
(3) 0-0-0
(7) Minister Tua
(2) BT-1
(3) Shield Upgrade
Points 103

Total points: 196

I'd drop 000 and bt-1, at a minimum. They aren't really helping. Proton or seismics are hard to go wrong with

To be honest you can even throw on some decent upgrades if you want 3 ships and a turret.

Lando Jake Sabine (198/200)
==========================
Modified YT-1300: Lando Calrissian (92 + 20)
    + Trick Shot (1)
    + Nien Nunb (5)
    + Chewbacca (5)
    + Engine Upgrade (9)
A-wing: Jake Farrell (40 + 8)
    + Marksmanship (1)
    + Proton Rockets (7)
Attack Shuttle: Sabine Wren (38)

Edit: And I'd probably drop the EU looking at it again.

Edited by __underscore__
50 minutes ago, Brunas said:

Every time I mention turrets I get this response. Why does large base turret == 2 ship list?

I wasn't aware the topic was turrets, I thought it was rebel fat turret + ace.

You have a point thought, I usually default to some 2 ships build when large base turret are involved.

The thing is currently turrets are pretty expansive and in a 3 ships build or even more they seem particular inefficient right now, at least on rebel side. Maybe it could work for lando as action economy enabler, but you are probably better off with other support options.

Ironically, the main selling point of large ships turrets for me is they are hipster right now and I'm particularly focused on rebel falcons because of the good old large ship boost.

And once you plan around boosting as an action, you kinda felt compelled to add as many passive modifications as possible, thus raising the points cost and making hard to fit a third ship.

On the Imperial side, the decimators seem nice coordinate platforms so maybe there's more room to multiple ships builds

Oh sorry, it's just been on my mind - you don't live in my brain! :)

I'm not sure doubling down on (really expensive) passive dice mods for fat turrets is the right solution, that people are trying that and having it fail is a pretty reasonable explanation.

@__underscore__ I've also been looking at a Lando +2 list. I think what's looked the best on paper has been Lando + Sabine + ____. It's been finding that ____ to round out the list that's been a bit more difficult. I've liked the idea of Dutch a bit because Lando's ability, Dutch's ability and Sabine's can allow all the ships to take end up having 2 actions per turn or stack up a bunch of actions on one ship. Slim Lando with just Nien Nunb and just 1 other upgrade is usually what I look at.

Example build:

Lando w/ Nien Nunb & Hotshot Gunner

Sabine w/ Juke

Dutch w/ Proton Torpedoes & R3 Astromech

5 minutes ago, RStan said:

@__underscore__ I've also been looking at a Lando +2 list. I think what's looked the best on paper has been Lando + Sabine + ____. It's been finding that ____ to round out the list that's been a bit more difficult. I've liked the idea of Dutch a bit because Lando's ability, Dutch's ability and Sabine's can allow all the ships to take end up having 2 actions per turn or stack up a bunch of actions on one ship. Slim Lando with just Nien Nunb and just 1 other upgrade is usually what I look at.

Example build:

Lando w/ Nien Nunb & Hotshot Gunner

Sabine w/ Juke

Dutch w/ Proton Torpedoes & R3 Astromech

I actually love that idea for a Lando/Dutch combo. Lando with Nien and Dutch with Torps/R3 leaves you with 49 points to play around with.

EDIT: You can even have Lando do a green over a debris, throw Dutch the action and then Dutch can give Lando a lock even while he's stressed.

Edited by Scott Pilgrim2
7 minutes ago, RStan said:

@__underscore__ I've also been looking at a Lando +2 list. I think what's looked the best on paper has been Lando + Sabine + ____. It's been finding that ____ to round out the list that's been a bit more difficult. I've liked the idea of Dutch a bit because Lando's ability, Dutch's ability and Sabine's can allow all the ships to take end up having 2 actions per turn or stack up a bunch of actions on one ship. Slim Lando with just Nien Nunb and just 1 other upgrade is usually what I look at.

Ah cool, Dutch is probably going to be easier to activate than Jake as well so that would probably work better. The version I made came after I flew Chopper/Jake/Saw at the UKTC and realised:

1) Jake is way more useful than I expected and flies in a different way to most other Rebel '1-forward' ships

2) Fuuuuuuk crits on high hull, low agility ships

Thus Jake and Chewie cropping up in quite a few lists since. :)

2 hours ago, Brunas said:

Every time I mention turrets I get this response. Why does large base turret == 2 ship list?

So large base turret usually equals rebels, and when you're rebels it's super hard to leave Luke at home. One might even say it's supernaturally difficult. So at 100ish for the turret and 74 for Luke you don't get much room for a third ship, especially considering you're lacking the noble escape craft.

Just to reiterate, its hard to find two ships that are better than Luke in rebels right now for the points.

Edited by catachanninja

Has anyone tried the slim Han that got talked about? Trick shot title and engine is 108. I’m thinking about the fattest Luke next to it, he seems useful up to 91. One really good punch and two pretty darn good late game ships. My local scene had a six player kit with 4, 3, 3, 3, 2, 2 ship count, so I don’t really need more offense or to be scared of swarms.

I’m not convinced it is good, but I’m not convinced it’s bad yet either. I’ll get some reps in tomorrow and see.

Edit: and cutting engine and Luke down to 74 gives a third ship, I better try that back to back.

Edited by AEIllingworth

I'm not convinced Luke + fat turret can get anywhere near the end game. I'm also not convinced Luke + fat turret + other thing can get anywhere near the end game.

I need to make it out to Philly now:

4 minutes ago, Scott Pilgrim2 said:

I need to make it out to Philly now:

God it's beautiful

A thought on the section of the last podcast talking about planning for future turns.

There is a lot of daylight between "planning your dial based on what the exact game state will be in 2 turns" and "Planning for 2 turns from now".

People could quite reasonably expect to do the second while you guys are arguing as if they've made the first statement.

Planning for future turns could involve things like "ship X will be in the fight in 2 turns, where do I need to be?", "ship Y needs to be destroyed for my opponent to win, where will his ships be to make that happen?", or "I don't want to be funneled in the asteroids in 2 turns, what should I do to avoid that?".

These aren't big mastermind 5d chess projections, but they are planning for 2 turns in the future.

14 minutes ago, Biophysical said:

People could quite reasonably expect to do the second while you guys are arguing as if they've made the first statement.

To be fair, they were singling out individuals that actually say they plan out moves ahead and were portraying themselves out to be like chess masters.

And I agree, having a plan to have options is one thing, having your moves planned is something else again.

Edited by LagJanson
3 hours ago, Quack Shot said:

@Brunas What’s the best RAC/Vader build you think? I Know most consider RAC not good, but you seem to think he’s decent.

(70) Darth Vader
(12) Supernatural Reflexes
(3) Fire-Control System
(8) Afterburners
Points 93

(88) Rear Admiral Chiraneau
(3) 0-0-0
(7) Minister Tua
(2) BT-1
(3) Shield Upgrade
Points 103

Total points: 196

Replace BT-1 with a Proton bomb, swap shield to Lone Wolf

Edited by Kaptin Krunch
37 minutes ago, LagJanson said:

To be fair, they were singling out individuals that actually say they plan out moves ahead and were portraying themselves out to be like chess masters.

And I agree, having a plan to have options is one thing, having your moves planned is something else again.

Yeah this is the key. Everyone should be at least a turn ahead when it comes to the leaving options open. Like don't do something that blocks your decloak options, or don't leave your soontir with only 1 maneuver option the next turn that the other guy can easily block... And do think about "hey I want this guy to flank, where do I need to go now to leave myself a safe flanking path but also doesn't over commit if the other guy turns on the flanker".

But lots of people act like they know exactly what the board state will be in 2 turns, and that's just not true. I don't know exactly where my ships will be in 2 turns, so you definitely don't!

13 hours ago, Dreadai said:

Etahn Abaht has the same ability in v1 and never, ever saw play.

I am painfully aware. My Rey/Poe got roflstomped by Etahn abaht and a squad of Prototype pilots in 1E.

12 hours ago, Dreadai said:

Rogue squadron are amazing ordnance carriers. Mostly because people see a non-Corran e-wing and discount it.

Are they better than Luke? Because they cost as much as him

18 minutes ago, catachanninja said:

Are they better than Luke? Because they cost as much as him

well I can't take two lukes until they release the luuke card.

26 minutes ago, jagsba said:

well I can't take two lukes until they release the luuke card.

Rip EU

10 hours ago, catachanninja said:

you don't get much room for a third ship, especially considering you're lacking the noble escape craft.

This got me looking at Han to replace Boba in the typical Boba/Fenn/Lando list...

Fenn Rau (68)

Lando Calrissian (26)
Tactical Officer (2)

Han Solo (54)
Trick Shot (1)
0-0-0 (3)
L3-37 (4)
Bossk (10)
Rigged Cargo Chute (4)
Engine Upgrade (9)
Lando’s Millennium Falcon (6)

Autopilot Drone (12)

Total: 199

View in Yet Another Squad Builder 2.0

Would Luke+Luuke be a good squad? 2 Supernatural Lukes leaves 52 points for Gear on your Luukes. R2 astros, afterburners, and Torps are all reasonable.

2 Lukes with R2 astro and Super, Sabine?

Or 2 Shield upgrade R2D2 Proton Torps lukes?

2 hours ago, skotothalamos said:

This got me looking at Han to replace Boba in the typical Boba/Fenn/Lando list...

Fenn Rau (68)

Lando Calrissian (26)
Tactical Officer (2)

Han Solo (54)
Trick Shot (1)
0-0-0 (3)
L3-37 (4)
Bossk (10)
Rigged Cargo Chute (4)
Engine Upgrade (9)
Lando’s Millennium Falcon (6)

Autopilot Drone (12)

Total: 199

View in Yet Another Squad Builder 2.0

I'm out on scum han, not reliable enough, Ive tried similar and always came out sad