wave 8 is the coolest wave in xwing. that is all
(postscript: nantex seem like they need crack into hyper to be good)
wave 8 is the coolest wave in xwing. that is all
(postscript: nantex seem like they need crack into hyper to be good)
Procket Tri-Fighter Gang LFG
1 hour ago, Boom Owl said:Procket Tri-Fighter Gang LFG
I don't mean to dash your dreams, but how you planning on firing those prockets without a focus?
5 minutes ago, 5050Saint said:I don't mean to dash your dreams, but how you planning on firing those prockets without a focus?

Any interest in Odd Ball in a Torrent with Mag Pulse Warheads? For 37 points, that's kind of a nifty little pest.
2 hours ago, theBitterFig said:Any interest in Odd Ball in a Torrent with Mag Pulse Warheads? For 37 points, that's kind of a nifty little pest.
See below
On 7/29/2020 at 2:58 PM, RStan said:I'm at least curious about Oddball w/ Ion Missiles or Mag Pulse because that might be worth it, but not into a full sync console squad. That Oddball with either missile could slot in well in a 5 ship Republic, problem is I don't know if 5 ship Republic can be made well besides Knightside (4 CLT Knights and Broadside). 4 ship has been it's bread and butter in hyperspace for awhile in terms of salad squads.
I dug a bit deeper into Republic 5 ship and still found other stuff more interesting than including a missile Oddball. Example: Obi/Plo/Broadside/2 Dedicated Torrents.
1 hour ago, RStan said:See below
I dug a bit deeper into Republic 5 ship and still found other stuff more interesting than including a missile Oddball. Example: Obi/Plo/Broadside/2 Dedicated Torrents.
Fair enough.
Best I could come up with is Oddball, Ric, Obi, Plo. There's 16 points to play with for Astromechs after adding CLT and MPW on Oddball, so it'd be possible to bring R5s on the Jedi, and R2 on Ric, or something like that (Torpedo Ric?). As you said, Oddball is probably worse than just taking two Torrents.
Still, I feel like if there's an Oddball fan out there who really just wants to put him in a list, he's not terrible for the cost. Even if stuff never makes it into top tournament squads, it's nice for folks to be not-quite-chumps.
Example: Oddball (Ion), Tucker (Ion), 2 Squad Seven ARCS (Dedicated), Broadside (Ion Turret, Proton Bombs). It's flying Republic with no force charges, so why, but it's kinda-sorta five 3-red attacks per turn. Probably mediocre at best, but you won't hate your life playing it, I figure.
41 pt provacateurs are usable, but Holo and Vonreg dropping seemed a tad excessive: the decent hyperspace list of Kylo + ace BA's now can cash its bid for Instinctive + Optics + Plasma.
But what ended my break from the game are the potential 48 pt Jim's can have, either with Sense Kylo now, or informant/Snoke in the Xi. System phase info I1 prockets are trivially easy to fire on higher initiatives thanks to blocking or area denying by the threat of blocking. I think this would do better with a Snoke Xi than with Sense Kylo, and after 2 games I'm not sure if it's better than other triple silencers, but 6 pt prockets!
I'm sure that based on this concept, what we really have to fear are low-init Eta-2's with a Sense Mace consistently blocking with a tanky force + evade and lining up r1 bullseyes whilst laughing at the concept of purple lock thanks to support abilities offering rerolls, free actions, synced console, etc. The Eta-2 likely won't have a mod, but targeting computer will help the low inits immensely.
Mace + 2 Eta-2's + Gunship = welcome to h3ll. Unless you have an Eta-2 yourself, in which case, dodge the pre-block with your system phase Supernat maybe.
Edited by Hoarder of Garlic Bread
Make sure your sense carrier is same or lower initiative than your eta2s, or you will have to system phase supernatural blind and then look at their dial to see if you guessed right.
There hasn’t been enough system phase things to really drill it in my head that it goes in initiative order, it’s usually “do you have any system phase triggers? No. Do you? I’ve got one bomb” style interactions at the start of the game.
1 hour ago, AEIllingworth said:Make sure your sense carrier is same or lower initiative than your eta2s, or you will have to system phase supernatural blind and then look at their dial to see if you guessed right.
Hmmmm, good call. A Jedi knight with Sense can do the trick, although Mace is much harder to kill. If you're flying I4+, I suppose it won't matter.
Another thought I had: the higher init Eta's can play the classic Echo system phase move to block a low init when said ship moves and then proceed to go on its merry way. Will be insanely useful if you Sensed an enemy turnaround and then either turned around yourself or zoomed away.
Edit: Sense on the Eta 2 is worth it in a vacuum even if you never use it for Range 2 - 3. If someone gets close to you the previous turn, you can get free info for your ship ability.
Edited by Hoarder of Garlic Bread

so, would this be cool? from a practical standpoint, it's probably impossible - it'd most likely need to be negative cost or some other awful implementation, but just as a concept I kind of like it (pretend it's a config or w/e)
Edited by svelokBut why?
5 minutes ago, Sunitsa said:But why?
fangs without unlimited uses of their ability, so the need to respect multiple arcs, but a bit of added r2 variance mitigation seems kinda neat; I'm not mad about fangs or anything
8 minutes ago, svelok said:fangs without unlimited uses of their ability, so the need to respect multiple arcs, but a bit of added r2 variance mitigation seems kinda neat; I'm not mad about fangs or anything
Would do the same for range 3.
So I see an immediate con, which is that it definitely takes away some of the uniqueness of the fang chassis and makes it a more “normal” ship, with less clear strengths and weaknesses. However, I think that a big pro of this is that it removes the fang’s ability to become an ace-joust platform (like how fenn can often joust an entire swarm and suffer no consequences for it), and therefore makes the fang less of a matchup-dependent ship. Since of my many hills to die on, perhaps my favorite is the never ending war against games being decided in the listbulding/roundpairing step, I think on the whole I’m in favor of this change.
On 8/3/2020 at 7:44 AM, theBitterFig said:Any interest in Odd Ball in a Torrent with Mag Pulse Warheads? For 37 points, that's kind of a nifty little pest.
For 38 he shares his nift with all the dedicateds.
Aren't V-19s with 3-attack scary? It feels like they should be scary.
Dedicated/Concussion/Blue is 34. Dedicated Mag Pulse Odd Ball + 3x Dedicated Concussion Torrents fits with CLT R5 Obi and toys. And Hyperspace. Maybe not good for 5-ship Republic but scary torrents sound fun to me? They can tank and punch at the same time?
Maybe not? I haven't flown a lot of Republic but just got a second Guardians set for B&N's 50% off deal.
Re: Nantexes without Ensnare, did the community give up on the idea of "Spend token to move ship" tractor rules? I get that current Nantex is good without that now, which is awesome. How much more expensive would it have to be with?
Still annoyed that Ensnare Sun Fac got cheaper. 😕
Just now, ClassicalMoser said:Aren't V-19s with 3-attack scary? It feels like they should be scary.
I guess it's about the Locks. 34 points for a Dedicated/SynCon Blue with concussions isn't terrible, but doesn't necessarily come out great compared to 31 for a Striker, Interceptor, or Ion Scyk on one hand, or 36 for a Belbullab. Ion Blues at 31 are pretty reasonably priced, but the Locks are just that much more of a hassle. SynCon without spending the lock is a single-mod 3-dice attack, same as anyone else, but with a lot more hoops. If ever you don't have the locks, you've got the offence of a TIE fighter for 50% more points. I just don't think it'll work out.
However, Oddball at 37 is a lot more stand-alone. Init 5 so he can take care of his own lock, maybe also by throwing in a Roll and Evade. Mag-Pulse seems particularly good, since it can potentially ruin an opponent's day with the debuff tokens, more than with damage. A nifty little semi-support ship. 37 would also be Homing + SynCon... if you're flying with a few 7B Jedi (Plo and Obi with SynCon and R2?), you can toss them the spare locks so they can do things like focus and reposition. I'm not sold on full squads of SynCon Torrents (again, fragile synergies), but Oddball as a stand-alone filler/blighter/supporter seems reasonable.
I can see them for the bare-minimum 27 points Blue with Dedicated, or a solo Oddball or Kickback with a missile as a self-sufficient pest, but in between... I'm not really sold on it.
26 minutes ago, ClassicalMoser said:Re: Nantexes without Ensnare, did the community give up on the idea of "Spend token to move ship" tractor rules? I get that current Nantex is good without that now, which is awesome. How much more expensive would it have to be with?
I don't think so. Ensnare being take out of Hyperspace brought quiet to the storm. FFG making several changes to the tractor rules without using may have disheartened me from championing the cause. Rotate 90 for stress is a decent solution for Nantex arc dodging, but it really saps a lot of the strength out of Quadjumpers. Spend tokens to move just seems the most balanced.
4 hours ago, ClassicalMoser said:Re: Nantexes without Ensnare, did the community give up on the idea of "Spend token to move ship" tractor rules? I get that current Nantex is good without that now, which is awesome. How much more expensive would it have to be with?
Honestly... probably 5 points; GravDef money.
7 hours ago, svelok said:fangs without unlimited uses of their ability, so the need to respect multiple arcs, but a bit of added r2 variance mitigation seems kinda neat; I'm not mad about fangs or anything
How does it add R2/3 variance mitigation if the enemy ship has to be r1 with you in their front arc? You're probably going to have to spend the evade on that attack so you're just as helpless. Moreso if they have multiple ships R1 still in arc.
5 hours ago, ClassicalMoser said:Still annoyed that Ensnare Sun Fac got cheaper. 😕
SAME. TEAM.
Not even a little bit cheaper, either. Like, I could probably have shrugged it off if he'd dropped 2, 3, heck maybe even 5 points, but nine!? Really?
Anyway... while every other Republic player I know seems to be wailing and gnashing their teeth over 7B getting more expensive at i5/6, I'm looking at the fact it got cheaper at i3 and wondering if there might be something worth exploring there. 52 points now gets you a Delta-7B Jedi Knight, basically an i3 X-wing with 2 actions of your choice every round, and Ahsoka (with her arguably best-in-game pilot ability) is now under 60. Possibly the correct answer is still just to take the 45-point i5 TIE Defender, but those prices don't seem awful at first glance.
1 hour ago, DR4CO said:SAME. TEAM.
Not even a little bit cheaper, either. Like, I could probably have shrugged it off if he'd dropped 2, 3, heck maybe even 5 points, but nine!? Really?
Under 50 points with just Trick Shot... 54 with TS and GravDef... might actually be solid.
Is our enby buggy bae back?
1 hour ago, DR4CO said:Anyway... while every other Republic player I know seems to be wailing and gnashing their teeth over 7B getting more expensive at i5/6, I'm looking at the fact it got cheaper at i3 and wondering if there might be something worth exploring there. 52 points now gets you a Delta-7B Jedi Knight, basically an i3 X-wing with 2 actions of your choice every round
Not that much cheaper than the old 54, but still... Toss SynCon on all three (no shenanigans, but it's 3 points to let your ships coordinate locks around basically), and drag along Broadside?
Or Homing Missiles Oddball? That veers into shenanigans and synergies, which can be risky, I'd be willing to bring SynCon anyhow for plain action versatility. There's something pretty clean and fun about it...
Edited by theBitterFigTwo Words X-Wing Players:
Swarms are fun to play. Swarms are fun to play against. They do not play the clock more than ace lists. Swarms do not just joust. Swarms actually arc dodge without board knowledge. Swarms do not just move in block formations. Swarms do not all win by stalling. Swarms are not “dice wing”. Its ok for not-ace lists to be good. The best ace lists narrow the meta more than the best swarm lists. The best ace lists have less counter play than the best swarm lists. 2.0 without Swarms is just 1.0.