No Glory Squad Variant

By thomedwards, in X-Wing

Has anyone played around with the all-generic No Glory format? I'm not sure why, but I like the idea of no abilities for the pilots.

But when looking at the named pilots vs generics, there doesn't seem to be enough of a point savings going with a generic compared to a ship with an ability (in most cases).

That got me wondering if anything could be done to make generics more appealing when it comes time to build a list. Decrease generic cost? Increase named pilot cost? Am I crazy?

23 minutes ago, thomedwards said:

Has anyone played around with the all-generic No Glory format? I'm not sure why, but I like the idea of no abilities for the pilots.

But when looking at the named pilots vs generics, there doesn't seem to be enough of a point savings going with a generic compared to a ship with an ability (in most cases).

That got me wondering if anything could be done to make generics more appealing when it comes time to build a list. Decrease generic cost? Increase named pilot cost? Am I crazy?

Scum in No Glory is meh. The faction requires limited pilots (Escape craft is Limited across the board, so no Coordinate outside of Squad Leader for the red action and no way to turn that white. And no that isn't faction flavor, it is bull. Cartels don't survive millennia by being filled with a bunch of people that won't work together and back each other up.) to be more than comical fodder outside of running multiples of the same ship + Squad Leader, or Fearless Skulls. Empire retains allot of it's efficiency, Rebels actually get better since they aren't fighting over which pilot ability is more synergistic and can slap together a decent squad or two with a U-Wing core and some Selfless wingmen.

For Scum No Glory, they've still got the Quadjumper. They're really throwing marshmallows without Drea, but tractor tricks are still good. Following that up with some Torpedo Kimogilas or Skull Squadron Aces (tied for max init, and Concordia Faceoff is amazing) should be pretty decent. Starvipers still seem OK, too.

//

Personally, I probably favor Empire. Phantoms and Defenders are fine in generic (Defender might be best as Init 1 Deltas anyhow). Interceptors are a tied-for-top Init arc dodger, or really solid at Init 1. Strikers are pretty good. One of my favorite lists of 2e (Delta Defender x2/Omicron Lambda) will still fit, but it gets different upgrades. FCS on the Defenders, and Collision Detector on the shuttle should work pretty good. It's possible it'd even be better than the Emperor Palatine I normally run.

//

Rebels seem like they'd be disappointing. They don't have too many high-initiative generics, and most Rebel ship chassis are kinda meh. Selfless B-Wings are probably a good start, but I can't think of anything really worth protecting. Maybe just more Selfless B-Wings. :P

Most rebel ships don't have strong ship abilities. There are so few Concordia Faceoffs or Spacetug Tractor Arrays or Full Throttles or Stygium Arrays. Vectored Thrusters isn't as good as Autothrusters or Adaptive Ailerons.

They certainly seem off to me. Right now I think the x-wing is the best example of this. Consider blue squadron escort (41) vs Wedge Antilles (52). 11 points for the ability to move last, initiative kill targets, and reduce targets agility. What would you pay for 4 Veteran Instincts plus Outmaneouver that procs even when you dont outmaneover your target?

For some reason ffg is scared about generic spam. Its clearly on purpose that xwings are 41 pts and not 40 points. Id personally like to see generic point costs go down. Having to guess where an I6 boosting barrell rolling ace is gonna land takes skill and patience to set up kill boxes. But why would i ever fly 4 generic x wings with upgrades when u can fly wedge luke thane and sabine instead...?

There are some exceptions: tugboats & tugboats

2 minutes ago, TBot said:

They certainly seem off to me. Right now I think the x-wing is the best example of this. Consider blue squadron escort (41) vs Wedge Antilles (52). 11 points for the ability to move last, initiative kill targets, and reduce targets agility. What would you pay for 4 Veteran Instincts plus Outmaneouver that procs even when you dont outmaneover your target?

For some reason ffg is scared about generic spam. Its clearly on purpose that xwings are 41 pts and not 40 points. Id personally like to see generic point costs go down. Having to guess where an I6 boosting barrell rolling ace is gonna land takes skill and patience to set up kill boxes. But why would i ever fly 4 generic x wings with upgrades when u can fly wedge luke thane and sabine instead...?

There are some exceptions: tugboats & tugboats

So you'd op out of a No Glory Variant tourney if one popped up in your area?

43 minutes ago, TBot said:

For some reason ffg is scared about generic spam. Its clearly on purpose that xwings are 41 pts and not 40 points. Id personally like to see generic point costs go down. Having to guess where an I6 boosting barrell rolling ace is gonna land takes skill and patience to set up kill boxes. But why would i ever fly 4 generic x wings with upgrades when u can fly wedge luke thane and sabine instead...? 

Here you go fixed that problem for you.

X-Wing 40pts

S-Foils 1pts

1 hour ago, theBitterFig said:

//

Rebels seem like they'd be disappointing. They don't have too many high-initiative generics, and most Rebel ship chassis are kinda meh. Selfless B-Wings are probably a good start, but I can't think of anything really worth protecting. Maybe just more Selfless B-Wings. :P

Most rebel ships don't have strong ship abilities. There are so few Concordia Faceoffs or Spacetug Tractor Arrays or Full Throttles or Stygium Arrays. Vectored Thrusters isn't as good as Autothrusters or Adaptive Ailerons.

Unfortunately the B wing doesn’t appear for Rebels in No Glory Mode.

Gotta love our app.

4 minutes ago, Vykk Draygo said:

Unfortunately the B wing doesn’t appear for Rebels in No Glory Mode.

Gotta love our app.

Report it in the bug section of the App thread if you haven't already...

1 hour ago, Hiemfire said:

So you'd op out of a No Glory Variant tourney if one popped up in your area?

i would, 1 popped up in an area 2 hours away and they chose NG even though extended won the vote stating that the next tournament was going to be extended, i opted out because i dislike flying generic no names,i like aces so No Glory, No way

7 Jakku Gunrunners are very effective.

5 Cartel Marauders.

5 Sabre Squadron Aces or 4 Juke Sigmas? Or a combination to get a bid and therefore win.

5 barrage bombers.

What can Rebels field against that lot?

3 X-wings plus 2Y-Wings with ICT fit in a list.

There is an ordnance-based Z95 swarm around, but I don't know how effective it is.

4 Kwings - barrage rockets and shield upgrade

I love generic pilots in general, so No Glory is right in my wheelhouse. I've done a couple, and a combination of Skull Squadron Fangs and Ion turret Goon Y-wings for Scum worked very well, as do a combo of TIE Phantoms and Interceptors.

Some generics need to be adjusted in points, but for No Glory most of them work fine.

I'm gonna run my monthly tournament as No Glory and see if we aren't drowned by Phantoms and Punishers :P

23 minutes ago, impspy said:

I'm gonna run my monthly tournament as No Glory and see if we aren't drowned by Phantoms and Punishers :P

We just had a 19 person, 3 round No Glory tournament. I brought 4 Juke Phantoms. There was a 4 Punisher list and a 4 K-Wing list. The rest of the lists had a wide variety of ships from all three factions. The results? I ended up winning the tournament, going 3-0 with an MOV of 1027 out of 1200. Phantoms with Juke are the best choice for this style of tournament.

Edited by T70 Driver
2 minutes ago, T70 Driver said:

We just had a 19 person, 3 round No Glory tournament. I brought 4 Juke Phantoms. There was a 4 Punisher list and a 4 K-Wing list. The rest of the lists had a wide variety of ships from all three factions. The results? I ended up winning the tournament, going 3-0 with an MOV of 1027 out of 1200.

What I find amazing about the Phantom is that FFG thought it was only worth 3 points more than an x1.

4 Juke Phantoms should absolutely OWN this format. I can't see that it's likely any challengers would come close except JUST maybe barrage bombers.

4 Juke Phantoms is a stupid strong list even in Extended.

18 minutes ago, thespaceinvader said:

4 Juke Phantoms should absolutely OWN this format. I can't see that it's likely any challengers would come close except JUST maybe barrage bombers.

4 Juke Phantoms is a stupid strong list even in Extended.

If I knew someone would be flying 4 Juke Sigmas, I'd be tempted to bring 3 Juke Sigmas and a Sabre or a Sigma without Juke - along with a bid. That way all my ships move after all of theirs.

I don't own 7 quadjumpers though, and they might be the best.

Edited by Gilarius

Serious question: besides banning Phantoms and/or Juke, what else would you ban from a "No Glory" format to make a more balanced game? The app for all its flaws does let us set up custom game modes.

EDIT: It seems while you can restrict available pilots and upgrades you can't restrict them to faction *sigh*

Edited by impspy
3 hours ago, impspy said:

Serious question: besides banning Phantoms and/or Juke, what else would you ban from a "No Glory" format to make a more balanced game? The app for all its flaws does let us set up custom game modes.

EDIT: It seems while you can restrict available pilots and upgrades you can't restrict them to faction *sigh*

barrage rockets and/or barrage rocket bombers

Ran this at a local No Glory tournament. Had fun, got first place also.

Binayre Pirate: Deadman Switch

Black Sun Soldier: Expert Handling, Cluster Missiles, Deadmans Switch

Black Sun Soldier: Expert Handling, Clust Missiles, Deadmans Switch

Black Sun Ace: Predator, Shield Upgrade

Black Sun Ace: Predator, Shield Upgrade

198 points

3 Z-95 and 2 K Fighters

Went against a Phantom/Tie Inteceptor list and some triple Starviper lists. It was all about getting the Z-95s into range one of opponents ships. It is amazing how many times the K fighters were shot at range 3 over a range one shot at the near dead Z-95s. Never won huge, but did win.

Yes, scum does rely more on named pilots with abilities, but do not discount scum in this format.

On 11/19/2018 at 4:55 PM, theBitterFig said:

For Scum No Glory, they've still got the Quadjumper. They're really throwing marshmallows without Drea, but tractor tricks are still good. Following that up with some Torpedo Kimogilas or Skull Squadron Aces (tied for max init, and Concordia Faceoff is amazing) should be pretty decent. Starvipers still seem OK, too.

//

Personally, I probably favor Empire. Phantoms and Defenders are fine in generic (Defender might be best as Init 1 Deltas anyhow). Interceptors are a tied-for-top Init arc dodger, or really solid at Init 1. Strikers are pretty good. One of my favorite lists of 2e (Delta Defender x2/Omicron Lambda) will still fit, but it gets different upgrades. FCS on the Defenders, and Collision Detector on the shuttle should work pretty good. It's possible it'd even be better than the Emperor Palatine I normally run.

//

Rebels seem like they'd be disappointing. They don't have too many high-initiative generics, and most Rebel ship chassis are kinda meh. Selfless B-Wings are probably a good start, but I can't think of anything really worth protecting. Maybe just more Selfless B-Wings. :P

Most rebel ships don't have strong ship abilities. There are so few Concordia Faceoffs or Spacetug Tractor Arrays or Full Throttles or Stygium Arrays. Vectored Thrusters isn't as good as Autothrusters or Adaptive Ailerons.

3 Rogue Squadron E-Wings with R3 mechs seems pretty good for Rebels.

2 hours ago, PorgLeader said:

3 Rogue Squadron E-Wings with R3 mechs seems pretty good for Rebels.

Might not be too bad. You've got top Init, and can easily roll in with Focus/Lock on two targets. I wonder if two locks or FCS is better in this format...