Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

9 minutes ago, gennataos said:

Let's talk about how it's cheaper and higher init than the generic RZ-2s with better time on target!

#justice4rz-2s

Do you want this this to be the Carolina Krayts is the best RZ2-A podcast thread yet again? Because that's how you this to be the Carolina Krayts is the best RZ2-A podcast thread yet again.

5 minutes ago, ClassicalMoser said:

Remains to be seen...

Certainly better than the RZ-1 or TIE Interceptor, but combining the maneuverability of the RZ-2 with its mobile arc...

also brings to mind:

Stalgasin Hive Guard – 29 Points

Phoenix Squadron Pilot – 29 Points

Petranaki Arena Ace – 30 Points

Green Squadron Pilot – 32 Points

In what world is a mobile arc, an extra initiative, and an extra 3-bullseye worth a two point reduction? Even if you allow for the downsides of self-tractoring and the lack of curved boosts or multi-reposition it's just a major WTF.

What the nonsense were you thinking FFG?

#JusticeforRZ1s

I was just kidding about RZ-2. It's mostly to poke at others.

About better time on target, I've played a nearly infinite amount of games with A-Wings and one game with Nantex...Nantex has near constant time on target, particularly if moving last.

Just now, 5050Saint said:

Do you want this this to be the Carolina Krayts is the best RZ2-A podcast thread yet again? Because that's how you this to be the Carolina Krayts is the best RZ2-A podcast thread yet again.

This Is The Way GIFs | Tenor

1 hour ago, ClassicalMoser said:

Petranaki Arena Ace – 30 Points

Green Squadron Pilot – 32 Points

In what world is a mobile arc, an extra initiative, and an extra 3-bullseye worth a two point reduction? Even if you allow for the downsides of self-tractoring and the lack of curved boosts or multi-reposition it's just a major WTF.

The world in which both generic RZ-1s have been overcosted for a long, long time. The Arena Ace is just the latest ship to highlight that fact.

Tallie is 36, Plo is 49, how much for an i5 trifighter?

4 minutes ago, svelok said:

Tallie is 36, Plo is 49, how much for an i5 trifighter?

According to Nantex value calculations...30.

14 hours ago, svelok said:

Tallie is 36, Plo is 49, how much for an i5 trifighter?

Turr is 42, Soontir 54. I’m going to say 46, to prevent using all three dots with 311 and two drones.

edit: i5 is two dots, there’s an i3 with three dots. I’m going to switch my guess to 41, so you can’t get them both in an Ocho. BitterFig made this guess first below, if anyone ever scrolls up later.

Edited by AEIllingworth
2 hours ago, AEIllingworth said:

Turr is 42, Soontir 54. I’m going to say 46, to prevent using all three dots with 311 and two drones.

Wiki only shows two dots, maybe the wiki is wrong?

either way, I agree around 46. Can’t see the I-5 being cheaper than grievous.

Surprised that none of the knee-jerk reactions to Nanteces was RAC + friend. I never built this to be tech against Nantexspam, just a list I was dabbling with for a while, but it turns out that it is pretty good against it (especially after I tweaked RAC's loadout to lean harder into the bugspam). I'd probably never take it to an event considering just how it underperforms against Sloan, Imperial Aces, and Boba (the latter the far more effective anti-Nantextech), but Rex is never not fun to fly, especially loaded to crit-chain despite saving his mods for defense/having used adv. Sensors + bump or dodge.

Rexler Brath (79) Flip damage cards!
Marksmanship (1) Big bug ouchy
Advanced Sensors (10) Better than bugs at their own game of bumping and not caring
Autoblasters (3) You don't need your tokens to do damage! (most shots). Synergy with saving tokens/adv. Sensors/reposition!

Ship total: 93 Half Points: 47 Threshold: 4

Rear Admiral Chiraneau (76) Reinforce isn't going to save you. You will die. Just get mods while you waste time. Bugs are the 4 Kings from Dark Souls: all aggro no defense. If you have a higher dps in the damage race, you will win. Also, crits!
Lone Wolf (5) Might as well mod when you reinforce.
Darth Vader (14) Punish bumping into things/rock jumping. If 000 is going to probably trigger, pop Vader to strip focus and increase defense. Also, handy if Rex plans to do more than the 1-2 crits of autodamage.
0-0-0 (5) Your force token for Vader's replacement.
BT-1 (2) The incentive to preserve Vader's replacement.
Dauntless (4) Better than bugs at the bumping game.

Ship total: 106 Half Points: 53 Threshold: 8 Sure, a negative trade when you remove only 3 nanteces before you die. But the goal is to get Rex in the endgame, and endgame bullseys are really hard to score without a proper boost, high incentive to not red move, Rex's dials and actions, etc. And if you live, it means Rex is taking them on the chase.


Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z196X125W111W232WY214X124WW26W63WW79WWW147&sn=Unnamed Squadron&obs=

-Edit afterword-

Why isn't Rex good against Boba in this loadout? Boba's moving last with Slave 1 boost etc, and Rex's whole idea in this game is to dunk on ships that move like the rest of the field or on lower than I5's. Even when Rex is shooting at Boba, he has to choose between modding for higher DPS or saving for defense, especially since Boba can easily deny the bullseye from Marksmanship and Autoblaster (especially since Boba returns to joust). Even when you do land the Autoblaster bullseye, Boba has a whole 10 hp, 4 being shields.

Not good against Sloan because it forces either ship very interested in its actions into engaging with Sloan or being left maimed to a mini-swarm. Aces can deal with this, but these ships aren't super maneuverable to do that fast enough.

Not good against Imperial Aces because they tend to be sturdy and maneuverable, which doesn't excite effectively the Braylen attack of RAC or Rex's standard TIE/D affair (sure, he gets his dream shot at least once a game, but especially compared to against beef or the YT's, his dream is incredibly rare against imp aces). Without Juke, single mods are underwhelming.

Edited by Hoarder of Garlic Bread

46? three points less than CLT Plo???? two points more than duchess??

9 hours ago, AEIllingworth said:

Turr is 42, Soontir 54. I’m going to say 46, to prevent using all three dots with 311 and two drones.

Are we using Turr as a good pricing point, now? That seems odd. Joy Rekoff is 52 points if we're throwing out overcosted pilots to compare against.

I'm not confident that FFG won't undercost them, but most CIS ships released at a higher cost than they are now, so overpricing is a possibility.

A good reference point might be L'ulo. He's a 3/2/2/2 which is pretty similar toughness to 3/3/3/0, plus i5. Dude has the extra arc, but the Tri-Fighters get some sort of pilot ability, so I think I rate L'ulo perhaps higher. I'll say 41 for the Tri-hards.

First rambling reactions after testing some more stuff...

Xi Shuttle

  • Looking forward to running the Xi Shuttle with a bunch of other ships
    • Holo/Vonreg + Xi Rex + Fo Fo Fo Fo
    • Xi Rex + 5-6 (Mix of Fo, SF, Ba)
    • Probably some Kylo list
  • Some initial thoughts
    • General Stuff
      • The Xi Shuttle is durable enough to distract for about 2 turns
      • If your opponent is focusing fire on it, you can probably take advantage of that to some extent with screens/whatever is allowed to the mid game
      • I like that it is forward arc only and wants to set up clear lanes of engagement to get to R1 or relevant Blocks before dieing
      • Not a serious individual offensive threat for the most part although some of the new Tech might help there if its cheap enough
      • Being a medium base is really helpful for allowing stuff around it to move around it or over it (as opposed to Lambdas which get in the way of your own list more)
      • Haven't tried Malarus or Agent T-Rex pilots yet. Malarus is next and seems cool.
    • Hask Pilot
      • There are enough things in FO that can put dmg through early to make this relevant
      • Im sure there will be games and matchups where the ability overkills something that would be destroyed anyway or dmg doesnt get pushed through
      • Not having to decide to take the strain to add the extra dice until after you roll helps alot
      • Option to take multiple strain is relevant ( only 1 clears at a time )
      • 0-2 is nice because it lets FOs small bases remain "free" to run around which is part of the factions fun
      • Definitely makes FOs and SFs feel more dangerous which isnt surprising. Real helps with those R3 shots at disengaging damaged Aces etc.
    • Agent T-Rex
      • Genuinely changes how things engage, allows you to pick "1 force" user for 3 rds of engagement
      • Allows a bunch of FO ships to go places they normally wouldnt want to (inside more Arcs, reposition more, bump more, etc.)
      • Lets you lean into the Xi Shuttles red Coordinate a little more while still leaving it with a mod
      • Single extra calc token can drastically improve the durability of stuff like Holo or Vonreg, Kylo, and FOs etc.
      • Range 0-3 jam is something I have used extensively before with Biohex Tavson. Causes disengaging things fits mid/end game.
      • Hopefully this card ends up pricey for the Think Think Think tokens alone.
      • Most likely carrier seems like the Generic i2 Xi

Excited to run "Ace" + Xi + Squad and "Xi" + Squad Gang once we get points.

T-Rex Shuttle Gameplay Below:

067a7e61abeb49fb554e3b9bb841564c.gif

Edited by Boom Owl

Hask or Malarus for "heart of the swarm?" Getting one of these and 6 TIE/fo doesn't seem impossible, and maybe Captain Pyre crew for defenses on the Xi.

Same range restrictions. Hask hits a bit harder at Range 2-3 of an enemy (and doesn't work at Range 1!), if they're hurt, but hurt enemies are less likely to be at Range 2-3. Malarus works against any opponent and any range, but the effect isn't as large.

I think I might be leaning towards Malarus just for ease, but points will inform, no doubt.

swz69_a1_ship_hask.png vs swz69_a1_ship_malarus.png

Just now, theBitterFig said:

Hask or Malarus

Malarus has more even matchups, I think. Hask is mostly useful in the matchups you're not as worried about and not as useful in the ones you are. Little Russia is also more consistent across different phases of the game, Hask peaks in midgame but the strain starts to matter latter on.

I can see (and am prepared to 712429517163200582.png at the points PDFs about) not just Pyre crew but even T-Rex crew fitting with 6 /fo, which would be pretty uh, well 712429517163200582.png I guess

30 minutes ago, svelok said:

I can see (and am prepared to 712429517163200582.png at the points PDFs about) not just Pyre crew but even T-Rex crew fitting with 6 /fo, which would be pretty uh, well 712429517163200582.png I guess

Hrm. Maybe. I'm sort of figuring Pyre at 8-ish (a little cheaper than Sloane), and Malraus at 42 (a bit cheaper than Howlrunner, due to the strain tokens). But writing that down... Malarus has more coverage than 54 point Sinker or 44 point Howlrunner. Xi base chassis seems about half-way between the price of a plain TIE and a plain ARC... While I expect a plain Xi to be cheap, these aura ones might be decently expensive.

Pyre: a card useful for delaying enemy alpha's + early clutch actions.

I'm mainly interested in the secondary effect. That shuttle has no native reinforce, but being able to Kohska seems neat, especially if you're trying to extend the utility of your agent T - Rex

27 minutes ago, Hoarder of Garlic Bread said:

Pyre: a card useful for delaying enemy alpha's + early clutch actions.

I'm mainly interested in the secondary effect. That shuttle has no native reinforce, but being able to Kohska seems neat, especially if you're trying to extend the utility of your agent T - Rex

The thing i really like about Pyre is how it tells Aces they cant react with boost/roll turn 1-2. Its subtle, but I like the idea that they have to think very very slightly more about the momentum of their ship in the early game.

Edited by Boom Owl
1 minute ago, Boom Owl said:

The thing i really like about Pyre is how it tells Aces they cant react with boost/roll turn 1-2. Its subtle, but I like the idea that they have to think very very slightly more about the momentum of their ship in the early game.

It can also block the “advanced sensors/supernatural start at an angle in a corner and dial in your fastest straight, aim with boost” opening.

3 hours ago, AEIllingworth said:

It can also block the “advanced sensors/supernatural start at an angle in a corner and dial in your fastest straight, aim with boost” opening.

fo is the coolest faction

12 minutes ago, catachanninja said:

fo is the coolest faction

I think I might end up missing the simpler synergy free times when they didn't have Palp.

57531678-business-gears-and-synergy-mechanism.jpg

8 minutes ago, Boom Owl said:

I think I might end up missing the simpler synergy free times when they didn't have Palp.

57531678-business-gears-and-synergy-mechanism.jpg

they have palp?

10 minutes ago, catachanninja said:

they have palp?

Agent T-Rex Crew = FO Palp probably.

ce9631dad609d3abd9e57fb22c54528f-1440426

Setup: Equip this side faceup and place 3 calculate tokens on this card. At the start of the Engagement Phase, you may choose a friendly ship at range 0-3 and remove 1 calculate token from this card to have that ship gain a matching token. Then, if there are no calculate tokens on this card, flip it. Cyborg: During the System Phase, roll 1 attack die. On a hit or crit result, gain 1 calculate token. Otherwise gain 1 jam token. Action: Transfer 1 calculate token or 1 jam token to a ship at range 0-3.

Im sure itll be $$$ and at least you can delete the Xi pretty easily.

2 minutes ago, Boom Owl said:

Agent T-Rex Crew = FO Palp probably.

ce9631dad609d3abd9e57fb22c54528f-1440426

Setup: Equip this side faceup and place 3 calculate tokens on this card. At the start of the Engagement Phase, you may choose a friendly ship at range 0-3 and remove 1 calculate token from this card to have that ship gain a matching token. Then, if there are no calculate tokens on this card, flip it. Cyborg: During the System Phase, roll 1 attack die. On a hit or crit result, gain 1 calculate token. Otherwise gain 1 jam token. Action: Transfer 1 calculate token or 1 jam token to a ship at range 0-3.

Im sure itll be $$$ and at least you can delete the Xi pretty easily.

man thats super not palp though, palp you have perfect info to spend that purple whereever you want, terex has to declare where that calc is going and can only do that 3 times. The jam effect might be super dank, because you can jam something you're likely to shoot at, but for helping your buds, the coordinate is probably better.

1 hour ago, catachanninja said:

man thats super not palp though, palp you have perfect info to spend that purple whereever you want, terex has to declare where that calc is going and can only do that 3 times. The jam effect might be super dank, because you can jam something you're likely to shoot at, but for helping your buds, the coordinate is probably better.

Yea for sure not the same. 1.0 Rey crew is probably a closer comparison. Still gets you access to tokens in similar spots. Im guessing 10-12ish pts?

Edited by Boom Owl

The Xi is my favorite expansion since the release of 2.0 and my favorite shuttle design of all time.

I'm an empire main and only dabble in FO but I'm unapologetically more excited about the Xi than the Brute.

Pyre might be my favorite card in the pack.

If the Empire gets a Delta-class shuttle I want it to be vaguely similar to the Xi.

New idea: will Hux be usable on a Xi?

Other idea: will the Xi prove that the Ups is overpriced and can come down a tad?

Unrelated idea: Can Dormitz and HTD get errata (small base ships or similar) so they can be fun and affordable instead of oppressive and banned?