Upsilon - Why?

By Prosk_019, in X-Wing

Well, if we're trying to make scary Tavson a thing I think we need sensors

New Squadron

(62) Lieutenant Tavson
(8) Advanced Sensors
(10) Perceptive Copilot
(5) Captain Phasma
(4) Advanced Optics
Points 89

(35) "Scorch"
(2) Fanatical
Points 37

(41) Commander Malarus
(1) Crack Shot
Points 42

(32) "Muse"
Points 32

Total points: 200

Edited; forgot me phasma

Edited 2;

Put Muse over Longshot...makes stop Tavson funny

Edited by ficklegreendice

I really appreciate you guys' thoughts and it's given me some perspective. I can see some value in the dice beyond actually using them in the case of threat, I guess it'll just take time to learn to capitalize on that. In 1.0 the thing was in a real tough spot because they couldn't manipulate cost as easily but in 2.0 they can try to cost the thing even more aggressively if it doesn't see table time, even to the point where the 4 attack is just a bonus that shows up twice a match (like it is now, except you're paying more for it).

That said, Jesus H. Christ do I hope it gets SOMETHING down the line...

Kylo Ren's Shuttle: Ignore ship ability, remove cannon, reduce attack to 2, fit the ship model to a spinning top and LET IT FUKIN' TURN

47 minutes ago, Cloaker said:

bah, I'll figure it out

Think of FO as masochists. They draw strength from catching damage. So take your Squad Leader Null and add Electronic Baffles on it if you want to switch them out to being a blocker. Baffle the stress from a coordinate off when you've lost a shield and there you go, instant blocker (though likely dead really quickly).

(92) Lieutenant Tavson, Gonk, Supreme Leader Snoke, Electronic Baffle, Pattern Analyzer

You've heard it here first. Stays in the corner forever, healthy, and it is no fortressing. Pair it with this and you are good to go:

(105) Kylo Ren, Pattern Analyzer, Adv. Proton Torpedoes, Supernatural Reflexes

9 minutes ago, Jagos said:

(92) Lieutenant Tavson, Gonk, Supreme Leader Snoke, Electronic Baffle, Pattern Analyzer

You've heard it here first. Stays in the corner forever, healthy, and it is no fortressing. Pair it with this and you are good to go:

(105) Kylo Ren, Pattern Analyzer, Adv. Proton Torpedoes, Supernatural Reflexes

Can you run the Tavson shenanigan? Gonk only earns you a shield every other turn. The way I am reading it is: Shield count (6), stop>>>PA Gonk +>>>>baffle, turn 2: 5 stop>>>>PA Gonk -(brings shields to 6)>>>>baffle (down to 5 again) stop>>>>PA Gonk +>>>>baffle, shield count 4, stop>>>>Gonk- (shields back to 5)>>>>baffle.etc. You lose 1 shield every 2 turns. You are slowly killing yourself.

7 minutes ago, Jagos said:

(92) Lieutenant Tavson, Gonk, Supreme Leader Snoke, Electronic Baffle, Pattern Analyzer

You've heard it here first. Stays in the corner forever, healthy, and it is no fortressing. Pair it with this and you are good to go:

(105) Kylo Ren, Pattern Analyzer, Adv. Proton Torpedoes, Supernatural Reflexes

That is some jank. Baffling the maneuver stress, burning his ability charge to charge GONK, red stop, Gonk recharges shield, take stress from the maneuver, rinse and repeat. With the 4 front primary you turn out to range 3 in front of that corner into a threat zone.

3 minutes ago, player3010587 said:

Can you run the Tavson shenanigan? Gonk only earns you a shield every other turn. The way I am reading it is: Shield count (6), stop>>>PA Gonk +>>>>baffle, turn 2: 5 stop>>>>PA Gonk -(brings shields to 6)>>>>baffle (down to 5 again) stop>>>>PA Gonk +>>>>baffle, shield count 4, stop>>>>Gonk- (shields back to 5)>>>>baffle.etc. You lose 1 shield every 2 turns. You are slowly killing yourself.

Loosing a shield counts as suffering damage. Tavson's ability (he has 2 charges, recurring): After you suffer damage, you may spend 1charge to perform an action.

Edited by Hiemfire

I mean, I'd honestly rather start using the firing arc on the Upsilon as a herding mechanism and make sure if they go in it's arc to make the sad. Lt Tavson is the best Upsilon pilot to punish them for being in his arc since he has the best chance to maximize each shot. Also large base "kinda 4LOM" via Phasma seems like a great control piece so they don't get behind you.

1 minute ago, Hiemfire said:

Loosing a shield counts as suffering damage.

Oof, forgot the pilot ability! He's the act off damage, lol. I'm the doofus.

On top of it all, this build effectively makes his dial great as you can do the same thing with 1 turn instead of 0. Suddenly, all the red maneuvers become white.

On 12/2/2018 at 4:16 AM, Jehan Menasis said:

If I want to make 1 or 2 four-diced attacks per game, I just buy a proton torpedo. Much cheaper than fielding an Upsilon.

And it comes with a freebie critical hit. And no range 3 bonus.

Hmmm... in this faction it’s more expensive to run proton torps than an Upsilon

(56) Starkiller Base Pilot
Points 56

(56) Sienar-Jaemus Engineer
(9) Proton Torpedoes
Points 65

15 hours ago, Hiemfire said:

That is some jank. Baffling the maneuver stress, burning his ability charge to charge GONK, red stop, Gonk recharges shield, take stress from the maneuver, rinse and repeat. With the 4 front primary you turn out to range 3 in front of that corner into a threat zone.

Is GNK considered to be 2 seperate actions like in 1.0 then? I like that a lot...

Hmmm... Three generics with Null or Muse. Sounds stupid enough to try out for fun :)

Edited by Polda
2 hours ago, Goseki1 said:

Is GNK considered to be 2 seperate actions like in 1.0 then? I like that a lot...

Yes. Action to charge GONK and an action to spend a charge to recover a shield.

On 12/3/2018 at 3:34 PM, Hiemfire said:

Loosing a shield counts as suffering damage. Tavson's ability (he has 2 charges, recurring): After you suffer damage, you may spend 1charge to perform an action.

Are you sure? I thought suffering damage meant taking a damage card.

1 hour ago, DXCrazytrain said:

Are you sure? I thought suffering damage meant taking a damage card.

Yep, Rules Reference Page 8:

Damage

Damage represents the amount of structural damage a ship can take. Damage is tracked by damage cards. A ship is destroyed when the number of damage cards it has is equal to or greater than its hull value.

There are two types of damage: (regular) damage and (critical) damage. When a ship suffers damage, that damage is suffered one at a time. For each damage a ship suffers, it loses a shield by flipping the shield to its inactive side. If it does not have an active shield remaining, it is dealt a damage card instead. For damage, the card is dealt facedown; for damage, the card is dealt faceup and its text is resolved. All damage is suffered before damage.

A ship is DAMAGED while it has at least one damage card. A ship is CRITICALLY DAMAGED while it has at least one faceup damage card.

If an effect instructs a player to deal a damage card to a ship, this is different from the ship suffering damage. The card is dealt to the ship regardless of whether the ship has any active shields.

When a ship suffers damage or otherwise is dealt damage cards that would cause it to exceed its hull value, the excess damage cards are still dealt.

5 hours ago, Hiemfire said:

A ship   is DAMAGED whi  le it has at least one dama  ge car  d  . 

I was pondering the difference between Tavson and Null (While you are not damaged , you can treat your initiative value as 7) and you’ve saved me the trouble of looking it up 😊

On ‎12‎/‎2‎/‎2018 at 3:06 AM, HelHound said:

Using it with an ion cannon/ next turn 5 dice range one attacker will be a thing I'll try out, keep it cheap (relatively) by throwing on Phasma and maybe pattern analyzer and that's it. 6 shields 6 hulls will let you pull the trick a few times a game, or a big enough distraction for your other ships to benefit from. With more ships hopefully coming in the future for the FO I'm sure it'll find a niche.

This. I agree it's never going to line up a bullseye on anything but a 4-dice ion cannon isn't something easily ignored, and if a ship has been lightly tazered, the upsilon's dial doesnt' look half as bad.

The dial is awesome - one of the few big ships with a hard 1 turn. Just whack Baffle on.

On 12/4/2018 at 6:15 AM, Sasajak said:

Hmmm... in this faction it’s more expensive to run proton torps than an Upsilon

(56) Starkiller Base Pilot
Points 56

(56) Sienar-Jaemus Engineer
(9) Proton Torpedoes
Points 65

But in that line of reasoning, then you get a ship that can make 2 four diced attacks, AND an awesome dial, 3 defence dice, and the ability to turn in whim to keep doing three diced attacks.

So, if I've got Lt Tavson with Electronic Baffle and Kylo Ren crew... I'm pretty sure I can regen Force in the end phase, then use Baffle to clear my stress and trigger Tavson's ability, then spend the Force immediately to hand out ISYTDS. I don't get to regen the Force a second time, but it's a handy trick to have up your sleeve.

Upsilon - Why?

I will tell you why... its because you don't have any other crew carrier! hahahaha

On 12/5/2018 at 3:49 AM, william1134 said:

Upsilon - Why?

I will tell you why... its because you don't have any other crew carrier! hahahaha

Speaking of crew on an Upsilon, can anyone confirm that Petty Officer Thanisson is triggered by Phasma? As worded I would think it does, but that seems too good to be true.

20 minutes ago, DXCrazytrain said:

Speaking of crew on an Upsilon, can anyone confirm that Petty Officer Thanisson is triggered by Phasma? As worded I would think it does, but that seems too good to be true.

latest?cb=20181008213751 latest?cb=20181008210331

End of the Engagement Phase is during the Engagement Phase so as long as Thanisson's other requirements are met (target in arc, range 0-1, ship Thanisson is on not being stressed) Phasma triggers.