Holdo-n to your Cloak Tokens

By Enigami, in X-Wing Squad Lists

Jarek Yeager (33)
Heroic (1)
Cloaking Device (4)
Kaz's Fireball (2)

Total: 40

Zizi Tlo (40)
Heroic (1)
Crack Shot (1)
Advanced Optics (4)

Total: 46

Tallissan Lintra (36)
Heroic (1)
Crack Shot (1)

Total: 38

Cobalt Squadron Bomber (52)
Trajectory Simulator (6)
Amilyn Holdo (8)
Proton Bombs (5)

Total: 71

List Total: 195
https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z377X172WWW91WWW315Y387X172W116WW186Y240X172W116WWY260X114WW242WWW69WW&sn=Holdo-n%20to%20your%20Cloak%20Tokens&obs=

Something I came up with and brought up in the Fireball appreciation thread. The Illicit slot gives the Fireball something Resistance didn't have access to before: cloak tokens. Holdo has the following text: "Before you engage, you may choose another friendly ship at range 1-2. You may transfer to that ship 1 token of a type that ship does not have. That ship may transfer 1 token to you of a type you do not have."

My dirty Scum shenanigan senses detected shenanigans. I went through the rules and I did not see anything that prevented a cloak token from being transferred. Which means, there's nothing preventing you passing a cloak token to ANY ship in your Resistance list, all you need is a ship to carry Holdo and another to carry a Cloaking Device (R1-J5 can do both at once). Holdo's ability also triggers before you engage, which means she can relocate cloak or disarm tokens to a ship that has already engaged. All of this together means Yeager can cloak, Holdo can take the cloak token to cloak her bomber, and then when the first round of combat actually happens, she is sitting on a tanky 9 Hull, 3 Shields, 3 Evade fortress that can suddenly ditch her cloak token at I1 AFTER everything has shot to take a shot of her own, and possibly grab an unspent Focus token too if she had to spend her own or she took a Target Lock instead. Good luck alpha-striking that. Or she can just stay cloaked and drop/launch bombs every single turn. And then when she starts running low on bombs, she doesn't even need to stop shooting to reload. She can reload, and at engagement just ditch her disarm and get her hands on a nearby unspent Focus token, shoot, and have another bomb ready for next turn. On top of that, she gets to support her aces by sucking up stress and ion tokens too, and the receiver of the cloak token she ditches gets to abuse it afterwards. Yeager can grab Disabled Power Regulator and abuse Explosion with Wings freely as long as Holdo is nearby to sponge the ion token at engagement. edit: forgot that DPR doesn't repair until the ship performs an Ion maneuver, so you can only delay the ion token with Holdo.

Advanced Optics Zizi and Tallissan round out the list, with the former providing the best odds of having an unspent Focus token for Holdo to grab, freeing her ship to take a non-Focus action while still getting to mod its shots (or TL and try to get double mods).

Edited by Enigami

Seems interesting, like the idea about Holdo and the cloaking tokens. Will have some jank fun with it.

Thinking of getting Paige Tico as the bomber, so you run an i5 all out list, so you can engage in the order that the situation plays out so you can protect a ship that will take the brunt of the enemy fire while already shot.

P.S. Explosion with Wings on Disabled Power Regulator without an astromech will still have the consequence of an Ion move, as it only gets repaired after you perform an Ion move. You can delay the move, but it will need to happen.

I was thinking Vennie might be more worthwhile in the list. Getting that extra focus dice will get you you a 4 dice defence.

Edited by Tyhar7

I have to pose some questions here cause this seems broken in so many ways?

If you remove the Cloak token from Yeager does that count as him decloaking? Therefore he gets to boost or barrel roll?

Once you strip the the Cloak token to the Starfortress do the rules for cloaking device card still apply? Specifically do you have to role to check if the cloak fails in the next planning phase?

Next being cloaked requires you to be disarmed, it's a requirement of the state. What would happen if you removed your disarmed token? Would you Decloak? Regain another disarm? Or simply transfer it and be able to shoot while cloaked?

If you remove the Cloak token from Yeager does that count as him decloaking? Therefore he gets to boost or barrel roll? No, you did not decloak. You have to SPEND the cloak token during the SYSTEM phase to decloak to gain the mandatory movement effect.

Once you strip the the Cloak token to the Starfortress do the rules for cloaking device card still apply? Specifically do you have to role to check if the cloak fails in the next planning phase? No, as you have no upgrade that tells you to roll. This comes from the Cloaking device, which is not on your ship. Quadjumpers (Scum can do this in general with most of their ships, but more useful for Quads) have a similar trick to bypass the cloaking device roll check the with Cikatro Vizago crew. By cloaking and then moving the Cloaking Device to another ship, they can decide to decloak with normal rules. So either do unexpected movement jumps for possible tractor shenanigans or just stay cloaked (for defensive reasons) while you are still able to tractor.

Next being cloaked requires you to be disarmed, it's a requirement of the state. What would happen if you removed your disarmed token? Would you Decloak? Regain another disarm? Or simply transfer it and be able to shoot while cloaked? A cloaked ship does not have a disarm token, it is disarmed. In other words, a cloak token means your agility is increased by 2 and you are disarmed, so you cannot shoot, there is no disarm token with a cloak token.

Edited by PsychoCC
53 minutes ago, PsychoCC said:

If you remove the Cloak token from Yeager does that count as him decloaking? Therefore he gets to boost or barrel roll? No, you did not decloak. You have to SPEND the cloak token during the SYSTEM phase to decloak to gain the mandatory movement effect.

Once you strip the the Cloak token to the Starfortress do the rules for cloaking device card still apply? Specifically do you have to role to check if the cloak fails in the next planning phase? No, as you have no upgrade that tells you to roll. This comes from the Cloaking device, which is not on your ship. Quadjumpers (Scum can do this in general with most of their ships, but more useful for Quads) have a similar trick to bypass the cloaking device roll check the with Cikatro Vizago crew. By cloaking and then moving the Cloaking Device to another ship, they can decide to decloak with normal rules. So either do unexpected movement jumps for possible tractor shenanigans or just stay cloaked (for defensive reasons) while you are still able to tractor.

Next being cloaked requires you to be disarmed, it's a requirement of the state. What would happen if you removed your disarmed token? Would you Decloak? Regain another disarm? Or simply transfer it and be able to shoot while cloaked? A cloaked ship does not have a disarm token, it is disarmed. In other words, a cloak token means your agility is increased by 2 and you are disarmed, so you cannot shoot, there is no disarm token with a cloak token.

Okay great for questions 1-2 but according to the rules for being disarmed you are required to have a token?

CLOAK (󲁅) Ships can cloak to become difficult to hit, and they can decloak to move unpredictably. When a ship performs the 󲁅 action, it gains one cloak token. A ship is cloaked while it has a cloak token. Cloak tokens are blue tokens. A cloaked ship has the following effects:

• Its agility value is increased by 2.

• It is disarmed.

• It cannot perform the cloak action or gain a second cloak token

DISARMED

A ship is disarmed if it has at least one disarm token. A disarmed ship cannot perform attacks. The disarm token is a circular, orange token and is removed during the End Phase.

• During the Engagement Phase, disarmed ships still engage (although they cannot perform attacks

There doesn't also appear to be anything stopping you from juggling a few cloak tokens around.

You could acquire the first cloak charge in round 1.

Then give it to an ace in your list round 2.

Then round 3 spend the second cloak charge and have your Starfortress acquire that one.

1 hour ago, Tyhar7 said:

DISARMED

A ship is disarmed if it has at least one disarm token. A disarmed ship cannot perform attacks. The disarm token is a circular, orange token and is removed during the End Phase.

Gaining a disarm token means you are disarmed. Being disarmed does not mean necessarily you have a disarm token. I can see your logic, but it would cause weird interactions. What happens if you stay cloaked, disarm tokens go off end of round as it is an orange token, can you shoot?

1 hour ago, Tyhar7 said:

There doesn't also appear to be anything stopping you from juggling a few cloak tokens around.

You could acquire the first cloak charge in round 1.

Then give it to an ace in your list round 2.

Then round 3 spend the second cloak charge and have your Starfortress acquire that one.

Yea, this will definitely be something you can do. Just note that a ship can never have more than 1 cloak token, so Holda cannot let you trade a cloak token with a ship already having one.

45 minutes ago, PsychoCC said:

Yea, this will definitely be something you can do. Just note that a ship can never have more than 1 cloak token, so Holda cannot let you trade a cloak token with a ship already having one.

Of course but Holdo doesn't let you juggle any tokens the target ship already has copy of anyway. Still means with 3 or 4 ships you could juggle it about between the ships without deactivating them.

As for the Disarm I can see your reasoning, more bad wording from the rules ref. You can infer that a token is required but as I read it again it doesn't state a disarmed ships gains a disarm token so I assume you are correct.

I dunno about Vennie, Vennie is I2 and only has Ronith Blario for an ally I2 turret ship. Vennie wants turret arcs, but the cloak shenanigans wants the cloaker to shoot after all the opponent's ships or for as many of your ships as possible to be the same initiative so you can constantly pass the cloak token back and forth without anyone having to be disarmed during engagement. Vennie + Colossus Mechanic + Ronith + Lieutenant Bastion or Finn all fit with plenty of points to spare and are all I2, though Ronith would be the only one to provide Vennie's bonus focus on defense. Might work out?

Paige though looks pretty great. Paige can already TrajSim double bomblets and spend a shield to recover both without taking an action or disarm token, Holdo adds a cloak token to the mix that can make Paige an absolute jousting monster. Paige + Yeager + Talli + Zizi can squeeze together with some upgrades, and has pros to both having and not having initiative. If they have I5s and you have initiative, you engage first, and if the token is in the right spot at the time, you can have a ship that's in the most danger take their shot and be given the cloak right before they get shot at. If you don't, then you move second and your aces get to react to your opponents I5s. This lessens the need for a bid, so spending all 200 points can be perfectly fine. Paige + Yeager + Rey can work similarly, with Paige and Rey taking turns being nigh-indestructible juggernauts.

Of course, cloak juggling doesn't require a StarFortress, so you can opt for builds that ditch it entirely. You could team Cloaking Yeager with Rey carrying Holdo and Nien or a pair of I5 A-Wings, or Kaz with a bunch of I4s, or Cloaking R1-J5 with 3 Blue Squadrons and a space couch for Holdo, or a Cloaking Mechanic with a Finn/Bastion/Nodin/Ronith salad squad, etc.

Edit: I felt like building that I2 salad list, enjoy!

Colossus Station Mechanic (26)
Cloaking Device (4)
Total: 30

Finn (29)
Heroic (1)
Perceptive Co-pilot (8)

Total: 38

Lieutenant Bastion (47)
Integrated S-Foils (0)
Total: 47

Nodin Chavdri (36)
Amilyn Holdo (8)
Larma D'Acy (4)
R4 Astromech (2)

Total: 50

Ronith Blario (34)
Heroic (1)
Total: 35

List Total: 200
https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z380XWW91WWWY350X172WW54WY254XWW175WWWY352XWWW242W243W5WY388X172WW&sn=Holdo Salad&obs=

Finn and Bastion provide the heavy hitting, Mechanic provides the cloak, Ronith can focus on blocking and shooting last to eat up unused Focus tokens, and Nodin gets Larma and R4 to make it possible to stack Stress while still getting an open dial and Coordinate actions, and of course Holdo to juggle the cloak token (among others).

Edited by Enigami
On 2/14/2020 at 3:28 AM, Enigami said:

Jarek Yeager (33)
Heroic (1)
Cloaking Device (4)
Kaz's Fireball (2)

Total: 40

Zizi Tlo (40)
Heroic (1)
Crack Shot (1)
Advanced Optics (4)

Total: 46

Tallissan Lintra (36)
Heroic (1)
Crack Shot (1)

Total: 38

Cobalt Squadron Bomber (52)
Trajectory Simulator (6)
Amilyn Holdo (8)
Proton Bombs (5)

Total: 71

List Total: 195
https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z377X172WWW91WWW315Y387X172W116WW186Y240X172W116WWY260X114WW242WWW69WW&sn=Holdo-n%20to%20your%20Cloak%20Tokens&obs=

Something I came up with and brought up in the Fireball appreciation thread. The Illicit slot gives the Fireball something Resistance didn't have access to before: cloak tokens. Holdo has the following text: "Before you engage, you may choose another friendly ship at range 1-2. You may transfer to that ship 1 token of a type that ship does not have. That ship may transfer 1 token to you of a type you do not have."

My dirty Scum shenanigan senses detected shenanigans. I went through the rules and I did not see anything that prevented a cloak token from being transferred. Which means, there's nothing preventing you passing a cloak token to ANY ship in your Resistance list, all you need is a ship to carry Holdo and another to carry a Cloaking Device (R1-J5 can do both at once). Holdo's ability also triggers before you engage, which means she can relocate cloak or disarm tokens to a ship that has already engaged. All of this together means Yeager can cloak, Holdo can take the cloak token to cloak her bomber, and then when the first round of combat actually happens, she is sitting on a tanky 9 Hull, 3 Shields, 3 Evade fortress that can suddenly ditch her cloak token at I1 AFTER everything has shot to take a shot of her own, and possibly grab an unspent Focus token too if she had to spend her own or she took a Target Lock instead. Good luck alpha-striking that. Or she can just stay cloaked and drop/launch bombs every single turn. And then when she starts running low on bombs, she doesn't even need to stop shooting to reload. She can reload, and at engagement just ditch her disarm and get her hands on a nearby unspent Focus token, shoot, and have another bomb ready for next turn. On top of that, she gets to support her aces by sucking up stress and ion tokens too, and the receiver of the cloak token she ditches gets to abuse it afterwards. Yeager can grab Disabled Power Regulator and abuse Explosion with Wings freely as long as Holdo is nearby to sponge the ion token at engagement. edit: forgot that DPR doesn't repair until the ship performs an Ion maneuver, so you can only delay the ion token with Holdo.

Advanced Optics Zizi and Tallissan round out the list, with the former providing the best odds of having an unspent Focus token for Holdo to grab, freeing her ship to take a non-Focus action while still getting to mod its shots (or TL and try to get double mods).

Nice idea! How about something crazy like this?

Rey — Scavenged YT-1300 70

Korr Sella 6

Rose Tico 9

Finn 10

Stealth Device 4

Rey’s Millennium Falcon 2

Ship Total: 101

Half Points: 51 Threshold: 6

Zizi Tlo — RZ-2 A-Wing 40

Heroic 1

Swarm Tactics 4

Advanced Optics 4

Ship Total: 49

Half Points: 25 Threshold: 2

R1-J5 — Fireball 29

Mag-Pulse Warheads 6

Amilyn Holdo 8

Cloaking Device 4

Kaz's Fireball 2

Ship Total: 49

Half Points: 25 Threshold: 3

All three ships can shoot at I5, so you can choose the order, and if you send Rey to the thick of things, she can shoot, then "trade" her TL for a cloak token with R1-J5. This way she can dodge multiple attacks with her 4 green dice, and bucket can shoot the missiles. Decloaking rey the following turn can also be very useful to avoid getting trapped. Zizi is there to give bucket the I5 he needs, and with her defensive ability she can survive several shots as well.

It seems fun, maybe I'll try it next week

edit: No blue TL tokens anymore 😔

Edited by RoockieBoy

Only problem with that is that you no longer have blue target lock tokens to trade, so you could transfer enemy lock tokens for cloaking devices, but not ones you have on people.

Interesting. I’m kind of an old school player and have been using 2 tokens for the TL like in 1.0. It just made things clearer for me, but I hadn’t realised it could be a problem with interactions like these...

Definitely a great use for Bucket as a pilot. Being able to cloak an already manoeuvrable Resistance ship would be faintly ridiculous.

Dear god. Transfer the cloak to Poe in Black One.

Decloak forwards, Speed 4 Straight, SLAM 4 straight, Afterburners Boost, Poe Barrel Roll. That's pretty much the entire board width.

Decloaking a Falcon would be unpleasant, too.

It seems legit rules-wise and is a creative use of the cards.

However, passing around cloak tokens feels off to me; Especially when the card that might cause the token to go away is not on the newly tokened ship. Your CD can’t break when you don’t have one.

This is probably not significant enough that FFG will errata it (they’ve left oddball stuff in scum).

I fully accept that this is a “thing” for me personally. Since this is a minis game that “represents” ships flying around etc., I still want the rules and interactions to make sense within that context...even if that context is make-believe in the first place.

R1-J5 (29)
Amilyn Holdo (8)
Cloaking Device (4)

Rey (70)
Korr Sella (6)
Rose Tico (9)
Finn (10)
Rey’s Millennium Falcon (2)

L’ulo L’ampar (43)
Swarm Tactics (4)
Heroic (1)
Advanced Optics (4)


Total: 190

View in Yet Another Squad Builder 2.0

I've always felt Lulo dies too easily, and this list directly addresses this. If Lulo is in trouble, you drop a Cloak on him AND take his stress, swinging his greens from 2 to 5. Or if it's Rey in trouble, you take her from 1 to 3.

10 points remaining to do things like Prockets on Lulo, Heightened or Sense on Rey, misc health upgrades, Title for bucket, bid, or whatever. I'm also really curious if dropping Rose and going to PerCop on Rey is a better long-term strat. She's gonna be really hard to kill with two focus, two force, and her ability on three + blank greens. Could save some points and go to 3PO and get coordinate, which can be unlimited range to bucket. Bucket can also pull those tokens to himself if he's in danger while cloaked.

This list is shenanigans as heck. I think I'm in love.

3 hours ago, player3503606 said:

L’ulo L’ampar (43)
Swarm Tactics (4)

I was sitting here wondering how this was going to work until I saw the Swarm Tactics.

Absolutely disgusting. 🤣 I’ve held off on getting a Fireball, but this is starting to push top-tier jank potential... which is what I come here for.

30 minutes ago, CoffeeMinion said:

I was sitting here wondering how this was going to work until I saw the Swarm Tactics.

Absolutely disgusting. 🤣 I’ve held off on getting a Fireball, but this is starting to push top-tier jank potential... which is what I come here for.

From one Scum player to another... absolutely get one. The jank is strong in this one.

I'm not a fan of the Swarm Tactics lists because of the range 1 requirement pressuring your ships to be even closer and predictable, particularly when it's on an arc dodger that would rather not baby sit an I1 that's going to have a clear range 1 bubble that the Swarm Tactics carrier needs to be in. I personally would rather have a loose range 2 bubble that only needs any ship in range 2 to work with rather than needing a specific ship at range 1.

I was able to get a game with Paige, Zizi, Tallisan and Yeager. The enemy brought a tanky Assaj and Maul+Sabine combo with Serissu adding defensive rerolls on top, but unfortunately for my opponent bombs don't care about defense dice. Worse, unfortunate maneuvering lead to both Lancers eating double stacked bomblets twice, inflicting massive damage despite their defenses. Holdo was great, playing hot potato with the Cloak token to either make one of my aces super dodgy or sacrifice Paige's shot to better withstand all the enemy guns pointed at her, or simply managing Focus/Stress tokens. Following the Bomblets inflicting massive damage, my ships pretty quickly finished off the opposition while only yielding half points from Yeager very late into the game. A very successful first showing for Holdo jank, and even without the cloaking trick, I now strongly believe any StarFortress without Holdo is built wrong. Being able to park the StarFortress continually (which led to me nailing both Lancers with a total of 4 bomblets each over 2 turns without hitting my own bombs), ditch Disarm tokens to reload AND shoot, and exploit cloak to reinforce its defenses is too good to pass up.

Of course, in time the aluminum fall can or space couch might prove to be more efficient carriers than the StarFortress, but at the moment I'm greatly enjoying the newly armed and fully operational bombing station.

Edited by Enigami
34 minutes ago, CoffeeMinion said:

I was sitting here wondering how this was going to work until I saw the Swarm Tactics.

Absolutely disgusting. 🤣 I’ve held off on getting a Fireball, but this is starting to push top-tier jank potential... which is what I come here for.

The range 1 requirement is the hard part. However, how many arcs do you really have to dodge when you have five greens? And if they shoot Bucket, great. He was Biggs for fewer points.