Wedge or Ten throwing 4 dice consistently (5 at r1) is pretty scary for opponent. Ten is highly maneuverable and ability makes him accurate as well as shedding stress. Wedge does Wedge things and Jan makes everyone better and with Moldy Crow has a punch of her own.
Edited by Bigulf3 ship rebel
1) where is the 5th die at range 1 coming from?
2) have you considered debris gambit on Ten? It can help him get stressed easier.
3) ditching those H/S upgrades for a torp on Ten could be helpful in the early game
1 hour ago, Greebwahn said:1) where is the 5th die at range 1 coming from?
2) have you considered debris gambit on Ten? It can help him get stressed easier.
3) ditching those H/S upgrades for a torp on Ten could be helpful in the early game
Jan's ability I think?
Debris gambit is a pretty nice idea actually
I also kinda don't like Predator on Jan. She doesn't have reposition, and I think it'll probably be hard for her to get bullseye too often. Trick Shot would be my filler of choice, since she's got the mobile arc. I would say Elusive, but that doesn't really make sense with her pilot ability.
Debris Gambit also looks useful. Even if you're into the asteroids, going Advanced Sensors Evade into a red move seems like a really strong option.
I'll also agree that Hull on Jan (and to a lesser extent Shield on Ten, and I'd totally switch to Hull for an even cheaper upgrade) seem awkward. It'd be nice to put the points to better use. Since Jan can't easily turn around, perhaps some sort of bomb would be worth considering. That said, nothing I can think of in points really seems like it'd make too big of a difference. Torpedos could be nice, but it would certainly make one ship significantly more expensive than the others. Another thought would be an Ion Cannon on Ten Nunb. Locking ships into predictable moves will make it easier to line up Bullseye shots on Wedge and Ten. Engine Upgrade on Jan would be great for her mobility, too, since otherwise she can't both Boost and use her pilot ability. With only Blue banks, having a boost allows her to get a full 90-degree turn in, and she can save focus with Moldy Crow, so that won't be too bad.
Anyhow, my version:
Oh lol right!
Agreed about getting a better EPT on Jan...she's not a targeting ace.
Thanks for the feedback. I have a few games with the list now. I agree Jan should have Trick Shot and Engine Upgrade. Ten Nunb can be a beast with TL + Stress + Jan Ability. Wedge is great, still looking to get more out of his slot. Maybe R2 mech to get some more survivabilty? Went up against a Luke and it was hard to kill him.
I don't like the R2s unless everyone has a reason to disengage...
That looks excellent to my eye
Squad Leader Ten Numb is **** cool too. Give wedge a focus before he moves so he can lock.
On 8/7/2018 at 9:07 AM, theBitterFig said:I also kinda don't like Predator on Jan. She doesn't have reposition, and I think it'll probably be hard for her to get bullseye too often. Trick Shot would be my filler of choice, since she's got the mobile arc. I would say Elusive, but that doesn't really make sense with her pilot ability.
Debris Gambit also looks useful. Even if you're into the asteroids, going Advanced Sensors Evade into a red move seems like a really strong option.
I'll also agree that Hull on Jan (and to a lesser extent Shield on Ten, and I'd totally switch to Hull for an even cheaper upgrade) seem awkward. It'd be nice to put the points to better use. Since Jan can't easily turn around, perhaps some sort of bomb would be worth considering. That said, nothing I can think of in points really seems like it'd make too big of a difference. Torpedos could be nice, but it would certainly make one ship significantly more expensive than the others. Another thought would be an Ion Cannon on Ten Nunb. Locking ships into predictable moves will make it easier to line up Bullseye shots on Wedge and Ten. Engine Upgrade on Jan would be great for her mobility, too, since otherwise she can't both Boost and use her pilot ability. With only Blue banks, having a boost allows her to get a full 90-degree turn in, and she can save focus with Moldy Crow, so that won't be too bad.
Anyhow, my version:
Thanks for the feedback. I have a few games with the list now. I agree Jan should have Trick Shot and Engine Upgrade. Ten Nunb can be a beast with TL + Stress + Jan Ability. Wedge is great, still looking to get more out of his slot. Maybe R2 mech to get some more survivabilty? Went up against a Luke and it was hard to kill him.
maybe I am missing something, but how is Debris Gambit good on a Bwing that can’t evade?
25 minutes ago, Bigulf said:Thanks for the feedback. I have a few games with the list now. I agree Jan should have Trick Shot and Engine Upgrade. Ten Nunb can be a beast with TL + Stress + Jan Ability. Wedge is great, still looking to get more out of his slot. Maybe R2 mech to get some more survivabilty? Went up against a Luke and it was hard to kill him.
maybe I am missing something, but how is Debris Gambit good on a Bwing that can’t evade?
Debris Gambit gives you a red Evade action. That part isn't shown clearly on YASB, so it's sometimes worth looking at card viewers like here ( http://www.infinitearenas.com/xw2browse/# ). When you're at range 0-1 of an obstacle, that red evade is treated as White instead. However, the redness of the Evade action is half the point. Ten Nunb can use it to generate stress to power his offensive abilities. Sure, it's great to get a TL + Stress, but depending on the move you want to take, that's not always viable. Maybe you just want to 1-straight, if you figure the 4-straight would bump. But 1-straight is Blue, and you wouldn't be able to gain that stress. Sure, you can just Focus, but using Debris Gambit for Stress/Evade is more tokens.
Thanks, I just assumed YASB was correct wording. Will try it out.
Tried this variation, still has solid alpha but with a better end game with Luke.
8 hours ago, Bigulf said:Thanks, I just assumed YASB was correct wording. Will try it out.
The card text is accurate, but there isn't a spot for the "evade action" symbol. The action symbols on the side of some upgrade cards are something rather new for 2e.