23 minutes ago, Deffly said:TripUps is like a Gatekeeping list. It's strong against the uninitiated, but anyone who knows about it still have a chance against it. Otherwise every competitive player would be using it and there is zero evidence of that.
This may come as a shock, but not every competitive player owns and plays First Order, and even of those that do fly First Order and want to fly Triple Upsilons, not all of them want to buy three $40 Upsilons and two First Order conversion kits... especially when it's highly likely that the list will be nerfed in some way by FFG, much like Roarke+Han was. Also, like some people don't want to be seen as "dirty net-deckers" or are trying to fly the hard-counter to the Trip-UP, because the Trip-UP mirror match is pretty much a coin toss...
4 minutes ago, ThinkingB said:Maybe I'm just the odd one out here, but why are people afraid of tripsilons? I legitimately thought people were joking with that list. Just trade your non-aces with them and then just use your ace/s to finish off what remains. All you have to do is kill one immediately, which should be easy in two turns with focus fire. From there, all you have to do is get behind the others (disengage if you have to) and ... that's it.
Bring big rocks as well if you do actually fear Upsilons and set up a tight asteroid field. I mean, I'm not trying to be patronizing at all, but it honestly feels absurd that people fear this list; even in hyperspace.
Well, first of all "big rocks" are meaningless because all three Upsilons have Collision Detector, so they ignore asteroids entirely for most of the game. Second of all, your ace can't play clean-up behind the Upsilons, because with 36HP behind triple-reinforce ships that start the game with multiple evade tokens... the 75 Minute clock is the Trip-Up player's best friend. If games were without a timer, a lot more lists could eventually subdue the Trip-Ups, but with only 75 Minutes and so much bulk and defensive mods on the board, a savvy Trip-Up player will never lose more than one ship, at most. Finally, very few lists can "quickly" kill an UP in two rounds, seeing as they have 12 HP, Reinforce, and 2x Evade tokens in the first round of combat. After that, they still have Reinforce and can use blocking/collisions to deprive shots.
Given your "solutions," I assume you're entirely unfamiliar with the list and it's on-table capabilities. Which is understandable, not every meta is going to have players who are willing to run the list and willing to track down all the components necessary to do so. For better or worse, my local scene has multiple guys who have all been flying Trip-UP or 2xUP+QD for the past month or so. So I'll try to shed some light on the list's capabilities: thanks to Dormitz and Hperspace Tracking Data, all three of the Upsilons deploy at I6 after everything is already on the board, except bigger bid I6s and Boba+Beckett tricks. Not only do they deploy at I6, but two of the Upsilons deploy in the middle of the map (basically Range 3.5 from their edge), right across from their preferred target, then they each get Evade + Evade + Focus from HTD... that's 9 free green tokens on Turn 1, and because of Dormitz's trick, Turn 1 combat is happening. It is technically impossible for the vast majority of ships to avoid Round 1 combat with the Upsilons, and often the best case scenario means you're eating a Range 1 TL+E shot from one of the Upsilons, and some lists will also be eating a Range 2 TL+F shot from the second Upsilon... that's 9 fully modded dice coming your way on the first turn...good luck. Meanwhile, thanks to Reiforce + Evade + Evade, the Upsilons can tank a lot of damage on that first round of combat, and most lists don't want to just joust right into the Upsilons, because that means the second or third Upsilon can more easily get in on the combat.
--They break deployment by deploying at I6 right in the middle of the map.
--They break action economy by starting the game with 3 Green tokens each, and having triple Coordinate on the board to ensure the Upsilons can most effectively concentrate their actions throughout the game.
--They break positioning by having all three ships ignore obstacles, at least for the early rounds.
--They strain the 75 Minute time limit, since they've got 36 HP on triple-reinforce ships (with double Evades on Turn 1, to boot), meaning that while many aces can eventually solo all three Upsilons with infinite time, in 75 minutes most lists are lucky to kill a single Upsilon, at best, especially if the UP player is savvy about running away with their damaged ship(s).
In the hands of good players, it's a hopeless match-up for a heck of a lot of lists, and plays an insidious form of gatekeeper by basically forcing people to bring only lists that can handle it (which isn't a lot, especially in Hyperspace Format).