Reapers too dang hard to kill (rant)

By Quarrel, in X-Wing

24 minutes ago, Vineheart01 said:

you act like it wasnt destabilized as it is because of Fenn.

Even prior to Reap/Saw boxes 1.0 felt like you couldnt even play without a "meta list" - in the 2 years ive played this i only felt that way when the tripboats was all over the place, i.e. no matter how good you are you stood no chance unless you did something equally as cheesy.

Its that way again, just not in raw firepower like the tripboats did.

I think it's been destablised ever since Wave 7, but these two packs feel particularly dickish... especially that they held back on upgrades that could have done so much good if they'd been out earlier (like Camo, Thrust Corrector). I get that none of it really matters because 2.0 is coming, but for those players who will be staying with 1.0 there's a ton of stuff in these two expansions that are ridiculously overpowered.

Edited by SOTL
41 minutes ago, SOTL said:

They don't need 2.0 Reaper to be good because you'll already have bought the pack for 1.0 Reaper.

The Reaper and Saw's Renegades expansions in 1.0 have clearly been designed to destablise and damage the game, driving people into 2.0.

Oh no firing arcs and non moded shots are going to kill 1.0! If you think 5x/reaper meta is bad, please stay in 1.0. This is the first time in months where it’s felt that arcs without ordinance matter.

1 minute ago, Mattman7306 said:

Oh no firing arcs and non moded shots are going to kill 1.0! If you think 5x/reaper meta is bad, please stay in 1.0. This is the first time in months where it’s felt that arcs without ordinance matter.

MUH tin foil hat!

Reapers die pretty quickly when you stress the and surround them with X-Wings

16 hours ago, ficklegreendice said:

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 :(


Just play Rebels already if you think they are sooooo good. Jeez, Imps get the Reaper, and as it's clearly shaping up to be one of the most OP and meta-defining ships in the twilight hours of 1.0, you still complain that it sucks.

Imps will never ever be happy. Always the victims. Always the underdogs. Sheesh, is like having a persecution complex must somehow lead people to play and identify with the Empire or something?

Baby Blue's eat reapers for breakfast. My first time running Baby Blues was against a Reaper Carnor Soontir list. Soont had Debris Gambit, Experimental Interface, Autos, and the Title. Carnor had Elusiveness, MS Camo, Autos, and Title. Reaper had The Director, LWF, Title, and I think it was Feroph with VI and either ISB Slicers or Kallus. The Reaper only got one action, and it was evade because I was at range 3, I then blocked him and killed him the same turn I killed Carnor (I had REALLY hot red dice, and Carnor's MS Camo went down first try.).

3 hours ago, ficklegreendice said:

Also a bit worried about 2.0, still hoping that jam works at range 2 in arc and that the initial rules are just from the l2p booklet that doesn't go in-depth into the actual mechanics of the game. Vermeil is going to get a lot worse if jam only occurs at range 1, to the point where we're basically going to have to staple Vader (Crew) to him

On medium bases that range 1 band will be a lot larger. Also their movement will be much faster on a medium base. Range 1 jam is just fine. Allowing range 2 in arc will be absolutely bonkers.

14 minutes ago, AllWingsStandyingBy said:


Just play Rebels already if you think they are sooooo good. Jeez, Imps get the Reaper, and as it's clearly shaping up to be one of the most OP and meta-defining ships in the twilight hours of 1.0, you still complain that it sucks.

Imps will never ever be happy. Always the victims. Always the underdogs. Sheesh, is like having a persecution complex must somehow lead people to play and identify with the Empire or something?

I'm not complaining that it sucks, just rightfully pointing out that it doesn't have diddly against actually broken things

I actually have really enjoyed Vermeil, but he's no Miranda/nym or even Rau if we're getting into token denial

Rebel bias wasn't my creation, I'm simply the "**** turrets" guy regardless of faction

Edited by ficklegreendice
2 hours ago, SOTL said:

They don't need 2.0 Reaper to be good because you'll already have bought the pack for 1.0 Reaper.

The Reaper and Saw's Renegades expansions in 1.0 have clearly been designed to destablise and damage the game, driving people into 2.0.

I don't know that they were trying to destabilize the game so much as trying to get people to buy the 1.0 content. The wave dropped after the announcement, so they needed some justification for not simply waiting for second edition.

They may also have figured they could send 1e out with a bang by releasing stuff they always wanted to release but held back for fear of wrecking the competitive side.

15 hours ago, ficklegreendice said:

Tactical Officer obviously goes on Vizier. Makes him the best reaper at performing red maneuvers or slamming himself into enemies for blocks. He can also run through obstacles with his normal maneuver without losing much of anything (Ablative Plating helps). This trickiness could make him a great Outmanuever caddie, if he gets a talent slot. Can potentially combo with Cienna.

Uh, Tactical Officer never goes on Vizier, as you will likely never be using the coordinate action from your action bar, you'll be using Viziers ability instead.

Edited by HolySorcerer
16 hours ago, ficklegreendice said:

Tactical Officer obviously goes on Vizier.

Vizier gets to perform a free co-ordinate action after he performs an aileron move. He doesn't need to use the red one on his standard action bar most of the time - I'd have thought of anyone, he'd need tactical officer least.

[Curses :ph34r:]

I'd agree with pairing him with Ciena Rees - since she is inevitably going to be paired with interceptors and similar, plonking her on a moves-like-a-cow Lambda and attaching your aces to it on a range 2 choke chain seems like a bad plan.

Edited by Magnus Grendel
1 hour ago, Magnus Grendel said:

Vizier gets to perform a free co-ordinate action after he performs an aileron move. He doesn't need to use the red one on his standard action bar most of the time - I'd have thought of anyone, he'd need tactical officer least.

Unless FFG have said something, I thought this was very unclear as to whether the co-ordinate action he does is red or white?

It's not a problem we've ever had in 1st Edition as there were no red actions.

16 minutes ago, SOTL said:

Unless FFG have said something, I thought this was very unclear as to whether the co-ordinate action he does is red or white?

It's not a problem we've ever had in 1st Edition as there were no red actions.

Not as far as I can see.

It's the reverse.

Unless the new rules include something to the contrary, an upgrade or pilot ability saying "perform a [whatever] action" takes no account whatsoever of whether said action even appears on your action bar at all (1.0 example: Ysanne Isard on a Decimator), because it's not using its perform action step, and the action bar, as the source.

Why should it therefore matter what colour it is, given that where upgrades and abilities do give you non-white actions, they are specifically name- checked as such (debris gambit, autothrusters).

Note this is different from stuff like Advanced SLAM, which specifically says 'from your action bar', and therefore would be bound by red actions or the presence/absence of a given action type., or a generic 'free action', which needs to use the action bar or other upgrades to use the option.

Edited by Magnus Grendel
17 hours ago, AngryAlbatross said:

Reapers die pretty quickly when you stress the and surround them with X-Wings

Especially Wedge as he can shutdown LWF as well (when unobstructed range 1-2).

Can we /rant now? While a tough ship there are tools to combat it. If Reapers become a menance in the final weeks of the 1.0 meta then people need to adapt and use those tools to counter them.

4 minutes ago, Sasajak said:

Especially Wedge as he can shutdown LWF as well (when unobstructed range 1-2).

Can we /rant now? While a tough ship there are tools to combat it. If Reapers become a menance in the final weeks of the 1.0 meta then people need to adapt and use those tools to counter them.

I think the Wedge thing has already been debunked. If you reduce agility to 0 I still roll 0 defence dice and still get to add LWF after I've rolled those 0 dice to modify them, just like I'd still get to modify my Ghost's 0 defence dice by spending an evade.

Edited by SOTL
32 minutes ago, Sasajak said:

Especially Wedge as he can shutdown LWF as well (when unobstructed range 1-2).

Can we /rant now? While a tough ship there are tools to combat it. If Reapers become a menance in the final weeks of the 1.0 meta then people need to adapt and use those tools to counter them.

A ship with 0 dice still gets LWF.

3 hours ago, thespaceinvader said:

A ship with 0 dice still gets LWF.

3 hours ago, SOTL said:

I think the Wedge thing has already been debunked. If you reduce agility to 0 I still roll 0 defence dice and still get to add LWF after I've rolled those 0 dice to modify them, just like I'd still get to modify my Ghost's 0 defence dice by spending an evade.

This was my line of reasoning - I’d had an opportunity to roll dice, even though I didn’t roll anything, so LWF triggers. The opposing view, the majority view at my FLGS, was reading the card as written, that is you only roll LWF after you’ve rolled defense dice (not the “Roll Defense Dice step”) - so if you’re not rolling defense dice LWF doesn’t trigger. Also LWF is not in the “Modify Defense Dice step” unlike the Ghost adding an evade. I couldn’t think of a compelling counter argument at the time so just accepted it.

13 minutes ago, Sasajak said:

This was my line of reasoning - I’d had an opportunity to roll dice, even though I didn’t roll anything, so LWF triggers. The opposing view, the majority view at my FLGS, was reading the card as written, that is you only roll LWF after you’ve rolled defense dice (not the “Roll Defense Dice step”) - so if you’re not rolling defense dice LWF doesn’t trigger. Also LWF is not in the “Modify Defense Dice step” unlike the Ghost adding an evade. I couldn’t think of a compelling counter argument at the time so just accepted it.

Compare C-3PO, which specifically namechecks "roll 1 or more defence dice", and can be switched off by wedge.

A zero-dice roll still exists as a 'roll' for rules purposes - can even succeed, for that matter (an original-damage-deck blinded pilot Lieutenant Blount can still hit someone with one!)

Edited by Magnus Grendel

You did roll defence dice. You rolled the correct number of defence dice. Which was 0.

6 minutes ago, Magnus Grendel said:

Compare C-3PO, which specifically namechecks "roll 1 or more defence dice", and can be switched off by wedge.

A zero-dice roll still exists as a 'roll' for rules purposes - can even succeed, for that matter (an original-damage-deck blinded pilot Lieutenant Blount can still hit someone with one!)

This exactly.

If LWF said 'when you roll at least one, add one', dropping to 0 dice would kill it.

But it doesn't.

Well get all the practice while you can because Benthic Two Tubes is going to be even harder to kill in 2.0; especially since the reaper is getting neutered. How about an 8 health, 2 agility ship, that can stop, while still ending up with a focus evade before rotating 180 degrees and taking a single stress?

1 minute ago, ThinkingB said:

Well get all the practice while you can because Benthic Two Tubes is going to be even harder to kill in 2.0; especially since the reaper is getting neutered. How about an 8 health, 2 agility ship, that can stop, while still ending up with a focus evade before rotating 180 degrees and taking a single stress?

It's only 1 agi if it's turning round, and if it's using its pilot ability at all, it's not getting focus/evade.

7 hours ago, Magnus Grendel said:

Vizier gets to perform a free co-ordinate action after he performs an aileron move. He doesn't need to use the red one on his standard action bar most of the time - I'd have thought of anyone, he'd need tactical officer least.

[Curses :ph34r:]

I'd agree with pairing him with Ciena Rees - since she is inevitably going to be paired with interceptors and similar, plonking her on a moves-like-a-cow Lambda and attaching your aces to it on a range 2 choke chain seems like a bad plan.

Ah, I see. I had assumed it was the action bar coordinate. This is much better, saves points!

Just now, thespaceinvader said:

It's only 1 agi if it's turning round, and if it's using its pilot ability at all, it's not getting focus/evade.

In my experience, he's much more effective to run as a jousting ace that can support rather than the other way around. Also the single agility really isnt that bad because you will nearly always be in an advantageous position when you are left with 1 agility. You just joust them, let them overshoot you, and then you turn and start booty blasting. Keep in mind that he's going to be cheap enough for Luke + another Ace to be buzzing around the whole time while this is happening.

why pay for tubes if you're not using his ability, though?