Build Your Legend - Jango Fett's Slave 1 article live

By Jarval, in X-Wing

Still, for Weapons System Officer, you have to shoot an ordinance (attack with lock requirement) to get a lock, so you have to get the lock and use it to have a new one.

Dengar Scum is by far the best choice for use with torps. Maybe the proton torps will be a little bit worth more.

I like the fact that Zam crew is separatist.... or scum. It makes it interesting to make some combos :P

I have only 1 firespray form 1.0 because I didn't want to buy a second one, and when Seps have been announced, I said to myself that I will get a second one once Jango will be out. I am happy now to have my second firespray ina month or so :D :D

I'm sure I'm missing something obvious. What makes Dengar such a great place for WSO+torps?

EDIT: It was obvious. His bonus revenge attack, thanks y'all.

Edited by CaptainJaguarShark
2 minutes ago, CaptainJaguarShark said:

I'm sure I'm missing something obvious. What makes Dengar such a great place for WSO+torps?

He is i6, so he locks easily, fires his torpedo, spends lock to reroll misses, then gets his lock back for his revenge shot/sloop with contraband , etc. for full mods next round.

Edited by wurms
1 minute ago, CaptainJaguarShark said:

I'm sure I'm missing something obvious. What makes Dengar such a great place for WSO+torps?

I believe it would let you fire torps on your attack, spend and re-acquire the TL and if the ship you shoot shoots you back, you can Torp them again, or at the very least have a TL for use on the follow-up shot while saving the torp for another target.

4 minutes ago, Silver_leader said:

I have only 1 firespray form 1.0 because I didn't want to buy a second one, and when Seps have been announced, I said to myself that I will get a second one once Jango will be out. I am happy now to have my second firespray ina month or so :D :D

I had one Spray. Won a 2nd at a store tourney. Took both Sprays to another store tourney, won a 3rd. Sold it for the price of entry. I shall now buy a 3rd :D

Systems Officer will likely be too expensive to use anywhere other than where it will be super good, like Dengar, Redline.... and er, other places... Kestal? :D

ARCs for eg, are already a very inefficient place to put Torps. With the SO on top, you're losing a huge chunk of your list when they go bang.

Add to the matter, similar to Thread Tracers, an enemy ship that feels the brunt of multiple munition hits will likely not need to feel it again next turn. Just a light push off the table.

26 minutes ago, wurms said:

Republic Arcs, with synch console, could keep their locks after using them with weapons sys and then pass them to another synched console ship. Have your cake and eat it too?

After firing what, a 13 points upgrade that only gives them +1 attack dice? Just spend those points anywhere, I don't know, Aayla secura crew for just 3 more points? Which may be what that new gunner costs

15 minutes ago, Cuz05 said:

Add to the matter, similar to Thread Tracers, an enemy ship that feels the brunt of multiple munition hits will likely not need to feel it again next turn. Just a light push off the table.

Ooooohhh... I juste forgot abou those tracers.... 🤣 🤣

Putting them together would make a 2-wave of efficient attacks. Focuses everywhere, thread tracers for a lock on target, and another lock while everyone K-turns.....

it costs a lot for the gunner and the ordinance. Not sure it will be worth the investment, but I would be afraid of this firepower

9 minutes ago, xanatos135 said:

After firing what, a 13 points upgrade that only gives them +1 attack dice? Just spend those points anywhere, I don't know, Aayla secura crew for just 3 more points? Which may be what that new gunner costs

Dont crush my dreams, man!!! ARCs have torpedo slots and damnit I am gonna use them!

10 minutes ago, wurms said:

Dont crush my dreams, man!!! ARCs have torpedo slots and damnit I am gonna use them!

If you ever feel useless, remember that ARCs have a torp slot.

Is anyone else thinking that K-wings with Multi Missile Pods, Advanced Torpedoes, and a WSO will be particularly brutal when paired with C-3PO or K-2SO?

59 minutes ago, wurms said:

Republic Arcs, with synch console, could keep their locks after using them with weapons sys and then pass them to another synched console ship. Have your cake and eat it too?

That's cool, and I'm hyped because I play republic here and there, but I'm talking about the rebel ARCs

I feel like Zam is excessively over complicated to really be any fun. I like the new title and WSO both for sure.

Interesting thought. I think that Weapons Systems Officer would let you take a lock on the defender when you fire your bonus attack with cluster missiles. Cluster Missiles are still a special attack with the lock requirement you are just ignoring the lock requirement for that shot. So lock a low initiative target, take a bad bonus attack against your preferred target and end up with a lock ready to go for next turn.

41 minutes ago, Silver_leader said:

Ooooohhh... I juste forgot abou those tracers.... 🤣 🤣

Putting them together would make a 2-wave of efficient attacks. Focuses everywhere, thread tracers for a lock on target, and another lock while everyone K-turns.....

it costs a lot for the gunner and the ordinance. Not sure it will be worth the investment, but I would be afraid of this firepower

Quickdraw with Tracers, drops some locks for a bunch of SF's with WSO with missiles. They don't even need to do the K-Turn part, then can just rotate. FCS might be simpler though. You could put Targeting Syncronizer on QD and after every SF takes their first shot, they get lock for follow up shots the next round.

51 minutes ago, Npmartian said:

If you ever feel useless, remember that ARCs have a torp slot.

Hey! I put adv. torps in Odd Ball once and it gave me warm, fuzzy feelings.

2 hours ago, wurms said:

Dengar with False Transponder Codes. Locks the enemy ship he is about to blast out of the skies and they get jammed. Then he fires proton torpedoes and keeps his lock with Weapons system officer. Yikes. Super Dengar Alpha strikes incoming

Dengar the jumpmaster?

25 minutes ago, Blail Blerg said:

Dengar the jumpmaster?

Yes.

Seems pretty solid though I’m not sure the one time jam is better than the one time he has to do an ugly maneuver and need an action still.

14 minutes ago, ScummyRebel said:

Yes.

Seems pretty solid though I’m not sure the one time jam is better than the one time he has to do an ugly maneuver and need an action still.

One time jam you say?

jabbapoodoo.jpg&usqp=CAU

(Disclaimer: If the answer is Jabba, you are probably asking the wrong questions)

1 hour ago, gamblertuba said:

One time jam you say?

jabbapoodoo.jpg&usqp=CAU

(Disclaimer: If the answer is Jabba, you are probably asking the wrong questions)

I just love the idea of a ship that keeps sending multiple transponder codes.

"Just received the Transponder Codes. It says this ship is the Dog's Fang."

"Dog's Fang? Acquire a lock."

"Sir, we're getting some interference. It appears to be coming from the ship. We're getting a new ID. It's actually the Canine's Canine."

"That name is even worse than the first one. Did you acquire a lock?"

"Still getting interference... It's clearing up. New code coming in. It's the Terrier's Tusk!"

"This is just getting silly. Do we have that lock yet?"

"Working on it. Name coming in again.... Oh crap. It's the Hound's Tooth."

1 hour ago, gamblertuba said:

One time jam you say?

jabbapoodoo.jpg&usqp=CAU

(Disclaimer: If the answer is Jabba, you are probably asking the wrong questions)

Jabba is the answer to only the finest of questions.

Like, why is the wording on False Codes so funky?

I have a very fine Jabba list, if the codes are one point, it may be worth throwing them in. But it would still feel like a waste of mighty Jabba's potential to recharge it.

However, you get jam, Assaj gives stress. There is potential. And she does have that spare illicit slot that never gets used....

Edit. Just to note, why I'm not feeling great about the card, it's pretty simple for a lower Init list to just chuck away a lock on it.. From a safe position even.

Edited by Cuz05
2 hours ago, ScummyRebel said:

I feel like Zam is excessively over complicated to really be any fun..

I was starting to feel that way while attempting some crude form of headsim on the crew card. Like, the *** with all this book keeping to either never get the bonus, or get it once and miss.

I'm hoping it will prove simpler in practice, since I really like the idea. But my headsim keeps just tripping over itself and I still don't really understand what's going on.

I've even pored over an 'easy' flow chart of it someone made.

(It was not easy)

Not sure if anyone else has pointed this out yet, but you can run False Transponder Codes on Saw's Renegades' X-Wings. This is relevant because Rebels are the faction with Chopper, who can regen non recurring charge upgrades. And Chopper fits in X-Wings.

Kullbee Sperado

+

Chopper

+

Elusive

+

FTC

Pure jank, but basically on demand range 3 I4 jamming for 51+ points.

3 minutes ago, GuacCousteau said:

Not sure if anyone else has pointed this out yet, but you can run False Transponder Codes on Saw's Renegades' X-Wings. This is relevant because Rebels are the faction with Chopper, who can regen non recurring charge upgrades. And Chopper fits in X-Wings.

Kullbee Sperado

+

Chopper

+

Elusive

+

FTC

Pure jank, but basically on demand range 3 I4 jamming for 51+ points.

It also only adds 1 charge if the player has the 2 shields to sacrifice.

1 minute ago, Hiemfire said:

It also only adds 1 charge if the player has the 2 shields to sacrifice.

That's why Elusive is there.

You use its charge to regen the shields back.

Sure, the ratio sucks but that's why I said it's pure jank.