25 minutes ago, Boom Owl said:But it also conditionally makes one ship Thane maybe once per game...
More than once per game if you can keep all of your pieces alive.
25 minutes ago, Boom Owl said:But it also conditionally makes one ship Thane maybe once per game...
More than once per game if you can keep all of your pieces alive.
20 minutes ago, FlyingAnchors said:Amazing? no. Terrible? no. Krennic is just... average. The target lock addition is useless to anything but the reaper and tie phantom( not saying you would use him on a phantom now, but the option is there). Being able to punch down shields and push crits can be useful, if you can keep him alive, and get your condition ship in arc to fire on whatever Krennic has locked. Simply put, Krennic rewards good formation flying, which is easier to say than do.
He’s really like the transformers Millenium Falcon that splits into chewie and Han. There great when you can play with them together, but lose one of transformers and all of a sudden you’ve lost all the fun out of it....
Should have qualified that all questions are asked in terms of Hyperspace.
Is Krennic amazing within the available power level of Hyperspace?
No where near as ridiculously powerful as Rose crew. But still seems to serve a purpose within Imperials who outside of Vader/Vermiel cant natively single ship double or near double modify attacks as easily as Resistance or FO or Scum. (Not counting Howl by howls self). My gut tells me I still will just want the Bid or more HP or Juke/Talents but the Architect in me has worse ideas.
Isnt Vermiel with a Target lock better than Vermiel without a Target Lock? His pilot ability is basically a conditionally offensive force charge. What if Richard TLs each turn after initial engage without the Lock because he is i4 and mostly everything else will be i5.
Is Juke better on vermiel than a TL. If i am putting Juke on Richard is the 1 pt to allow another ship to chip a shield or be a ThaNPE once per game actually worth the extra 1 pt to TL instead?
Should Vermiel just have a Hull upgrade instead of either of those options?
Why is Architecture without points so hard...
Edited by Boom Owl48 minutes ago, Boom Owl said:Should have qualified that all questions are asked in terms of Hyperspace.
Is Krennic amazing within the available power level of Hyperspace?
No where near as ridiculously powerful as Rose crew. But still seems to serve a purpose within Imperials who outside of Vader/Vermiel cant natively single ship double or near double modify attacks as easily as Resistance or FO or Scum. (Not counting Howl by howls self). My gut tells me I still will just want the Bid or more HP or Juke/Talents but the Architect in me has worse ideas.
Isnt Vermiel with a Target lock better than Vermiel without a Target Lock? His pilot ability is basically a conditionally offensive force charge. What if Richard TLs each turn after initial engage without the Lock because he is i4 and mostly everything else will be i5.
Is Juke better on vermiel than a TL. If i am putting Juke on Richard is the 1 pt to allow another ship to chip a shield or be a ThaNPE once per game actually worth the extra 1 pt to TL instead?
Should Vermiel just have a Hull upgrade instead of either of those options?
Why is Architecture without points so hard...
Well yeah, in hyperspace he’s a bit of a different animal. Well, he still works the same, but the surviveability of whatever he is OP goes up. He is very good for hyperspace format.
Even in extended, he does very good things for the Reaper. Personally I prefer captain Feroph over vermill, though.
10 minutes ago, FlyingAnchors said:Well yeah, in hyperspace he’s a bit of a different animal. Well, he still works the same, but the surviveability of whatever he is OP goes up. He is very good for hyperspace format.
Even in extended, he does very good things for the Reaper. Personally I prefer captain Feroph over vermill, though.
Large Richard and Captain Fair are so much better than the Scarif it's not funny.
The question is "How good are Death Troopers on Fair/Richard"
How many points would you pay for them? How big is the opportunity cost of Tac officer?
I'm not sold on Tac Officer on the reapers, particularly if they are flying with non-ailerons ships. Being able to use it to save 1 range band next turn can be so helpful.
Playing Richard in a wave locked tournament shortly after 2e launch I had tac officer on him, and by the 2nd round I was closely reading to see if it said 'may'...unfortunately not so my X1's had to race in with him to die.
6 minutes ago, Kaptin Krunch said:Large Richard and Captain Fair are so much better than the Scarif it's not funny.
The question is "How good are Death Troopers on Fair/Richard"
How many points would you pay for them? How big is the opportunity cost of Tac officer?
Guessing here but Death Troopers are probably as good as there are things that want to stress often. Which is kinda alot? And vermiel can definitely keep up. Gotta go fast! So maybe good?
Still not done with Krennic though.
TL Vermiel seems genuinely good. Isnt Lock Pilot Ability Calculate the best possible offense Vermiel can achieve on his own?
Edited by Boom Owl5 minutes ago, Kaptin Krunch said:Large Richard and Captain Fair are so much better than the Scarif it's not funny.
The question is "How good are Death Troopers on Fair/Richard"
How many points would you pay for them? How big is the opportunity cost of Tac officer?
I am perfectly happy paying 2 points and giving up a crew slot for not taking a stress when coordinating, so I see death troopers as more of a points sink and detriment, than actually being useful.
im sure the real answer is better overall, but since death troopers don’t fit with how I like to fly my Reaper, the only use I have for them is binder space.
1 minute ago, FlyingAnchors said:I am perfectly happy paying 2 points and giving up a crew slot for not taking a stress when coordinating, so I see death troopers as more of a points sink and detriment, than actually being useful.
im sure the real answer is better overall, but since death troopers don’t fit with how I like to fly my Reaper, the only use I have for them is binder space.
Wait what? Do you not fly close to things? I feel like theres always a turn or three where reapers are in bump city at range 1 of many things.
1 minute ago, Boom Owl said:Wait what? Do you not fly close to things? I feel like theres always a turn or three where reapers are in bump city at range 1 of many things.
I fly close enough to my own ships to coordinate, but typically I like my Reaper in back taking range 3 shots, because 1 evade die and going in gives me B-wing flashbacks.
30 minutes ago, Roundy1161 said:I'm not sold on Tac Officer on the reapers, particularly if they are flying with non-ailerons ships. Being able to use it to save 1 range band next turn can be so helpful.
Playing Richard in a wave locked tournament shortly after 2e launch I had tac officer on him, and by the 2nd round I was closely reading to see if it said 'may'...unfortunately not so my X1's had to race in with him to die.

It doesn't say it replaces the red coordinate, it just adds a white coordinate and requires that the ship have the red coordinate. You still have the option to use the red action.
33 minutes ago, Roundy1161 said:I'm not sold on Tac Officer on the reapers, particularly if they are flying with non-ailerons ships. Being able to use it to save 1 range band next turn can be so helpful.
Playing Richard in a wave locked tournament shortly after 2e launch I had tac officer on him, and by the 2nd round I was closely reading to see if it said 'may'...unfortunately not so my X1's had to race in with him to die.
uhhhh.....
You have the pre-errata version of Tac Officer.
The post errata adds a White Coordinate, but doesn't change your Red Coordinate. You can still Red Coordinate with Tac Officer.
Indeed, it is the version from the Reaper pack that has the text "Treat the difficulty of your coordinate as white"
Well then, I'm totally in on Tac Officer ![]()
12 hours ago, Scott Pilgrim2 said:It was a lucky 2nd reroll, but I am pretty sure I made the right call on both rolls based on what mods he had and what mods I had. I agree that you should use the lock about 90% of the time.
Yeah Quickdraw is a special case in situations where you know you are going to get a second shot on the same target immediately. In that case it's a much easier decision to do the quick head math on expected damage.
In other cases I see people put too much psychological weight on the "initial" roll (simultaneously being not surprised if they roll all paint on an initial roll, and not expecting it on a reroll...) and too much weight of the "potential future gains" of keeping the lock.
People are still thinking a lot like 1.0 where a second attack from QD was huge because you could easily double-mod both of them. In those "blank out" situations in 2.0, QD's second attack is equivalent to having a target lock...
Anyways YMMV in different places, just noting what I've observed locally here.
15 hours ago, Biophysical said:1.0 trained players that if it wasn't 3 hits, it was a waste. I agree that 2.0 is different, but the gut reaction is understandable.
True, but even then I think people probably underestimated the chances of rerolling into 3 hits even if their initial roll is what they feel to be "below average" (I still have to rant on that very notion itself at some point).
I imagine it still stems from loss aversion... people like to feel like "but I still made progress as I have the lock for future turns" (even if it never materializes as a useful assets, i.e. getting more relevant hits later) rather than take the risk that they feel like the lock was "wasted".
8 hours ago, Roundy1161 said:Indeed, it is the version from the Reaper pack that has the text "Treat the difficulty of your coordinate as white"
Well then, I'm totally in on Tac Officer
So back to the original question.
At what cost for Death Troopers/Opportunity cost of not having tac officer would you take DT?
12 hours ago, Kaptin Krunch said:krennic big targeting computer.
For you
1 hour ago, Kaptin Krunch said:So back to the original question.
At what cost for Death Troopers/Opportunity cost of not having tac officer would you take DT?
This is a total copout answer, but it's meta dependent, right? The more stuff that loves stress, the better it is. I haven't used Reapers or Death Troopers enough to have a good idea on what the right points value is, but it's firmly in the "worth trying" category for me right now. It's the sort of card that feels very decision dependent, and not very available to headsimming.
I think Deathtroopers becomes a bit more useful with Resistance A's and Poe joining the meta. There's a few more ships that really want to get rid of their stress. But it feels really situational and tough to get it triggered regularly. At 6 points I'm not sure...at 3 points I'm interested.
Edited by vieditdeathtroopers also makes coordinated reinforcing/han gunner-ing bobas sadder...
2 minutes ago, Tlfj200 said:deathtroopers also makes coordinated reinforcing/han gunner-ing bobas sadder...
And re-rolling landos and PTL Fangs. Yeah there's a lot of stuff in hyperspace that has stress inducing mechanics.
Just now, viedit said:And re-rolling landos and PTL Fangs. Yeah there's a lot of stuff in hyperspace that has stress inducing mechanics.
I'll induce your mechanic...
10 minutes ago, Tlfj200 said:I'll induce your mechanic...
You'll have to fight me first for her.

CIS HYPE

Unless you do a 2 straight, you are permanently attached to an asteroid or debris? Is this the actual turret-wing, wherein your ships become turrets for the rocks?
The card flips when you execute a maneuver, but anything other than a 2 straight makes you skip your execute maneuver option.
2 minutes ago, drjkel said:Unless you do a 2 straight, you are permanently attached to an asteroid or debris? Is this the actual turret-wing, wherein your ships become turrets for the rocks?
The card flips when you execute a maneuver, but anything other than a 2 straight makes you skip your execute maneuver option.
you can roll off them, but yeah