2 hours ago, Magnus Grendel said:She's far more important than that because she doesn't only work with stress from kills. The control element is also " You see all those lovely red actions and red manoeuvres on your ship's bar and dial? How much do you want to use them? Enough to give my entire squad a free target lock on you? No? Didn't think so. Hope you didn't pay too many points for them....."
I'm intrigued by the comment about strikers. I'm not sure what 'conversion rate' is in this context.
Black Squadron Scouts probably are overpriced - they were in 1st edition too, at the same price as "Countdown" for no benefit relative to the unique ace.
Thing is that unless you have a decent plan to exploit that Initiative 3 and Talent Slot (and....errmmm.....I dunno. 5 x Ruthless, maybe? But the Striker feels a bit expensive and flimsy for that talent to work well. Maybe Predator?), I fail to see the benefit of the Black Squadron Scout over the generic I1 Planetary Sentinel (aside from the awesome pilot card artwork).
The Sentinel looks on first impression to be in a fairly decent place - losing lightweight frame sucks but a shield upgrade is frankly an equal or better substitute since you still get the same number of green dice against 2-dice attacks (and TIE fighters are back in spades), at range 3 against 3 dice, or when obstructed, and having flown a heavy swarm for the last 2 years, I can attest from painful experience that those situations come up more than you want them to. Equally, it's most iconic wave 14 completion (the 20 point Flight-Assist-Astromech X-wing) has been taken out and shot behind the chemical sheds, and the Zealous Recruit has been pumped up to 44 points base, leaving far fewer rival heavy swarms to compete with, most of which (aside from the Cartel Marauder) don't really have a 3rd attack die are dependent on actions to get their third die from missile upgrades).
Understand that this is me speaking from a position of ignorance. I've played more games with Strikers than any other ship and I love them dearly, but I only got my 2nd Edition conversion sets over (for) Christmas, and my first set of games was Yavin format so was a strictly TIE/ln only affair. Hopefully I'll get some games in with them soon.
The Krayts have been tracking all appearances of every card\pilot in the game, and how many of them make cuts. The average should be 13%. Boba fett for example is over 23% conversion. That's wildly better than average. Wedge is a hair over 10%- slightly worse than average. The generic strikers are all at 0%. No cuts made.
(This gets built upon since bad players will copy popular good lists and flying poorly, so it's not a law- Redline is better than Deathrain, but deathrain converts higher since there will be less bad copycats on Deathrain)
The 1.0 t65 in wave 14 was 'pretty good" when it had Crackshot and the striker was absolute **** in comparison.
The issue with the striker generics is that they simply aren't very good at jousting. If people try to kite the strikers they will lose, as the strikers have great turning- but if they just fly their "aces" straight at you and joust your "jousting" squad, you just lose strikers. Boba Fenn Lando, Soontir Whisper Redline, ****, Biggs, Luke, Wedge: all 3 squads you can expect to see that can drop 2 strikers before they shoot, and take little damage in return.
We are in an i5+ alpha strike meta currently, and i3 generics serve little point except to die.
Comparing it to the T-65 i3 generic (not a great ship either: 0% conversion as well)- 5 points for 2 shields.
The alleged jousting lists of All Strikers need to actually be better at jousting than 3 ship ace lists for generic strikers to be viable.
Edited by Kaptin Krunch