TIE Reaper Preview!

By RStan, in X-Wing

1 hour ago, pyoinator said:

Theorycrafting...

Major Vermiel (26), Predator-(3), ISB slicer-(2), Captive-(3), LWF-(2)

Feroph (24), Predator-(3), ISB slicer-(2), Tactician-(2) LWF-(2)

"Vizier" (23), ISB slicer-(2), tactician-(2), LWF-(2)

Total: 98 points. Nasty control elements, denying tokens for literally everyone since they all have ISB slicer, then jam tokens turn on Vermiel and Feroph's defensive and offensive abilities. Or drop captive to put Krennic on Vermiel.

Gets hopelessly thrashed by tokenless mods.

1 hour ago, theBitterFig said:

Combine with ISB Slicers on Reapers to extra-jam someone.

But there are still probably PS issues. Decoy Whisper, a Jam-boat, and Epsilon Ace? That can't be worth it... I love the basic idea of it, but...

I was thinking Whisper, OL, 3rd ship, maybe? I’ve flown Imperial a grand total of 3 times, so I don’t have them memorized like Scum or Rebels.

Big thing about jam that people may be forgetting is that tokenless mods aren't actually THAT common

Example, the systems open winning list. No tokenless mods, just optics and fcs. Miranda herself doesn't get nontoken mods unless Saw becomes a big hit (in which case you still stop her from shooting Poons by knocking off locks)

There are still quite a few, mind you, but about the only ship NOT further enhanced by tokens is the ghost (Fenn) and streszra

Example, trying to hit Rey's "three agility" (1 roll + reroll + Finn's blank) is when she's behind an evade (low) AND focus is rough. Jam gets rid of the focus.

Asajj can cancel yet more damage by stacking evade atop lone wolf stims. Palp aces stack Palp with focus/evades and modify with locks

Not saying it's perfect, but Jam is REALLY strong.

And in the case of Expertise, rebel captive exists (also double stresses stims). Not sure how you'd work it in a build, but the option is there

Ezra/Maul (especially on Lowhhrick) is the big one that jam does absolutely zip to.

7 minutes ago, thespaceinvader said:

Ezra/Maul (especially on Lowhhrick) is the big one that jam does absolutely zip to.

Deathtroopers shuts down maul and expertise, I think.

Edit: for when they attack another friendly ship, of course.

Edited by player2072913

...huh, you can double jam the same ship with the ISB Slicer. It doesn't say "other ship", so if they had a token to remove for the first jam token they wouldn't be considered jammed when the slicer checks for eligibility.

9 minutes ago, thespaceinvader said:

Ezra/Maul (especially on Lowhhrick) is the big one that jam does absolutely zip to.

Good thing the reaper can evade ;)

Also very glad ailerons are 0 points. Couldn't imagine standing a snowball's chance in **** with just that dial

But with that free move, shouldn't be impossible time dance around a wookie

Course if the wookie isn't alone, that's another story (both in arc dodging and in jam targets)

Hard to think of a list where you can't jam SOMETHING, short of vcx Fenn and wookie spam

REBELS, amirite?

Though it is nice that the imperial Auzzie/sheathe hybrid fits the imperial theme of manueverability over rebel tankiness. I think it's a nice touch by ffg

Edited by ficklegreendice
3 minutes ago, player2072913 said:

Deathtroopers shuts down maul and expertise, I think.

If you bring them, on another ship than the one being shot at, and it's in the right range, and they don't just shoot at it instead.

Sure.

2 minutes ago, thespaceinvader said:

If you bring them, on another ship than the one being shot at, and it's in the right range, and they don't just shoot at it instead.

Sure.

Then take rebel captive instead! :D

3 minutes ago, ficklegreendice said:

Good thing the reaper can evade ;)

Also very glad ailerons are 0 points. Couldn't imagine standing a snowball's chance in **** with just that dial

But with that free move, shouldn't be impossible time dance around a wookie

Course if the wookie isn't alone, that's another story (both in arc dodging and in jam targets)

Hard to think of a list where you can't jam SOMETHING, short of vcx Fenn and wookie spam

REBELS, amirite?

Both of which are big trouble if you run into them. Ghost Fenn especially (although, jam does take the Ghost's evade). Ghost Fenn tears up a reaper in two turns, unless the reaper gets stupid lucky.

It's not worthless, but it's worth a lot less than it would have been even two waves ago.

Yeah but what doesn't the vcx tear in two turns :(?

but best case is youre looking at kallus lwf and an evade, which isn't nothing + Vermeil ability for offense

Edited by ficklegreendice

Yeah, its really sad that double jam doesn't even reign in Ghost Fenn, that's how ludicrous all that design failure is.

1 minute ago, ficklegreendice said:

Yeah but what doesn't the vcx tear in two turns :(?

but best case is youre looking at kallus lwf and an evade, which isn't nothing + Vermeil ability for offense

Pretty much anyting with Autothrusters can last more than two turns relatively easily.

Just now, thespaceinvader said:

Pretty much anyting with Autothrusters can last more than two turns relatively easily.

do ghost fenn's not ps 11 coordinate in your face anymore?

or do they do that only to me and I get wildly unlucky in dice trades I should be winning?

2 minutes ago, ficklegreendice said:

do ghost fenn's not ps 11 coordinate in your face anymore?

or do they do that only to me and I get wildly unlucky in dice trades I should be winning?

Hey it's your username.

Not to mention, anything with more than 8HP stands a solid chance of surviving more than two rounds.

4 minutes ago, thespaceinvader said:

Not to mention, anything with more than 8HP stands a solid chance of surviving more than two rounds.

well, 8 hp + evade > 8 hp, right?

in my case the only thing that might survive two rounds is another vcx, but even then I'd just pull all the direct hits in my deck ?

my basic instincts are also to call the reaper a "b-wing" but there's a lot of moving parts to it that the poor B simply doesn't get to enjoy. I don't think it's as frail as I believe even as I think it'll be a real hit

of course, **** turrets, but that's just the game we gotta deal with

Edited by ficklegreendice

How strong will Krenik be with A TIE/D. It can theoretically remove 2 shields a turn, plus Ion/Stress/ect. With Vessery, krenik’s, ship could take a lock on his target after the first attack allowing him another lock source on the second should he need it.

Just now, Ronu said:

How strong will Krenik be with A TIE/D. It can theoretically remove 2 shields a turn, plus Ion/Stress/ect. With Vessery, krenik’s, ship could take a lock on his target after the first attack allowing him another lock source on the second should he need it.

It’s once per round and primary only

3 hours ago, Rakaydos said:

Huh.

"Multi- Camo- " Small ship only.

Art has what is clearly a torpedo missing.

Could this be the small ship Countermeasures to end the missile meta?

Not if it's unique, which it is.... sadly.

6 hours ago, chico2323 said:

I'm thinking its 46 points and unless there's a ready mechanic to control opponent's focus tokens then sensor jammer doesn't do much.

Also thinking that shooting at PS9 to re-cloak is "too late" given the high PS metagame at the moment.

Also not seeing the hype around a 2 point coordinate action. Squad Leader was 2 points and it was total trash. While this allows lower PS to coordinate higher PS ships as we've seen from the Ghost/Fenn meta it's primarily the strength of a higher PS ship allowing a lower PS ship to action which really shines.

Can someone please help me see the light here? I want to be optimistic.

You could use ptl and Ysanne to coordinate in the combat phase

Oh, here's a fun build that probably isn't good at all

You get the ps 4 mr mc.sillyname, isaard, PTL and Slicers

Basically just use isaard to combat phase jam, after everyone has gone and gotten all their juicey mods. Now you got two evades (isard + Mr mc silly name's abiilty) + your normal actions for mods, as well as a busted ailerons that won't be helping you clear that stress with your z95 greens

3 minutes ago, ficklegreendice said:

Oh, here's a fun build that probably isn't good at all

You get the ps 4 mr mc.sillyname, isaard, PTL and Slicers

Basically just use isaard to combat phase jam, after everyone has gone and gotten all their juicey mods. Now you got two evades (isard + Mr mc silly name's abiilty) + your normal actions for mods, as well as a busted ailerons that won't be helping you clear that stress with your z95 greens

Instead of Aerolons, take Tie Mk 2. Instead of white bank3s, you get green bank 3s and bank 1s.

Ailerons are a title, take both

EDIT: now that I think about it, you could also jank out an Isaard combat phase coordinate with a PTL Gamma Vteran shuttle

Edited by ficklegreendice