Reapers too dang hard to kill (rant)

By Quarrel, in X-Wing

Yeah these are some ridiculously tooled reapers that have Palp and Slicer and Multispectral and LWF and range 3 bonuses and Jam and probably Krennic, etc etc etc.

I've never managed to keep a reaper alive that long. Admittedly, I've not really tried for the full tank reaper, and don't use Palp, but they're mostly pretty spongy.

1 minute ago, thespaceinvader said:

Yeah these are some ridiculously tooled reapers that have Palp and Slicer and Multispectral and LWF and range 3 bonuses and Jam and probably Krennic, etc etc etc.

I've never managed to keep a reaper alive that long. Admittedly, I've not really tried for the full tank reaper, and don't use Palp, but they're mostly pretty spongy.

I've tried using Feroph as an 'ace' with agent kallus, lone wolf, and an ISB slicer, and he's surprisingly good.

2 hours ago, Astech said:

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.

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.

Ironically, Asajj relies on PTL though, which is actions. At least I thought she did. You can't tank up with Focus/Evade with another EPT. And tractor tokens turn LWF on as often as they turn it off in my experience (though far more often on Quickdraw). Not that I have much on the board shooting after Asajj does anyway. My only lower PS is a Quadjumper which is more often either A) out of position to shoot because it's playing keepaway, or B) dead because I didn't play keepaway and it was PS-killed by two shots on the first round with combat before it could do anything.

Edited by Quarrel
Just now, Magnus Grendel said:

I've tried using Feroph as an 'ace' with agent kallus, lone wolf, and an ISB slicer, and he's surprisingly good.

I could see it working.

Both Feroph and Vermeil can be tooled for some serious survivability - but if you're doing that, you're also spending a boatload of points on them. And if you're putting more than maybe 32 to 34 points into them, you're in ace territory, and you're paying ace prices for PS6 with only a front arc and no native way of getting multiple actions.

8 minutes ago, Quarrel said:

Ironically, Asajj relies on PTL though, which is actions. At least I thought she did. You can't tank up with Focus/Evade with another EPT. And tractor tokens turn LWF on as often as they turn it off in my experience (though far more often on Quickdraw). Not that I have much on the board shooting after Asajj does anyway. My only lower PS is a Quadjumper which is more often either A) out of position to shoot because it's playing keepaway, or B) dead because I didn't play keepaway and it was PS-killed by two shots on the first round with combat before it could do anything.

Most common current Asajj build is Lone Wolf and multiple Glitterstims.

If there's anything about the 1.0 Reaper that warrants complaints...it sure as **** isn't it's survivability. That thing goes down like a sack of potatoes if your opponent puts any serious firepower near to it.

3 hours ago, thespaceinvader said:

I could see it working.

Both Feroph and Vermeil can be tooled for some serious survivability - but if you're doing that, you're also spending a boatload of points on them. And if you're putting more than maybe 32 to 34 points into them, you're in ace territory, and you're paying ace prices for PS6 with only a front arc and no native way of getting multiple actions.

They deserve it, though. Both Feroph and Vermeil have pilot abilities that can be worth an action, plus crew that further swing the actions balance your way (like Krennic, Kallus, Slicer).

3 hours ago, Quarrel said:

Ironically, Asajj relies on PTL though, which is actions. At least I thought she did. You can't tank up with Focus/Evade with another EPT. And tractor tokens turn LWF on as often as they turn it off in my experience (though far more often on Quickdraw). Not that I have much on the board shooting after Asajj does anyway. My only lower PS is a Quadjumper which is more often either A) out of position to shoot because it's playing keepaway, or B) dead because I didn't play keepaway and it was PS-killed by two shots on the first round with combat before it could do anything.

PTL Asajj is a thing of the past. She's inherently inferior at this point in comparison to either predator, expertise or LW Asajj, depending on the rest of the list. The way a single tractor token turns LWF off is that it only triggers after rolling defense dice, which isn't possible if you're 'rolling' none, so no LWF after Asajj or a tugboat does their work.

The scenario you're describing for a quadjumper is a rookie error with them. I've played 50+ games with them, and they can reliably get shots off so long as a more dangerous target (Asajj) is presenting juicier shots. Asajj with two TLT Thugs is another option which will just shred Reapers,especially once tractored.

1 hour ago, MalusCalibur said:

If there's anything about the 1.0 Reaper that warrants complaints...it sure as **** isn't it's survivability. That thing goes down like a sack of potatoes if your opponent puts any serious firepower near to it.

Agreed, there's a lot to like about the Reapers in 1.0, but being unkillable Aces ain't one of them. For tonight's game: Feroph/Vermeil/Soontir.

  • Feroph - VI, Kallus, ISB Slicer, LWF, Ailerons
  • Vermeil - Trick Shot, Krennic, Rebel Captive, LWF, Ailerons
  • Soontir - PTL, Autothrusters, Multiphase Camo, (Optimised Prototype)
Edited by SOTL
1 hour ago, Astech said:

The way a single tractor token turns LWF off is that it only triggers after rolling defense dice, which isn't possible if you're 'rolling' none, so no LWF after Asajj or a tugboat does their work.

Not true. It's not rolling "1 or more" (like C-3PO). The roll defence dice step still occurs even if no dice are rolled in it, and since Lightweight Frame gives you an extra green die, not agility, tractor tokens can't take that away either.

Still, that's still dropping you to 1 green die, making them essentially a B-wing, which just love massed TLT fire....

.....No, wait, it's the other thing, isn't it. The one where they explode and die a lot?

Plus, yeah. Between Dengar/Latts, Glitterstim, Lone Wolf/Expertise/Predator, scum have no problem whatsoever shooting at (or being shot at by) people when they have no tokens.

Edited by Magnus Grendel

Play Second Edition..

5 minutes ago, That Blasted Samophlange said:

Play Second Edition..

Thanks for your constructive contribution.

13 hours ago, Quarrel said:

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

They can feel very tanky, often because they're receiving unmodified shots, but they do drop to focus fire. The more shots you have, the better. Bombs also make them sad.

the thing about ISB slicers double jam is it only works if the opponent already has a modifier token

if the opponent doesn't, such as when they activate after the reaper, the Jam action will only assign a jam token and the target will no longer be eligible for ISB. Jam is also an honest-to-god action, and can therefore be countered in the same way

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

11 minutes ago, gennataos said:

The more shots you have, the better.

This is a really important point.

If all your doing is shooting a Palp/Evade/LWF/Jam protected Reaper with 2 three dice ships your not gonna get very far even if you brought Expertise and think your clever...

But this is 1.0 so people basically only play 2 ship lists and still expect single targets to die in one turn because this is 1.0 and everyone expects it to be easy.

Two fully modified 3 dice shots will do about 2 damage total to the Reaper usually. The first shot should do basically zero damage.

Edited by Boom Owl
1 hour ago, Astech said:

after rolling defense dice, which isn't possible if you're 'rolling' none, so no LWF after Asajj or a tugboat does their work

THis is simply not true. Rolling 0 defence dice is a thing that exists, otherwise the Ghost's evade action just wouldn't work.

LWF works fine with 0 dice.

11 minutes ago, SOTL said:

Thanks for your constructive contribution.

You are welcome.

To be fair, everything @Quarrel posted about has been adjusted in second edition. No lightweight frame, evades only change the result of one die instead of adding a result, no engine upgrade to take. At most, the reaper can roll 4 green dice for being at range 3, through an obstacle with stealth device.

5 hours ago, Jike said:

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.

Sure, I am well aware of this.. I just think that they went a little too far with the reaper. Who wants to jam in 2.0? Who wants to use death troopers? The passive skills of the reaper pilots in 2.0 are super situational.

1 minute ago, Boom Owl said:

This is a really important point.

If all your doing is shooting a Palp/Evade/LWF/Jam protected Reaper with 2 three dice ships your not gonna get very far.

But this is 1.0 so people basically only play 2 ship lists and still expect single targets to die in one turn because this is 1.0 and everyone expects it to be easy.

Two fully modified 3 dice shots will do about 2 damage total to the Reaper usually.

In this dying gasp of the 1.0 meta, I wouldn't want to put any 2-ship list on the table. Reapers will gank your tokens and X-Wing lists will bury you under a pile of red dice.

3 minutes ago, gennataos said:

In this dying gasp of the 1.0 meta, I wouldn't want to put any 2-ship list on the table. Reapers will gank your tokens and X-Wing lists will bury you under a pile of red dice.

Right, but that won't stop anyone from putting Dash, Rey, Miranda, Nym, Assaj, and other stuff on the table successfully since not enough people use Palp.

Palp lists of any kind prey on 2 ship lists, always have same as Kylo Crew.

Edited by Boom Owl
1 minute ago, Boom Owl said:

Right, but that won't stop anyone from putting Dash, Rey, Miranda, Nym, Assaj, and other stuff on the table.

I'm kind of counting on it for GenCon. ;)

trying to adapt Reapers to 2.0, which is a tad difficult when the Lambda looks actually amazing for once (those dang pilot abilities :o)

Now obvious you can just slap palp in the generic and have him go zipping around as per usual. Nothing wrong with that, esp given how fast the dang thing's gotten with a medium base. You could probably do the same with Sloane to a lesser extent, because Range 0-3 is flipping huge

Vader will be amazing for the nerfed reaper. Vader is probably auto-include on poor Vermeil, who has no way of removing enemy tokens outside range 1 (so far), and is also great on Feroph (Feroph's ability triggers if the opponent has to spend focus on offense, so he doesn't NEED Vader).

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.

At a glance, I'll definitely be using Feroph. Dude's ability was made for me. If Vader (crew) ends up being as amazing as he looks, I expect the reaper to be less a troop transport and more just a straight up bruiser (outside Vizier, ofc).

Reaper in 1.0 is clearly lazy-designed since 2.0 is right around the corner.

1.0 reaper is insane, no doubt about that. But 2.0 reaper is ... meh. Im honestly not sure if it'll be all that common in 2.0

5 minutes ago, Vineheart01 said:

Reaper in 1.0 is clearly lazy-designed since 2.0 is right around the corner.

1.0 reaper is insane, no doubt about that. But 2.0 reaper is ... meh. Im honestly not sure if it'll be all that common in 2.0

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.

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.