More noob inquiries

By Cpt ObVus, in X-Wing

The TIEs can also contribute by getting in the way. If the spot your opponent is trying to land already has a TIE sitting in it, they can't fully complete the maneuver and lose their normal action as a result. Academy Pilots move before most ships due to their low initiative, so if you can predict where your opponent is going you can deliberately block them.

As @ScummyRebel says, the targeting computers are almost certainly not worth it on generic TIE/lns.

Alright! Good stuff! I feel like I have three useful lists and everything’s set to go for our first game tomorrow. Looking ahead, I already know I want a Saw’s Renegades pack. I had heard that the 2.0 cards included in the 1.0 Renegades had numerous misprints. Is this true? And were they corrected in the Rebel Conversion Kit? Would I maybe be better off just buying the 2.0 version? Where can I find it?

5 hours ago, Cpt ObVus said:

Alright! Good stuff! I feel like I have three useful lists and everything’s set to go for our first game tomorrow. Looking ahead, I already know I want a Saw’s Renegades pack. I had heard that the 2.0 cards included in the 1.0 Renegades had numerous misprints. Is this true? And were they corrected in the Rebel Conversion Kit? Would I maybe be better off just buying the 2.0 version? Where can I find it?

It is true that there are some misprints in both the saw's renegades and tie Reaper expansions.

On most cards it's not a big deal as they have the rebel symbol as restricted to rebel only instead of it written out in words. Biggest error is Advanced sensors from those packs as as written on those versions it would work differently. But you have correct versions in conversion kits and 2.0 expansions.

These 2 expansions are not available as full 2.0 expansions at the moment. They were supposed to be rereleased with wave6, but they were cancelled. Also no other rereleases in the near future meaning some ships only available via 1.0 conversions for foreseeable future.

5 hours ago, Cpt ObVus said:

Alright! Good stuff! I feel like I have three useful lists and everything’s set to go for our first game tomorrow. Looking ahead, I already know I want a Saw’s Renegades pack. I had heard that the 2.0 cards included in the 1.0 Renegades had numerous misprints. Is this true? And were they corrected in the Rebel Conversion Kit? Would I maybe be better off just buying the 2.0 version? Where can I find it?

The cards included in the Saw's Renegades 1.0+2.0 pack aren't part of any conversion kits.

They do look like an early version of the 2.0 cards, with different mannerisms and some mistakes.

Unfortunately the "2.0 only" reprint of Saw's Renegades was cancelled, since they figured there was still a lot of stock of it's 1.0+2.0 edition laying around.

So if you want them, just buy the old pack and check the Rules Reference for errata and corrections on these cards.

5 hours ago, Cpt ObVus said:

Alright! Good stuff! I feel like I have three useful lists and everything’s set to go for our first game tomorrow. Looking ahead, I already know I want a Saw’s Renegades pack. I had heard that the 2.0 cards included in the 1.0 Renegades had numerous misprints. Is this true? And were they corrected in the Rebel Conversion Kit? Would I maybe be better off just buying the 2.0 version? Where can I find it?

The only misprints on Saw’s Renegades are style/aesthetic choices. There’s a different icon for missile/ordnance in those proton torps but you can know it’s the same thing, they use a rebel symbol on crew cards instead of saying “rebel” on the limitations part of the upgrade. The back of the full online rules reference (full/advanced rules) will have the errata there anyway to clarify.

the Tie reaper pack was the more egregious one with a true error about faction limiting a not faction limited upgrade.

There is no 2.0 only Saw’s or Reaper. The generic upgrades that made it to conversion kit are printed correctly, however both have pilots and upgrades still not found anywhere else (mainly named crew characters).

Awesome. So we played our first game today. I put the full postmortem in the Battle Reports section, if anyone feels like reading it, but the TL;DR is that I played Empire, my buddy played Rebels, and despite feeling like I played well, I lost. Fun times, though, and I felt okay about it. It did leave us with some more questions, however:

1) First, obstacles. It says to place six, and for this game, we used the basic six obstacles from the Core Set. However, I also had picked up several other expansions like Fully Loaded and Never Tell Me The Odds. Am I correct in assuming that any of the many alternate debris fields, asteroid fields, and dust clouds from these expansions can be substituted for the Core obstacles? Is this legal in tournament play? And is the set of six to be chosen from selected before the game by one of the players, or can we just reach into the bag and grab our favorite one at will during setup?

2) Second, I cannot remember the name of the critical damage card that I hit at the end which killed Vader, but it went like this: with 3 hull left, Han hit Vader with 2 unanswered crits. I drew the first, and it read, “When you suffer a critical damage, take 1 face-down damage, then turn this card face-down,” or something very close to that. As we interpreted it, that meant that the second critical card ALSO dealt me a face-down card, which killed Vader on the spot. Did we play that correctly?

3) Third question: The rule about partially completing maneuvers was pretty easy to get, and it ended up being a much more common occurrence than we’d predicted, once quarters got tight. It was easy enough to back a ship up from 2-straights and whatnot, but backing up speed-3 Tallon Rolls and the like felt really imprecise. Is there a trick to this? Or do you just do your best, and hope you end up with your arcs hitting the right spots?

4) I noticed that whenever I had a Focus token handy, I needed it to be an Evade, and whenever I had an Evade, I wanted a Focus instead. Was I just getting unlucky and rolling the wrong faces? Anyone have any insight as to what the “best” choice tends to be when it comes to Evade actions vs. Focus actions?

5) Despite Luke and Vader both having plenty of Force available, it was mostly redundant and unnecessary. Vader had trouble going too crazy with actions because obstacles and other ships were mostly stopping his Barrel Rolls; when he finally needed multiple actions, he was also forced to take on stress for a critical Tallon Roll. Luke had Force to spare all game, but almost always had all the dice-fixing tricks he could use through some other means. Is this a common occurrence? Maybe the Force isn’t as important as I’d figured at first...

Thanks!

3 hours ago, Cpt ObVus said:

Awesome. So we played our first game today. I put the full postmortem in the Battle Reports section, if anyone feels like reading it, but the TL;DR is that I played Empire, my buddy played Rebels, and despite feeling like I played well, I lost. Fun times, though, and I felt okay about it. It did leave us with some more questions, however:

1) First, obstacles. It says to place six, and for this game, we used the basic six obstacles from the Core Set. However, I also had picked up several other expansions like Fully Loaded and Never Tell Me The Odds. Am I correct in assuming that any of the many alternate debris fields, asteroid fields, and dust clouds from these expansions can be substituted for the Core obstacles? Is this legal in tournament play? And is the set of six to be chosen from selected before the game by one of the players, or can we just reach into the bag and grab our favorite one at will during setup?

2) Second, I cannot remember the name of the critical damage card that I hit at the end which killed Vader, but it went like this: with 3 hull left, Han hit Vader with 2 unanswered crits. I drew the first, and it read, “When you suffer a critical damage, take 1 face-down damage, then turn this card face-down,” or something very close to that. As we interpreted it, that meant that the second critical card ALSO dealt me a face-down card, which killed Vader on the spot. Did we play that correctly?

3) Third question: The rule about partially completing maneuvers was pretty easy to get, and it ended up being a much more common occurrence than we’d predicted, once quarters got tight. It was easy enough to back a ship up from 2-straights and whatnot, but backing up speed-3 Tallon Rolls and the like felt really imprecise. Is there a trick to this? Or do you just do your best, and hope you end up with your arcs hitting the right spots?

4) I noticed that whenever I had a Focus token handy, I needed it to be an Evade, and whenever I had an Evade, I wanted a Focus instead. Was I just getting unlucky and rolling the wrong faces? Anyone have any insight as to what the “best” choice tends to be when it comes to Evade actions vs. Focus actions?

5) Despite Luke and Vader both having plenty of Force available, it was mostly redundant and unnecessary. Vader had trouble going too crazy with actions because obstacles and other ships were mostly stopping his Barrel Rolls; when he finally needed multiple actions, he was also forced to take on stress for a critical Tallon Roll. Luke had Force to spare all game, but almost always had all the dice-fixing tricks he could use through some other means. Is this a common occurrence? Maybe the Force isn’t as important as I’d figured at first...

Thanks!

5) Force is crazy good, if/when you can take advantage of it. Obstacles/Blocking is just the name of this game. You move and hope for the best. It’s OK to get stressed if you can get a shot/not get shot. Just don’t get stressed often.

4) General rule I follow is to take an evade if you do not have a shot and will get shot. Otherwise take a focus. If you need a lock for a missile or whatever and you are not getting shot, take the lock. Otherwise Focus. Try not to get stressed (easier said than done) you need mods.

4 hours ago, Cpt ObVus said:

Awesome. So we played our first game today. I put the full postmortem in the Battle Reports section, if anyone feels like reading it, but the TL;DR is that I played Empire, my buddy played Rebels, and despite feeling like I played well, I lost. Fun times, though, and I felt okay about it. It did leave us with some more questions, however:

1) First, obstacles. It says to place six, and for this game, we used the basic six obstacles from the Core Set. However, I also had picked up several other expansions like Fully Loaded and Never Tell Me The Odds. Am I correct in assuming that any of the many alternate debris fields, asteroid fields, and dust clouds from these expansions can be substituted for the Core obstacles? Is this legal in tournament play? And is the set of six to be chosen from selected before the game by one of the players, or can we just reach into the bag and grab our favorite one at will during setup?

2) Second, I cannot remember the name of the critical damage card that I hit at the end which killed Vader, but it went like this: with 3 hull left, Han hit Vader with 2 unanswered crits. I drew the first, and it read, “When you suffer a critical damage, take 1 face-down damage, then turn this card face-down,” or something very close to that. As we interpreted it, that meant that the second critical card ALSO dealt me a face-down card, which killed Vader on the spot. Did we play that correctly?

3) Third question: The rule about partially completing maneuvers was pretty easy to get, and it ended up being a much more common occurrence than we’d predicted, once quarters got tight. It was easy enough to back a ship up from 2-straights and whatnot, but backing up speed-3 Tallon Rolls and the like felt really imprecise. Is there a trick to this? Or do you just do your best, and hope you end up with your arcs hitting the right spots?

4) I noticed that whenever I had a Focus token handy, I needed it to be an Evade, and whenever I had an Evade, I wanted a Focus instead. Was I just getting unlucky and rolling the wrong faces? Anyone have any insight as to what the “best” choice tends to be when it comes to Evade actions vs. Focus actions?

5) Despite Luke and Vader both having plenty of Force available, it was mostly redundant and unnecessary. Vader had trouble going too crazy with actions because obstacles and other ships were mostly stopping his Barrel Rolls; when he finally needed multiple actions, he was also forced to take on stress for a critical Tallon Roll. Luke had Force to spare all game, but almost always had all the dice-fixing tricks he could use through some other means. Is this a common occurrence? Maybe the Force isn’t as important as I’d figured at first...

Thanks!

1) You can use six of any obstacles, yes. Usually each player chooses three obstacles before the game starts. In a tournament you need to include which three obstacles you're bringing as part of your squad list and can't change it between games.

2) The card you describe is Fuel Leak. It sounds like you played it correctly; if you take two crits, and the first is Fuel Leak, the second one sets it off and you take an extra damage.

3) The precise way to do it is to mark the position of any ships that are in the way (e.g. using the corner markers that come with the 2.0 base set or by putting a 1-straight along one edge of the base), lay the maneuver template down like you normally would, put the ships back, and then move the maneuvering ship forwards over the template until it is touching the ship it's "bumping" and the centre markings on both the front and back of the ship's base line up with the centre line on the maneuver template. If the front or back of the maneuvering ship would be hanging off the template, put a straight template at the end of the maneuver template and use the centre line on that. Then very carefully extract the template (usually by tilting the ships a little bit to one side so their base lifts up without moving, and sliding it out).

4) Generally an evade token is stronger and more reliable defence than a focus, but it's also less flexible. E.g. If you have three ships with evade tokens, what will probably happen is that your opponent will fire all their shots into one, and the others then won't have any mods for attacking. Whereas if you took focus on all three, the two ships that weren't shot at would have a stronger attack. If in doubt, you should usually focus. Evade is best if either you expect the evading ship will not attack this turn; or you think your opponent is definitely going to shoot the evading ship even if they have other targets, and you want to protect it.

Statistically speaking, you have a 25% chance of rolling an eyeball on each green dice, so focus is stronger on defence the more agility you have - on a TIE it averages 0.75 of an evade result, assuming the attack isn't at Range 3 or obstructed. So it's pretty good for a TIE.

5) The Force is extremely powerful. Remember that you can spend it for the "default" effect of changing an eyeball to a hit/evade when attacking/defending, even if you are stressed, were bumped, or flew through an asteroid this turn, and can spend multiple Force on the same dice roll. When flying with Force-users, often it's a good idea to take target locks or evades instead of focus tokens, as you can already change eyeball results with the Force, while a lock or evade can change blanks.

Luke's ability gives him a lot of free Force, so running out isn't much of an issue for him. Most pilots need to be a little more careful with it. Higher ship count also means more attacks and more defence rolls, so you might find yourself running out faster against a list with a lot of ships.

Edited by Ysenhal
7 hours ago, Cpt ObVus said:

1) First, obstacles. It says to place six, and for this game, we used the basic six obstacles from the Core Set. However, I also had picked up several other expansions like Fully Loaded and Never Tell Me The Odds. Am I correct in assuming that any of the many alternate debris fields, asteroid fields, and dust clouds from these expansions can be substituted for the Core obstacles? Is this legal in tournament play? And is the set of six to be chosen from selected before the game by one of the players, or can we just reach into the bag and grab our favorite one at will during setup?

2) Second, I cannot remember the name of the critical damage card that I hit at the end which killed Vader, but it went like this: with 3 hull left, Han hit Vader with 2 unanswered crits. I drew the first, and it read, “When you suffer a critical damage, take 1 face-down damage, then turn this card face-down,” or something very close to that. As we interpreted it, that meant that the second critical card ALSO dealt me a face-down card, which killed Vader on the spot. Did we play that correctly?

3) Third question: The rule about partially completing maneuvers was pretty easy to get, and it ended up being a much more common occurrence than we’d predicted, once quarters got tight. It was easy enough to back a ship up from 2-straights and whatnot, but backing up speed-3 Tallon Rolls and the like felt really imprecise. Is there a trick to this? Or do you just do your best, and hope you end up with your arcs hitting the right spots?

4) I noticed that whenever I had a Focus token handy, I needed it to be an Evade, and whenever I had an Evade, I wanted a Focus instead. Was I just getting unlucky and rolling the wrong faces? Anyone have any insight as to what the “best” choice tends to be when it comes to Evade actions vs. Focus actions?

5) Despite Luke and Vader both having plenty of Force available, it was mostly redundant and unnecessary. Vader had trouble going too crazy with actions because obstacles and other ships were mostly stopping his Barrel Rolls; when he finally needed multiple actions, he was also forced to take on stress for a critical Tallon Roll. Luke had Force to spare all game, but almost always had all the dice-fixing tricks he could use through some other means. Is this a common occurrence? Maybe the Force isn’t as important as I’d figured at first...

Thanks!

1. Yes all of those obstacles are fair game for standard play or tournaments. At home, feel free to grab any on demand that you want. In a more formal setting, you bring 3 obstacles with your list. Your opponent has done the same, and you both place the 6 alternating just like what you’re used to (also worth noting you can place an opponents obstacle if you feel it’s advantageous to do so rather than one of your own).

2. Fuel leak, and yes you got it right. It’s active the moment it is revealed, so the first subsequent crit (whether it is same damage pool or layer) will induce that bonus card. It does NOT trigger off itself of course.

3. So, see that center line along the templates? :) use that with your front and back because they have little tick marks for center if the base - keep the front center tick on the line and same as the back. It can get tricky but is totally doable with practice. It also helps to mark a ship that you are bumping into, place your template, replace the ship being bumped, move your ship into correct position. Then if you can extricate the template carefully do so (or wait until the ships have moved later)

4. Yes, that’s bad luck to always need the other one. In general, focus is the best action because it offers the greatest flexibility. There are reasons to take evade however (such as when you are 100% sure that ship won’t have a shot that turn anyway - remember an evade can be spent on defensive dice for a blank OR a focus result if you choose).

5. The force is very important once you start getting better at the game. I promise ;) it just takes practice to capitalize on it.

2 hours ago, ScummyRebel said:

1. Yes all of those obstacles are fair game for standard play or tournaments. At home, feel free to grab any on demand that you want. In a more formal setting, you bring 3 obstacles with your list. Your opponent has done the same, and you both place the 6 alternating just like what you’re used to (also worth noting you can place an opponents obstacle if you feel it’s advantageous to do so rather than one of your own).

2. Fuel leak, and yes you got it right. It’s active the moment it is revealed, so the first subsequent crit (whether it is same damage pool or layer) will induce that bonus card. It does NOT trigger off itself of course.

3. So, see that center line along the templates? :) use that with your front and back because they have little tick marks for center if the base - keep the front center tick on the line and same as the back. It can get tricky but is totally doable with practice. It also helps to mark a ship that you are bumping into, place your template, replace the ship being bumped, move your ship into correct position. Then if you can extricate the template carefully do so (or wait until the ships have moved later)

4. Yes, that’s bad luck to always need the other one. In general, focus is the best action because it offers the greatest flexibility. There are reasons to take evade however (such as when you are 100% sure that ship won’t have a shot that turn anyway - remember an evade can be spent on defensive dice for a blank OR a focus result if you choose).

5. The force is very important once you start getting better at the game. I promise ;) it just takes practice to capitalize on it.

The Focus/Evade dilemma was really annoying. Like, the first couple times, I took Evades and ended up rolling nothing but Focus results, so I started Focusing, then rolling blanks.

On 3/17/2020 at 12:34 AM, Cpt ObVus said:

The Focus/Evade dilemma was really annoying. Like, the first couple times, I took Evades and ended up rolling nothing but Focus results, so I started Focusing, then rolling blanks.

Statistically, evade is better defensively if you are rolling 4 or fewer green dice. Focus is better if you think you might be able to shoot

So, my Heroes of the Resistance pack came in yesterday, along with the Resistance Conversion Kit. Everything looked great, but I was surprised that Poe’s T-70 didn’t have movable S-Foils. Is that the case with all the Resistance X-Wings? I really enjoyed the pivoting wings on the T-65.

1st edition X-wings (65 or 70) don’t have movable S-foils.

Edit: Saw’s Renegades has the Partisan paint job T-65 with movable wings. That pack is part 1st edition.

Edited by thomedwards

So many questions...

So we’re playing a game, and my opponent (also a total noob) misjudges and lands on a rock on turn one. So he takes his damage, misses his action, etc. Now on turn two, he has to move, but since the asteroid extends beyond the front of his ship, he’s actually moving through the asteroid again, isn’t he? So that’s (unavoidably) another missed action, possibly more damage... right? ‘Cause ugh, that’s just awful. Especially for low-health fighters like the TIEs he’s flying...

Edited by Cpt ObVus
15 minutes ago, Cpt ObVus said:

So many questions...

So we’re playing a game, and my opponent (also a total noob) misjudges and lands on a rock on turn one. So he takes his damage, misses his action, etc. Now on turn two, he has to move, but since the asteroid extends beyond the front of his ship, he’s actually moving through the asteroid again, isn’t he? So that’s (unavoidably) another missed action, possibly more damage... right? ‘Cause ugh, that’s just awful. Especially for low-health fighters like the TIEs he’s flying...

Correct - the lesson being, don't land on the rocks 😉

But in all seriousness, that's part of the learning curve, and it'll come with practice. And even then you'll still hit them on occasion. If you have them, try flying with debris clouds or gas clouds as they're potentially less punishing to land on.

5 minutes ago, The Penguin UK said:

Correct - the lesson being, don't land on the rocks 😉

But in all seriousness, that's part of the learning curve, and it'll come with practice. And even then you'll still hit them on occasion. If you have them, try flying with debris clouds or gas clouds as they're potentially less punishing to land on.

Oof. Ok, so... follow-up question: What if you land on a rock, and then (on your next maneuver) your back end is on the rock, but your front end (and all parts of your template) miss the rock? Are you considered to have moved through the obstacle on that maneuver?

1 hour ago, Cpt ObVus said:

Oof. Ok, so... follow-up question: What if you land on a rock, and then (on your next maneuver) your back end is on the rock, but your front end (and all parts of your template) miss the rock? Are you considered to have moved through the obstacle on that maneuver?

In this case you would not be considered moving through the obstacle. If the template and your final position don't touch an obstacle your clear

Ok, next round of questions...

So I found a good deal on a few older Imperial ships, and got an Imperial Conversion Kit. One of these ships is the Lambda Shuttle, long one of my favorite ships from the films. And I’m a huge fan of Rogue One, so I had to pick up a TIE Reaper.

I’ve been theorycrafting and playing around in the list-builder, and I’m a little lost on how best to use these two. They seem to cover a lot of the same ground at first glance. Anybody feeling like talking me through how I may want to consider using them? Would you ever use both a Reaper AND a Lambda together?

(For reference, I also have one TIE Bomber, one Striker, one Advanced x1, two Interceptors and three TIE Fighters).

52 minutes ago, Cpt ObVus said:

Ok, next round of questions...

So I found a good deal on a few older Imperial ships, and got an Imperial Conversion Kit. One of these ships is the Lambda Shuttle, long one of my favorite ships from the films. And I’m a huge fan of Rogue One, so I had to pick up a TIE Reaper.

I’ve been theorycrafting and playing around in the list-builder, and I’m a little lost on how best to use these two. They seem to cover a lot of the same ground at first glance. Anybody feeling like talking me through how I may want to consider using them? Would you ever use both a Reaper AND a Lambda together?

(For reference, I also have one TIE Bomber, one Striker, one Advanced x1, two Interceptors and three TIE Fighters).

Don't use them together imo. One is usually enough. The old trick with the lambda is fly it as slow as possible . That still works well, though you now have a rear arc.

The reaper can be an option for a support ship that needs to move more.

This is a cool list.

Omicron Group Pilot (43)
Admiral Sloane (9)

Soontir Fel (53)
Hull Upgrade (7)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)
Total: 200

View in Yet Another Squad Builder 2.0

You can make variations with Reaper and Interceptors too. You may consider dropping Soontir if you'd like.

Reapers and Lambdas both don't mind being shot at. Concievably, you could have both in a list, come from different vectors, and then that allows you to place something strong that doesn't want to be shot at, like Soontir. But flying the reaper is awkward, and the lambda is semi awkward, and if you're using something good like Soontir, generally there are better options.

Something like this is plausible. but awkward to fly.

Captain Kagi (48)

Omicron Group Pilot (43)

Scarif Base Pilot (39)

Soontir Fel (53)
Predator (2)
Hull Upgrade (7)
Shield Upgrade (8)
Total: 200

View in Yet Another Squad Builder 2.0

5 points to taste. I'd like to run Moff Jerjerrod, but I don't want to fly 2 reapers nor drop shield. Alternatively, maybe ST321 title. Reminder that none of these ships have TL natively, so don't run things that need locks.

17 minutes ago, Blail Blerg said:

Don't use them together imo. One is usually enough. The old trick with the lambda is fly it as slow as possible . That still works well, though you now have a rear arc.

The reaper can be an option for a support ship that needs to move more.

This is a cool list.

Omicron Group Pilot (43)
Admiral Sloane (9)

Soontir Fel (53)
Hull Upgrade (7)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)
Total: 200

View in Yet Another Squad Builder 2.0

You can make variations with Reaper and Interceptors too. You may consider dropping Soontir if you'd like.

Reapers and Lambdas both don't mind being shot at. Concievably, you could have both in a list, come from different vectors, and then that allows you to place something strong that doesn't want to be shot at, like Soontir. But flying the reaper is awkward, and the lambda is semi awkward, and if you're using something good like Soontir, generally there are better options.

Something like this is plausible. but awkward to fly.

Captain Kagi (48)

Omicron Group Pilot (43)

Scarif Base Pilot (39)

Soontir Fel (53)
Predator (2)
Hull Upgrade (7)
Shield Upgrade (8)
Total: 200

View in Yet Another Squad Builder 2.0

5 points to taste. I'd like to run Moff Jerjerrod, but I don't want to fly 2 reapers nor drop shield. Alternatively, maybe ST321 title. Reminder that none of these ships have TL natively, so don't run things that need locks.

Oh, right on! Good stuff, thanks.

I wasn’t sure if maybe these two ship types were better run as sort of heavily-upgraded “command ships,” or what, but I notice you didn’t give them many upgrades. What about taking like, the list with Fel, Omicron Group Pilot, and the four Academy TIEs, cutting one Academy TIE, and using those 22 points to add like, The Emperor and a few other upgrades to the OGP and Fel? Does that sound viable?

I guess that would mean dropping Sloane, too. Not that I even know what she does yet! :)

EDIT: Just read her, and I guess she’s not terribly dissimilar to the Emperor. Kind of buffs the ships around her/debuffs the enemy. Little tougher to use than Emperor, little cheaper, little less flexible.

Edited by Cpt ObVus
12 minutes ago, Cpt ObVus said:

Oh, right on! Good stuff, thanks.

I wasn’t sure if maybe these two ship types were better run as sort of heavily-upgraded “command ships,” or what, but I notice you didn’t give them many upgrades. What about taking like, the list with Fel, Omicron Group Pilot, and the four Academy TIEs, cutting one Academy TIE, and using those 22 points to add like, The Emperor and a few other upgrades to the OGP and Fel? Does that sound viable?

I guess that would mean dropping Sloane, too. Not that I even know what she does yet! :)

EDIT: Just read her, and I guess she’s not terribly dissimilar to the Emperor. Kind of buffs the ships around her/debuffs the enemy. Little tougher to use than Emperor, little cheaper, little less flexible.

Sloane atm is more hot. (lmao). Seriously though, a lot more talk about Sloane. But there's been some tournaments running Emperor. If you want my opinion, if you go Fel + naked OGP + ties, you can use the Ties and the OGP to block, Fel shouldn't really need emperor unless there's room. (There isn't)

I'd pick from Sloane or Moff Jer.

Omicron Group Pilot (43)
Admiral Sloane (9)

Soontir Fel (53)
Hull Upgrade (7)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)
Total: 200

View in Yet Another Squad Builder 2.0

Or just go full ties.

Soontir Fel (53)
Hull Upgrade (7)

Del Meeko (30) <- BADASS

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)

Academy Pilot (22)
Total: 200

View in Yet Another Squad Builder 2.0

Del Meeko is a bad ***. Try him.

In my opinion, you don't want more upgrades on the shuttle - why?: If your opponent WANTS it to die, it will die, in about 4 attacks (around 2 turns). You'll give up 43+whatever you put on it, maybe upwards of 50-60 points. At 43 points though, its right at this sweet spot where its really not worth shooting it.

If you want a more durable caddy, take a named Reaper or a decimator.

Honestly though, current consensus is the best thing to do is just drown your opponent in generics while you flank with an ace. Remember to be very aggressive with the generics and try and get very good shots from them.

Blail, I'm assuming you missed it but they listed the Empire ships they have and so far you've suggested four different lists they can't build!

5 minutes ago, rawbean said:

Blail, I'm assuming you missed it but they listed the Empire ships they have and so far you've suggested four different lists they can't build!

Haha, it’s okay. I’m getting the general gist of these suggestions. It’s looking very much like I’m gonna want another TIE/ln or two anyway. They’re much better than I realized in swarms.