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By SaltMaster 5000, in X-Wing

29 minutes ago, Major Tom said:

Can you put both a shield upgrade and afterburners on a /IN now?

I guess we don't know 100%, but they've stated that Interceptors get two mod slots, and those seem like two quality mods, unless points end up looking a lot different than expected.

Unless you mean now as in 1.0, but that brings in Autothrusters, so it's not really a comparison.

5 minutes ago, Biophysical said:

Unless you mean now as in 1.0, but that brings in Autothrusters, so it's not really a comparison.

Gods no, I hadn’t heard you could put two mods on a /IN in 2.0. So Shield Upgrade vs Stealth vs Afterburners, choose 2? That sounds like the sort of decision I want to have to make.

37 minutes ago, Major Tom said:

Gods no, I hadn’t heard you could put two mods on a /IN in 2.0. So Shield Upgrade vs Stealth vs Afterburners, choose 2? That sounds like the sort of decision I want to have to make.

Yeah. With the linked action access, Fel doesn't gain as much with Afterburners as other ships do, but it does let him boost while stressed a couple times, making those red moves (or white moves after a linked action) really interesting. From what we've heard, running over an asteroid is still a completed maneuver, so Afterburners would give you a limited option to run over one and still boost, which is pretty amazing. Throw in his ability to get a Focus with a Bullseye and get re-rolls in one way or another with talents, and you have a pilot that ends up being drastically different from his old self. Still very maneuverable, but no longer able to chill at range 3 in front of a whole squad, yet also able to get mods in many more extreme situations than his old version.

You could pull an S-loop over a rock, afterburn to boost in one of 3 directions, get someone is a Bullseye arc, then throw double modded dice at them. Pretty cool. I feel like that kind of stuff favors hit points over Stealth Device, but who knows how it shakes out?

Whaaa? We back on front page? Cool!

3 hours ago, Major Tom said:

At the same time it shouldn’t automatically be the wrong choice. I want upgrades to be legitimate choices, strong in some cases, weak in others. If we’re just changing what is binder fodder I don’t think 2.0 could be considered a Great Leap Forward.

In my mind, Stealth Device's role should be to be a high variance card that makes the Janky Combo type player happy - think Lando crew, Jek Porkins pilot, etc. If it is reliably generating value over shield/hull in a competitive environment then the person on the other end probably isn't having much fun (see: 35 point Soontir + Palp).

6 minutes ago, Transmogrifier said:

If it is reliably generating value over shield/hull in a competitive environment then the person on the other end probably isn't having much fun (see: 35 point Soontir + Palp).

If it’s generating value above and beyond a shield/hull value in a competitive environment either high variance should be involved or the person playing it should be playing to maximise it’s chances of being effective (managing range & cover from incoming shots for example). That to me sounds like out playing your opponent, and if being out played is an NPE for you then big tournaments are full of opportunities to get an NPE.

47 minutes ago, Biophysical said:

Yeah. With the linked action access, Fel doesn't gain as much with Afterburners as other ships do, but it does let him boost while stressed a couple times, making those red moves (or white moves after a linked action) really interesting. From what we've heard, running over an asteroid is still a completed maneuver, so Afterburners would give you a limited option to run over one and still boost, which is pretty amazing. Throw in his ability to get a Focus with a Bullseye and get re-rolls in one way or another with talents, and you have a pilot that ends up being drastically different from his old self. Still very maneuverable, but no longer able to chill at range 3 in front of a whole squad, yet also able to get mods in many more extreme situations than his old version.

You could pull an S-loop over a rock, afterburn to boost in one of 3 directions, get someone is a Bullseye arc, then throw double modded dice at them. Pretty cool. I feel like that kind of stuff favors hit points over Stealth Device, but who knows how it shakes out?

I think that's the main strength. If Vader is planning to Afterburners you can straight go through rocks, afterburners, then start using his ability off the afterburners! Vader does what he pleases.

1 minute ago, Brunas said:

I think that's the main strength. If Vader is planning to Afterburners you can straight go through rocks, afterburners, then start using his ability off the afterburners! Vader does what he pleases.

Just block him!

1 minute ago, Tlfj200 said:

Just block him!

How many 1.0 jumpmasters with intel agent does it take to block Vader?

...might be a serious question. 2? one to block the good supernatural options, another to actually be in the way? Not sure it's enough.

How many points is this squad?

Soontir Fel, Lone Wolf, Shield Upgrade, Afternurners

Rexler Brath, Juke, HLC, Homing Missiles, Afterburners

If it fits in 200, is it any good?

2 minutes ago, Biophysical said:

How many points is this squad?

Soontir Fel, Lone Wolf, Shield Upgrade, Afternurners

Rexler Brath, Juke, HLC, Homing Missiles, Afterburners

If it fits in 200, is it any good?

God, all the soontir kylos I see being made make me scared. It's supposed to be a niche thing! Stop stealing my thing!

Seriously though, I do hope all of these are bad honestly. Watching people learn in real time what Kylo is about to to do them is heart breaking.

1 minute ago, Brunas said:

Watching people learn in real time what Kylo is about to to do them is heart breaking.

Just block him...

*starts to weep slightly*

Edited by Tlfj200
1 minute ago, Brunas said:

God, all the soontir kylos I see being made make me scared. It's supposed to be a niche thing! Stop stealing my thing!

Seriously though, I do hope all of these are bad honestly. Watching people learn in real time what Kylo is about to to do them is heart breaking.

I do think this squad is nothing like Soontir/Kylo. Rex is nowhere near as maneuverable, but is tougher and maybe hits harder. New Fel is going to be pretty different than old Fel, I think. More maneuver reliant, but more flexible.

18 minutes ago, Brunas said:

I think that's the main strength. If Vader is planning to Afterburners you can straight go through rocks, afterburners, then start using his ability off the afterburners! Vader does what he pleases.

Does flying through an obstacle still count as "fully execute"'ing a manuever? Otherwise, no afterburners.

1 minute ago, kris40k said:

Does flying through an obstacle still count as "fully execute"'ing a manuever? Otherwise, no afterburners.

From the people that were at UKGE looking at the rules, yes. Fully execute means you went to the end of the template, partially? execute means you couldn't go to the end of your template.

No mention of obstacles anywhere.

2 minutes ago, Brunas said:

From the people that were at UKGE looking at the rules, yes. Fully execute means you went to the end of the template, partially? execute means you couldn't go to the end of your template.

No mention of obstacles anywhere.

You can do so for debris since Afterburners allows you to while being stressed, but because Afterburners says you may perform a boost action and going over/through asteroids means you skip your perform action step, I believe that means you can't use afterburners then. Not sure if the 2e rulebook will change/clarify it any further than what we currently have in 1e.

7 minutes ago, RStan said:

You can do so for debris since Afterburners allows you to while being stressed, but because Afterburners says you may perform a boost action and going over/through asteroids means you skip your perform action step, I believe that means you can't use afterburners then. Not sure if the 2e rulebook will change/clarify it any further than what we currently have in 1e.

Afterburners doesn't happen during the perform action step, in fact it specifies that it happens after you execute your maneuver. So the presence or lack of the standard perform action step is entirely immaterial. Of course that presumes that rock rules stay they same and they don't change the wording to something like "you may not perform actions this phase" or something. But under 1.0 rock rules you definitely get the chance to boost.

1 hour ago, Major Tom said:

If it’s generating value above and beyond a shield/hull value in a competitive environment either high variance should be involved or the person playing it should be playing to maximise it’s chances of being effective (managing range & cover from incoming shots for example). That to me sounds like out playing your opponent, and if being out played is an NPE for you then big tournaments are full of opportunities to get an NPE. 

I think we're talking about different things? In 1.0, 35 point Soontir would always want to take Stealth Device rather than Hull/Shield since it generated so much more value, regardless of how he was flown. The stacked dice mods made a theoretically high variance upgrade into flat out the right choice. However, if the only way for Stealth Device to get better performance than Hull/Shield was through maneuvering/situational use (say using it as a meta call as a way to tech against attack 2 swarms) then I'm 100% there for it.

Stealth device was so good in 1.0 for the simple reason that it gave you that 4th dice. With, by the end, fully modded 4 die attacks almost the standard you needed that 4th dice just so you could have the same number of potential evades as potential hits. The real benefit wasn't so much the extra chance to roll an evade, it was raising the cap on the total number of evades you could possibly have.

Not sure if this was already discussed but is Stealth Device maybe worth considering on Phantoms now that ACD is gone and they might be more about only decloacking when your definitely not being shot at or sense a block?

Edited by Boom Owl
12 minutes ago, Boom Owl said:

Not sure if this was already discussed but is Stealth Device maybe worth considering on Phantoms now that ACD is gone and they might be more about only decloacking when your definitely not being shot at or sense a block?

It makes sense. You will have an evade due to the new built in Phantom ability and the extra die makes it all the more likely you can use it. I would rate stealth on the Phantom above a hull/shield upgrade but is autothrusters letting you arc dodge and thus keep the evade to recloak with even better...?

1 minute ago, Makaze said:

It makes sense. You will have an evade due to the new built in Phantom ability and the extra die makes it all the more likely you can use it. I would rate stealth on the Phantom above a hull/shield upgrade but is autothrusters letting you arc dodge and thus keep the evade to recloak with even better...?

Yea not sure, i still havent wrapped my brain around the idea that I wont have to use ACD on Whisper or Echo or even a generic. How they play without that is something I have basically zero experience with.

I was just thinking force user crew, evade, stealth device, cloaked, overkill.

1 minute ago, Boom Owl said:

Yea not sure, i still havent wrapped my brain around the idea that I wont have to use ACD on Whisper or Echo or even a generic. How they play without that is something I have basically zero experience with.

I was just thinking force user crew, evade, stealth device, cloaked, overkill.

That is an awfully expensive sounding 3-attack die ship that isn’t named soontir you have there...

Just now, Tlfj200 said:

That is an awfully expensive sounding 3-attack die ship that isn’t named soontir you have there...

alright mr won't shut up about supernatural reflexes luke skywalker

1 minute ago, Brunas said:

alright mr won't shut up about supernatural reflexes luke skywalker

Farmboy has protons or go home