Palp's New Wings

By PumpkinKutter, in X-Wing Squad Lists

I'm looking at this, possibly, for the weekend. I want to try the reaper and it looks like it may have more staying power/speed than the shuttle. It may also get a little more use out of palp since with LWF I can know the result of 1 die before declaring for the second. I'm also toying with Test pilot Blackout over the TIE/sf ...because the Silencer is cool. Opinions?

"Quickdraw" — TIE/sf Fighter 29
Trick Shot 0
Fire-Control System 2
Advanced Optics 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 35

Captain Feroph — TIE Reaper 24
Adaptability 0
Emperor Palpatine 8
Lightweight Frame 2
Advanced Ailerons 0
Ship Total: 34

The Inquisitor — TIE Advanced Prototype 25
Push the Limit 3
Autothrusters 2
TIE/v1 1
Ship Total: 31

When I run QuickDraw, I almost always have to take Expertise. That's just my personal preference because it goes so well with the ability and FCS. Though, you would likely have to give up two things on your current list to get it: dropping the Advanced Optics and dropping the Reaper pilot down the base Reaper pilot.

If you don't want to risk those changes, maybe consider switching Trick Shot to A Score to Settle.

Blackout is pretty fun to fly, but I think QuickDraw is the better pilot overall.

Thanks @jwilliamson12 , I see what you are saying. I like expertise as well, but I selfishly really want to try out the Reaper synergy on day 1. It will likely cost me some games... or be epic. You are absolutely right about trick shot though, I think A Score to Settle or just adaptability to get some PS10 jumps will be better.

I’ve been toying with a similar idea because I want to see what happens.

The trouble for me is that the pilot ability won’t proc. Ever. You have to have the ship be jammed, which means...

1. It must not have taken a token along the way (eg reposition action or a red move/stress)

2. It must be range 1 of reaper or range 1-2 in arc.

How many times are both conditions going to proc? Especially since they know you want them jammed they are more likely to take a focus and just waste the action when you jam.

I am still trying to find a way to make it work - maybe with the generic and just trying to be unpredictable with where he goes.

If you want a Palp reaper, I would go with a generic pilot, because Feroph and Vermeil both want jammed opponents, and so ISB slicer, and then maybe some offensive help.

A Generic is a much safer bet to carry palp, and gives you room for a better EPT on QD - by also dropping Adv. Optics you can get Expertise, which is OP

5 hours ago, ScummyRebel said:

I’ve been toying with a similar idea because I want to see what happens.

The trouble for me is that the pilot ability won’t proc. Ever. You have to have the ship be jammed, which means...

1. It must not have taken a token along the way (eg reposition action or a red move/stress)

2. It must be range 1 of reaper or range 1-2 in arc.

How many times are both conditions going to proc? Especially since they know you want them jammed they are more likely to take a focus and just waste the action when you jam.

I am still trying to find a way to make it work - maybe with the generic and just trying to be unpredictable with where he goes.

Thanks @ScummyRebel , I honestly don't know how the Jam works yet maybe the pilot I have chosen is not optimal. Perhaps I will drop to a generic and run a Quickdraw I know. Can you reference me to the way Jam on small ships works anywhere?

The Jam action gives an enemy ship a jam token which cancels out one of their tokens - for instance, you jam a ship and give it a jam token, if it has a focus and target lock token, it must choose one and remove it, and then the jam token also goes away. If, when it is jammed, it has no token, the jam token sticks around until it gets a token, at which point they both disappear.

I can't remember the range limit on it though

10 minutes ago, Greebwahn said:

The Jam action gives an enemy ship a jam token which cancels out one of their tokens - for instance, you jam a ship and give it a jam token, if it has a focus and target lock token, it must choose one and remove it, and then the jam token also goes away. If, when it is jammed, it has no token, the jam token sticks around until it gets a token, at which point they both disappear.

Does it only work on Focus/Evade/Target lock? Can it be used to remove stress tokens (on your own ships)? Your opponent gets to choose which token is lost?

I see the relevance of the first point made by @ScummyRebel 's comment. It will be difficult to Jam a ship without any tokens. However, I'm not sure why the enemy will need to be at range one or 1-2 in arc?

6 minutes ago, PumpkinKutter said:

Does it only work on Focus/Evade/Target lock? Can it be used to remove stress tokens (on your own ships)? Your opponent gets to choose which token is lost?

I see the relevance of the first point made by @ScummyRebel 's comment. It will be difficult to Jam a ship without any tokens. However, I'm not sure why the enemy will need to be at range one or 1-2 in arc?

Yes, only focus/evade/blue target lock right now in 1.0

The problem isn’t jamming a ship without tokens - it’s keeping the jam token on them. They are not “jammed” (condition needed to proc ability) unless they possess a jam token, and they discard the jam token when they discard a “good” token because of it. So if they get jammed and then focus both tokens go away, and they are no longer jammed.

I think my first palp ace run will be with the generic for a better QD

Well I will run generic this weekend as well and let you know how it goes!

That is why ISB slicer is useful - you hit someone with a jam, it cancels out with a token, and then you hit them with another. Hence why Feroph and Vermeil want ISB slicer and not Palp.