Reapers too dang hard to kill (rant)

By Quarrel, in X-Wing

How, exactly, are you supposed to kill a TIE Reaper?

It has 8 health and 1 agility. Shouldn't be too hard, right? Seems like about 3 solid shots have an outside chance of doing it in.

But the Reaper doesn't roll 1 green die. It rolls 3: 1 for agility, +1 for Range 3 (because if you get close you risk getting jammed), +1 for Lightweight Frame. Plus it can make one of those dice an auto-success with Palp and add 1 more free success with Evade (+1 more if it's Feroph and you were dumb and got close).

Dice mods? You can't reliably target-lock it from a safe distance due to Multi-Spectral Camouflage (not even with Long Range Scanners). That's not only fewer mods, it rules out ordnance sans Deadeye. You can't focus close to it because, as has already been mentioned, going close is dumb and gets you jammed.

Get behind and chase it? It can basically do a 5-bank out of the box. Add Engine Upgrade and it can go as far as Miranda or a Star Wing SLAMming a 3. You know how hard those are to catch? Imagine something just as fast that also cannot be blocked by a single small ship.

So, yeah. Yet another super-absorbant damage sponge on the 1.0 power creep pile, unless I'm missing something. Rho Boats is looking more and more tempting every day.

</rant>

99% of X-Wing players don't bring palp in their list for unknown reasons so it basically never matters.

Lucky for you the real xwing version of the reaper has red hard turns, worse jam, no more light weight frames, worse palp, worse evade tokens, and ships that basically across the board will take damage now :)

The age of the wookie has ended.

September!!!! Hype!!!

Edited by Boom Owl

Pft

Reaper wishes it had **** on similarly stated ships that also have access to bombs, turrets, higher ps, Regen on one and boost on the other...

You run into a single turret, and the poor guy turns back into a bwing :(

Edited by ficklegreendice

Bring more passive dice mods. Expertise, for example, will just look at the jam token, shrug, and carry on smacking the Reaper about the head.

14 minutes ago, Quarrel said:

Dice mods? You can't reliably target-lock it from a safe distance due to Multi-Spectral Camouflage (not even with Long Range Scanners).

MSC only needs to fail once and then it never works again until after your ordnance is away. And it's either MSC or LWF.

If you're bringing multiple LRS, you beat the MSC easily. He Palps the first one, the second one gets through 62.5% of the time, and then next turn he can't use MSC for the first guy.

It can't shoot what it can't catch in arc. Bring in Corran, Soontir, or Kylo for that, although Soontir's death-upon-block is to be feared. Also, it can't jam all the tokens away, so token stackers such as Push the Limit Ryad or Inquisitor easily shrug off jam and thus make the major's attacks more or less trivial. Finally, it does not like bombs. Final Form is resurging for a reason.

1 hour ago, player3010587 said:

It can't shoot what it can't catch in arc.

It doesn't need to shoot. That's what the entire rest of the list is for.

If it occasionally throws 4 naked dice at something, that's gravy.

Quote

Also, it can't jam all the tokens away

ISB Slicers let it strip two from one ship. Very little that's regularly played these days has three.

Edited by Quarrel

Not sure what you're flying against them, but I know my reapers go down like a tonne of bricks. It's always the first thing to go down, and it doesn't take long for my opponent to do it.

56 minutes ago, Quarrel said:

ISB Slicers let it strip two from one ship. Very little that's regularly played these days has three.

I still don't agree with that, its really at a TO's discretion right now.

How has the reaper equipped both multispectral camo and LWF?

1 minute ago, gadwag said:

How has the reaper equipped both multispectral camo and LWF?

I’ll have one of those.

21 minutes ago, BVRCH said:

I still don't agree with that, its really at a TO's discretion right now.

No it is not. Card states clearly what ships can take jam tokens and in what timing.
Learn the rulebook and stop disinforming yourself and other players.

This matters for almost a whole month.

Woe is us.

12 minutes ago, Embir82 said:

No it is not. Card states clearly what ships can take jam tokens and in what timing.
Learn the rulebook and stop disinforming yourself and other players.

First of all, calm down. Second, that is your opinion, nothing more.

There is ambiguity on when a Jam action is complete (before or after the jam token is resolved) and that has not been clarified by FFG explicitly no matter how you choose to to interpret the wording on the cards.

20 minutes ago, gadwag said:

How has the reaper equipped both multispectral camo and LWF?

It hasn't. But it can have either, and both are strong, cheap, and synergize with Palpatine.

30 minutes ago, Skargoth said:

I’ll have one of those.

If its range 3 then its not jamming = win for you. If it has multi camo it doesnt have LWF = win for you.

They are annoying, but definately killable.

Vermeil with VI is probably the hardest to kill. As long as he dials in that 3 bank, he can end up in 3 very different spots and easy to bait your entire list in the early game.

If they are taking reaper palp, then they dont have yorr for stress removal. And stress shutsdown ailerons. Asajj,tactician, and Stressbot are your friends if reapers are your problem.

58 minutes ago, gadwag said:

How has the reaper equipped both multispectral camo and LWF?

The same way it's both getting a range-3 bonus and jamming you.

1 hour ago, BVRCH said:

Not sure what you're flying against them, but I know my reapers go down like a tonne of bricks. It's always the first thing to go down, and it doesn't take long for my opponent to do it.

What are they using? How many shots does it take, and over how many turns?

Considering how many times I've seen some Rebel ship shrug off everything I could throw at it multiple turns in a row, I'm not ready to complain about one Imperial craft being slightly more survivable than some others.

21 minutes ago, Quarrel said:

What are they using? How many shots does it take, and over how many turns?

Mostly T-65s since that's the flavour of the month, nothing super special mind you. Crackshot hurts, so does Wedge. Small squads though, I've not put it up against any 5X lists yet.

I've had mine drop in 2 turns fairly regularly. They focus on it from the get go, which is fine because they leave my other ships alone but mine never lasts more than about 3 turns of combat.

Stress is almost a hard counter to reapers. LWF has also done nothing for me so far; because of those 2 things I'm going to swap to twin ion and run systems officer instead of ISB/Tactical Officer.

Edited by BVRCH

Actionless mods are crucial in the game at this point. You might as well give up if you're relying on taking actions to do damage in a tournament.

I've found Asajj to be quite clutch against Reapers - stressed, on a rock and down an agility (stopping lightweight frame from working) is a bad situation for any Reaper. Predator is excellent against generic reapers, and solid against Vermeil. Expertise is as amazing as usual.

Tactician auzitucks can do wonders, since they almost never take focus actions, and totally shut down the reaper's manoeuvrability.

Everything in the top meta works against them, since they all have turrets and actionless mods of some kind.

And, honestly, Quadjumpers work great. I've killed Vermeil in a single turn with Asajj, Fenn and a Quad, even without tractor shenanigans. Add in AGI 0 and they drop like flies.

They're only a problem if you're not flying some sort of cancer yourself, or jank that's prepared for them.

Git Gud

I am a bit worried about how Reapers will survive in 2.0 as they are worse across the board in every aspect. I think they made them pretty good for 1.0 to match the current meta but then scaled it back a little too much for 2.0.

6 minutes ago, william1134 said:

I am a bit worried about how Reapers will survive in 2.0 as they are worse across the board in every aspect. I think they made them pretty good for 1.0 to match the current meta but then scaled it back a little too much for 2.0.

Remember that, in general, everything is worse in 2nd edition. There are far, far fewer passive dice mods and getting double-modded shots is not trivial like it is in 1st edition. So the Reaper may have lost some of its defensive tricks but the same is true for the offensive tricks of the enemy.

4 hours ago, skotothalamos said:

The same way it's both getting a range-3 bonus and jamming you.

Plus engine upgrade, apparently, if you're talking about it boosting.

Don't get me wrong. Jamming is good. But:

  • Jamming requires your action, so unless you've got Vermeil or you're spending points on something like expertise, whilst you're unmodified shooting at it, it's also unmodified shooting at you.
  • If you've got ISB slicers, you've not got palpatine.
  • Gunboats are actually a really good call - 2-dice attacks are a pain in the neck because it can only get range 3 bonus or lightweight frame, not both, meaning even your primary weapons can hurt it, and Long Range Scanners are a good counter to multispectral camo, because as soon as one ship locks it successfully (which it does 2/3 of the time) the others no longer even have to roll.

If I wanted to give you some advice;

  • Pack control tools. The TIE Reaper is the striker which ate all the pies, and suffers from the same weaknesses
  • It's white dial (ailerons + dial) is very good. It's red dial (ailerons + segnor or stop) is superb. Its green dial is fecking awful (comparable to a TIE bomber!). A stressed reaper turns like a cow and multiple stress also prevents it from jamming since there's no way to assign jam tokens without being able to perform jam action.
    • Seriously, a striker has trouble outmanoeuvring an Upsilon with the Kylo Ren's Shuttle title. A stressbot sheathipede will force them to fly like the unwieldy door-wedge they resemble, and Ezra doesn't care about jamming himself.
  • Ion is the same. No reveal dial? No aileron move, and whilst it's tough, avoiding ion effects tends to require you to dodge an attack entirely, which a reaper isn't good at.
Edited by Magnus Grendel