Figuring out Ric

By Skitch_, in X-Wing

On 7/27/2019 at 10:24 PM, admat said:

I think R2-A6, giving the option to modify the speed according to the enemy ships that have already moved, might be useful to help trigger Ric's ability.

It is. I've found it very useful - you dial in that three speed manoeuvre which may or may not fit, wait for the lower initiative pilots to move, then decide: if you fit, great. If not, you can choose whether the extra dice are more useful than getting your action/evade (assuming your opponent moved slowly).

Cost is the only major issue I have: my list is bang on 200 points, but that's largely because I insist on flying 4 N1s. 🙂

28 minutes ago, Archangelspiv said:

Are you sure you understand the “platform”?

I understand that someone said the N1's dial/stats/slots/native abilities (a.k.a. the N1 platform) were mediocre and you made a nonsensical reply that he couldn't possibly know this without flying a specific unique pilot

58 minutes ago, prauxim said:

I understand that someone said the N1's dial/stats/slots/native abilities (a.k.a. the N1 platform) were mediocre and you made a nonsensical reply that he couldn't possibly know this without flying a specific unique pilot

By that logic, TIE Advanced are bad, Starwings are bad, Interceptors are bad to name just a few. 1 pilot doing well and the rest never seeing play, must mean the platform is bad right?

1 hour ago, Archangelspiv said:

By that logic, TIE Advanced are bad, Starwings are bad, Interceptors are bad to name just a few. 1 pilot doing well and the rest never seeing play, must mean the platform is bad right?

Yes?

The biggest limiting factor I've found for Ric (and the N-1 more generally) is that the blue moves cap out at speed 3. If it had a blue 4 forward (or ideally both a 4 and 5) it would make re-engaging after a Tallon Roll so much easier. Ric in particular would love to be able to clear stress when going speed 4+.

I'm looking at a Ric and two Jedi list at the moment.

Ric - Daredevil, R2-C4, AS

Anakin - 7B, R2

Luminara and something?

A 60 point Ric is pretty heavy. But could be fun. I'm not heading to a tournament any time soon so it's purely for the pew pews.

I've flown a number of Ric builds, and I find him best when kept light and cheap. He disproportionately impacts games for his points value, causing opponents to fly around his ability. I run him as a flanker, usually with a regen droid to keep him in the fight. If he gets blocked and killed, he has distracted the list so that he gets a good pass in.

Similarly, he is really easy to outfox people with as they expect him to go fast, and the best move for him is often a 1 bank, or 2 straight.

One thing I have enjoyed is the evade as calculate droid as he can always determine whether to reposition as an action, and still have a focus mod, or to lock (or focus)

I've only run him with just an R2 so far, though next I think I might try him with R2-C4 and Predator. His main advantage is being a cheap I5 so I don't think you really want to pass the 50 point threshold in most cases.

1 hour ago, Jarval said:

The biggest limiting factor I've found for Ric (and the N-1 more generally) is that the blue moves cap out at speed 3. If it had a blue 4 forward (or ideally both a 4 and 5) it would make re-engaging after a Tallon Roll so much easier. Ric in particular would love to be able to clear stress when going speed 4+.

This is why I do wonder about R4-P though I think it's way too expensive - it's gonna be rare that you need any other blues, but when you do, you *really* do, at which point you can use R4-P for that.


If only it cost the same as regular R4. More options, but less uses seems like it should be about the same price on a small base, but it's costed for the ARC.


Should totally be 2 for small base...

11 minutes ago, Red42 said:

I've only run him with just an R2 so far, though next I think I might try him with R2-C4 and Predator. His main advantage is being a cheap I5 so I don't think you really want to pass the 50 point threshold in most cases.

I'm at 60 with the build I'll use next. It's just for giggles, but I'm much better at learning list building lessons when I play through them.

50 minutes ago, Dreadai said:

One thing I have enjoyed is the evade as calculate droid as he can always determine whether to reposition as an action, and still have a focus mod, or to lock (or focus)

This has seemed particularly good to me, especially for Ric. Using it on Anakin, I ended up mostly spending the evade on defence, but higher Init/better actual piloting by me would have certainly helped....

29 minutes ago, SDCC said:

I'm at 60 with the build I'll use next. It's just for giggles, but I'm much better at learning list building lessons when I play through them.

Oh, for sure, in more casual scenarios and for a laugh I can totally see it. I forget sometimes not everyone shares the mindset of only looking at things as in a ruthless, efficient way. Carry on as you were. :)

13 minutes ago, Red42 said:

Oh, for sure, in more casual scenarios and for a laugh I can totally see it. I forget sometimes not everyone shares the mindset of only looking at things as in a ruthless, efficient way. Carry on as you were. :)

I used to. But it wore me out.

The meta is something I now glance at rather than immerse myself in, and I'm a lot happier personally for it :)

On ‎7‎/‎26‎/‎2019 at 10:58 PM, bitsai said:

I'm loving R2-C4 + Daredevil for Ric too. On their own, both are nice for Ric (Daredevil gives him better flexibility and time-on-target, R2-C4 gives him double-modded shots on turns where it's safe to take a Lock), but they're even better together. For example, having both means Ric can do a 180 by doing a 3-turn + red 1-turn (from boost), and still have the Evade from Full Throttle for defense or a modded shot.

Agreed. I think the best version of Ric is Daredevil, Collision Detector.

R2-C4 versus R4-P is a more interesting question. R2-C4 gives you the calculate token effect when attacking, whilst R4-P lets you pull out of a red move - or red boost - into a speed 3 turn or speed 5 straight. On the whole, though, I'd probably rather take Seefour.

I still like FCS/R3. It's a neat combo on anyone but it's especially good when you don't have to go completely tokenless on defence to do it.

E: Passive/R3/Plasma is also interesting for an opening salvo.

Edited by thespaceinvader
21 hours ago, thespaceinvader said:

I still like FCS/R3. It's a neat combo on anyone but it's especially good when you don't have to go completely tokenless on defence to do it.

E: Passive/R3/Plasma is also interesting for an opening salvo.

I do think for the same points as R2-C4 the FCS/R3 combo is alot more usful. The only thing I would take over R3 is R2 as regen is what wins games in tourments for the republic. I personally dont think ric is the best carrier for torps as he can already get 3 dice attacks were as anakin or padme can not.

What I have found:
Daredevil or Juke are the best Talents
R3 (Only with FCS) or R2 are the best driods
FCS or Collition detector are the best systems
Torps aren't nessercery

Any other good stuff I have missed?

Also, I put this in the rules and questions section but I dont know if anyone even looks at that these days so I thought I'd ask here:

Ric - While you defend or perform a primary attack, if the speed of your revealed maneuver is higher than the enemy ship's, roll 1 additional die.

Seventh Fleet Gunner - While another friendly ship performs a primary attack, if the defender is in your firing arc, you may spend 1 . If you do, the attacker rolls 1 additional die, to a maximum of 4. During the System Phase, you may gain 1 disarm token to recover 1 .

So both abilities say "while you perfom a primary attack."

Does this mean I can choose the order and add dice up to 4 with seventh fleet gunner then a additional one with rics ability?

17 minutes ago, K13R4N said:

Also, I put this in the rules and questions section but I dont know if anyone even looks at that these days so I thought I'd ask here:

Ric - While you defend or perform a primary attack, if the speed of your revealed maneuver is higher than the enemy ship's, roll 1 additional die.

Seventh Fleet Gunner - While another friendly ship performs a primary attack, if the defender is in your firing arc, you may spend 1 . If you do, the attacker rolls 1 additional die, to a maximum of 4. During the System Phase, you may gain 1 disarm token to recover 1 .

So both abilities say "while you perfom a primary attack."

Does this mean I can choose the order and add dice up to 4 with seventh fleet gunner then a additional one with rics ability?

Starts with 2. Does a faster move so gets another red. 7th adds another. Looks like 4 to me!

38 minutes ago, SDCC said:

Starts with 2. Does a faster move so gets another red. 7th adds another. Looks like 4 to me!

Sorry should have been clearer. If you have 2 seventh Fleet Gunners with ric can he fire 5 dice as you can trigger his ability after the 2 SFGs?

To put it simply -
Ric has 2 dice + SFG (Max 4) + SFG (Max 4) = 4 dice + Rics ability = 5 dice

20 minutes ago, K13R4N said:

Sorry should have been clearer. If you have 2 seventh Fleet Gunners with ric can he fire 5 dice as you can trigger his ability after the 2 SFGs?

To put it simply -
Ric has 2 dice + SFG (Max 4) + SFG (Max 4) = 4 dice + Rics ability = 5 dice

Ric's ability is a mandatory effect, so takes effect before you can SFG.

SFG also has the stipulation that you can only roll a maximum of 4 reds. I take that as the 1.0 cruise missle, which was a hard cap.

Edited by Smikies02
16 minutes ago, Smikies02 said:

SFG also has the stipulation that you can only roll a maximum of 4 reds. I take that as the 1.0 cruise missle, which was a hard cap.

This.

7FG's max of 4 kicks in from the moment you use it, and prevents you from using any effect that would let you roll more than 4 dice. Including itself, if you try to use it last.

1 hour ago, Smikies02 said:

Ric's ability is a mandatory effect, so takes effect before you can SFG.

SFG also has the stipulation that you can only roll a maximum of 4 reds. I take that as the 1.0 cruise missle, which was a hard cap.

I believe the combo shouldn't work however please could you link rule references to these statements? As from my point of view (the jedi are evil!) The only point I can find is assuming its a game mechanic over a card abilty as the rule referecne clear says you can choose what order you queue your abilities.

43 minutes ago, DR4CO said:

7FG's max of 4 kicks in from the moment you use it, and prevents you from using any effect that would let you roll more than 4 dice. Including itself, if you try to use it last.

Next question, How do we know if the max of 4 for SFG is a one time check as you are appling the ability or for the whole attack whilst using SFG?

Given that you have re-approached the topic already in the Rules Reference subforum, @K13R4N , I encourage you to keep the rules discussion in there - for sake of readability of the whole forum and consistency of discussion in both threads.

Also, you have been redirected to my previous threat about the same interaction, which I believe has already seen exhausting discussion by many rules-fluent users of this community. Multiple arguments have been brought up there, yet no interpretation seems to be conclusive and FAQ is awaited.

As for the list-building of Ric Olié! Before the points update I have been using the Anakin+Snips+Troopers combo. Since that one no longer fits using using high Ini Jedi / Regen / Delta 7B, I decided Ric might be fit to substitute for one of the pieces, given his aggressive price point.

After a while of messing around with YASB I realised that the guy is even cheaper than necessary, allowing for:

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(19) Delta-7B
(6) R2 Astromech
(5) Sense
Points: 77

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(4) R2 Astromech
(2) Predator
Points: 48

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

Total points: 200

After multiple simulation games and brief table time, I have to say - Ric cannot make it as the key ace of the list. His damage output is not reliable enough and his flight pattern is rather predictable. However, he excels as a flanker. Well timed Ric-roll (lol) might push the opponent for high speed manouvres to deny his bonus. But this is where the Torrents get to shine, as thier sudden 4-straight jump is the thing for setting up an unexpected block against many 3-speed approach vectors.

One thing one shouldn't do is committing Ric to knife fight. I'd rather pass though the Battlefield to setup another high speed strike than fool around with 1-banks. Unless given opportunity to tail an enemy.

On 7/26/2019 at 10:35 PM, SavouryRain said:

Honestly, I've flown Ric a bunch; I don't think his ability is as amazing as people think. Now, I'm not saying the effect isn't good; he is incredibly tanky with 3 greens and an auto evade. Rather, his trigger is very lackluster. It's super easy to turn off his ability. And 3 reds isn't really a good boom and zoom.

Did the N-1 grow more green dice while I was away?

3 minutes ago, ThinkingB said:

Did the N-1 grow more green dice while I was away?

They're assessing at range 3 or obstructed maybe?