4 minutes ago, ClassicalMoser said:What, like this?
I think I'll take my chances blowing up the bombers in that case...
4 minutes ago, ClassicalMoser said:What, like this?
I think I'll take my chances blowing up the bombers in that case...
1 minute ago, Hoarder of Garlic Bread said:Ok, if you kill a TIE Fighter, than the rest get an extra focus. And let's give the Phantom a pilot that allows friends to spend focii as if they were crackshot.
you added the new depth to this rabbit hole that finally broke my brain
unironically (I think, brain can't be trusted) Sloane is probably actually fine, except we are so addicted to our actions and aces that we worry super hard that something might compromise that. well, and @catachanninja is just salty that imperials got his favorite mechanic.
I played a bunch of Sloane while testing lists throughout 2.0 and my Phoenix SOS list a year ago actually had Sloane in it and nothing has performed well consistently. If you bring an "ace" or even a pocket ace you are probably, even at current points, bringing at best 4 Academy Ties. The 4 Crackshot Sabers is interesting, because it finally seems to have the balance of ship count and initiative that I think is necessary for it to work at a competitive level. Triple ace lists will still probably init kill a saber, and at that point they are trading one turn of danger for 1/3 of their list for just under 25% of the threat power of the Sloane list. Sloane player better kill that ace before losing another saber. Its probably a tense game, but as far as 2.0 agency robbing it's probably less oppressive than 5A or triple Jedi.
Just now, Bucknife said:Math people:
How many times does Heroic need to trigger on Quad T70 (att/def combined) to beat out the sample size increase of having the 5th I2 t65?
That's uhh... not how math works.
You should not trust anyone who claims to be able to answer a question like that.
7 minutes ago, Brunas said:One of your bombers is going to be initiative killed
They're all shooting at I5. Well, I guess Torkil Mux would give this list a very sad day.
Maybe torps would be better but good luck killing a bomber while depleted. If you're willing to put that much work into it, I really don't mind rewarding your efforts with two stress.
But agreed, it's very suboptimal for a Sloane build; you want at least 4 fodder ships. Still...
Also Kagi seems strictly worse than Jendon; you don't want to encourage them to kill the Sloane shuttle, and Turn 1 locks is extremely potent for the same cost. Double-modded alpha strike, anyone?
Edited by ClassicalMoser1 minute ago, Micanthropyre said:Sloane is probably actually fine, except we are so addicted to our actions and aces
I'm actually not that concerned about my actions and don't fly so much aces. I'm concerned about the re-rolls on attacks coming in for the next two turns, and my escape options are limited in most starfighter options.
Sloan is not OP, don't get me wrong. She's good. I'm pretty happy though that people don't use her much as those games become a serious problem solving scenario of trying to put my ships in the right spot to not just get annihilated.
Just now, Brunas said:That's uhh... not how math works.
You should not trust anyone who claims to be able to answer a question like that.
And...
The best equation probably implies that the probabilities are close enough for one prefer the stability of the extra body (guaranteed dice) vs. possible dice (Heroic).
3 minutes ago, LagJanson said:those games become a serious problem solving scenario of trying to put my ships in the right spot to not just get annihilated.
This is good right?
1 minute ago, Micanthropyre said:This is good right?
Mine sweeper is fun, right?
6 minutes ago, Bucknife said:And...
The best equation probably implies that the probabilities are close enough for one prefer the stability of the extra body (guaranteed dice) vs. possible dice (Heroic).
There's a large assumption there being made that the points of the generic X at 40 and T70 at 42 are balanced relative to each other that heroic is even something that will register as a blip in the difference. I suspect the answer is they are not close to each other on the power curve.
1 minute ago, Brunas said:There's a large assumption there being made that the points of the generic X at 40 and T70 at 42 are balanced relative to each other that heroic is even something that will register as a blip in the difference. I suspect the answer is they are not close to each other on the power curve.
Wait, do I get Heroic on my Rookies now? I bet I could go a full swiss and no one would suspect.
4 minutes ago, LagJanson said:Mine sweeper is fun, right?
The correct answer to this question is an enthusiastic YES
14 minutes ago, LagJanson said:I'm actually not that concerned about my actions and don't fly so much aces. I'm concerned about the re-rolls on attacks coming in for the next two turns, and my escape options are limited in most starfighter options.
Sloan is not OP, don't get me wrong. She's good. I'm pretty happy though that people don't use her much as those games become a serious problem solving scenario of trying to put my ships in the right spot to not just get annihilated.
If you're i1 and shooting last, their aint no rerolls for two turns!
1 minute ago, Tlfj200 said:If you're i1 and shooting last, their aint no rerolls for two turns!
Somebody, quick... find the "That's True" gif and post it here.
2 minutes ago, Tlfj200 said:If you're i1 and shooting last, their aint no rerolls for two turns!
1 minute ago, LagJanson said:Somebody, quick... find the "That's True" gif and post it here.

23 minutes ago, Brunas said:There's a large assumption there being made that the points of the generic X at 40 and T70 at 42 are balanced relative to each other that heroic is even something that will register as a blip in the difference. I suspect the answer is they are not close to each other on the power curve.
In general, Boost > Barrel Roll. Dodging with a boost means that you can also correct your bearing for a better engagement coming up. Sure, it sucks that the "run away from the higher-init chasing" loses its focus. But tbh, you are not going to get your arc on the ace with anything short of a quick 180* move. So the focus is irrelevant unless you're fielding Cassian or shooting something yourself. Also, speaking of shooting, the br>>red focus is very handy for getting that bullseye to restore the 3rd primary die; classic closed foils are "2 dice tough luck" primary. So the T70 is better with open foils, and if it sees the T65's advantage (br'ing while maintaining a 3 die gun) it can do one better and line the bullseye so as to do the br'ing with a 3 die gun trick but it gets a focus on top of it!
And that massive advantage was just on the S Foil cards'/native action bars discrepancy. The jump from 6 health to 7 is not negligible, nor is the conversion of the Torp slot to the more versatile hardpoint slot. Furthermore, Resistance astros are more interesting than Rebel astros if that becomes relevant, but I now realize that the differences between upgrade slots is furthered by the fact that aside from Debris Gambit Boosty Boi, Flappy Wings, and Biggs, most non-I5+ T65's drain points ready to their friends whenever they take upgrades. And let's face it, the biggest newfound use of T65's will be the ability to fit 5 in a list, be that at I2 or I1 with deadman's (the latter is better purely on comedic grounds).
Finally, the breakpoints. The only advantage the T65 has over the T70 (talking about the chassis, because some T65 pilots are notably better than most or all T70's) is the ability to cram another body in. The T70's just barely can't if they go full budget (10 pt over), so there is a lot of incentive to spend those extra points on something fancier than just the base model no upgrades (4 base models runs you at a respectable 168 pt. plenty of room to give pain to the T65's). An extra body (welcome help, but still short) is not going to overcome this advantage, given the diminishing returns of that extra body by having to move around it or having its arc dodged as it tries to move around (sure, you can bunch in formation, but now you made it very easy for the T70's to dodge). Also, regarding jousts, consider the following (the absolute baseline for Resistance Jousters and easily surpassable by changing a few things here and there, Jess + friends):
A little over half the time, the Rebel player loses an X Wing on the opening joust. Most of the time it is severely crippled. And this is just by mindlessly mashing ships together as opposed to flexing the superiority of the T70 chassis or by making the jousty list joustier.
Edited by Hoarder of Garlic Bread
6 minutes ago, Hoarder of Garlic Bread said:And let's face it, the biggest newfound use of T65's will be the ability to fit 5 in a list, be that at I2 or I1 with deadman's (the latter is better purely on comedic grounds)
Doesn't fit:
Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)
Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)
Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)
Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)
Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)
Total: 205
View in Yet Another Squad Builder 2.0
Edited by HiemfireBasically the only point of T65s over T70s the quality of that 5th ship. That's a big point, though, because when the triple ace list kills one of your ships you still have a numbers advantage in ships, which matters.
1 hour ago, catachanninja said:Truth be told it really depends on if i have the points for engine, I didn't play Han much in formats where I could also play Kanan, but taking stress and not being able to boost made life rough at times.
Fair. That reminds me, I still need to buy a ghost.
9 minutes ago, Hoarder of Garlic Bread said:I1 with deadman's (the latter is better purely on comedic grounds).
As stated, not 5. Also, surprisingly not funny for opponents? And shockingly effective?

Red Squadron Expert (44)
Integrated S-Foils (0)
Red Squadron Expert (44)
Integrated S-Foils (0)
Red Squadron Expert (44)
Integrated S-Foils (0)
Blue Squadron Rookie (42)
Integrated S-Foils (0)
Colossus Station Mechanic (26)
Total: 200
4 minutes ago, gennataos said:
Red Squadron Expert (44)
Integrated S-Foils (0)Red Squadron Expert (44)
Integrated S-Foils (0)Red Squadron Expert (44)
Integrated S-Foils (0)Blue Squadron Rookie (42)
Integrated S-Foils (0)Colossus Station Mechanic (26)
Total: 200
Less WEEEEEEEEE, more PEW PEW
Red Squadron Expert (44)
Integrated S-Foils (0)
Red Squadron Expert (44)
Integrated S-Foils (0)
Red Squadron Expert (44)
Integrated S-Foils (0)
Blue Squadron Rookie (42)
Integrated S-Foils (0)
Rose Tico (26)
Total: 200
9 minutes ago, Hiemfire said:Doesn't fit:
Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)Cavern Angels Zealot (39)
Deadman’s Switch (2)
Servomotor S-Foils (0)
Total: 205
Oh dang, thought it was 38. Well, you can fit 2 with deadman's (39+2=41)*2=82, another 2 without deadman's 39*2= 78, and toss in the I2 guy for 40. All adds up to 200.
4 minutes ago, gennataos said:Less WEEEEEEEEE, more PEW PEW
Red Squadron Expert (44)
Integrated S-Foils (0)Red Squadron Expert (44)
Integrated S-Foils (0)Red Squadron Expert (44)
Integrated S-Foils (0)Blue Squadron Rookie (42)
Integrated S-Foils (0)Rose Tico (26)
Total: 200
| Poe Dameron — T-70 X-Wing | 68 |
| Integrated S-Foils | 0 |
| Black One | 2 |
| Ship Total: 70 | |
| Half Points: 35 Threshold: 4 | |
| Colossus Station Mechanic — Fireball | 26 |
| Ship Total: 26 | |
| Half Points: 13 Threshold: 3 | |
| Colossus Station Mechanic — Fireball | 26 |
| Ship Total: 26 | |
| Half Points: 13 Threshold: 3 | |
| Colossus Station Mechanic — Fireball | 26 |
| Ship Total: 26 | |
| Half Points: 13 Threshold: 3 | |
| Colossus Station Mechanic — Fireball | 26 |
| Ship Total: 26 | |
| Half Points: 13 Threshold: 3 | |
| Colossus Station Mechanic — Fireball | 26 |
| Ship Total: 26 | |
| Half Points: 13 Threshold: 3 | |
Neat list I took to a tournament for a laugh... it was 200 points not long ago
Deadman
(52) Saw Gerrera [UT-60D U-wing]
(0) Pivot Wing
(2) Deadman's Switch
(2) Electronic Baffle
Points: 56
(43) Partisan Renegade [UT-60D U-wing]
(0) Pivot Wing
(7) Leia Organa
(2) Deadman's Switch
(2) Electronic Baffle
Points: 54
(39) Cavern Angels Zealot [T-65 X-wing]
(0) Servomotor S-foils
(2) Deadman's Switch
(2) Electronic Baffle
Points: 43
(39) Cavern Angels Zealot [T-65 X-wing]
(0) Servomotor S-foils
(2) Deadman's Switch
(2) Electronic Baffle
Points: 43
Total points: 196
1 minute ago, Boom Owl said:
Poe Dameron — T-70 X-Wing 68 Integrated S-Foils 0 Black One 2 Ship Total: 70 Half Points: 35 Threshold: 4 Colossus Station Mechanic — Fireball 26 Ship Total: 26 Half Points: 13 Threshold: 3 Colossus Station Mechanic — Fireball 26 Ship Total: 26 Half Points: 13 Threshold: 3 Colossus Station Mechanic — Fireball 26 Ship Total: 26 Half Points: 13 Threshold: 3 Colossus Station Mechanic — Fireball 26 Ship Total: 26 Half Points: 13 Threshold: 3 Colossus Station Mechanic — Fireball 26 Ship Total: 26 Half Points: 13 Threshold: 3
Agreed. That's a lot of WEEEEEEEEE.