Epic points pdf is up

By Vykk Draygo, in X-Wing

Just now, Singulativ said:

You can only perform the calculate action once per turn, but that does not change the overall picture ([...] a ship cannot perform the same action more than once during a single round [...]).

Right, I forgot that. Still focus and calculate and lock and up to 3 I8 coordinates and stuff.

2 hours ago, Freeptop said:

It could be interesting to try using Targeting Batteries on a GR-75 (50 pts), especially when combined with Toryn Farr (4 pts) and a Comms Team (8 pts):

1. Use Targeting Batteries to lock a ship at range 5.
2. Next turn, coordinate multiple ordnance carriers using Comms Team - have them take a Focus action.
3. Trigger Toryn Farr on each of those coordinated ordnance carriers to have each of them acquire a lock on the ship targeted in step 1.
4. Launch double-mod ordnance during combat.

Granted, that's 71 points in order to do this, but that could fuel an interesting alpha strike, at least!

You don't need to do that, though. If your ordnance carriers are focusing themselves, and only need help with the locks, you can just directly coordinate the locks (at I7) with Comms Team without needing the Battery or Torynn. 63 points, piece of cake. Maybe an Ion Battery if you want a little teeth, to abuse solo fliers, break up wings, and push crits.

Multi post. >.<

Edited by ChahDresh

Multipost. >.<

Edited by ChahDresh

Multipost. >.<

Edited by ChahDresh

Multipost. >.<

Edited by ChahDresh
5 hours ago, ChahDresh said:

You don't need to do that, though. If your ordnance carriers are focusing themselves, and only need help with the locks, you can just directly coordinate the locks (at I7) with Comms Team without needing the Battery or Torynn. 63 points, piece of cake. Maybe an Ion Battery if you want a little teeth, to abuse solo fliers, break up wings, and push crits.

Sure, but on the flip-side, using Toryn effectively gives the other ships three actions: their own action, the coordinated action, and the lock.

Meanwhile, the Targeting Battery allows the GR-75 to get the locks from farther away, thus allowing it to potentially stay out of range of the target ship, while still handing out locks to the friendly ships. Plus, the batteries might do some damage themselves - it just says "after you perform this attack, you may acquire a lock on the target", which means you're still doing a 3-die attack, and for more fun, you don't have to hit in order to get the lock.

I mean, it's not necessarily the most competitive thing out there, but it seemed like a fun combo to me! 😁

1 hour ago, Freeptop said:

Sure, but on the flip-side, using Toryn effectively gives the other ships three actions: their own action, the coordinated action, and the lock.

It's the old Edrio Two-Tubes problem; you have great action economy on something that already has all the actions it needs.

Focus, Lock, and... what? Barrel Roll? Why? You can't focus again. Reload? You won't be getting your ordnance off then. I don't know of any bombers with Evade either.

15 hours ago, ClassicalMoser said:

It's the old Edrio Two-Tubes problem; you have great action economy on something that already has all the actions it needs.

Focus, Lock, and... what? Barrel Roll? Why? You can't focus again. Reload? You won't be getting your ordnance off then. I don't know of any bombers with Evade either.

I'm not sure why you're dismissing Barrel Roll, given that the coordinate from the GR-75 is going to come after your opponent has moved all their ships. If you use Focus as the first action, then coordinate to Barrel Roll or Boost, you get to reposition with knowledge of where the opponent is ending up, while still getting full mods. Being able to get arc on something you might not have been able to otherwise seems quite useful to me. Not sure why that's being dismissed.

Oh, wait, I think I see the disconnect: I said "ordnance carrier" not "bomber". An X-Wing with Proton Torpedoes is an "ordnance carrier", but it isn't a "bomber". Sorry if my terminology was confusing.

But, hey, let's get really crazy. My whole proposal was meant to be fun , not necessarily serious. So let's take this to the land of the absurd: Escort your GR-75 with a wing of 3 B-Wings equipped with Angled Deflectors! Comms Team will let you coordinate all three, and reinforce is an action that can be done while staying in a wing, so each B-Wing does a reinforce for their own action, then gets coordinated to a focus, and then gains a lock from Toryn Farr! This makes the B-Wings more survivable without giving up mods. For added fun, equip them all with Fire-Control Systems as well.

1 minute ago, Freeptop said:

I'm not sure why you're dismissing Barrel Roll, given that the coordinate from the GR-75 is going to come after your opponent has moved all their ships.

My reasoning is that with the abundance of ships on the board and the typical approach angle of a massed ordnance run, you're not likely to be able to dodge much of anything anyway. The points and energy would be better spent on more bombers.

But I like your B-Wing wing suggestion! Probably not good but hilarious.

If I just had the buck for 3x6 vulture wings..

16 A-Wings with Crack Shot.

Sloane, Howl, Iden, and 16 Academy Pilots

Sloane in a Gozanti with 6 Interceptors and 6 Strikers

Sear, TA-175, and 23 Vulture Droids

Edited by ClassicalMoser
On 10/29/2019 at 1:18 AM, Hiemfire said:

****! Should have tagged you. Sorry. :(

@raithos I noticed something. C-ROCs have the Jam action instead of the Reload action you have on them.

swz55_separatist-privateers_card.png swz55_syndicate-smugglers_card.png

Got it, should be fixed

Separatist Privateers (58)
Targeting Battery (9)
Tactical Officer (6)
Perceptive Copilot (8)
Kraken (10)
Veteran Turret Gunner (8)
Damage Control Team (3)
Tibanna Reserves (3)
Corsair Refit (15)
Ion Cannon Turret (5)
Concussion Missiles (6)

Expensive, but you get a lot as it is a support ship and fights fairly well. For actions you Reinforce > Calculate, then either Coordinate or Focus for two if you need it. Engagement you get a primary attack, Targeting battery attack to get a lock, spend an energy to fire a Concussion missile at your locked target (Corsair refit), then Ion cannon turret (Vet turret gunner) final blow. Four attacks (can be split among three targets), one energy and one charge spent.

... okay, playing with these points... i.... I am SO BEYOND EXCITED!

Alderaanian Guard (146)
Jan Dodonna (4)
Point-Defense Battery (10)
Turbolaser Battery (15)
Damage Control Team (3)
Comms Team (8)
Tibanna Reserves (3)
Liberator (5)

Ship total: 194 Half Points: 97 Threshold: 13

Wedge Antilles (55)
Marksmanship (1)
Adv. Proton Torpedoes (6)
R2 Astromech (4)
Servomotor S-Foils (0)
Veteran Wing Leader (2)

Ship total: 68 Half Points: 34 Threshold: 3

Ten Numb (48)
Marksmanship (1)
Autoblasters (2)
Ion Cannon (5)
Adv. Proton Torpedoes (6)
Angled Deflectors (6)
Dreadnought Hunter (10)

Ship total: 78 Half Points: 39 Threshold: 4

Blade Squadron Veteran (43)
Marksmanship (1)
Autoblasters (2)
Ion Cannon (5)
Adv. Proton Torpedoes (6)
Angled Deflectors (6)

Ship total: 63 Half Points: 32 Threshold: 4

Red Squadron Veteran (43)
Marksmanship (1)
R2 Astromech (4)
Servomotor S-Foils (0)

Ship total: 48 Half Points: 24 Threshold: 3

Red Squadron Veteran (43)
Marksmanship (1)
R2 Astromech (4)
Servomotor S-Foils (0)

Ship total: 48 Half Points: 24 Threshold: 3


Total: 499

My goal is to have the X-Wings fly in a wing, the B-Wings docked to the CR-90, and the corvette pepper the enemy at long range. The X-Wings and CR-90 defense systems and primaries will be used to fight off any ships that come looking for a fight, the B-Wings will hang back in reserve until they're needed or enemy fighters have been dealt with. Ideally, I'll have Wedge survive long enough to engage with the B-Wings for a strafing run on the enemy Huge ship while HOPEFULLY, the CR-90's turbolasers help knock the shields down so the fighters can get their torpedoes to do maximum hull damage :D

Hopefully, with this not having any kind of official competitive variation, I might wanna bump the points up to 600 or even 700! I'd love to get a wing of A-Wings in there, maybe some Y-wings or a large ship to act as a picket ship

Soo, someone (not me) got their package early:

-Stalwart Captain

"After you are destroyed you are not removed until the end of the end phase."

-Optimized Power core "After you execute a blue maneuver recover 1 [energy]"

Actionless 6pts compared to 3pts Tibanna Gas (3times 2[energy], costing an action). Probably dial dependent if its is worth it, a C-ROC goes most probably for gas, while the CR90 might consider this.

4 minutes ago, Managarmr said:

a C-ROC goes most probably for gas,

Merchant One can do both and have a free turret slot bonus attack. :D

Did someone ask for MOAR CALCULATES?

Syndicate Smugglers (58)
Azmorigan (4)
Point-Defense Battery (10)
IG-88D (3)
Bombardment Specialists (6)

Ship total: 81 Half Points: 41 Threshold: 8

IG-88A (68)
Ship total: 68 Half Points: 34 Threshold: 4


Total: 149

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZeZ500Z376X262W272WW36W275WWWWWY81XWWWWWWWW&sn=Unnamed Squadron&obs=

Fill ships as wanted.

Asmorgan lets you keep a calculate from last round, Target lock into Calculate, IGD gives an extra calculate token,, IGA passes a calculate token. Spam Point Defense Battery or whatever out to range 3.

Edited by Rakaydos