How good is Asajj Ventress?

By Greedo_Sharpshooter, in X-Wing

On 10/11/2018 at 2:49 AM, Da_Brown_Bomber said:

Vader 70pts, Luke 62pts and Asajj 82pts.Thoughts?

I think this is an actual issue, either Luke is undercosted, Vader over, and Asajj well... she needs a Gunner slot at a minimum and maybe more.

Bit of both. Luke is a mite under, asajj is WAY over, Vader is a mite over.

3 hours ago, thespaceinvader said:

Bit of both. Luke is a mite under, asajj is WAY over, Vader is a mite over.

Comparing asajj to luke:

Front arc: 3=3

Mobile Arc: 2>0

Agility: 2=2

Hull: 8>4

Shield 2=2

Pilot ability: Stress<Recharge

Dial: Asajj>Luke

Actions: Asajj<Luke

Point cost: 84>62

When you look at the stats she looks very good, this although is bad at the minute is good in the long run because it means it can be fixed with new illicits and point decrease.

20 minutes ago, Dengars Toilet Paper said:

Comparing asajj to luke:

Front arc: 3=3

Mobile Arc: 2>0

Agility: 2=2

Hull: 8>4

Shield 2=2

Pilot ability: Stress<Recharge

Dial: Asajj>Luke

Actions: Asajj<Luke

Point cost: 84>62

When you look at the stats she looks very good, this although is bad at the minute is good in the long run because it means it can be fixed with new illicits and point decrease.

Large Base vs Small...

24 minutes ago, Dengars Toilet Paper said:

Comparing asajj to luke:

I was comparing Luke Skywalker to Darth Vader, not Asajj. The Asajj comment was to stay on topic. Luke is either sevrely undercosted, over Vader is sevrely overcosted.

33 minutes ago, Hiemfire said:

Large Base vs Small...

Personal preference I think but I prefer small

5 minutes ago, Dengars Toilet Paper said:

Personal preference I think but I prefer small

Given that small bases can take Supernatural Reflexes, I think, at least for Force-sensitive pilots it's objectively better to be small.

Edited by LordBlades
1 hour ago, Dengars Toilet Paper said:

Comparing asajj to luke:

Front arc: 3=3

Mobile Arc: 2>0

Agility: 2=2

Hull: 8>4

Shield 2=2

Pilot ability: Stress<Recharge

Dial: Asajj>Luke

Actions: Asajj<Luke

Point cost: 84>62

When you look at the stats she looks very good, this although is bad at the minute is good in the long run because it means it can be fixed with new illicits and point decrease.

Personally, I don't think Asajj's dial actually is better than Luke's. Yeah, speed 3 blues are nice and all, but Luke can slow- roll better with those speed 1-2 blues and a barrel-roll action. He can close S-Foils for a linked Focus->Boost action, and he supplements his K-turn with a pair of Tallon Rolls. These all combine to make him a very effective dogfighter.

The Shadow Caster in 2.0 is basically where the Firespray was in first edition. It really wants to joust, but it doesn't have the dial or action bar needed to fulfill that role.

12 minutes ago, Dengars Toilet Paper said:

Personal preference I think but I prefer small

Large base: Covers more of the field faster without needing actions to do so, much easier to hit, can have issues fitting in gaps with some asteroid and debris field setups.

Small base: Tighter turns when base size taken into account, harder to hit, less issues fitting into gaps.

Assajj 5 straight = Luke 4 + boost.

Souped up Bulldozer than can't damage opponents by crashing into them vs BobCat...

6 minutes ago, PhantomFO said:

The Shadow Caster in 2.0 is basically where the Firespray was in first edition. It really wants to joust, but it doesn't have the dial or action bar needed to fulfill that role

Fearless Sabine + Perceptive Co-Pilot with turret front can to an extent. She'll just soak up allot of damage doing so...

16 hours ago, Da_Brown_Bomber said:

I feel ur pain. Are you are referring to the power level of 2.0 or just the cost of ships? or gameplay in general?

Power level mostly. When it's possible to reliably get 5-6 red dice with a build (like Scum Lando + Asajj + abusive piles of upgrades), FFG has not delivered what it promised. As for cost of ships, I don't see changing ship costs changing the situation sufficiently. It may be time to just flat-out ban certain combinations and/or upgrades.

5 minutes ago, Firebird TMK said:

Power level mostly. When it's possible to reliably get 5-6 red dice with a build (like Scum Lando + Asajj + abusive piles of upgrades), FFG has not delivered what it promised. As for cost of ships, I don't see changing ship costs changing the situation sufficiently. It may be time to just flat-out ban certain combinations and/or upgrades.

What combo are you seeing with Scum Lando or Asajj that's reliably getting 5-6 red dice?

11 hours ago, Scum4Life said:

This is what annoys me about Scum Z95's, they cost more than rebel Z95's as they have the mostly useless illicit slot.

Dead man's switch

One massive difference in the usefulness of Luke vs Asajj is that Luke has movement actions. He can barrel roll or boost (and still crank damage if boosting with a Proton Torpedo). While Asajj has a good dial for a large base ship, she stays wherever she lands. Between the lack of getting a boost with Engine Upgrade, the 2-dice mobile arc, and the fact that there's no Gyroscopic Targeting to help you rotate it, Lancer is in rough shape as a platform, even if Asajj's ability is decent enough.

In general with Asajj, I still tend to think Ketsu + Maul is probably better. Add on Fearless and maybe the title, and you'll toss some ships around, reducing their agility for someone like a Kavil or Boba Fett to take advantage of. Haven't flown either, but on paper it just makes more sense to me.

Edited by theBitterFig
2 minutes ago, gadwag said:

Dead man's switch

26 pts for an Init 1 homing bomb... Tala is Init 3 and costs 25...

59 minutes ago, Hiemfire said:

26 pts for an Init 1 homing bomb... Tala is Init 3 and costs 25...

Tala is init2

Black sun soldier is init3 and costs 27 (a bit expensive in my opinion, but it has higher init and an illicit slot over the tala)

A dead man's Z isn't a homing bomb. It's a close-range fighter with a deterrent to prevent people shooting it at r1

47 minutes ago, gadwag said:

Tala is init2

Black sun soldier is init3 and costs 27 (a bit expensive in my opinion, but it has higher init and an illicit slot over the tala)

A dead man's Z isn't a homing bomb. It's a close-range fighter with a deterrent to prevent people shooting it at r1

You're right, it is the Y-Wings where Scum took an Init penalty on the cheapest generics for an empty upgrade slot...

They got the weapons wrong. If the mobile was 3 and the front was 2 the ships would be amazing.

I actually like the idea of an Assaj that takes nothing (maybe 0-0-0) and that’s it. Just Evade, tank and threaten large areas with some guns.

I don’t mind that I’m not seeing her though. Easily my number one 1.0 PTSD ship.

10 hours ago, PhantomFO said:

What combo are you seeing with Scum Lando or Asajj that's reliably getting 5-6 red dice?

I would guess he means Han with trick shot and title then asajj giving them a stress at R1?

4 hours ago, Dengars Toilet Paper said:

I would guess he means Han with trick shot and title then asajj giving them a stress at R1?

Possibly though Scum Trickshot Han with Falcon title only gets 6 dice when shooting a stressed target, through an obstacle, at range 1.

Timewalk Asajj was a pretty powerful build in 1.0, however several of the upgrades that made it work are not available (yet?) in 2.0.

7 hours ago, Dengars Toilet Paper said:

I would guess he means Han with trick shot and title then asajj giving them a stress at R1?

That was part of it. Also getting coordinate actions from a shuttle somehow.

I was playing a pretty casual list. I told my opponent to run something casual. His list was anything BUT. My main point, however, is that such builds shouldn't even be possible. The fact that they are bodes ill for 2.0.

8 minutes ago, Firebird TMK said:

That was part of it. Also getting coordinate actions from a shuttle somehow.

I was playing a pretty casual list. I told my opponent to run something casual. His list was anything BUT. My main point, however, is that such builds shouldn't even be possible. The fact that they are bodes ill for 2.0.

Lancers are casual. If he was going for a competitive list instead of Ventress he'd have taken 4-LOM and Fenn.

10 minutes ago, Firebird TMK said:

That was part of it. Also getting coordinate actions from a shuttle somehow.

I was playing a pretty casual list. I told my opponent to run something casual. His list was anything BUT. My main point, however, is that such builds shouldn't even be possible. The fact that they are bodes ill for 2.0.

yeah ive only played a few games of 2.0 so far, but it seems exactly like the beggining of the power issues around wave 6. we know that future releases will get more powerful, so its a little worrisome to see the same mechanical issues happening again. 2 red attacks dont hit anything but low agility, low agility isnt priced right and gets owned, repositioning is king.

the design space really needs "likelyhood to hit" and "damage" to be 2 seperate stats to balance properly, so swarms can hit but do small damage while enormous guns have the same odds but hurt more. thats my hope for 3.0, along with stats being doubled (cause 1.5 cant be a stat) and more diverse templates. alas

39 minutes ago, Firebird TMK said:

That was part of it. Also getting coordinate actions from a shuttle somehow.

I was playing a pretty casual list. I told my opponent to run something casual. His list was anything BUT. My main point, however, is that such builds shouldn't even be possible. The fact that they are bodes ill for 2.0.

Competive:

Han Solo (54)
Trick Shot (1)
0-0-0 (3)
Greedo (1)
Rigged Cargo Chute (4)
Lando’s Millennium Falcon (6)

4-LOM (49)
Mist Hunter (2)

Fenn Rau (68)
Fearless (3)

Total: 191

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