Simple and on point I think
Duchess: Outmaneuver, AA, LWF
2x Scarif Defender, AA, LWF
Scarif Base Pilot: Tactical Officer, Director Krennic, AA, MKII Engines.
it comes in at 98 points. Could hit a hull upgrade on the Reaper, possibly LWF.
Simple and on point I think
Duchess: Outmaneuver, AA, LWF
2x Scarif Defender, AA, LWF
Scarif Base Pilot: Tactical Officer, Director Krennic, AA, MKII Engines.
it comes in at 98 points. Could hit a hull upgrade on the Reaper, possibly LWF.
I would definitely want to go for LWF on the reaper over mkII engines
15 hours ago, nitrobenz said:I would definitely want to go for LWF on the reaper over mkII engines
I think MkII engines can be worth it, but only if you build around it.
'Vizier' with a systems officer and a recon specialist can be a fearsome token factory. But for a generic reaper LWF is probably better.
I'm not convinced by the Tactical Officer. He's great on a support Lambda, who half the time won't have a shot anyway so might as well give someone else their action. But in this squad, you've essentially got a manoeuvrable ship with a kind-of-fire-control system; it's going to need to get shots off to justify its cost, and that means it's going to want its own tokens - either focus or evade depending on circumstances.
I might suggest spending those two points to up the MkII engines to Lightweight Frame, and the Tactical Officer to an Operations Specialist. Strikers spend a lot of time looping and unable to modify dice - if they shoot and miss, someone else gets a focus token (and with Krennic's 'special modifications' even a miss doesn't mean a useless shot as it can still peel off a shield).
I feel like you can give Duchess a much better EPT. Predator or Expertise, perhaps, to boost the offense, or just VI to help her dodge.
I'd always suggest either Veteran Instincts or Adrenaline Rush for Duchess.
Another vote for LWF on the reaper. Tac Officer looks like it would largely be a waste in that list. At best, you're letting Duchess focus and evade, which you can do better with different crew. Likewise, outmaneuver doesn't have the same punch that other EPT's do. Green dice tend to be weaker than red dice, so a situational mod to reduce those instead of a mod to boost your reds or give you better efficiency elsewhere feels like a terrible trade off.
Who do you feel like wants the optimized prototype in this list? Duchess is probably off hunting aces and won't be around the reaper, so keeping it on himself looks like the best answer. That means he would absolutely want to keep his own tokens/actions to get some mileage out of his point cost. If he becomes a 30 point blocker and Duchess bites it, you've basically lost the game.
5 hours ago, Magnus Grendel said:I'd always suggest either Veteran Instincts or Adrenaline Rush for Duchess.
- Veteran Instincts doubles down on her exceptional manoeuvrability and low cost. For 26 points (cheaper than Soontir Fel with no upgrades whatsoever) you get a PS10 ace whose pilot ability turns adaptive ailerons into a combination advanced sensors/push the limit/engine upgrade. Don't get me wrong; turrets will kill her in the face, but anything that looks like a dogfighter will really, really struggle to shake her.
- Adrenaline Rush is amazing on any striker. Being able to do your first attack pass, then loop, still focus, and then if necessary loop again the following turn is jawdropping. I had a game last night and Duchess and Countdown with Adrenaline Rush were able to out-dance the arcs of fire of three MkII Starvipers for two turns running.
How did countdown have Adrenaline Rush?
By which I mean Pure Sabbac. Congratulations on spotting the deliberate mistake. Honest.
I'm going to hop on this thread, too. I am super excited about the TIE reaper, but I'm having a much harder time building a squad than I expected. My criteria are simple: the squad must include only 1 TIE reaper, and up to 4 TIE strikers. Do you guys have any ideas? Here's what I've got so far.
#1
Scarif Base Pilot (22)
Tactical Officer (2)
Intelligence Agent (1)
Lightweight Frame (2)
Advanced Ailerons (0)
"Duchess" (23)
Adrenaline Rush (1)
Lightweight Frame (2)
Adaptive Ailerons (0)
"Pure Sabacc" (22)
Adrenaline Rush (1)
Lightweight Frame (2)
Adaptive Ailerons (0)
"Countdown" (20)
Lightweight Frame (2)
Adaptive Ailerons (0)
Total: 100
View in Yet Another Squad Builder
I stumbled upon Adrenaline Rush because I was building a Yorr squad, but decided I wanted to fly the new ship this week. I'm not sure Coordinate will be that helpful, but in my first game using a TIE reaper on Vassal, I tried to Coordinate with Vizier, and my opponent said, "Dude, it's not Second Edition yet." Maybe I should just be patient for Second Edition when Coordinate is built in, but there are times when you know a ship is getting hunted, and they could really use an evade to stick around.
#2
"Vizier" (23)
Systems Officer (2)
Recon Specialist (3)
Twin Ion Engine Mk. II (1)
Advanced Ailerons (0)
"Countdown" (20)
Lightweight Frame (2)
Adaptive Ailerons (0)
"Pure Sabacc" (22)
Trick Shot (0)
Lightweight Frame (2)
Adaptive Ailerons (0)
"Duchess" (23)
Trick Shot (0)
Lightweight Frame (2)
Adaptive Ailerons (0)
Total: 100
View in Yet Another Squad Builder
This is the first one that I ran, and I'm not sure I liked it. I gave the elite pilots Trick Shot because Adaptability likely won't get them to an important PS. Vizier was pretty good at his job, but the stipulation about the friendly having to not overlap a ship hurts a bit. Now, I was playing against Harpoons and bombs this game, so my fighters couldn't be bunched up, which completely negated Vizier's tricks. This is the reason I wanted to use coordinate, but didn't have access to that action. Perhaps against a different squad it would work better...but I'm still not thrilled that Duchess and Pure Sabacc don't have good talents.
Finally, a really odd attempt.
#3
Captain Feroph (24)
Predator (3)
ISB Slicer (2)
Intelligence Agent (1)
Lightweight Frame (2)
Advanced Ailerons (0)
Imperial Trainee (17)
Adaptive Ailerons (0)
Imperial Trainee (17)
Adaptive Ailerons (0)
Imperial Trainee (17)
Adaptive Ailerons (0)
Imperial Trainee (17)
Adaptive Ailerons (0)
Total: 100
View in Yet Another Squad Builder
Lightweight Frame is really helpful, but we're losing it in 2.0. I kind of just want to see what it's like to roll 2 defense with my strikers. Captain Feroph jams the whole time, so hopefully the Trainees can be better protected. Again, not sure if this is even worth trying out in 1.0.
If I can't come up with a good use for the TIE reaper, I may just go back to my 4 Trainees + shuttle, but put Intelligence Agent and Tactical Officer on instead of Vader and call it a day.
14 hours ago, Parakitor said:#1
Scarif Base Pilot (22)
Tactical Officer (2)
Intelligence Agent (1)
Lightweight Frame (2)
Advanced Ailerons (0)"Duchess" (23)
Adrenaline Rush (1)
Lightweight Frame (2)
Adaptive Ailerons (0)"Pure Sabacc" (22)
Adrenaline Rush (1)
Lightweight Frame (2)
Adaptive Ailerons (0)"Countdown" (20)
Lightweight Frame (2)
Adaptive Ailerons (0)Total: 100
View in Yet Another Squad Builder
I stumbled upon Adrenaline Rush because I was building a Yorr squad, but decided I wanted to fly the new ship this week. I'm not sure Coordinate will be that helpful, but in my first game using a TIE reaper on Vassal, I tried to Coordinate with Vizier, and my opponent said, "Dude, it's not Second Edition yet." Maybe I should just be patient for Second Edition when Coordinate is built in, but there are times when you know a ship is getting hunted, and they could really use an evade to stick around.
Looks really good. I think this is probably a winner. The Scarif Base Pilot has the firepower of a shuttle, but actually has the ability to point it "this side towards enemy" on a regular basis, and the extra shots fired should more than make up for the loss of durability compared to a fleet officer shuttle which is nailed not just to a shuttle's god-awful dial but specifically the green bits thereof.
I've tried with Death Troopers, but they didn't really do it for me - yes, it means your opponent will shoot the reaper, but they were probably going to do that anyway (definitely in one of the two shots it took, because the other target was a range 1 shot at an unstressed countdown). I think Tactical Officer/Intelligence Agent is a much better combination - especially with Adrenaline Rush as you can combine a co-ordinated barrel roll with Duchess' ability and dramatically alter your final position, but you lack the PS10 of a Veteran Instincts Duchess to do it reactively so Intelligence Agent is a godsend (plus it turns Countdown into a mean blocker). A PS1 barrel roll plus ailerons matches TIE silencers for pre-dial movement, without needing to deal with stress.
Also, having tried it on Tuesday against a bunch of MkII Starvipers I cannot speak highly enough of Adrenaline Rush on strikers.
I always thought it would be a good one to try but dear god those things are amazing, especially since the two elite striker pilots both have the PS advantage over the Continuously Pinwheeling Cybernetic Ninja (Guri) and Duchess beats Oberos and Xizor too. Watching the normally uncatchable vipers go " what the [censored]?" as the strikers neatly dropped in behind them Rogue One style and basically executed oberos in one pass before segnors looping again and ending up one shooting the Pinwheeling Cybernetic Ninja from each side was jaw-dropping.
14 hours ago, Parakitor said:#2
"Vizier" (23)
Systems Officer (2)
Recon Specialist (3)
Twin Ion Engine Mk. II (1)
Advanced Ailerons (0)"Countdown" (20)
Lightweight Frame (2)
Adaptive Ailerons (0)"Pure Sabacc" (22)
Trick Shot (0)
Lightweight Frame (2)
Adaptive Ailerons (0)"Duchess" (23)
Trick Shot (0)
Lightweight Frame (2)
Adaptive Ailerons (0)Total: 100
View in Yet Another Squad Builder
This is the first one that I ran, and I'm not sure I liked it. I gave the elite pilots Trick Shot because Adaptability likely won't get them to an important PS. Vizier was pretty good at his job, but the stipulation about the friendly having to not overlap a ship hurts a bit. Now, I was playing against Harpoons and bombs this game, so my fighters couldn't be bunched up, which completely negated Vizier's tricks. This is the reason I wanted to use coordinate, but didn't have access to that action. Perhaps against a different squad it would work better...but I'm still not thrilled that Duchess and Pure Sabacc don't have good talents.
...Yeah. I'm hesitant about Vizier's ability. In 2.0 I think he's a lot better because co-ordinate has a much longer reach and people don't have to keep flying wing with him. Bank, friend acquires a lock, move, focus, friend moves, snags a focus, works well in theory but then you've got one striker and one reaper nailed together. You could pack a TIE Shuttle 'buddy' with a Fleet Officer for far less points and mess with your aces flying far less.
Same reason I wasn't massively wild about Death Troopers. I think they'll be far more annoying on major Stridan (who casts a much wider area), on a TIE Shuttle (which is a lot cheaper!), or on a Decimator (which can also carry a rebel captive to leave no good option)
14 hours ago, Parakitor said:#3
Captain Feroph (24)
Predator (3)
ISB Slicer (2)
Intelligence Agent (1)
Lightweight Frame (2)
Advanced Ailerons (0)Imperial Trainee (17)
Adaptive Ailerons (0)Imperial Trainee (17)
Adaptive Ailerons (0)Imperial Trainee (17)
Adaptive Ailerons (0)Imperial Trainee (17)
Adaptive Ailerons (0)Total: 100
View in Yet Another Squad Builder
Lightweight Frame is really helpful, but we're losing it in 2.0. I kind of just want to see what it's like to roll 2 defense with my strikers. Captain Feroph jams the whole time, so hopefully the Trainees can be better protected. Again, not sure if this is even worth trying out in 1.0.
Yes. Keeping a target Jammed with Feroph isn't easy - because he'll generally go first and the ISB slicer's ability will still only let you put a single jam token on a target, which the target can then burn of in its own activation (which is why the difference with Vermeil's "doesn't have tokens" trigger is much more important than it looks) - but keeping a target token-free when four trainees are lining up on it is good enough to justify the investment.
The TIE Reaper can also be a sort-of-ace by itself, of course. Vermeil with just a Courier Droid, Ailerons and Adrenaline Rush is a potential option alongside the three striker aces, essentially giving you a fourth elite (ish) striker who has 4 extra hits and some token-stripping ability at a cost of 2 defence dice.
By comparison, the Fattest, nastiest version of Vermeil I've seen is Major Vermeil with Advanced Ailerons, Opportunist, Director Krennic, Gunner, Lightweight Frame. You can fit this monstrosity alongside a trio of Trainees, or drop the Gunner to a Rebel Captive (very nice in an ace's duel) to up the strikers to Scarif Defenders.
Edited by Magnus Grendel
@Parakitor here's my take:
Captain Feroph
Adrenaline Rush
Adv. Ailerons
LWF
ISB Slicer
Krennic
Pure Sabacc
Expertise
Title
LWF
2x Imperial Trainee
title
LWF
Feroph Krennics herself, and uses jam every turn to enable her ability - making her very tough to kill while also hitting brutally, which, when alongside Expertise Sabacc, makes target priority VERY hard, because they are both vicious. Meanwhile, the Trainees run a great interference game.
On 6/20/2018 at 8:21 PM, Parakitor said:#1
Scarif Base Pilot (22)
Tactical Officer (2)
Intelligence Agent (1)
Lightweight Frame (2)
Advanced Ailerons (0)"Duchess" (23)
Adrenaline Rush (1)
Lightweight Frame (2)
Adaptive Ailerons (0)"Pure Sabacc" (22)
Adrenaline Rush (1)
Lightweight Frame (2)
Adaptive Ailerons (0)"Countdown" (20)
Lightweight Frame (2)
Adaptive Ailerons (0)Total: 100
Just one last thought on this squad:
Lightweight Frame isn't a bad thing, but there might be some value in taking Multispectral Camo instead. A missile-heavy squad allocating two harpoons and a primary attack is probably enough to turn a reaper to scrap metal before it ever gets a shot off, but with multispectral and the Jam action it can be used (relatively suicidally) to pull the teeth of a missile squad instead of as a support asset; fly into range 2 and jam one missile boat, and if the second chooses to lock it then it faces the non-trivial chance of wasting its missile shot too.
That saves you a point, which either nets you an initiative bid or lets you upgrade the intelligence agent to a 2-point crew card - tactical officer isn't great but against small-number enemy squads, agent kallus can be worth his weight in gold, letting you jam or evade every turn and still have dice modifiers.