19 hours ago, gennataos said:I disagree with your criteria for that comparison (3-die gun with focus+boost)
3 attack, 2 defense, linked focus-boost, blue turns.
No rear arc though, and less versatility in general but 50% more health.
19 hours ago, gennataos said:I disagree with your criteria for that comparison (3-die gun with focus+boost)
3 attack, 2 defense, linked focus-boost, blue turns.
No rear arc though, and less versatility in general but 50% more health.
First few games with this
Poe Dameron (HoH) (65)
Backwards Tailslide (2)
R4 Astromech (2)
Overdrive Thruster (6)
Integrated S-Foils (0)
Black One (2)
Ship total: 77 Half Points: 39 Threshold: 4
Temmin Wexley (HoH) (54)
Backwards Tailslide (2)
R4 Astromech (2)
Integrated S-Foils (0)
Ship total: 58 Half Points: 29 Threshold: 4
Nien Nunb (55)
Backwards Tailslide (2)
R4 Astromech (2)
Pattern Analyzer (5)
Integrated S-Foils (0)
Ship total: 64 Half Points: 32 Threshold: 4
Total: 199
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z442X357W5WW345W175W171WY443X357W5WWW175WWY298X357W5W206WW175WW&sn=Unnamed Squadron&obs=
This is a lot of fun. I actually love playing it. The number of options and combos available just gives you a lot to do and a lot of choices between being defensive or aggressive. It can be tedious to micro-manage with the tokens and S-Foil flipping. My opponents were also getting frustrated with Nein, specifically one turn where he was jammed, then Tallon Rolled, Focus-Rolled with PA over debris, focus cleared the jam, took a lock with his normal action, then opened his foils and one-shotted a TIE interceptor. Also, opponent was super suprised when Poe Target Locked- Barrel Rolled using a 2 template over debris, then opened foils and 4 dice double modded a ship. (gratned he was double stressed, but that was a kill my opponent did not see coming and couldn't punish).
That being said, I'm going to make changes. R4 goes off Nein, he doesn't usually keep stress and, honestly the way he clears strain is either by being shot at or just building up a pile (because Temmin doesn't care if you're already strained). I'm going with old Poe vs new. It doesn't do much for other ships in this list and the once per every other turn really limited him. Debating dropping Black One just because the versatility of Overdrive and Backwards Tailslide (especially a Boost and Roll in any order where you can make one use a different template and go over obstacles) largely got him out of trouble when he had actions anyways.
But seriously, Backwards Tailslide + Temmin + Overdrive Booster + Pattern Analyzer is such a fun and confusing mess that I absolutely love it.
Who needs a T85 when the T70 is finally doing all the cool stuff?
I still want to see a chonky X-Wing though, so hoping for the T85. A game of medium base X Wings and TIE fighters will be funny. Sumo-wing?
Its so sleepy in here. Current points included for reference.
Riffing off what @MasterShake2 said....
I used new Snap with 3 heroic BSAs for a couple games last night. My opponent and I were surprised at how powerful it felt. Things that made it feel great:
Edited by gennataos
9 minutes ago, gennataos said:Riffing off what @MasterShake2 said....
I used new Snap with 3 heroic BSAs for a couple games last night. My opponent and I were surprised at how powerful it felt. Things that made it feel great:
- I locked on approach more than I thought I would. Makes sense once one ship is already damaged, because the opponent will want to keep shooting at them
- Mod when doing a red move (obviously)
- Mod when doing JUST a barrel roll (less obvious)
- Mod when going over obstacles (even less obvious (to me))
- Mod when bumping (discovered on accident). Tactical self-bumps are even better.
- The big one, IMO, is being able to make that strain/calc determination at the start of engagement for each ship is kind of a big deal. No shot, probably don't do it. Already have bullseye, maybe don't do it. I don't think I can stress this enough.
Also, being able to see that you will bump, closing foils, then deciding at the start of engagement if a mod is worth it...way crazier than it seems
2 minutes ago, MasterShake2 said:
Also, being able to see that you will bump, closing foils, then deciding at the start of engagement if a mod is worth it...way crazier than it seems
Yeah, I just edited that one in there.
I did try a Snap/Poe/Kare list (cuz, you know...Black Squadron theme) and wasn't enamored with it, but my next try was going to include Nien like you did. Looks super fun.
[edit] - Oh! And you don't HAVE to clear the strain next turn. Generally would like to, but red moves next turn isn't out of the question.
Edited by gennataos1 minute ago, gennataos said:Yeah, I just edited that one in there.
I did try a Snap/Poe/Kare list (cuz, you know...Black Squadron theme) and wasn't enamored with it, but my next try was going to include Nien like you did. Looks super fun.
[edit] - Oh! And you don't HAVE to clear the strain next turn. Generally would like to, but red moves next turn isn't out of the question.
Yeah, Nein had 3 strain, but he was in the middle of 3 debris fields, so he just kept 4king and tallon rolling every turn. Screw it, I'm going to keep pounding out damage and flying circles around you until you stop me
1 hour ago, MasterShake2 said:Screw it, I'm going to keep pounding out damage and flying circles around you until you stop me
Thats like the T70 mantra.
2 hours ago, gennataos said:Riffing off what @MasterShake2 said....
I used new Snap with 3 heroic BSAs for a couple games last night. My opponent and I were surprised at how powerful it felt. Things that made it feel great:
- I locked on approach more than I thought I would. Makes sense once one ship is already damaged, because the opponent will want to keep shooting at them
- Mod when doing a red move (obviously)
- Mod when doing JUST a barrel roll (less obvious)
- Mod when going over obstacles (even less obvious (to me))
- Mod when bumping (discovered on accident). Tactical self-bumps are even better.
- The big one, IMO, is being able to make that strain/calc determination at the start of engagement for each ship is kind of a big deal. No shot, probably don't do it. Already have bullseye, maybe don't do it. I don't think I can stress this enough.
how important was being all i4? Seems like since the list can easily be out of formation (thanks 0-3!) you can run a myriad of t70s at different initiatives, and just the jump from i3 to i4 ends up being a good chunk of points.
10 minutes ago, catachanninja said:how important was being all i4? Seems like since the list can easily be out of formation (thanks 0-3!) you can run a myriad of t70s at different initiatives, and just the jump from i3 to i4 ends up being a good chunk of points.
If I can avoid formation flying, I will. There were at least a couple times between the two games that I had to consider movement order and it was important, but doubt it's necessary. You can easily slot in Bastian and Nimi and immediately improve the efficiency of the list. I was running the I4 because:
[edit] - I guess it just comes down to the meta and if I4 means anything. Seems like it does.
Edited by gennataos12 minutes ago, gennataos said:If I can avoid formation flying, I will. There were at least a couple times between the two games that I had to consider movement order and it was important, but doubt it's necessary. You can easily slot in Bastian and Nimi and immediately improve the efficiency of the list. I was running the I4 because:
- Baseline test
- HoH came with two more BSA cards/bases, so I could actually run the list without borrowing!
- Safety net of MUH HEROIC (not really, but....maybe)
[edit] - I guess it just comes down to the meta and if I4 means anything. Seems like it does.
putting aside a lifetime of conversations @Brunas has had about heroic, it would seem like snap would lower the value of heroic since you occasionally get shot while strained. Mods plus obstacles makes me think maybe snap makes backwards tail slide not a joke? My first instint, while a little on the wholesome side, would be like snap-nimi-blue-ello for four t70s or maybe one of the i5 a wings pulled from a hat with some points in upgrades is a little better? Snap seems solid and Ello seems like a ship that's probably the happiest to have him around (high I, doesn't need a ton of upgrades taken off of other ships). Nimi also seems to like snap thanks to the sort of synergy of likely having more eyeballs around. The list certainly looks fun and is on my docket to try
24 minutes ago, catachanninja said:putting aside a lifetime of conversations @Brunas has had about heroic, it would seem like snap would lower the value of heroic since you occasionally get shot while strained. Mods plus obstacles makes me think maybe snap makes backwards tail slide not a joke? My first instint, while a little on the wholesome side, would be like snap-nimi-blue-ello for four t70s or maybe one of the i5 a wings pulled from a hat with some points in upgrades is a little better? Snap seems solid and Ello seems like a ship that's probably the happiest to have him around (high I, doesn't need a ton of upgrades taken off of other ships). Nimi also seems to like snap thanks to the sort of synergy of likely having more eyeballs around. The list certainly looks fun and is on my docket to try
First, Heroic. It's less about the stats, more about the emotional toll it takes on yourself or (more importantly) your opponent. As a predominant Resistance player and someone who has played a LOT of T-70 rookies, those double blanks on defense feel bad when I know it's possible to mitigate them. Also, the crestfallen look on my opponents' face during any Heroic roll sustains me like an X-Wing IV. (Less now, since I don't get to see as many faces. SAD)
Second, I've thought about an A-Wing flanker. I tried slotting in A-Wings when I was heavy in my Poe's Rookies phase, and it never felt better. Only L'ulo came close and his flight pattern compared to the rest of the list kind of borked things up. Like, it's weird to say about an A-Wing, but it kind of screwed up time on target combined with required punch.
It sure seems fun. It's more than a dumb jousting list. It has meaningful, interesting decisions which feel rewarding with a little bit of play to mitigate mistakes. And you get to flip foils a LOT.
7 minutes ago, gennataos said:And you get to flip foils a LOT.
Use S-Foil tokens, do not flip cards. Flipping cards gets really tedious really fast with Temmin.
6 minutes ago, MasterShake2 said:Use S-Foil tokens, do not flip cards. Flipping cards gets really tedious really fast with Temmin.
I keep with the cards online, in person I have tokens I put on the cards and flip the tokens there. I used to put them out with the ships, but got tired of more token clutter on the board. That was when a foil flip was fairly rare, though. I have the TTS tokens which flip to a linked card. /shrug
4 hours ago, gennataos said:First, Heroic. It's less about the stats, more about the emotional toll it takes on your opponent.
It really doesnt matter how many times I play against Resistance, I still get that oo all blanks thrill before it's inevitably stolen from me. For like, the bazillionth time.
It's gruelling.
But occasionally, when the guy rolls his nth set of crappy green dice, it comes with slightly warm and fuzzy relief.
3 minutes ago, Cuz05 said:It really doesnt matter how many times I play against Resistance, I still get that oo all blanks thrill before it's inevitably stolen from me. For like, the bazillionth time.
It's gruelling.
But occasionally, when the guy rolls his nth set of crappy green dice, it comes with slightly warm and fuzzy relief.
Even against my most frequent local playing partners, they get that same thrill/disappointment roller coaster ride. Makes me giggle.
5 minutes ago, gennataos said:Makes me giggle.
I am very familiar with this reaction.
12 hours ago, catachanninja said:how important was being all i4? Seems like since the list can easily be out of formation (thanks 0-3!) you can run a myriad of t70s at different initiatives, and just the jump from i3 to i4 ends up being a good chunk of points.
One edge case of keeping them all I4 is that you can keep their foils closed until combat, and if 1 ship can't afford to take a strain due to a nasty incoming shot, it can still shoot 3 dice in a somewhat meaningful way with jamming beam before the rest of the squad fires.
11 hours ago, hargleblarg said:One edge case of keeping them all I4 is that you can keep their foils closed until combat, and if 1 ship can't afford to take a strain due to a nasty incoming shot, it can still shoot 3 dice in a somewhat meaningful way with jamming beam before the rest of the squad fires.
i'm not sure the math for jamming beam really helps the rest of the squad, unless its like, a reinforced ghost, but im also too lazy to do the math right now
5 minutes ago, catachanninja said:i'm not sure the math for jamming beam really helps the rest of the squad, unless its like, a reinforced ghost, but im also too lazy to do the math in general
FTFY, that's about where I'm at most of the time.
1 minute ago, MasterShake2 said:
FTFY, that's about where I'm at most of the time.
ususally i make zatch bart or @Brunas do math for me. Sometimes i do math on my own
Math huh.
I go personal anecdote. One time, I fired a Jam Beam and it did something useful. One time. Bit of math there I guess.
I think I mathed that once for the reinforce jammed off and it's all situtation specific. X amount of shots with Y amount of red dice with N amount of modifications.
Jamming off RAC's reinforce or Vader's lock is about the only thing that's fun, cuz ph0k those guys.
1 hour ago, gennataos said:I think I mathed that once for the reinforce jammed off and it's all situtation specific. X amount of shots with Y amount of red dice with N amount of modifications.
Jamming off RAC's reinforce or Vader's lock is about the only thing that's fun, cuz ph0k those guys.
Doesn't get played much anymore...but Tavison