Who are the most cost effective aces in the game?

By Greedo_Sharpshooter, in X-Wing

2 minutes ago, Magnus Grendel said:

Also Midnight, who also went down in price.

Midnight may be 'just' a TIE fighter, and may lack the old interaction with Juke, but I'd still bet on him in a single-duel engagement against most opponents, especially with Fanatical/Pattern Analyser (which is still only 50 points all-up).

I did wonder about a squad of Jedi Knights with a mix of Sense and Battle Meditation rather than shelling out for the more expensive high-initiative pilots.

Good call on Midnight.

I like the idea of Ahsoka, since only 3 points gives you that extra force point. I wonder if there’s any play to Ahsoka with Battle Meditation.

Ahsoka with Battle Meditation, 2 Squad Seven Vets with dedicated, and a 104th with seventh fleet gunner. You can end up with all 3 arcs having double modded shots (or barrel roll if necessary) and the dedicated ARCs help her survive. 53 is a little pricey for a support ship...but maybe worth taking for a spin.

2 minutes ago, FatherTurin said:

I wonder if there’s any play to Ahsoka with Battle Meditation.

The problem is that you need to spend force to trigger her ability, and Battle Meditation is a Purple action; meaning combining the two eats both her force charges and she only recovers one per turn.

Multiple Jedi Knights with Battle Meditation can provide an amusing splurge of free actions, though - one jedi co-ordinates two others, and for their free actions they co-ordinate two other ships each. All three end up without force tokens, but you've parlayed one action into four (well, strictly speaking two identical pairs of actions) in the process.

13 minutes ago, Magnus Grendel said:

Multiple Jedi Knights with Battle Meditation can provide an amusing splurge of free actions, though - one jedi co-ordinates two others, and for their free actions they co-ordinate two other ships each. All three end up without force tokens, but you've parlayed one action into four (well, strictly speaking two identical pairs of actions) in the process.

4x Double modded shots (Focus/Lock) for the cost of 4 actions (almost as good as the nearly guaranteed double hit results each that 5x Fanatical/AO/Angled Omega FO's can bring to bear by just focusing). While 2 die outside of bullseye, against large bases it easily becomes 4x double modded pseudo 3 die. Can also be used to reposition the entire squad. R4-Ps help stress clearing after turnarounds, but those can easily be swapped for regular R4s or R3s.

Jedi Knight (38)
Battle Meditation (6)
R4-P Astromech (4)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Battle Meditation (6)
R4-P Astromech (4)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Battle Meditation (6)
R4-P Astromech (4)
Calibrated Laser Targeting (2)

Jedi Knight (38)
Battle Meditation (6)
R4-P Astromech (4)
Calibrated Laser Targeting (2)
Total: 200

View in Yet Another Squad Builder 2.0

Edited by Hiemfire
4 hours ago, Magnus Grendel said:

Also Midnight, who also went down in price.

Midnight may be 'just' a TIE fighter, and may lack the old interaction with Juke, but I'd still bet on him in a single-duel engagement against most opponents, especially with Fanatical/Pattern Analyser (which is still only 50 points all-up).

I did wonder about a squad of Jedi Knights with a mix of Sense and Battle Meditation rather than shelling out for the more expensive high-initiative pilots.

I really think Midnight is an underrated ace. I haven't done FO since 2nd ed, but he seems brilliant.

2 hours ago, allistorpreist said:

I really think Midnight is an underrated ace. I haven't done FO since 2nd ed, but he seems brilliant.

It's really tricky to make 41 pts of 2-primary and 4 health punch worth its weight before it blows up. The "Lockdown" ability is nice, but only when your opponent rolls badly. Barrel-roll only isn't quite enough to make her an arc-dodger, but I'm sure there's something out there for her.

She's just really overshadowed by Quickdraw and all the Silencer pilots, and even Malarus on her own chassis has better action economy for cheaper and still at I5.

Edited by ClassicalMoser

1 hour ago, ClassicalMoser said:

It's really tricky to make 41 pts of 2-primary and 4 health punch worth its weight before it blows up. The "Lockdown" ability is nice, but only when your opponent rolls badly. Barrel-roll only isn't quite enough to make her an arc-dodger, but I'm sure there's something out there for her.

She's just really overshadowed by Quickdraw and all the Silencer pilots, and even Malarus on her own chassis has better action economy for cheaper and still at I5.

The biggest problem I've found on Midnight is that she's still a tie fighter. Losing Juke is unfortunate, but losing that ability to hold on to an evade really hurts her survivability, especially on the turn you acquire the lock.

1 hour ago, hargleblarg said:

The biggest problem I've found on Midnight is that she's still a tie fighter. Losing Juke is unfortunate, but losing that ability to hold on to an evade really hurts her survivability, especially on the turn you acquire the lock.

Yeah her ability is almost a trap. You have to focus on keeping her alive first and take the lock when she’s out of arc.

Fortunately for her, I6 is a decent guarantee that you’re really safe for the round.