Faction Assessment: Resistance

By Bucknife, in X-Wing

So, I've let this gestate in my head for a bit. I think I disagree with several assertions @Bucknife makes, but I think he's a great guy so I feel bad saying that.

  • I think 5A is the most consistent list Resistance has ever been able to field. It can adapt to match-ups and in-game conditions better than just about anything I've played.
  • I think Resistance can field lists which can consistently win based almost solely on strategy and tactics because the RZ-2 and T-70 chassis are so great.
  • I think the wombo-combo Resistance lists are generally one-trick ponies or jousting lists that lose when the trick is known and/or they're out-jousted.

Some things which I think keeps Resistance a "meh" faction:

  • The Falcon and StarFortress aren't very good when kitted out lightly and too expensive when loaded up. They're arguably even worse if you try them "middle of the road"
  • StarFortress needs reinforce
  • The Falcon dial is a travesty (without Korr Sella)
  • There aren't many good tech upgrades, at least for their current cost. (ie - I'd give ALL my T-70's Ferrosphere Paint if it was 1 point)
  • T-70's pay a tax for the Hardpoint, which is seldom used
  • It doesn't have great end-game pieces.

Reasons why I think there's hope for improvement:

  • The Fireball is really great and barely explored
  • The generic transport might be really great and is barely explored
  • Rookie T-70s are really, really great and barely explored
  • Points changes are going to keep happening

I love the Resistance and Poe is one of my favorite characters. I know the faction hasn't shown a huge meta dominance like what Empire, Republic, and Separatists have shown or the big spotlights of Scum and Rebels but I still fly them. There is something about trying to make the underdogs work, but Resistance feels pretty rough to play compared to other factions.

Poe and Han are the factions only 6s so far and Han has a mediocre ability that gets him in trouble more often than not...okay that does sound themactic. But game wise and competitive wise one wishes he had a stronger ability like his Scum and Rebel versions. And Poe has a strong ability, but using it means you are stuck using blues all the time, no turn arounds which X-wings usually want, and getting bumped and losing his actions can really hurt. While I want to put him in every squad I really ask myself if he is really worth it.

Resistance has a lot of powerful pilots, upgrades and potential with future releases in the form of Y-Wings, B-wings, T-85 (pretty sure we will see it), and a aces pack they mentioned before. However the cost is too much sometimes compared to other factions who can bring capable pilots for cheaper sometimes.

Mixing ships does feel like the way to make squads but some uniformity does work as well.

Personally I feel like a lot of stuff in Resistance could use price drops, yeah that can be dangerous but I can't imagine Resistance suddenly being top meta compared to what droids can do or Jedi with all their passive modifiers. The A-Wings, Pods, and Fireballs all feel like nice price points, it's the T-70s, Bombers, Transports and maybe the Falcons that make me wish stuff was cheaper. Generics of these ships are okay I think, but the named pilots go from okay to me thinking "why do I want to take this pilot"? The Bomber has a powerful chassis, 3 die primary and two turret arcs and also rolls a green die while defending. However no turn around or reverses make it a giant whale while moving, and using any of its upgrade slots makes its price start going up quick. The T-70 has pilots that go from one spectrum to the other. The generics and some pilots like Bastian and Jess are good but pilots like Kare and Joph feel expensive compared to other options. And personally, I think Poe could see a reduction, he can double reposition or get double nods but he can't really turn around and if bumped has almost nothing sides Heroic.

I am personally hoping we see some reductions in the next point change. If they are afraid of making say the bomber generic 50 points then have a ruling that a squad can only have up to a number of certain base sizes. Like limits of 8 small, 4 mediums and 2-3 large bases.

36 minutes ago, svelok said:

I'd personally drop the R4s...but Autoblasters are stapled for me.

Rookies are awesome value right now, but again, personally (in Hyperspace without BBs available), I'd drop one for a Fireball and another for a Blue Recruit A-Wing or VI Moradi pod.

Edit: about this point in the squad, I'm usually like, "hmm...one T70...do I have points for Black One?", because yes, I absolutely think B1 needs to go on every 1st T70 in a Resistance list.

Seems pretty solid for Hyperspace, overall.

Edited by Bucknife

Who’s playing Hyperspace?

2 hours ago, svelok said:

[Supply Chain Management]

actually seems super dank

With Tractors, that's what I've been toying with. You've got a cooler name than my "Transport Trouble" though.

1 hour ago, Bucknife said:

I'd personally drop the R4s...but Autoblasters are stapled for me.

I guess I just don't understand the Autoblasters.

Transports just seem like bad ABS ships. They're Init 1, they don't reposition, and they seem pretty unlikely to actually be flanking. Getting either the bullseye or the out-of-arc effect seems kinda hard to me.

1 hour ago, Bucknife said:

Seems pretty solid for Hyperspace, overall.

Generic Transport not HS.

Many of the double-crew ships don't have their generics in HS: Reaper, Rebel Falcon, Decimator.

16 hours ago, KiraYamatoSF said:

Poe and Han are the factions only 6s so far and Han has a mediocre ability that gets him in trouble more often than not...okay that does sound themactic. But game wise and competitive wise one wishes he had a stronger ability like his Scum and Rebel versions. And Poe has a strong ability, but using it means you are stuck using blues all the time, no turn arounds which X-wings usually want, and getting bumped and losing his actions can really hurt. While I want to put him in every squad I really ask myself if he is really worth it.

Yes the lack of decent I6's hurts the faction as well. Han's ability is a casual gimmick and not good for competitive meta. Legitimately you have 2 pilots in the Falcon, Chewie and Han, with no active abilities for the majority of the game. Which is compounded with the problem we've already identified, expensive crew.

Additionally you have an expensive gunner (Finn) that is only useful on Rey!

Maybe a Han title card for the Falcon could help fix that; tho hopefully we'll be seeing a Poe and Lando version soon enough that might actually have abilities that keep the Falcon on the table.

As for Poe I personally think he's way over priced. Again if the upgrades were cheaper to make him work he might be on par with the Vader or Fenn. But as it stands his ability, as you identified, limits him to blue maneuvers and the T-70 simply doesn't have the dial to make that work. This isn't Tycho in an A-wing. Instead he has to Hamstring himself every turn to get a small amount of action economy. Compared to passive sensor Vader who is 70 points and can do crazy action economy with little downside??

If Poe still had his V1 ability it would be much better imo. I'm hoping they do another version of him for the aces pack or a title card "Orange One" that helps him shed that stress, both would be nice.

I often ignore Poe entirely when list building. For 68 points you can have a pretty fat Nien instead. He is far more versatile and the closest thing to an arc dodging ace the T-70 has if you employ him correctly.

You should see the face on people when you T-Roll, Focus link BR, Black one Slam, T-Roll again Target Lock. Priceless.

Edited by Tyhar7
5 hours ago, Tyhar7 said:

I often ignore Poe entirely when list building. For 68 points you can have a pretty fat Nien instead. He is far more versatile and the closest thing to an arc dodging ace the T-70 has if you employ him correctly.

I can understand the take of Poe being over-costed, but he is an I6 which is useful in itself. IMO, Nien falls in the wombo-combo category...if your opponent knows what he can do, it's not nearly as powerful.

29 minutes ago, gennataos said:

I can understand the take of Poe being over-costed, but he is an I6 which is useful in itself. IMO, Nien falls in the wombo-combo category...if your opponent knows what he can do, it's not nearly as powerful.

With all respect I think if you're being that predictable you might be using him wrong, although my general feeling is some people get on with him and some don't, same with Poe ( I certainly don't get on with Poe). His T and K rolls are usually the expected maneuvers for sure, but if they can't block it then I can usually position him somewhere advantageous regardless if they know about it or not . If they can block it then they likely will do. So I just dial in a 1 or a 2 and come in at a odd angle to use the Focus- BR to arc dodge instead.

Then lets not forget some of the other tricks you can play with him. The double T-roll is pretty sweet but a T-roll or 4k off the board and back on with PA Boost, yet again to focus-BR has surprised a few folks. (legal but even I have to admit a bit jammy).

Also if you have coordinating support ship you can use it to boost him so he can come at them at a new angle, opens up a lot more options.

Lastly if you use the Holdo Cloak token trick and give him the cloak token, its pretty darn good at getting him into range to do his thing.

Edited by Tyhar7
31 minutes ago, Tyhar7 said:

With all respect I think if you're being that predictable you might be using him wrong, although my general feeling is some people get on with him and some don't, same with Poe ( I certainly don't get on with Poe). His T and K rolls are usually the expected maneuvers for sure, but if they can't block it then I can usually position him somewhere advantageous regardless if they know about it or not . If they can block it then they likely will do. So I just dial in a 1 or a 2 and come in at a odd angle to use the Focus- BR to arc dodge instead.

Then lets not forget some of the other tricks you can play with him. The double T-roll is pretty sweet but a T-roll or 4k off the board and back on with PA Boost, yet again to focus-BR has surprised a few folks. (legal but even I have to admit a bit jammy).

Also if you have coordinating support ship you can use it to boost him so he can come at them at a new angle, opens up a lot more options.

Lastly if you use the Holdo Cloak token trick and give him the cloak token, its pretty darn good at getting him into range to do his thing.

I get all that and have seen Nien do some cool stuff. Just as much, I've seen something like an I6 or Boba do this...

Best Indiana Jones Sword GIFs | Gfycat

1 hour ago, Tyhar7 said:

but a T-roll or 4k off the board and back on with PA Boost, yet again to focus-BR has surprised a few folks. (legal but even I have to admit a bit jammy).

Wait what? Can you point me to a thread or something? I don't want to derail but I have to ask

Edit: please, if anyone wants to debate it, open a rules thread. Not here

Edited by GreenDragoon
15 minutes ago, GreenDragoon said:

Wait what? Can you point me to a thread or something? I don't want to derail but I have to ask

**** it was something I saw a long while ago I can't really point you to the thread. Although the last time I did this, the guy I was playing against had seen the same thread and agreed it was legal.

Essentially fleeing the battle field it stated as such.

"The play area is the defined area on a flat surface on which the ships are placed. After executing a maneuver, if any part of a ship’s base is outside the play area, that ship has fled."

Executing a maneuver is stated as such

"A ship can execute a maneuver by resolving the following steps in order:

1. Maneuver Ship: During this step, the ship moves using the matching template.

a. Take the template that matches the maneuver from the supply.

b. Set the template between the ship’s front guides (so that it is flush against the base).

c. Pick up and place the ship at the opposite end of the template and slide the rear guides of the ship into the template.

d. Return the template to the supply.

2. Check Difficulty: During this step, if the maneuver is red, the ship gains one stress token; if the maneuver is blue, the ship removes one stress token."

As Pattern Analyser is in between step 1 and step 2 of executing a maneuver you can leave the board and jump back on with a boost or barrel roll. As long at you are not off the board after the PA action your fine.

Happy to debate it but maybe we should move it to a new thread.

Edited by Tyhar7
29 minutes ago, gennataos said:

I get all that and have seen Nien do some cool stuff. Just as much, I've seen something like an I6 or Boba do this...

Best Indiana Jones Sword GIFs | Gfycat

Absolutely fair point 😂

To address the previous points about loaded Nien vs skinny Poe:

For me, I've pulled some absolutely hair-ripping shenanigans with both T70s tricked out, but maybe only once did those positions or extra "free" shots aquired actually changed the points scale in any meaningful way, since ethe opponent almost always had a more maneuverable and/or higher initiative ace to adjust and keep my action economy at bay.

In other words, for me, it literally doesn't matter that I use EITHER one of these expensive T70s unless I'm absolutely certain that my squad can buy that I5 or I6 the initiative-pass against a matchup that concerns me (Boba or Soontir, etc).

I'm not saying that having a 3Red I5/I6 isn't valuable simply for initiative-killing other filler ships, but then I have to ask myself if the higher points lost at half is worth that investment. The answer has often been a fuzzy, "maybe", after I consider what I'm possibly losing on squad efficiency to buy that more expensive T70.

So I keep dropping my Black One further and further down the initiative chain of pilots until I find a happy balance of cost vs competitive viability vs squad chemistry.

I've put B1 on a Rookie.

I've put it on Kare Kun a lot.

I've put it on a Black Ace.

Anything to save a buck and still get the utility I'm looking for.

1 hour ago, Bucknife said:

To address the previous points about loaded Nien vs skinny Poe:

For me, I've pulled some absolutely hair-ripping shenanigans with both T70s tricked out, but maybe only once did those positions or extra "free" shots aquired actually changed the points scale in any meaningful way, since ethe opponent almost always had a more maneuverable and/or higher initiative ace to adjust and keep my action economy at bay.

In other words, for me, it literally doesn't matter that I use EITHER one of these expensive T70s unless I'm absolutely certain that my squad can buy that I5 or I6 the initiative-pass against a matchup that concerns me (Boba or Soontir, etc).

I'm not saying that having a 3Red I5/I6 isn't valuable simply for initiative-killing other filler ships, but then I have to ask myself if the higher points lost at half is worth that investment. The answer has often been a fuzzy, "maybe", after I consider what I'm possibly losing on squad efficiency to buy that more expensive T70.

So I keep dropping my Black One further and further down the initiative chain of pilots until I find a happy balance of cost vs competitive viability vs squad chemistry.

I've put B1 on a Rookie.

I've put it on Kare Kun a lot.

I've put it on a Black Ace.

Anything to save a buck and still get the utility I'm looking for.

See this is where I'm at in the current meta. The generics are worth the point investment but I can't see it in the aces because the abilities and initiative don't hold the weight of the point investment.

A focused Heroic Poe or Nien is no more durable than a Focused Heroic Red Sqd pilot. I might be able arc dodge another generic list but they won't out ace and ace list, even with a bid, they'll get burnt down fast by a Vader, Soontir or Fenn.

So what is needed to make them more viable or be sure of the investment?

I feel like the Resistance is in a pretty good spot (not disagreeing with anyone’s assessments here, though... Poe is probably too pricey, and... other stuff). I think the main problem with the faction is that it lacks for options; just numerically speaking, the RZ-2, T-70, YT-1300, StarFortress, Fireball, Transport, and Transport Pod only give us 7 ship types from which to choose. Of those 7, two of them are large bases, which aren’t always easy to just toss into a list. Of the remainder, the Transport is a pretty dedicated “support” ship... yes it can fight, but that’s really a secondary role for it... and the Transport Pod is sort of an economy fighter. Not that the Pod isn’t capable of doing good things, but it’s hardly a centerpiece.

That leaves us with really just three combat starfighters in the faction, and while they’re all great, there’s just only so much strategic ground you can cover with three frames and four other ships which sort of need to be built around.

I love the faction. I think the ships are all fun, I think the pilot abilities are cool. I mainly think the faction simply needs more options. First Order, Republic, and the Separatists all have their own problems in this regard, of course, but I feel like the Resistance really has the most limited set of tools in the box, because of the issues above.

I’d love to see a Resistance Y-Wing, a Resistance B-Wing, and maybe some or all of the “Ace Squadron” racer/fighters from the Resistance show (my only reservation with those being that they would probably fall into a familiar price structure and role to the faction ships we already have).

2 hours ago, Tyhar7 said:

A focused Heroic Poe or Nien is no more durable than a Focused Heroic Red Sqd pilot. I might be able arc dodge another generic list but they won't out ace and ace list, even with a bid, they'll get burnt down fast by a Vader, Soontir or Fenn.

So what is needed to make them more viable or be sure of the investment?

Either absolute bare bones:

Black One title and maybe a 1pt Talent.

Which immediately alienates Poe who is either skipping R4 Astro and barely using his pilot ability, or giving that leaning into that bloat problem we're talking about...and yes, 2 pts makes a difference on a 68 base Xwing...a 1/2 points skinny 73 Poe gives up 39 points compared to a skinny Nein (Hero+B1) giving up 29 pts at half.

OR:

new Resistance talents / Mods / Configs that multiply action efficiency and benefit from higher initiative. A short term equivalent solution would be to give named T70s double talents so they could stack something like Crack and Marksmanship or other bullseye Talents that already exist.

I've already accepted no heroic on my T70 aces if I actually care about their damage output, which is basically always the case in a 3/4 ship list.

Crack always trumps Heroic in my Extended listbuilding.

______

EDIT: The idea of not using a talent at all on pilots was extremely normal in wave 1 of 2e.

I think we have a solid argument for skipping talents on T70 named pilots (1pt Crack Shot aside).

Edited by Bucknife

27 minutes ago, Bucknife said:

The idea of not using a talent at all on pilots was extremely normal in wave 1 of 2e.

I think we have a solid argument for skipping talents on T70 named pilots (1pt Crack Shot aside).

This 50 pt Tallie challenges every other 50 pionts of T70 I can put in a list. SPOILER: I usually pick this Tallie...

(36) Tallissan Lintra [RZ-2 A-wing]
(6) Mag-Pulse Warheads
(1) Heroic
(3) Intimidation
(4) Advanced Optics
Points: 50 (1/2 = 25)

15 hours ago, Bucknife said:

This 50 pt Tallie challenges every other 50 pionts of T70 I can put in a list. SPOILER: I usually pick this Tallie...

(36) Tallissan Lintra [RZ-2 A-wing]
(6) Mag-Pulse Warheads
(1) Heroic
(3) Intimidation
(4) Advanced Optics
Points: 50 (1/2 = 25)

I gotta ask about this one. Why? Ordnance carriers which can't double-mod out of the gate aren't generally good ordnance carriers and you have Intimidation on an I5. I don't get it.

Edited by gennataos
2 hours ago, gennataos said:

I gotta ask about this one. Why? Ordnance carriers which can't double-mod out of the gate aren't generally good ordnance carriers and you have Intimidation on an I5. I don't get it.

It's a toolbox Tallie.

Magpulse is as a control tool. If I want them to shoot her instead of another target, I lock and dare them to shoot her since she has no tokens.

Also, Mags give her a contingency arc in the late game if the scrum has been messy. Last shot of the game, and her arc is behind her, she can still whip around, lock+boost and have a 3red shot out the front. Mags have been a no-brainer game changer on just about all my RZs except Greer.

_____

Intimation on my I5 RZs is my choice when I don't have access to Trick Shot or Crack Shot. 4+ ship lists tend to get blocks on my I5s despite my best efforts sometimes.

Intimation on my I5s actually also works as a control upgrade, forcing my opponent to reconsider their reactions to my positioning in the scrum, and generally NOT going for the block (but accidental pile-ups still happen, making Intimation really pay off on vulnerable targets).

Optics speaks for itself, although if I have a couple points I dance between FerroPaint instead, just because I usually only get around 1ish uses of Optics out of Tallie a game... sometimes none, and I love throwing Paint on proud Jedi faces.

Again, outside of maybe Bastian in a specific couple of squads, I take a loaded Tallie for her flexibility before almost any 50 point T70.

That's just my style. There's definitely an argument for damage output ceiling being higher for 3/4 red T70 primaries, but I've rolled a LOT of useless red die in 2e, enough to know that's not always how you win.

Edited by Bucknife

Some great points in this thread, just got me thinking about ways to improve the faction.

  • The RZ-2 is a great ship but lacks the ability to punch up. 5A's is probably the most competitive list we had and is often described as death by a thousand cuts. The A-wing suffer against factions with agility 3 with mods and force, common end game pieces you can't put in a dent into 1v1.
  • Starfortress's with reinforce is a good start, but one of the other the other staples early on was Veteran turret gunner. Problem has been during the last few points changes the Starfortress's have gone down in price exactly the same amount as VTG has gone up, it's still a hefty points investment to get some extra shots out of a ship that currently burns down too quickly. However VTG is clearly too powerful and is correctly priced for other factions.

Possible solution - Perhaps a Resistance tech upgrade that would allow a turret double tap?

Automated Targeting -Tech- After you attack with a primary weapon, if that attack did not hit you may make a bonus attack with a turret weapon.

  • Transports don't have a clear cannon they can use, they have be hiked up in price since the new B-wing S-foils and even before that I was debating if they were worth investing in.
  • T-70's are paying a tax on flexible hard point without great options. Torpedo's are to high for chassis points, missiles and Cannon's aren't an improvement over the primary weapon.

Possible solution - A new cannon that would work on both and be Resistance only.

Plasma Cannon -Cannon- Range 2-3, Front Arc. 2 Dice attack, when attacking you may change Crit's to 2 hits. (Bit of a gamble Cannon for T-70's and probably an improvement for the transports. Works within the golden zone for Heroic, or if you want to insure some hits you can take Marksmenship. )

Alternatively

Rear facing Cannon -Cannon- Range 1-2, Rear Arc, 2 Dice attack. If you are in the defenders forward Arc gain 1 focus result. You can otherwise modify this dice.

(Interesting design space, giving the T-70 an option for a rear arc pushes it closer to fill in a void for something like the ARC-170. Transports don't have a quick turn around so having that rear arc means more time on target. Overall giving the T-70- A-wing and Transport more time on target might make a 5A list move to something more mixed.)

2 hours ago, Bucknife said:

It's a toolbox Tallie.

<snip>

That's actually...really cool. Thanks for sharing. Although, I would generally never use AO on Tallie? I mean, I can see it be useful once or maybe twice a game, maybe? If you do successfully arc-dodge and don't have any incoming shots. But with the prevalence of Imperials of both flavors (swarms and/or i6) in my local meta, it's not terribly likely. I've only just begun to poke around with MagPulses.... They seem good. Outside of facing ImpAces, of course.

1 hour ago, Tyhar7 said:

Alternatively

Rear facing Cannon -Cannon- Range 1-2, Rear Arc, 2 Dice attack. If you are in the defenders forward Arc gain 1 focus result. You can otherwise modify this dice.

(Interesting design space, giving the T-70 an option for a rear arc pushes it closer to fill in a void for something like the ARC-170. Transports don't have a quick turn around so having that rear arc means more time on target. Overall giving the T-70- A-wing and Transport more time on target might make a 5A list move to something more mixed.)

Oh, I really like this. Sort of gives Resistance a flavor text of "Alternate Firing Arcs - Flexibility-Faction." Their current faction identity is meant to be sort of Ace-y, kind of beefy, but just a little too costly. Except that they can be out-Aced and out-Beefed pretty easily. But if they become the "Alternate Firing Arcs" faction. Well, that's unique identity, baby!

2 hours ago, Bucknife said:

It's a toolbox Tallie.

That's just my style. There's definitely an argument for damage output ceiling being higher for 3/4 red T70 primaries, but I've rolled a LOT of useless red die in 2e, enough to know that's not always how you win.

I'm hesitant.

Missiles are probably often better than we onhere often give them credit. They're a pretty decent boost to practical damage output or control. But can't use them with Optics, and a red flag for me tends to be when a ship has a lot of upgrades it can't use at once. Same with Intimidation. On a high-init ship, it'll only function* when blocked, which means no action, which probably means no Optics or MPW, so now that's three upgrades you can't realistically or consistently use in the same turn. 13 points is about a quarter of Tallie's cost, and that's a lot to spend on upgrades that don't work together.

I'm all for toolbox, but in my experience, it works best (or at least more efficiently) when the tools are on different ships. Leave the missiles on Tallie. Move the Intimidation to Zari** or a Green A-Wing. Save the points from Tallie's optics for some other ship. The places where control works best is where it's very efficient, stuff like Rigged Cargo Chute with Koshka Frost or Rebel Han Solo back when he could Illicit. The action to drop RCC isn't wasted, since it's also powering a ship ability (ideally).

I just worry that a list of Toolbox Tallies is going bleed efficiency.

* Well, I suppose it does function in terms of discouraging blocks. As they say in Chess, sometimes the threat of a capture is stronger than the execution. Still, seems pretty thin value.

** Zari Bangel with Intimidation, Heroic, and Optics seems pretty sweet. If you're moving later and get blocked, you can still Focus/Rotate to try to get shots on someone else, and not waste that Optics.

3 hours ago, Bucknife said:

It's a toolbox Tallie.

Magpulse is as a control tool. If I want them to shoot her instead of another target, I lock and dare them to shoot her since she has no tokens.

Also, Mags give her a contingency arc in the late game if the scrum has been messy. Last shot of the game, and her arc is behind her, she can still whip around, lock+boost and have a 3red shot out the front. Mags have been a no-brainer game changer on just about all my RZs except Greer.

_____

Intimation on my I5 RZs is my choice when I don't have access to Trick Shot or Crack Shot. 4+ ship lists tend to get blocks on my I5s despite my best efforts sometimes.

Intimation on my I5s actually also works as a control upgrade, forcing my opponent to reconsider their reactions to my positioning in the scrum, and generally NOT going for the block (but accidental pile-ups still happen, making Intimation really pay off on vulnerable targets).

Optics speaks for itself, although if I have a couple points I dance between FerroPaint instead, just because I usually only get around 1ish uses of Optics out of Tallie a game... sometimes none, and I love throwing Paint on proud Jedi faces.

Again, outside of maybe Bastian in a specific couple of squads, I take a loaded Tallie for her flexibility before almost any 50 point T70.

That's just my style. There's definitely an argument for damage output ceiling being higher for 3/4 red T70 primaries, but I've rolled a LOT of useless red die in 2e, enough to know that's not always how you win.

Huh...I got nothing. I disagree with pretty much all of this, but if it's working for you, keep at it!

1 hour ago, gennataos said:

Huh...I got nothing. I disagree with pretty much all of this, but if it's working for you, keep at it!

You're a champ, dude.

Literally.

If half of my takes on Resistance resonates with people, then I'm a batting average MVP.

Honestly, I'm happy with a 275.

Definitely happy to hear any of your takes on strong Resistance listbuilding and your personal "rules of thumb", like, "I start with this piece for this reason, then weigh my options for pieces B and C...", etc.

If theme is more your angle, then I'd be just as happy to hear more of your takes on Han+Poe, the named Astromechs for Resistance, the Resistance Transport named pilots and crew, etc.