HP Sauce (Republic Extended)

By theBitterFig, in X-Wing Squad Lists

Just a silly little thing.

Mostly, I think Synchronized Console is surprisingly good at it's most basic function. Spend 3-4 points in a list, and all of a sudden, everyone can coordinate locks to each other in the engagement phase.

Trying to get fancy, do Homing Missile Daisy Chains, seems probably too fragile to be truly good. This here is just a trio of Jedi, each of whom would probably love to lock if they can, but might not always be in a position where it's the best action. However, there's probably usually someone who's safe to take a Lock action. Shoot, and if you don't have to use the lock, sling it over to someone else. Just remember you've got to follow the range requirements.

  • Mace Windu (Heightened Perception, Delta 7B, Synchronized Console) 67
  • Saesee Tiin (Heightened Perception, Delta 7B, Synchronized Console) 65
  • Luminara Unduli (Heightened Perception, Delta 7B, Synchronized Console) 65

Pretty simple list. HP is there for probably the 2nd round of combat more than the first. Being able to jump up to Init 7 and kill something before it attacks is nice, but not always feasible the first round of combat. Another note: you'll have to declare all your HP uses at the start of the engagement phase, rather than one at a time. Can't ramp up one, attack, see if you get the kill before deciding to ramp up another.

Too fancy? Cut HP from Lumi and Saesee, and upgrade them to Obi and Plo. Inits 5/5/4(7) should be pretty solid.

But then, it wouldn't have the sauce.

img_1576.jpg

Edited by theBitterFig

I was goofing around with Synchronized Console a little bit with this list of a Jedi General and his Clone Meatshields.

(48) Obi-Wan Kenobi [Delta-7 Aethersprite]
(2) R4 Astromech
(4) Calibrated Laser Targeting
(10) Battle Meditation
Points: 64

(29) "Tucker" [V-19 Torrent Starfighter]
(6) Concussion Missiles
(1) Synchronized Console
Points: 36

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(6) Concussion Missiles
(1) Synchronized Console
Points: 32

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(6) Concussion Missiles
(1) Synchronized Console
Points: 32

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(6) Concussion Missiles
(1) Synchronized Console
Points: 32

Total points: 196

You can downgrade Obi and slap that list with Broadside with Ion Turret for some additional control.

Edited by Schanez
On 7/5/2020 at 2:58 PM, theBitterFig said:

Just a silly little thing.

Mostly, I think Synchronized Console is surprisingly good at it's most basic function. Spend 3-4 points in a list, and all of a sudden, everyone can coordinate locks to each other in the engagement phase.

  • Mace Windu (Heightened Perception, Delta 7B, Synchronized Console) 67
  • Saesee Tiin (Heightened Perception, Delta 7B, Synchronized Console) 65
  • Luminara Unduli (Heightened Perception, Delta 7B, Synchronized Console) 65

Like with mist force upgrades the problem with HP is spending the force. I agree at times init killing ships is increably useful I find it difficult to make it feel worth what your spending (points wise and force wise) ,especially on Lumi as her ability is amazing as well. I made a very similar list with these 3 pilots a while ago without SC, however it did have a 4 point bid so SC would fit perfectly

(45) Mace Windu [Delta-7 Aethersprite]
(2) R4 Astromech
(18) Delta-7B
(5) Sense
(1) Synchronized Console
Points: 71

(43) Luminara Unduli [Delta-7 Aethersprite]
(2) R4 Astromech
(18) Delta-7B
(1) Synchronized Console
Points: 64

(43) Saesee Tiin [Delta-7 Aethersprite]
(2) R4 Astromech
(18) Delta-7B
(1) Synchronized Console
Points: 64

Total points: 199

Mace has a extra force and it better at reigning the force then anyone else so having sense on him is perfect not forgetting the synergy with Saesee/R4 on everyone it allows you to see the aces move then change your 2 spend move accordingly. With the deltas ability to boost/barrell roll setting up kill boxes becomes easy.

SC will actually be great in this list as you mentioned some ships are in better positions to lock and you can also attack in any order (all I4).

Tl,dr: I'd take HP off coz its very situational and cost a lot for the list. With the extra points R4 works well with Saesee and through sense on mace.

Edited by K13R4N
Spelling
49 minutes ago, K13R4N said:

Tl,dr: I'd take HP off coz its very situational and cost a lot for the list. With the extra points R4 works well with Saesee and through sense on mace.

Seems fine. Kind of a style thing, and both are going to be not-that-useful against Init 1-3. Personally, I think I'd do better out-shooting higher Init ships than trying to outmaneuver them, but that's why there's choice in upgrades in this game.

One caveat: Saesee and R4 unfortunately don't really interact. FFG's latest rulings on difficulty adjustments mean that R4 only reduces the difficulty of the relevant moves while they're being executed, so when Saesee has an opportunity to change dials, these maneuvers are still white moves. They'll clear stress, since they're blue once you execute them, which isn't bad--being able to clear stress for Mace or anyone after a K-Turn or S-Loop with a hard 1 or 2 is a pretty solid option. But it just doesn't work to change a hard turn to a bank/straight. I think it's one of the most counter-intuitive interpretations FFG has made, but that's how they've been ruling on other pilots and upgrades with the same basic effects.

Edited by theBitterFig
12 minutes ago, theBitterFig said:

Seems fine. Kind of a style thing, and both are going to be not-that-useful against Init 1-3. Personally, I think I'd do better out-shooting higher Init ships than trying to outmaneuver them, but that's why there's choice in upgrades in this game.

One caveat: Saesee and R4 unfortunately don't really interact. FFG's latest rulings on difficulty adjustments mean that R4 only reduces the difficulty of the relevant moves while they're being executed, so when Saesee has an opportunity to change dials, these maneuvers are still white moves. They'll clear stress, since they're blue once you execute them, which isn't bad--being able to clear stress for Mace or anyone after a K-Turn or S-Loop with a hard 1 or 2 is a pretty solid option. But it just doesn't work to change a hard turn to a bank/straight. I think it's one of the most counter-intuitive interpretations FFG has made, but that's how they've been ruling on other pilots and upgrades with the same basic effects.

Ignore my whole post then 🤣 Ill be deleting that squad from my list builder... I guess i'll be trying your squad out now.

I agree with you though, against I1 - I3 ships they are both useless but in general 3 Delta Jedis are kinda strong when they are moving last.

I mean, it's not terrible though.

Being able to swap between banks/straight isn't bad when you know where an opponent is going to be, plus Aethersprites are already really mobile with FTC, plus doing red moves is a lot safer when you've got better blues to clear stress, plus Saesee Tiin can potentially flip your S-Loop to whatever will fit better.

5 minutes ago, theBitterFig said:

I mean, it's not terrible though.

Being able to swap between banks/straight isn't bad when you know where an opponent is going to be, plus Aethersprites are already really mobile with FTC, plus doing red moves is a lot safer when you've got better blues to clear stress, plus Saesee Tiin can potentially flip your S-Loop to whatever will fit better.

I feel like a 8 year old getting comforted 😆 Sure we will say its great to make me feel better.

51 minutes ago, K13R4N said:

I feel like a 8 year old getting comforted 😆 Sure we will say its great to make me feel better.

I mean, I didn't say great... just "not terrible." ;}

Like, R4 is a handy upgrade on pretty much any ship, and an Aethersprite can make decent use of it. But it's just an ordinary upgrade, no crazy combos. Sense might be better than HP, for the right players. If you can get where you need to be, should do fine. And 3 Initiative 4 Jedi is almost surely a B-Tier list anyhow.

That said, I do like Heightened Perception more. One thing: it isn't just potential Init Kills: it's counter-Init-Kills. Mace got ganked last round, he's down on 1 hull? HP to i7 so you don't get killed before attacking. Maybe you don't kill anything with that attack, but it's still potential damage you can get out.