Huge Ship Builds

By AegisAngel, in X-Wing Epic Play

30 minutes ago, heychadwick said:

If you wanted to be really mean and dirty, give one of the Scyks a Tractor Beam Cannon or Ion Cannon. If he hits someone, they can be pulled out of a Wing. If it's the Wing Leader, the Wing instantly dissolves. If anyone is Ionized or Tractored, they pop out of formation. You could make sure to have a Wing Leader spend his tokens and then hit him with an Ion or Tractor first. He won't be able to shunt off his damage at that point.

Yes, I've ionized the wing leader in a match already. In that case I'm not sure it was a huge plus, but the wing leader wasn't ace pilot there.

The list you quoted has already been further modified before even hitting the table. Having wingmen for Drea for... um... protection purposes... seemed like too good an idea to dismiss.

I am however going to be putting a Raider on the table with ion in mind. The Instigator title triggers on red tokens, and having that level of re-rolls is big. I put ion torpedoes (cheap!) on board, along with concussion missiles and a targeting battery. This ship isn't going to be spiky on damage, and the ceiling is low, but it should be plenty consistent on damage output.

My friend spread damage to the wingmen to cancel 3 of the Ion Battery hits on the leader, kept them all alive and on target for the next turn.

Was an interesting call and I'm still not sure who got the best deal. When it hit again the next turn, it was carnage.

2 minutes ago, Cuz05 said:

My friend spread damage to the wingmen to cancel 3 of the Ion Battery hits on the leader, kept them all alive and on target for the next turn.

Was an interesting call and I'm still not sure who got the best deal. When it hit again the next turn, it was carnage.

Um 2 things.

1. All of the Wingleader upgrades have the cap statement of "up to 2 of your wingmates" in addition to the in arc requirement, so only 2 hits should have been canceled.

2. Ion Cannon Battery deals 1 Icon damage crit damage if the attack hits then spends the Icon damage hit and Icon damage crit results from the dice (sort of like Ion weapons did in 1.0) to apply Ion tokens means they took allot of unnessecary damage for no real return.

For ease of reference:

Wingleader command slot upgrades all have the same second paragraph as this one:

Swz57 agent-of-the-empire

Ion Cannon Battery:

Ion Cannon Battery

Ah, thanks. I was confused at the time. Looking at the card again, I realise I've missed that you can only take 1 dmg on each.

That changes a fair few things for me.

Edited by Cuz05

This one hits like a bowling ball to the face.

Syndicate Smugglers (58)
Point-Defense Battery (10)
IG-88D (3)
Lando Calrissian (Scum) (8)
Damage Control Team (3)
Tibanna Reserves (3)
Merchant One (8)
Corsair Refit (15)
Dorsal Turret (3)
IG-RM Droids (2)
Optimized Power Core (6)
Tractor Beam (2)

Ship total: 121 Half Points: 61 Threshold: 8

Total: 121

Right. What would happen would be, you'd shunt a damage to a wingmate, where it would turn into an ion token, breaking him from the wing. Meanwhile, the crit from the attack hitting would stick to the wing leader no matter what you do, and if he's stuck with an ion token the whole wing splits.

Ion Battery is tasty.

26 minutes ago, ChahDresh said:

Right. What would happen would be, you'd shunt a damage to a wingmate, where it would turn into an ion token, breaking him from the wing. Meanwhile, the crit from the attack hitting would stick to the wing leader no matter what you do, and if he's stuck with an ion token the whole wing splits.

Ion Battery is tasty.

Not really. The Wingmates chosen suffer damage matching the rolled result to cancel that result. Only the Wingleader would get any ion tokens. By making use of the wingleader's ability to try and mitigate an Ion Cannon Battery the player is risking suffering 3 or more times the damage the wingleader would normally suffer, but spread across the wing, and still being stuck to doing a blue 1 straight the next turn thanks to the wingleader being Ionized.

Edited by Hiemfire
44 minutes ago, Hiemfire said:

and still being stuck to doing a blue 1 straight the next turn thanks to the wingleader being Ionized.

I mean, technically if the wing leader is ionized then everybody splits from the wing, so only the leader has to do the blue 1 forward. Everybody else gets to plan their own dial. But everything else was spot on.

20 minutes ago, Parakitor said:

I mean, technically if the wing leader is ionized then everybody splits from the wing , so only the leader has to do the blue 1 forward. Everybody else gets to plan their own dial. But everything else was spot on.

Yep. I'd missed that part in the EBRR. Last pip of Forced Splitting on page 4. Tractor works too if the goal is to mess with a formation. The paragraph immediately following where Ionized/Tractored wingleader = forced split of the wing is interesting:

"Due to forced splitting that occurs after the Planning Phase and before the Engagement Phase, it is possible that a ship might not have a maneuver dial assigned to it for the Activation Phase. If a split ship does not have a dial assigned in the Activation Phase, it does not activate as normal. Instead, at the end of the Activation Phase, it must execute a [2 Icon maneuver straight ] maneuver, skip its Perform Action step, and gain one stress token."

Maybe edge case, but I think I hear the dripping of Gunrunner drool.

Edit: Wait a sec, "The wing leader becomes ionized or tractored." forcing a wing to split makes Nantex wings iffy. Interesting, though I guess the limitations on actions and what timing placement of wingmates is considered to occur (they count as having fully executed the maneuver on the wingleader's dial inclusive of difficulty, speed and bearing) already did that.

Edited by Hiemfire
1 hour ago, Hiemfire said:

Not really. The Wingmates chosen suffer damage matching the rolled result to cancel that result. Only the Wingleader would get any ion tokens.

You know what? You're right. I had been thinking the Wing mechanics redirected damage, but that's not quite how it works; the results are cancelled, so they can't be turned into ion tokens by Ion Battery's rules. That still makes Ion Batteries nasty for wings, though-- the crit the wing leader takes can't be mitigated, and the wing leader becoming Ionized does a forced separation for all wingmates, which stresses them. Fun times.

1 hour ago, Hiemfire said:

"Due to forced splitting that occurs after the Planning Phase and before the Engagement Phase, it is possible that a ship might not have a maneuver dial assigned to it for the Activation Phase. If a split ship does not have a dial assigned in the Activation Phase, it does not activate as normal. Instead, at the end of the Activation Phase, it must execute a [2 Icon maneuver straight ] maneuver, skip its Perform Action step, and gain one stress token."

Maybe edge case, but I think I hear the dripping of Gunrunner drool.

I was thinking of dropping Conner Nets on a wing, which would create the same situation of a dial-less ship out of formation before it activates. On the bright side, ions now cause 1-straight BLUE maneuvers, so the stress gained from having no dial isn't all that terrible.

51 minutes ago, Parakitor said:

I was thinking of dropping Conner Nets on a wing, which would create the same situation of a dial-less ship out of formation before it activates. On the bright side, ions now cause 1-straight BLUE maneuvers, so the stress gained from having no dial isn't all that terrible.

🤨 Getting range 1 of them with a Gunrunner is chancy enough, getting close enough to drop (or launch with Zuvio) Connor Nets and have them affect the wing in that manner resulting in a forced formation break before the wing activates rapidly approaches Fearless equipped ships with no passive mods level of suicidal (to put it politely).

Edit: Also, the currently available mines only affect 1 ship when they go off.

Edited by Hiemfire
52 minutes ago, Hiemfire said:

🤨 Edit: Also, the currently available mines only affect 1 ship when they go off.

Yeah. It's not good , but it's possible.

18 hours ago, Hiemfire said:

This one hits like a bowling ball to the face.

Syndicate Smugglers (58)
Point-Defense Battery (10)
IG-88D (3)
Lando Calrissian (Scum) (8)
Damage Control Team (3)
Tibanna Reserves (3)
Merchant One (8)
Corsair Refit (15)
Dorsal Turret (3)
IG-RM Droids (2)
Optimized Power Core (6)
Tractor Beam (2)

Ship total: 121 Half Points: 61 Threshold: 8

Total: 121

I have two C-ROCs (yo-yo!), and when my FLGS *finally* gets the conversion kits, I intend to run both with slightly stripped down versions of this. Hunter-Killer, right? Blast in, get up close, and jab at something until it melts. Base build is P-DB, Tibanna, Damage Control, and Deadman's Switch. After that, season with titles and crew until I hit around 200 points for the both combined. Run a wing of Doom-Skates (HLC Scyks), some beef, and an Ace for the fun of it.

Edited by Kleeg005
49 minutes ago, Kleeg005 said:

I have two C-ROCs (yo-yo!), and when my FLGS *finally* gets the conversion kits, I intend to run both with slightly stripped down versions of this. Hunter-Killer, right? Blast in, get up close, and jab at something until it melts. Base build is P-DB, Tibanna, Damage Control, and Deadman's Switch. After that, season with titles and crew until I hit around 200 points for the both combined. Run a wing of Doom-Skates (HLC Scyks), some beef, and an Ace for the fun of it.

DCT, 88D, IGRMs, Lando, and Merchant One are the essential parts that turn the PDB from decent to a crit storm. Lando can use any green token, including the Reinforce token for his ability, DCT both increases its survivability and provides tokens for Lando to use, 88D increases the number of tokens available giving access to an additional reroll and helping to make sure IGRM's requirement for triggering is met. Dorsal Turret adds another attack that doesn't require energy but is optional, Corsair technically is optional as well since Merchant One also adds a turret slot though the increase in energy reserve is nice as is the cannon slot that Corsair adds.

@Hiemfire Do you find that the Point Defense Battery earns its keep? I'm wary of it if I don't have access to recurring mods, as burning gobs of energy on unmodded attacks seems sketchy to me. I'm guessing Drea is tucked in somewhere? Without her I think I'm much more comfortable with Ion Battery...

2 minutes ago, ChahDresh said:

@Hiemfire Do you find that the Point Defense Battery earns its keep? I'm wary of it if I don't have access to recurring mods, as burning gobs of energy on unmodded attacks seems sketchy to me. I'm guessing Drea is tucked in somewhere? Without her I think I'm much more comfortable with Ion Battery...

Without mods? /shrug DCT, 88D and Lando covered the mods for the ship though. DCT Reinforce > Calc with 88D adding a second Calc token and Lando being able to use any of the three for rerolls if needed. It still has another action for a Focus or whatever else it might need at the moment, like using a charge on the Tibanna Reserves (he didn't have Drea). In the smaller match we played, a casual standard battle with huge ships allowed, my ICB didn't have the output needed (not that the crit chain my transport received helped with that at all). I can see it doing better in larger points matches though.

I've found Point Defense Battery to be pretty good. There are times where two range 1 attacks out the side arc is exactly what you need, and Ion Cannon Battery doesn't give you that. @ChahDresh , you are absolutely right that if you don't have the mods, you don't sound the energy. Save it for another round where you can make more accurate attacks. If you think you will have trouble maintaining enough mods for your Point Defense Battery, maybe Ion Cannon Battery is the right call.

I'll just say that Point Defense Battery on a Gozanti pulled its weight on one particular game of Passing Engagement, letting me finish off one shuttle before it fled.

On 12/5/2019 at 3:48 AM, Hiemfire said:

🤨 Getting range 1 of them with a Gunrunner is chancy enough, getting close enough to drop (or launch with Zuvio) Connor Nets and have them affect the wing in that manner resulting in a forced formation break before the wing activates rapidly approaches Fearless equipped ships with no passive mods level of suicidal (to put it politely).

Edit: Also, the currently available mines only affect 1 ship when they go off.

I'm looking forward to yeeting ion bombs with tragedy simulator from a scurrg, come february. ;)

Any CR90-build suggestions for Republic or Rebels? :)

Here is my thought on an effective pirate C-ROC:


Syndicate Smugglers (58)
Targeting Battery (6)
IG-88D (3)
Perceptive Copilot (8)
Bombardment Specialists (6)
Proximity Mines (6)
Saboteur's Map (3)
Corsair Refit (15)
Tractor Beam (3)
Dorsal Turret (3)
Cluster Missiles (5)

Setup:

Place one Proximity Mine where it hurts the most or tunnels enemy movement. Could also be left out to reduce squad points.


Actions:

Focus and Calculate or Focus and Lock->Calculate for 2x focus and 2x calculate tokens (and a lock).
No Reinforce action planned, so this will burn fast under concentrated fire.

Attack pattern:

R4-5: Targeting Battery ; Tractor Beam and/or Primary Attack

Depending on the agility of the target fire the Tractor Beam first to reduce it. Use the calculate to increase the range of the beam and the primary.

R1-3: Tractor Beam (Bonus Attack of Corsair Refit); Targeting Battery (Bonus Attack); Cluster Missiles I, Cluster Missiles II (Bonus Attack) or Primary Attack

Reduce the agility of the target, aquire a lock before or after the missiles if necessary and fire the Cluster Missiles spending the calculate for a range increase if necessary.

R0: Tractor Beam or Cluster Missiles (Bonus Attack of Corsair Refit); Primary Attack

As above, use calculate to decrease the range.

And here my Raider built:

Outer Rim Patrol (146)
Proton Torpedoes (13)
Concussion Missiles (6)
Ion Cannon Battery (5)
Ordnance Tubes (1)
Admiral Sloane (9)
Sensor Experts (10)
Damage Control Team (3)
Instigator (6)
Ordnance Team (4)

Usage: Nuke one or two unlucky ships in your front arc at range 3 per round.

The Torpedoes and Missiles in combination with the Ordnance Tubes and Ordnance Team are very effective. Although the Concussion Missiles are a bit situational due to the flipping since allied imperial ships tend to have no shields and therefore get damaged fast. Maybe next time I will try the Mag Pulse or Homing Missiles.

The Ion Cannon Battery is a very powerful weapon for ion control, way better than the other ion weapons.

Admiral Sloane and especially Instigator are very powerful, removing almost entirely the need to spend the lock for rerolls. In combination with the Sensor Experts to have three locks on the field a very powerful combination.