I've tried similar list today but removed SU from Obi-Wan and both Brilliant Evasions to add one I2 Torrent that served as a distraction and blocker. Worked amazingly well, Torrent died as expected but Deltas easily cleared the table after that. Kinda reminded me of that Poe/Corran/Prototype A-wing list that Nathan Eide played at Worlds a couple years ago.
Opinion: Deltas are being underrated
3 minutes ago, Revanxv said:I've tried similar list today but removed SU from Obi-Wan and both Brilliant Evasions to add one I2 Torrent that served as a distraction and blocker. Worked amazingly well, Torrent died as expected but Deltas easily cleared the table after that. Kinda reminded me of that Poe/Corran/Prototype A-wing list that Nathan Eide played at Worlds a couple years ago.
In a tournament you've gotta do a lot of work with that Torrent to make it worth bringing at all, because it will absolutely *bleed* MoV.
Just now, thespaceinvader said:In a tournament you've gotta do a lot of work with that Torrent to make it worth bringing at all, because it will absolutely *bleed* MoV.
Vultures also bleed MoV yet they see a lot of play. Ships can do work by other means than just dealing damage.
On 3/26/2019 at 5:06 PM, Tam Palso said:Ashoka, for example, passing actions to lock or focus or Obi Wan sustaining N-1 focus tokens for defence and then offence or just battle meditation. More of a fulcrum ship than the hammer or the anvil.
...did you just...
4 minutes ago, Revanxv said:Vultures also bleed MoV yet they see a lot of play. Ships can do work by other means than just dealing damage.
There's a difference between swarms and aces though. It's certainly a question, as to whether it's worth bringing something that just hands each of your opponents 25 points.
It's possible to make those 25 points work for you, sure, but it's a question to ask.
1 minute ago, thespaceinvader said:There's a difference between swarms and aces though. It's certainly a question, as to whether it's worth bringing something that just hands each of your opponents 25 points.
It's possible to make those 25 points work for you, sure, but it's a question to ask.
Well, if Torrent gets ignored then he will get to shoot and get some work done, especially against low agi ships. On the other hand if opponent goes after him then your Jedi have fewer ships hunting for them and you can be more agressive with them.
It worked well for me in couple of test games I had so far and it's a concept that already has seen some success in the past at competitive level. On the other hand I'm pretty sure that if it will be possible to somehow fit the cheapest N1 in place of the Torrent, then Torrent will become obsolete for this role.
The N1 will almost certainly be better at it, and will hopefully be around A Wing prices.
38 minutes ago, thespaceinvader said:There's a difference between swarms and aces though. It's certainly a question, as to whether it's worth bringing something that just hands each of your opponents 25 points.
It's possible to make those 25 points work for you, sure, but it's a question to ask.
Unless you hand your opponent those 25pt and nothing else in every single game
-loses 4 games 0-25-
9 minutes ago, Cuz05 said:Unless you hand your opponent those 25pt and nothing else in every single game
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Oh, for sure. it's an old piece of calculus, back from the days of first drop 1e cloaking and whisper/echo, and whether to bring an AP blocker or not, and the answer was usually no.
16 minutes ago, thespaceinvader said:Oh, for sure. it's an old piece of calculus, back from the days of first drop 1e cloaking and whisper/echo, and whether to bring an AP blocker or not, and the answer was usually no.
Does "2 dice actually hurt now" alter the calculations at all?
I don't know if that was the case at that time, I only caught the last 8 months or so of 1.0.
A bit, for sure. Also, Torrents being a little tougher and having that linked roll evade.
But I'd be surprised if a pair of Senses and a big bid wouldn't be better.
1 hour ago, thespaceinvader said:The N1 will almost certainly be better at it, and will hopefully be around A Wing prices.
2 High-init Delta-7s w/2 Generic N-1s? 5 straight to freedom, right there.
22 minutes ago, XPav said:2 High-init Delta-7s w/2 Generic N-1s? 5 straight to tyranny, right there.
Fixed to reflect how they got played by Sheev.
I took the list below to the UK System Open, and 4-2 in the main event, and 3-2 in the Hyperspace. Not bad for a list I'd only flow twice before the event, and I'm confident that I could potentially have won three of my four losses if I played them again. (The other one was my first round matchup against Ben Lee flying quad Phantoms - it's good to recognise when you're outclassed by both the player and the list
). Overall I placed 90th out of around 570 players.
Wolffe works really well in the list, being a largely independent entity that draws a lot of attention away from the Jedi. He's just durable enough to be a dangerous distraction for a couple of rounds, and if people do choose to ignore him he's got the firepower to make them suffer for doing so. Crack Shot isn't something you're going to use every game, but adds to how much of a threat he is in quite a significant way.
Ahsoka is great both in her own right (I got a lot of lock and focused shots with her over the weekend), and as an extra action on another ship when needed. Using her ability to barrel roll Wolffe before he moves catches a lot of people out. The R4 is a big help on her, as her ability also lets her do a red move and still take an action, and having those 1 and 2 turns open as an option helps no end the following turn.
Anakin is Anakin, and I can't overstate the virtues of both an I6 Athersprite, or his pilot ability. It lets you throw him into weird positions and still get actions, and lets you freely switch between a hit-and-run playstyle and close range arc-dodging dogfighting as suits you best. The R2 Astromech won me at least two games, popping Anakin back over the half point threshold.
Anakin Skywalker (60)
R2 Astromech (4)
Delta-7B (18)
Ahsoka Tano (47)
R4 Astromech (2)
Delta-7B (15)
"Wolffe" (51)
Crack Shot (1)
Total: 198
View in Yet Another Squad Builder 2.0
Edited by JarvalJust finished a battle report for the Anakin, Mace, 104thARC list
On 4/15/2019 at 9:45 PM, ClassicalMoser said:...did you just...
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After trying 10-15 variations of trip delta, and not being that happy with any of them, I netdecked this at 2am (props to Landini Tommaso) the night before the San Antonio HT and went 4-1, came in 9/40, missed the top 8 cut by 26 mov 😞. I have been practicing variations on Ani/Soka/+1 (no R2) all week so was comfortable with the ships but could have used a few games practice with the R2 and the pilots.
Mace/7B/Sense/R2
Luminara/7B/R2
Saesee/7B/R2
200pts
Playstyle:
- I flew them in a tight triangle formation
- I usually open aggressively, 5str / boost left / br right (or vise versa) getting on the other side of a rock then pushing their rear flank hard
- Usually TL'd if I had at least 1 force, otherwise focused
- Fair bit of Sense-blocking but also a lot of just using Sense so I can choose that perfect position that is hard or impossible to arc dodge and being able to TL with confidence
Thoughts:
- All same Ini is great, opens up a lot of options
- The difference between 7B/7B/CLT and trip 7B is significant, the CLT dies fast often
-
Early on I dismissed Mace, but he's great, he TL's very often
- Sense up's his target Prio a bit unfortunately
- Saesee's ability is good but not amazing, ~2 uses per game
-
Luminara's ability is weak, netted ~1 hp a game
- but still, 2 force 7B is just solid
-
R2 is not something that helps every game but helps a lot in some games
- Can do wonders for MoV
- I did try the run away strategy twice but regretted it both times
- In other cases, its was just trivial to mutually ensure no shots and R2 was free HP
- I did miss R4, esp with Saesee, but it'd be hard to go back without a better way to spend the 6pts
-
Sense was great, critical in Ace match-ups
I do miss Ani and Soka, but the same-Ini + upgrade suite here is pretty solid, maybe sticking with this list for awhile. If I had started playing it a week ago, good chance would have gotten 26 more MoV and made the top 8 cut. At least I got my dice/range rulers!
Edited by prauximOn 4/15/2019 at 4:35 PM, thespaceinvader said:In a tournament you've gotta do a lot of work with that Torrent to make it worth bringing at all, because it will absolutely *bleed* MoV.
Eh, I guess a lot comes down to list building and if there are bigger threats on the table than the torrents. I took Oddball arc + Swarm tactics, Seven squad + swarm, 104th, and two goldies to a trial and finished top 8. There were a couple games where the the torrents were the *only* things that gave up MOV. And I was fine with that. Do you know how demoralizing it is to have a 25 point torrent running around on fire with only one health and at the end of the game tell your opponent "Ok, that was 13 points"...it's super feels bad. They do so much more work than that 13 points they gave up. It just takes a good feel out of the game on what role they need to be. Some games they were the free safety and cut off lanes. Some times they were pure blockers there to deny actions and set up a firing line. Some times they were there to squeek in on the edge and then just pester from behind. But when you sling one into range 1, TL, and swarm them up to i5 they put in some major work.
31 minutes ago, prauxim said:After trying 10-15 variations of trip delta, and not being that happy with any of them, I netdecked this at 2am (props to Landini Tommaso) the night before the San Antonio HT and went 4-1, came in 9/40, missed the top 8 cut by 26 mov 😞.
Congratulations! 9th is still super solid, even if missing the cut by so little is disappointing.
I hadn't even considered three i4 Deltas myself, but it makes sense - and it makes sense a really useful upgrade.
Do you roughly remember how often you did red maneuvers? I found that I use them quite a bit, often 3+ times per game and ship!
6 minutes ago, GreenDragoon said:Congratulations! 9th is still super solid, even if missing the cut by so little is disappointing.
I hadn't even considered three i4 Deltas myself, but it makes sense - and it makes sense a really useful upgrade.
Do you roughly remember how often you did red maneuvers? I found that I use them quite a bit, often 3+ times per game and ship!
Three seems pretty accurate in my experience. That 5k and 2 sloop gives you a wide open way to disengage and regroup. One of my favorite moves is doing two straight 5fw + boost, 5 fwd...5K FOOLED YOU on the board edge. Then depending on board state you can 1 bank and then 5k behind them. Mace is often doing a ton of sloops in my games. It keeps him out of danger and his force juice fully functional.
45 minutes ago, GreenDragoon said:Congratulations! 9th is still super solid, even if missing the cut by so little is disappointing.
I hadn't even considered three i4 Deltas myself, but it makes sense - and it makes sense a really useful upgrade.
Do you roughly remember how often you did red maneuvers? I found that I use them quite a bit, often 3+ times per game and ship!
Ignoring the open, I'd say something like 1 in 3. They like the reds:
- The positional/arc difference between a 5K/4K and a 2 sloops provides a great array of options
- Still having a force helps quite a bit
- You can red through gas with no consequence
- I generally prefer talon in general but Saesee helps give the sloop more utility
Its no RZ2, dunno why someone would make a ship that can't shoot out the butt 🤣
Edited by prauxim
This is my time to jump on the Deltas are great bandwagon.
I went 4-0 at a local tournament last weekend and won with Ani and 2 ARC's. Obviously not a pure Delta squad as the ones mentioned above but still Ani had me appreciate the Delta immensely.
Now I am really keen to try Ani along side Mace and an ARC with the dreaded 7th fleet gunner.
The squad I flew was this:
Anakin Skywalker + Calibrated Laser Targeting + battlemeditation + r4p17
104thbattalionpilot + Proton Torpedoes
104thbattalionpilot + Proton Torpedoes
https://squadbuilder.fantasyflightgames.com/squad-preview/71fbea6f-5f56-4c7d-a680-05818db6d043
The concept is really simple as anyone can see and works great if you do the initial placement right.
I went against 2 "meta" lists, Leia Rebels, ECS droids as well as Qi'ra-Han and Poe-Ray.
Obviously against the droids, you don't place across them but at the far side of the map away from them and slow roll initially till they start turning.
Against the other lists have the Arc go slow early till you see were your primary target moves and then go fast against it. They have the hull and shields to absorb any potential damage till they release their payload.
Controlling your distance so that the ARC's fire the first volley of torps at r3 while Anni sits at the back or at their flank is of out most important.
Since Anni is usually placed last or among the last you have a fairly good idea of approach paths after the low PS targets have been placed.
Against 2 ship lists I usually have both ARCs start at one corner and Ani at their flank. Against more ships, its usually better that you place him at the opposite corner of the ARCs placed sideways facing them. If they take the bait and reveal straights and go after him, which happened against the droids, have him go full speed towards the ARCs. That give the Arcs enough time to go straight and turn left at the middle of the map later on. That usually means that after the droids turn to face them (because they cant catch Ani 5 straight+boost 😉), they have less fire arcs turned towards the ARCs. I leave it to everyone imagination what 2 proton torp fired with a lock and a focus from Ani does to the Droids, or any other ship as a matter of fact. If Ani makes the late game with little to no damage then you ve pretty much got the game, but be warned green dice WILL fail so don't put him in the thick of the battle from early on. I lost him in one of the games (rolled all blanks), against a Y-Wing double tap but that being the only ship left in the game for my opponent while still having a full health ARC did not create any problems other than lowering my final MOV.
Full results here:
https://listfortress.com/tournaments/569
Edited by tsondaboy
5 hours ago, tsondaboy said:The squad I flew was this:
Anakin Skywalker + Calibrated Laser Targeting + battlemeditation + r4p17
104thbattalionpilot + Proton Torpedoes
104thbattalionpilot + Proton Torpedoes
Super pleased to read this. Very similar to a build I'm rather keen on. I felt the Bat Med direction had legs but have yet to find anyone who agrees
In our case, we have 7th Fleet Gunner rather than ProTorps. So that Anakin can be powered up instead, when the situation arises.
Not flown it much so far, I also have Imp lists I like to practice with at our casual nights, but the variations have seemed decent.
Thanks for the report.
16 hours ago, Cuz05 said:Super pleased to read this. Very similar to a build I'm rather keen on. I felt the Bat Med direction had legs but have yet to find anyone who agrees
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In our case, we have 7th Fleet Gunner rather than ProTorps. So that Anakin can be powered up instead, when the situation arises.
Not flown it much so far, I also have Imp lists I like to practice with at our casual nights, but the variations have seemed decent.
Thanks for the report.
7th fleet gunner Anni-Mace squad is on top of my squads to try list, but clearly its riskier to fly at a tournament.
Main reason is you need to push your Aces into the thick of the battle early on which increases the chances of loosing them early and lose if the game goes to time.
At least for the double 104 squad, you can push them to the front line to do some damage, and even if you lose one of them on the first turn you have your Ace to clean up the field.
What does MoV stand for?