Stressbugs! New Phantom II Article

By MegaSilver, in X-Wing

For amusement's sake...

Knave Squadron Pilot (27)
Collision Detector (0)
Extra Munitions (2)
Chopper (1)
Guidance Chips (0)

Total: 30

View in Yet Another Squad Builder

potentially 8 shields behind 3 agility.

Man, AP-5 with Inspring Recruit for 16 points sounds like a nice filler/support unit. Depending on the dial, going a point more for R2 Astro might be a good investment too.

bump up to eathn with Score-to-settle for an additional discard!

1 minute ago, Giledhil said:

The article also shows the old version of Biggs, so...

I was thinking of seeing the Adv. Slam change in a ship article before the FAQ came out, but then again, that was for a new ship and I don't think the Phantom II comes with a Sabine card, so kind of a bad comparison I guess.

Unrelated, I find it funny you can give a ship Droid-Chopper and a Shield Upgrade. Eventually you can lose the shield upgrade to recover a shield. Way more efficient to just use Chips or IA or something, but I find it funny Chopper can make shields by chucking a Shield Generator into space.

2 minutes ago, Rakaydos said:

For amusement's sake...

Knave Squadron Pilot (27)
Collision Detector (0)
Extra Munitions (2)
Chopper (1)
Guidance Chips (0)

Total: 30

View in Yet Another Squad Builder

potentially 8 shields behind 3 agility.

Well, potentially.

Potentially I can get...

BTL-A4, Chopper, Extra Munitions, Guidance Chips, Bomb Loadout, Ion Bomb

Extra Munitions, Guidance Chips, Bomb Loadout, and EM tokens on EM and BL are five. You might want to drop BTL-A4 after the initial pass, so that's six, and you are left with two bombs, which you can also convert into shields...

5 points from a base Y-wing and we have a potentially 16 HP ship :P

1 minute ago, eMeM said:

Well, potentially.

Potentially I can get...

BTL-A4, Chopper, Extra Munitions, Guidance Chips, Bomb Loadout, Ion Bomb

Extra Munitions, Guidance Chips, Bomb Loadout, and EM tokens on EM and BL are five. You might want to drop BTL-A4 after the initial pass, so that's six, and you are left with two bombs, which you can also convert into shields...

5 points from a base Y-wing and we have a potentially 16 HP ship :P

Agility 1 thou... Those shields will be going fast.

So who is the best pilot?

My thoughts:

1) AP's ability is amazing especially with Inspiring Recruit on board.

2) Zeb's ability is helpful in a Harpoon meta.

3) Ezra looks good with Maul... but with his PS4 he is probably not getting stressed BEFORE he gets shot at which is opposite of what he needs. What I like about Ezra is that he is the cheapest EPT at 17 points, letting him equip Chopper with a zero point EPT, Crew, and Mod.

4) Finn Rau's ability is flat-out fantastic for helping himself alive, and if you're paying 21 points for him (Chopper auto-include) you are going to want to keep him alive.

I think if you have the points Fenn Rau, if not then go with AP.

Edited by Boba Rick
1 minute ago, Boba Rick said:

4) Finn Rau's ability is flat-out fantastic for helping himself alive, and if you're paying 21 points for him (Chopper auto-include) you are going to want to keep him alive.

The important thing to remember about Fenn's ability is that the target ship cannot spend tokens AT ALL when attacking, not just when attacking Fenn Rau. So he's great at keeping ANY of your ships alive, provided you can keep him unstressed (we still haven't seen the dial) AND keep your opponent's biggest danger in Fenn's arc of fire.

Could somebody please repost all the new cards ? Would be great to have an overview in one and the same message here :)

Slight revision...

Knave Squadron Pilot (27)
Collision Detector (0)
Extra Munitions (2)
Chopper (1)
Experimental Interface (3)

Total: 33

View in Yet Another Squad Builder

Regening shields on green maneuvers. Am I doing it right?

Edited by Rakaydos
Just now, streamdragon said:

The important thing to remember about Fenn's ability is that the target ship cannot spend tokens AT ALL when attacking, not just when attacking Fenn Rau. So he's great at keeping ANY of your ships alive, provided you can keep him unstressed (we still haven't seen the dial) AND keep your opponent's biggest danger in Fenn's arc of fire.

Now that Biggs is gone, maybe Kanan-Rau might be a thing?

8 minutes ago, streamdragon said:

The important thing to remember about Fenn's ability is that the target ship cannot spend tokens AT ALL when attacking, not just when attacking Fenn Rau. So he's great at keeping ANY of your ships alive, provided you can keep him unstressed (we still haven't seen the dial) AND keep your opponent's biggest danger in Fenn's arc of fire.

this is true, but we have to keep in mind that it isn't "AT ALL" but "to modify dice" when attacking

it's a pedantic but important distinction when it comes to Ordnance...well, assuming we ever care about spending tokens to fire ordnance ever again

still, it's something and it's also DTF and Pulse Ray Shield able. Probably not PRS, though, as Rau's ability works out of both arcs and ionization will prevent you from shedding stress. Maybe r5?

Edited by ficklegreendice
8 minutes ago, Rakaydos said:

Slight revision...

Knave Squadron Pilot (27)
Collision Detector (0)
Extra Munitions (2)
R2 Astromech (1)
Experimental Interface (3)

Total: 33

View in Yet Another Squad Builder

Regening shields on green maneuvers. Am I doing it right?

You... don't actually have chopper...

46 minutes ago, ficklegreendice said:

you're not really jealous of Maul, are you holy?

between K4 and Dengar, he's really nothing to even be remotely jealous of :P

Good, then I just equip those cards on RAC.... Oh wait.

I'm not worried about scum getting a new op card. I just want more options

Next week: Silencer article! I swear if we don't get the dial...

5 minutes ago, RufusDaMan said:

Good, then I just equip those cards on RAC.... Oh wait.

I'm not worried about scum getting a new op card. I just want more options

why would you want options that you wouldn't ever use anyway :huh: ?

seriously, I like Maul as a character but I have no idea where anyone is supposed to get any use out of him. He's very expensive for what he does, and his re-roll benefit actively shuts itself off. For pure stress shedding, you have to hit something...but Maul won't give you modifiers while you're stressed

Idk, I could be missing something but he seems to be binder fodder for now. Even Flight-assist astromech I can see as being useful as soon as the X-wing is actually fixed, but from what I can tell Maul needs some hard pilot-specific synergy to ever get off the ground (like if Soontir Fell could pilot a phantom with Maul in it? maybe?)

Edited by ficklegreendice

Flight assisted astromech on Snap Wexly with intensity could be fun.

1 hour ago, RStan said:

Found the thing wrong in this article.... Dash uses small ship barrel roll......Do I get a cookie????

You get all the cookies!

Now let's see how long it takes for them to fix it. ?

Wait.....does coordinate at PS11 allow Miranda to action bomb after a slam without receiving a stress like Experimental Interface?

Edited by Boom Owl
10 minutes ago, thespaceinvader said:

You... don't actually have chopper...

Blame the builder for not actually having chopper yet.

My working lists:

Poe Dameron (PS8 Version) (43) T-70 X-Wing (31), Black One (1), R2-D2 (4), Comm Relay (3), Intensity (2), Autothrusters (2)

Wookiee Liberator (36) Auzituck Gunship (26), Recon Specialist (3), Jan Ors (2), Push the Limit (3), Targeting Computer (2)

Finn Rau (21) Sheathipede-Class Shuttle (20), Chopper (1), Adaptibility (0), Courier Droid (0), Guidance Chips (0)

We already know what Intensity Poe does, but with a TL provided by PS10 Rau he can hit a lot harder.

This Wookie can fly up and focus action to get a Focus and Evade token. Then everyone else move and Finn moves last (or close to it). Finn Coordinates to the Wookie who reinforces and PTLs to get a TL with possibly full board knowledge.

Finn's ability makes this list even MORE defensive.

OR:

Poe Dameron (PS8 Version) (43) T-70 X-Wing (31), Black One (1), R2-D2 (4), Comm Relay (3), Intensity (2), Autothrusters (2)

Wullffwarro (40) Auzituck Gunship (30), Push the Limit (3), Jan Ors (2), Recon Specialist (3), Targeting Computer (2)

AP-5 (17) Sheathipede-Class Shuttle (15), Chopper (1), Inspiring Recruit (1), Guidance Chips (0)

This one has more offensive punch with Wullffararro.

AP-5 is a sick combination of Advanced Sensors and Captain Yorr.

2 minutes ago, Boom Owl said:

Wait.....does coordinate allow Miranda to action bomb after a slam again?

x-wing-coordinate-rules.jpg

there are two answers to this question

1 is an incomplete "yes"

2 is "not without another ship". Having to rely on the positioning of another ship at range 1-2 AND higher pilot skill than miranda is going to be a **** of a chore to the point where it's definitely just not worth it

Edited by ficklegreendice
6 minutes ago, ficklegreendice said:

why would you want options that you wouldn't ever use anyway :huh: ?

seriously, I like Maul as a character but I have no idea where anyone is supposed to get any use out of him. He's very expensive for what he does, and his re-roll benefit actively shuts itself off. For pure stress shedding, you have to hit something...but Maul won't give you modifiers while you're stressed

Idk, I could be missing something but he seems to be binder fodder for now. Even Flight-assist astromech I can see as being useful as soon as the X-wing is actually fixed, but from what I can tell Maul needs some hard pilot-specific synergy to ever get off the ground (like if Soontir Fell could pilot a phantom with Maul in it? maybe?)

He;s intended to be used unstressed and then clear the stress from his use, obviously. Seems solid to me, akin to Dengar for the cost and benefit, but *usable on Dengar*...

3 minutes ago, ficklegreendice said:

x-wing-coordinate-rules.jpg

there are two answers to this question

1 is an incomplete "yes"

2 is "not without another ship"

If Miranda slams in front of a PS11 ship.

Then Fenn moves at PS9 and coordiantes her to drop a bomb.

That ship eats the bomb no?

Good work FAQ

Edited by Boom Owl
3 minutes ago, thespaceinvader said:

He;s intended to be used unstressed and then clear the stress from his use, obviously. Seems solid to me, akin to Dengar for the cost and benefit, but *usable on Dengar*...

akin to Dengar?

but Dengar doesn't stress you, doesn't have to hit the opponent after a single re-roll to be usable round after round. Dengar also doesn't shut off expertise

Maul's not even fit to be in Dengar's shadow.

2 minutes ago, Boom Owl said:

well im not sure i agree.

If Miranda slams in front of a PS11 ship.

Then Fenn moves at PS9 and coordiantes her to drop a bomb.

That ship eats the bomb no?

only if Fenn Rau gets an action after his maneuver while within range 1-2 of Miranda's final position without having barrel-rolled or boosted, which his ship can't even do natively

ASLAM 2.0 it is not

Edited by ficklegreendice