Why is Ciena Ree 10 points?

By Laniakean_Guy, in X-Wing

Seriously, in what squads is the cost of 10 points justified? I tried her with a defender, and it's nice, but 10 points?

I'm mainly comparing her to Moff Jerjerrod, who can boost an unlimited amounf of ships at any range every second round (systems phase) without using an action himself. And of course there's Leia for 2 points (ok, no boosts or barrel rolls etc., but also movement related).

Or is Grand Inquisitor + Ciena Ree on a shuttle worth it (never tried that)?

She's hilariously overpriced especially considering the highest init she can go on is 5, and the highest init she can *reasonably* go on is 4.

Hey, if she's too rich for you, let somebody else date her.

2.0 places an emphasis on movement.

Cards that manipulate movement should be expensive. When they arent its a problem.

Supernatural, Sensors, Leia, Rotate Arc Actions (Rotate counts as a reposition). Etc.

It feels bad that its 10 but it is powerful.

Jerrijord and Ree are expensive, and have some negative impacts/ costs. At 10 points their costs in gameplay make them dubious inclusions at best. Jerrijord is fun, but not particularly good.

Leia gives a similar movement tweaking, at 2 points, and one where there is no gameplay costs. In fact it removes a gameplay cost! Leia is more powerful than either Ree or Jerrijord for that reason.

And 1/5th the price.

Yeah, Leia is a good comparion, though she's currently a little too cheap. I'd probably split the difference for both, and put them both at 4.

8 minutes ago, thespaceinvader said:

Yeah, Leia is a good comparion, though she's currently a little too cheap. I'd probably split the difference for both, and put them both at 4.

6 would be splitting the difference. :)

Just now, Hiemfire said:

6 would be splitting the difference. :)

I know. I meant it more colloquially than mathematically.

And at 6 I think all are playable.

Jerrijord, a system phase red boost, but all the same direction, is limiting, but has potential. The potential is obvious, the same direction red boost in systems phase has obvious limits for how useful it can really be. It is harder to use than Leia, by far, and I’m not sure it has greater upside either. Maybe in some situations it does. But if you can set up those situations and use them fully, you deserve it given the limits.

Ree has a single ship impact, though every turn. Only on coordinate, so eats your action, and a red rotate. Again can have potential, but will never be more than pure jank. I don’t see this ever being meta, but I can see the odd player doing well competitively with it. But it only works half decent on the Lambda.

So they need to be cheap because their limits. At 10 they never work above a casual jank level.

12 minutes ago, millertime059 said:

And at 6 I think all are playable.

Jerrijord, a system phase red boost, but all the same direction, is limiting, but has potential. The potential is obvious, the same direction red boost in systems phase has obvious limits for how useful it can really be. It is harder to use than Leia, by far, and I’m not sure it has greater upside either. Maybe in some situations it does. But if you can set up those situations and use them fully, you deserve it given the limits.

Ree has a single ship impact, though every turn. Only on coordinate, so eats your action, and a red rotate. Again can have potential, but will never be more than pure jank. I don’t see this ever being meta, but I can see the odd player doing well competitively with it. But it only works half decent on the Lambda.

So they need to be cheap because their limits. At 10 they never work above a casual jank level.

That's what I was thinking - too expensive for what she does, and certainly when compared to other options.

Then FFG made Ciena Ree hyperspace legal, without adjusting the points, and I wondered if I was simply missing something and there where good uses for her. Right now I have the feeling that adding her to the available options for hyperspace was completely irrelevant.

Especially when the only ship she can go in only has a red coord so you probably have to pay another 2 points for Tactical Officer.

Ciena Ree also suffer from being intensely hard to play correctly. Like yeah you can triple the movement diagram of any ships, and ship that can have a hard time turning around can now be coordinated to turn around, lose the stress and still do their action. blue hard turn, blue 1 bank, etc, are really tasty with her. The problem come from guessing the end position of the multitude of ways you can move, engage, or disengage, and accurately knowing wich one is the slighty better option in the end. I tried it, it's fun, but need too much work to be worth 10 points. Like others said, probably at 6 points it would be good and allow some amount of error with it and still be worth it.

The trouble with using it on high stress ships is... you need them to be un stressed in order to coordinate them in the first place.

11 minutes ago, DarthSempai said:

Ciena Ree also suffer from being intensely hard to play correctly. Like yeah you can triple the movement diagram of any ships, and ship that can have a hard time turning around can now be coordinated to turn around, lose the stress and still do their action. blue hard turn, blue 1 bank, etc, are really tasty with her. The problem come from guessing the end position of the multitude of ways you can move, engage, or disengage, and accurately knowing wich one is the slighty better option in the end. I tried it, it's fun, but need too much work to be worth 10 points. Like others said, probably at 6 points it would be good and allow some amount of error with it and still be worth it.

Yes, I also got the impression that it's not easy to play her. And the ships that could potentially profit the most from her, those with both barrel roll and boost, like the defender, are quite fast and agile, and range 2 for the coordinate is not that far.

Ree could be an interesting inclusion at 1-2 points, but imo anything above that is too much for something that's too gimicky to be worth including in a list, as is Jejerrod. Cute, but not worth it.

1 minute ago, Laniakean_Guy said:

Yes, I also got the impression that it's not easy to play her. And the ships that could potentially profit the most from her, those with both barrel roll and boost, like the defender, are quite fast and agile, and range 2 for the coordinate is not that far.

Personally I think it's more worth it on slow ships that have trouble turning around and still want an action, like Tie-Advanced (X1 and V1), tie-interceptor, etc. Even a Tie-striker can do what is basically a 0-stop white + rotate 90* with a broll +1 straight. Tie-D can already white k-turn, so I don't think it needs a way to turn around as much.

The only Striker that would like her is Duchess. Otherwise it turns off Ailerons, so is a push, at best.

9 minutes ago, DarthSempai said:

Personally I think it's more worth it on slow ships that have trouble turning around and still want an action, like Tie-Advanced (X1 and V1), tie-interceptor, etc. Even a Tie-striker can do what is basically a 0-stop white + rotate 90* with a broll +1 straight. Tie-D can already white k-turn, so I don't think it needs a way to turn around as much.

I found it useful on a defender as they only have red 1 & 2 hard turns.

Also, it was fun to occasionally surprise someone by placing Rexler parallel to the edge during setup, coordinate a barrel roll, turn around to the enemy, 5 blue straight , and boost - suddenly he's flanking on turn 1. This works maybe once, against players not knowing (or not caring) about Ciena Ree.

But of course Ciena would also be useful on ships that have difficulty turning around 180°. If it weren't so expensive...

And as @thespaceinvader said: on a reaper a tactical officer is probably a must have -> +2 points.

I ran her in a list with all the named Strykers and Vizier. She was powerful but not game breaking. A couple times, I pulled off some really neat tricks, and on more than one occasion I tripped over my own feet. If she was a bit cheaper, I would probably use her all the time.

16 hours ago, Laniakean_Guy said:

Then FFG made Ciena Ree hyperspace legal, without adjusting the points, and I wondered if I was simply missing something and there where good uses for her. Right now I have the feeling that adding her to the available options for hyperspace was completely irrelevant.

Missed that! To Squad Builder!!!

15 hours ago, millertime059 said:

The only Striker that would like her is Duchess. Otherwise it turns off Ailerons, so is a push, at best.

True, but sometimes that can be a blessing. Rolling left and 90' turn right and then being able to do a speed 1 move is great in a scrum!

I still agree that her pairing with duchess is insane, though. In fact, Duchess, Soontir and a Reaper with Ciena sounds like an interesting starting point. Feroph is awesome but for me has basically been sat on the shelf waiting for a VIP passenger worth the investment of protecting (Krennic really doesn't qualify without Tarkin sat next to him).

15 hours ago, Laniakean_Guy said:

And as @thespaceinvader said: on a reaper a tactical officer is probably a must have -> +2 points.

Definitely.

1 hour ago, Magnus Grendel said:

Missed that! To Squad Builder!!!

True, but sometimes that can be a blessing. Rolling left and 90' turn right and then being able to do a speed 1 move is great in a scrum!

I still agree that her pairing with duchess is insane, though. In fact, Duchess, Soontir and a Reaper with Ciena sounds like an interesting starting point. Feroph is awesome but for me has basically been sat on the shelf waiting for a VIP passenger worth the investment of protecting (Krennic really doesn't qualify without Tarkin sat next to him).

Definitely.

Well, if you hit a good combination, it would be great if you posted it here on the forum. Unless you'd rather keep it to yourself 😉

45 minutes ago, Laniakean_Guy said:

Well, if you hit a good combination, it would be great if you posted it here on the forum. Unless you'd rather keep it to yourself 😉

My first thought - if you want to save a few points - is Vizier. He doesn't get the action-free defence or offensive modifiers like the higher initiative reapers, but he does get a white co-ordinate, and - crucially - gets it even on a turn where he needs to pull a stop or Segnor's loop, which is probably the turn you most want your TIE/sk wingmen to be able to do something funky like stop and turn on the spot*

* which if you co-ordinate a named striker is basically what a speed 1 straight does - roll right, rotate left, speed 1 straight back to your original position, focus, engage smug mode.

Not hyperspace but this is the list I have been running her with and it has been doing well for me. Not taken it to any tournaments yet because I haven't had time to go to any lately but at the next extended tournament it will likely be the list I will be running.

I think it works very well with defenders because it allows them to do maneuvers which they otherwise have problems with, like for example pre move coordinate a barrel roll away and turn back to starting position and then do a 3 straight to clear the stress. Position wise very similar to a 1-turn but you get your token stack and don't end up stressed.

Omicron Group Pilot (43)
Jamming Beam (0)
Ciena Ree (10)
Hull Upgrade (3)
ST-321 (4)

Delta Squadron Pilot (70)
Jamming Beam (0)

Delta Squadron Pilot (70)
Jamming Beam (0)
Total: 200

10pts is a heft price tag for a non-force crew. She definitely needs a price drop to around 6pts (like Leia should have been). Ciena Ree is really powerful with the right pilots. Coordinate a boost to redline, who acquires a lock, turns 90 degrees, does a blue and focuses. Or vader can b-roll, lock for his ability, turn 90 degrees, do a blue, then take an action. Grand Inqy can b-roll, turn 90, hard 1 blue move, and that basically gives him a white reverse 1-kturn.

If she goes like Leia at 2pts, she instantly becomes auto include in every imp list.

Edited by wurms
12 minutes ago, wurms said:

If she goes like Leia at 2pts, she instantly becomes auto include in every imp list.

Much less so, Imps have markedly fewer crew options, and only the Lambda has Coordinate in white.