Making Upsilon Work

By wurms, in X-Wing Squad Lists

On ‎12‎/‎16‎/‎2018 at 1:44 AM, dadocollin said:

I like Cardinal’s ability a lot  . I put HLC and Phasma on him and still fit Muse, TN-3465, Lieutenant Rivas (who works well with Phasma) and a Zeta sf. (I just got an additional Tie/fo today so I’ll probably try Longshot instead of the sf.)

@Nystan came up with the nasty idea of putting a cheap tractor beam on the Upsilon. Paired with Cardinal, you can get either your 4-dice primary weapon OR a reliable 4-dice tractor beam to 'zap' a target with at least one tractor token - pairing this with a mob of Epsilon Cadets to take advantage of your target's reduced agility and Cardinal's ability and you could do some serious damage. As a minor extra bonus, a tractor token is sufficient to trigger Rivas' free lock on the (now reduced agility) target.

2 hours ago, Magnus Grendel said:

@Nystan came up with the nasty idea of putting a cheap tractor beam on the Upsilon. Paired with Cardinal, you can get either your 4-dice primary weapon OR a reliable 4-dice tractor beam to 'zap' a target with at least one tractor token - pairing this with a mob of Epsilon Cadets to take advantage of your target's reduced agility and Cardinal's ability and you could do some serious damage. As a minor extra bonus, a tractor token is sufficient to trigger Rivas' free lock on the (now reduced agility) target.

Of all the Resistance and FO lists I've come up with to try so far, the Cardinal + 4 is probably my favorite right now. With Cardinal's ability affecting both attack and defense, I seem to be using it quite a bit. I also like that the list makes the other player choose: either go after the shuttle, which leaves the Ties to get in close range and do a lot of damage; or go after the Ties so you can kill two to burn out Cardinal's ability and leave the shuttle to keep pouring out 4-5 dice attacks. And the Upsilon has that one green and half hp as shields, so unlike ships like the Ghost, it doesn't burn down quite as fast. I keep thinking that higher initiative lists will just get behind the shuttle, but they still have to get past it and 4 FO Ties are nothing to ignore.

Edited by dadocollin
On 12/10/2018 at 11:22 AM, wurms said:

LIST 1: Midnight, Recoil, Tavson

"Midnight" (44)
Marksmanship (1)
Advanced Optics (4)

"Recoil" (63)
Predator (2)
Proton Torpedoes (9)

Lieutenant Tavson (62)
Biohexacrypt Codes (1)
Advanced Optics (4)
Perceptive Copilot (10)

Total: 200

I really like the look of this. I did a bit of adjusting to go with Prockets on Recoil and changed Marksmanship to Swarm Leader with the extra points. Midnight allowing Tavson to engage at I6 seems to be helpful, especially after the 2nd or 3rd engagement if Tavson has taken serious damage. That does, however, put Midnight closer to the action.

I was wondering how to use Lt. Dormitz and his alpha striking force and came upcwith those two lists. What do you think?

1. Alpha Strike

(60) Lieutenant Dormitz

(2) Hyperspace Tracking Data

Points 62

(35) " Scorch "

Points 35

(35) " Static "

Points 35

(63) " Recoil "

(2) Predator

Points 65

Total points: 197

However, all ships starts at PS 4, but they can make a pretty mess around.

2.Alpha Strike v. 2

(60) Lieutenant Dormitz

(2) Hyperspace Tracking Data

(4) Advanced Optics

(10) Perceptive Copilot

(5) Captain Phasma

Points 81

(44) " Midnight "

(2) Fanatical

(4) Advanced Optics

Points 50

(45) " Quickdraw "

(10) Special Forces Gunner

(4) Advanced Optics

(2) Fanatical

(2) Electronic Baffle

(5) Cluster Missiles

Points 68

Total points: 199

All ships goes with I6 and their firepower can overweight lackness of number of ships...

Just nabbed a 2nd Upsilon off Amazon for $16...

This might be fun:

  • Starkiller Base Pilot (Advanced Optics, Pattern Analyzer, Perceptive Copilot) 75
  • Starkiller Base Pilot (Advanced Optics, Pattern Analyzer, Perceptive Copilot) 75
  • Backdraft (Fanatical, Hotshot Gunner) 50

Dont use perceptive copilot it's to expensive.

7 minutes ago, Blademaster72 said:

Dont use perceptive copilot it's to expensive.

On a 4 dice primary where you can turn a blank into a hit by spending a focus, it is not too expensive IMO. It's almost essential to make the Upsilon's firepower worth bringing.

PerCo with AdvO means essentially double-mods. It's nearly the same as focus/lock, but without having to commit to attacking a specific ship. It's pricey, but it'll be 4 hits 74% of the time. That's a lot of hurt.

9 hours ago, theBitterFig said:

PerCo with AdvO means essentially double-mods. It's nearly the same as focus/lock, but without having to commit to attacking a specific ship. It's pricey, but it'll be 4 hits 74% of the time. That's a lot of hurt.

Agreed. I don't think it's worth it without advanced optics, because you don't have the agility. But with it, it makes the primary weapon incredibly scary.

22 hours ago, theBitterFig said:

Just nabbed a 2nd Upsilon off Amazon for $16...

This might be fun:

  • Starkiller Base Pilot (Advanced Optics, Pattern Analyzer, Perceptive Copilot) 75
  • Starkiller Base Pilot (Advanced Optics, Pattern Analyzer, Perceptive Copilot) 75
  • Backdraft (Fanatical, Hotshot Gunner) 50

It dropped to $14 (around $16 with tax and all that) today so I scooped up a second one as well so I can run two generics from time to time. If I don't care for it at least it makes an awesome desk accessory for work!

Edited by kempokid

I was playing with lists of TIE f/o when this came to my mind (Omega's setup is made by @Magnus Grendel ). What do you think? Do you think that Hux can work together with BioHexa?

(62) Lieutenant Tavson

(10 General Hux

(5) Captain Phasma

(1) Biohexacrypt Codes

(2) Electronic Baffle

Points 80

(31) Omega Squadron Ace x3

(2) Fanatical

(4) Advanced Optics

(2) Electronic Baffle

Points 39

Total points: 197

39 minutes ago, MadMystic said:

I was playing with lists of TIE f/o when this came to my mind (Omega's setup is made by @Magnus Grendel ). What do you think? Do you think that Hux can work together with BioHexa?

(62) Lieutenant Tavson

(10 General Hux

(5) Captain Phasma

(1) Biohexacrypt Codes

(2) Electronic Baffle

Points 80

(31) Omega Squadron Ace x3

(2) Fanatical

(4) Advanced Optics

(2) Electronic Baffle 

Points 39

Total points: 197

EDIT: NM, Im a dumby. Didnt read carefully, thought those were Omega S/Fs!!!!

I dont think you need baffle. They have 7 blue maneuvers and a rear arc. Shots shouldnt be a problem. Drop the three Baffles and with the 9pts leftover you can have homing missiles on all three omegas. Its instant dmg (and at range 3 too) to aces like Soontirs, Poes, etc. I just had a game and took down Boba Fett with three SFs with homing missiles. 5 instant dmg in two rounds. Thats half points on Boba without breaking a sweat.

Edited by wurms
56 minutes ago, MadMystic said:

Do you think that Hux can work together with BioHexa?

In a rules sense, kinda.

Hux must still have legal targets for his coordinate, so if his BHX target is at Range 3, the other two ships have to be at Range 1-2 of Hux's Upsilon. Nothing on Hux specifies any range requirements for the ships near him, so you ought to be able to have Hux have a pair of TIEs close to him, and a 3rd TIE somewhere off in space. But the trick only really works once, since BHX spends the lock.

Looking at some two Upsilon lists, now that I have two, I’m wondering which third ship would make a better impact: QuickDraw or Midnight?

Upsilon -class Shuttle - Starkiller Base Pilot - 70
Starkiller Base Pilot - (56)
Perceptive Copilot (10)
Advanced Optics (4)

Upsilon -class Shuttle - •Lieutenant Tavson - 76
•Lieutenant Tavson - Obedient Shuttle Pilot (62)
Perceptive Copilot (10)
Advanced Optics (4)

TIE/fo Fighter - •“Midnight” - 52
•“Midnight” - Omega Leader (44)
Juke (4)
Advanced Optics (4)

Total: 198/200

View in the X-Wing Squad Builder

Upsilon -class Shuttle - Starkiller Base Pilot - 70
Starkiller Base Pilot - (56)
Perceptive Copilot (10)
Advanced Optics (4)

Upsilon -class Shuttle - •Lieutenant Tavson - 76
•Lieutenant Tavson - Obedient Shuttle Pilot (62)
Perceptive Copilot (10)
Advanced Optics (4)

TIE/sf Fighter - •“Quickdraw” - 54
•“Quickdraw” - Defiant Duelist (45)
Fanatical (2)
Fire-Control System (3)
Advanced Optics (4)

Total: 200/200

View in the X-Wing Squad Builder

Juke/Midnight does pretty much nothing. Midnight prevents the ship he's attacking (presuming a Lock) from having it's dice modified *at all,* so Juke doesn't function. Fanatical would be a better pick.

//

I'm a little dubious of QD without the gunner. There's a lot of dice mods there, but not a lot of attack dice. I'd be more inclined to run 2x generic, then 60 points of QD. With gunner, they start at 55... Fanatical + FCS?

23 minutes ago, theBitterFig said:

Juke/Midnight does pretty much nothing. Midnight prevents the ship he's attacking (presuming a Lock) from having it's dice modified *at all,* so Juke doesn't function. Fanatical would be a better pick.

//

I'm a little dubious of QD without the gunner. There's a lot of dice mods there, but not a lot of attack dice. I'd be more inclined to run 2x generic, then 60 points of QD. With gunner, they start at 55... Fanatical + FCS?

Wait, so if you lock a ship and attack it, you cannot make its die result switch from evade to focus? Is that a shift here in second edition? In that case certainly go with Fanatical.

So the decision is between two generics to beef up QD or keep Tavson to run Midnignt. Hm.

Forgot to mention I like having Swarm Tactics with the Upsilons as it helps them get some shots off before they go down. Would also free up a point for bio codes or stay at 199.

Edited by kempokid
3 minutes ago, kempokid said:

Wait, so if you lock a ship and attack it, you cannot make its die result switch from evade to focus? Is that a shift here in second edition? In that case certainly go with Fanatical.

So the decision is between two generics to beef up QD or keep Tavson to run Midnignt. Hm.

That's right, in 1.0 the ability specifically said the defender couldn't modify the defense dice, in 2.0 the defense dice cannot be modded, period.

â¢âMidnightâ

Maybe if you run two Upsilons you make them both SBPs. Lets you fit this together. Special Forces Gunner is basically mandatory on Quickdraw, otherwise their pilot ability doesn't have enough bite to it.

Starkiller Base Pilot — Upsilon-Class Shuttle 56
Advanced Optics 4
Perceptive Copilot 10
Ship Total: 70
Half Points: 35 Threshold: 6
Starkiller Base Pilot — Upsilon-Class Shuttle 56
Advanced Optics 4
Perceptive Copilot 10
Ship Total: 70
Half Points: 35 Threshold: 6
"Quickdraw" — TIE/SF Fighter 45
Fanatical 2
Special Forces Gunner 10
Fire-Control System 3
Ship Total: 60
Half Points: 30 Threshold: 3
4 hours ago, ConomeOnTheVine said:

That's right, in 1.0 the ability specifically said the defender couldn't modify the defense dice, in 2.0 the defense dice cannot be modded, period.

It was probably reworded to sidestep arguments over stuff like palpatine or M9-G8, but yes, in the process it also locks out Juke.

12 hours ago, theBitterFig said:

Hux must still have legal targets for his coordinate, so if his BHX target is at Range 3, the other two ships have to be at Range 1-2 of Hux's Upsilon. Nothing on Hux specifies any range requirements for the ships near him, so you ought to be able to have Hux have a pair of TIEs close to him, and a 3rd TIE somewhere off in space.

Agreed. Fortunately, Biohexacrypt applies "when you co-ordinate" not "when you perform a co-ordinate action" so it doesn't matter which TIE/fo is the one at extended range - the initial target of the red co-ordinate action, or the targets of the two ships you co-ordinate afterwards.

12 hours ago, theBitterFig said:

But the trick only really works once, since BHX spends the lock.

Also agreed. But if Tavson is getting pounded, you get free actions which (amongst other things) could be used to acquire a new lock. And if the Upsilon isn't your opponent's primary target..... why isn't the upsilon your opponent's primary target?

13 hours ago, wurms said:

EDIT: NM, Im a dumby. Didnt read carefully, thought those were Omega S/Fs!!!!

At the same time, Hux with 3 x TIE/sf is nothing to knock. Picking up the locks for free is no small beer, and as noted, Homing Missile Zetas are surprisingly cheap (they're basically the First Order's equivalent of a TIE bomber, but with less vulnerability to criticals, a missile turret and a much better dial).

8 hours ago, kempokid said:

Looking at some two Upsilon lists, now that I have two, I’m wondering which third ship would make a better impact: QuickDraw or Midnight?

Definitely Quickdraw. You want the slightly beefier ship if you're sinking two shuttles into supporting it. For that matter, Silencer & 2 Upsilons might not be a bad squad.

5 hours ago, theBitterFig said:

I'm a little dubious of QD without the gunner. There's a lot of dice mods there, but not a lot of attack dice. I'd be more inclined to run 2x generic, then 60 points of QD. With gunner, they start at 55... Fanatical + FCS?

Agreed. Generics with missiles can manage without a specfor gunner, as can backdraft. For quickdraw - when you're potentially kicking out 2 primary attacks per turn, paying 10 points to add an extra die to both is pretty good value. and when your squad is ace & 2 support ships, don't skimp on gear for the ace.

If you're packing multiple Upsilons, there may be an argument for giving them ion cannons instead of the co-pilot/optics super-duper-primary. The issue with an un-manoeuvrable shuttle isn't thumping a target hard enough to hurt it, it's keeping it under fire long enough to kill it. Being able to lob 4-dice ion cannon shots as required goes a long way in that regard, and it's nice and cheap, plus it helps Quickdraw outmanoeuvre the target.

Trying to fit in a silencer:

  • "Blackout"
    • Trick Shot
    • Pattern Analyser
  • Starkiller Base Pilot x 2
    • Ion Cannon
    • Biohexacrypt codes

Edited by Magnus Grendel
25 minutes ago, Magnus Grendel said:

Agreed. Fortunately, Biohexacrypt applies "when you co-ordinate" not "when you perform a co-ordinate action" so it doesn't matter which TIE/fo is the one at extended range - the initial target of the red co-ordinate action, or the targets of the two ships you co-ordinate afterwards.

Also agreed. But if Tavson is getting pounded, you get free actions which (amongst other things) could be used to acquire a new lock. And if the Upsilon isn't your opponent's primary target..... why isn't the upsilon your opponent's primary target.

Just to be sure that I get it right - with BioHexa + Hux I can coordinate all three Omegas regardless any range restrictions, can't I?

9 minutes ago, MadMystic said:

Just to be sure that I get it right - with BioHexa + Hux I can coordinate all three Omegas regardless any range restrictions, can't I?

No.

"While you coordinate or jam, if you have a lock on a ship, you may spend that lock to choose that ship, ignoring range restrictions."

Which allows you to spend a lock to ignore the range restriction to a ship you have locked. The range restriction on the other two ships will still apply.

If you can somehow contrive to lock all three, then you're gravy, but I don't believe the upsilon currently has any means to maintain multiple locks.

28 minutes ago, Magnus Grendel said:

No.

I thought that... Nevertheless, it still looks like something I need to try...

12 hours ago, kempokid said:

Wait, so if you lock a ship and attack it, you cannot make its die result switch from evade to focus? Is that a shift here in second edition? In that case certainly go with Fanatical.

So the decision is between two generics to beef up QD or keep Tavson to run Midnignt. Hm.

Forgot to mention I like having Swarm Tactics with the Upsilons as it helps them get some shots off before they go down. Would also free up a point for bio codes or stay at 199.

Swarm Tactics would be neat. Init 6 heavy hitting.

And yeah.

The Midnight changes in 2e are a lot cleaner. It used to be "the other ship cannot modify their dice" in 1e which lead to odd stuff where other folks could modify the dice. Emperor Palpatine, for example. In 2e, the dice cannot be changed by anyone. Clean. Simple. Shuts down Juke, but whatever. Without 1e Comm Relay, it looks a little tricky to get the action economy to make it work.

//

Wait... this is a whole thread about 'Making [it] Work' and no one has linked Tim Gunn yet?

giphy.gif

//

7 hours ago, Magnus Grendel said:

If you're packing multiple Upsilons, there may be an argument for giving them ion cannons instead of the co-pilot/optics super-duper-primary. The issue with an un-manoeuvrable shuttle isn't thumping a target hard enough to hurt it, it's keeping it under fire long enough to kill it. Being able to lob 4-dice ion cannon shots as required goes a long way in that regard, and it's nice and cheap, plus it helps Quickdraw outmanoeuvre the target.

Trying to fit in a silencer:

  • "Blackout"
    • Trick Shot
    • Pattern Analyser
  • Starkiller Base Pilot x 2
    • Ion Cannon
    • Biohexacrypt codes

First, that looks like a fun list. It's a shame you only get 1 copy of BHX Codes in each kit. I've also been a semi-booster of the thought of Ion Upsilons... Ion helps these ships get shots over time.

Second, getting shots is part of the reason I have Pattern Analyzers on my 2x SBP list. I figure gaining better access to the red dial of the Upsilon would be valuable.

I think I might give this one a try:

"Longshot" (33)
Fanatical (2)

"Scorch" (35)
Fanatical (2)

"Backdraft" (41)
Fanatical (2)
Fire-Control System (3)

Lieutenant Tavson (62)
Advanced Optics (4)
Biohexacrypt Codes (1)
Perceptive Copilot (10)
Captain Phasma (5)

Total: 200

View in Yet Another Squad Builder 2.0

Without BC in Hyperspace then but still very viable.

Tavson hopefully hits like a brick!

1 hour ago, NABLA_OPERATOR said:

Tavson hopefully hits like a brick!

Absolutely. the 4-dice unmodified primary (not quite as powerful as a 'normal' focused 3-dice attack) turns into a 3/4-chance-of-4-hits artillery piece.

You are, after all, paying 14 points for an action-dependent ability which may (probably will!) eat all your tokens for the round - so it's on a par with a super-duper-torpedo. It should be that scary.

Deciding whether to use your 'normal' action for 'arming' the main guns and co-ordinating the squad if shot, or vice-versa, will be a choice dependent on the enemy.

I've been having quite a bit of fun with my Dormitzkrieg list.

196 points

Dormitz, hyperspace tracking data

Midnight

Null

Quickdraw, trickshot, fire control, sf gunner.

Get to deploy Dormitz at I6 and then put the rest of the ships in the middle of the board :)

i originally had juke on quickdraw, but it makes you very reliant on the coord from Dormitz, neutering the 4 dice primary.