Tri-Fighter Reactions

By Boom Owl, in X-Wing

4 hours ago, Boreas Mun said:

Isn't Fearsome Predator's ability really bad? It's like win more if you have 3 Predators shooting one ship that they chose at the start of the game or do nothing if you have only 1-2. If you have 1 Predator strain doesn't matter, if 2 they just spend green token during the first attack. If you have 3 ships with 3 attack shooting one enemy it's already good enough and it's either low Ini generic or I don't know how did you catch an Ace in your 3 arcs at the same time.

Think of Fearless Predator like Juke. First shot from a Juke ship, if you have token, does little. Second shot...do you still have that token? If you spent it on the first attack, gain an unavoidable strain (also there's possible some vultures who like to have a word with you). Third shot from a Predator (because they're limited 3) likely don't have a green token anymore and very likely strained.

So, like, one is annoying, but the more you have shooting, the more it impairs you and it can be comboed with Vultures or even a Plasma torp firing Hyena shooting after the last Predator.

12 hours ago, Kanawolf said:

Thoughts on Debris Gambit and Tri-fighters?

Does this allow their red linked evade to be white?

6 hours ago, MasterShake2 said:

Think of Fearless Predator like Juke. First shot from a Juke ship, if you have token, does little. Second shot...do you still have that token? If you spent it on the first attack, gain an unavoidable strain (also there's possible some vultures who like to have a word with you). Third shot from a Predator (because they're limited 3) likely don't have a green token anymore and very likely strained.

I wonder if doubling down and putting Juke on them would be good. Probably not, but it's a thought.

39 minutes ago, player655164 said:

Does this allow their red linked evade to be white?

Yup. It used to be a trick that Attack Shuttle Sabine used until both she and Debris Gambit went up in price.

8 hours ago, MasterShake2 said:

Think of Fearless Predator like Juke. First shot from a Juke ship, if you have token, does little. Second shot...do you still have that token? If you spent it on the first attack, gain an unavoidable strain (also there's possible some vultures who like to have a word with you). Third shot from a Predator (because they're limited 3) likely don't have a green token anymore and very likely strained.

So, like, one is annoying, but the more you have shooting, the more it impairs you and it can be comboed with Vultures or even a Plasma torp firing Hyena shooting after the last Predator.

Or first shot, they don't roll any Focus results and cannot spend their focus token. They have to take a strain.

The only negative is that Fearful Prey is unique, so only one ship can have the condition. It'd be nice if you could reassign it once the target was destroyed, to give it more usefulness against swarms.

On 12/3/2020 at 4:54 AM, Boreas Mun said:

Isn't Fearsome Predator's ability really bad?

It has uses, but it's worth noting that it's also really cheap. It's 1 more point than a Separatist Interceptor, and there's no loss in slots or anything else. Realistically, 3 points for the entire list, and it won't always change the half-points award value.

Another example of a ship it's great against? The Falcon (but also something like named B-Wings). Most pilots can't boost and get a green token, and Strain to remove the defense die can really add up.

Someone like Luke is going to hate it. He's got really consistent green dice that don't rely on tokens and he normally doesn't want tokens, and he's not incredibly mobile.

Any thoughts on DIS-347? I flew him the other day with dual HMP's (and a mix of some others), and his ability worked really well with the networked aim. I found that I could make sure that the Tri-fighter always had one mod (usually two), and I could lock the ship that I wanted to have more re-rolls on with the HMP's.

A slightly different reaction: I found getting the models out of the packaging quite difficult. I inadvertantly broke off one of the wing/engine parts by applying too much force to the plastic packaging. Luckily, it was a very clean break (likely along the join) and easily fixed with some glue. Made me appreciate the detail work on the ship much more.

It sounds like quite a few people are having this issue. 😢

6 hours ago, AceDogbert said:

A slightly different reaction: I found getting the models out of the packaging quite difficult. I inadvertantly broke off one of the wing/engine parts by applying too much force to the plastic packaging. Luckily, it was a very clean break (likely along the join) and easily fixed with some glue. Made me appreciate the detail work on the ship much more.

Did you try pushing on the nub? I had the opposite experience with these, with them being rather loose (and one not even sitting in the plastic at all, but rolling around..)

13 hours ago, RejjeN said:

Did you try pushing on the nub? I had the opposite experience with these, with them being rather loose (and one not even sitting in the plastic at all, but rolling around..)

I did try pushing on the nub, but that didn't seem to do much on the two I purchased. May have just been bad luck on my part.

On 12/2/2020 at 5:11 AM, Cpt ObVus said:

I think three might be a sweet spot for these things. Forming three of them up on one flank (for around 100-120 points), and presenting another threat from a different direction (a mass of Vultures/Hyenas? A couple of Belbullab-22’s? A single powerful ship like Slave 1 or Maul? A couple of HMP’s? Some Nantexes? Lots of possibilities!) seems like good times.

Three 3-dice guns, all with 3 Agility, and all of them can share Calculates. That’s kind of terrifying, and it’s only half a list.

Four might even be better.

Sounds good. The dirt-cheap Intercept Booster makes a Tri-fighter pack natural flankers. I've played a few games with strikers with afterburners, and the advantage of being able to control the initial engagement is hard to overstate with a swarm. Granted you can't 'pounce' with a SLAM like you an with a boost, but your opponent doesn't know if next turn you'll still be at long range, or instead will be right in their face with a target lock ready - which makes choices like red moves or breaking formation and turning away from the enemy to go around obstacles very risky.

I finally got some table time with Tri-Fighters.

After one match that went poorly because I messed up my turn 0, and turn 1 I went back to the drawing board and modified an old list that I had taken to a 40-50 person HS tournament and made the cut with.

2 i3 Vultures, 1 i3 Hyena with an APT, 1 i3 Hyena with a Proton Torp, DBS-32C with Kalani, and DIS-347. So all i3, run in a 3x2 formation with the vultures and the APT Hyena in the front. Kalani for locks, failing that 32C for the engagement phase Lock which enables 347's ability to acquire a Lock. The plan is to approach in formation, lock up something with the Proton Bomber and 347(more locks if able) and try and get ahead in points in the first engagement. Then see how the board state develops.

Worked super well, my opponent had a relatively beefy 5-ship FO list with Holo as a flanker. I lost the APT bomber but took out LeHuse the round before so I was up on points. When we called it I had 5 ships on the table to his 3(my Proton Bomber and 32C both had a couple damage cards, his TIES and Holo were down 1 shield each with a card or two on the TIES) and though it could still go either way we both agreed that I was in the stronger position points wise and considering the board state.

DIS-347 gets two thumbs up from me. His ability is easy enough to trigger in most lists and a free target lock is nothing to sneeze at. My buddy never shot at him, he was more worried about the three Hyenas, which is what I wanted. Hopefully I can take out anything with higher Initiative or that is pretty maneuverable so once the Hyenas are dead 347 is the ace and I can win from that (hopefully) strong position.

Last night I ran 2 Phlacc Arphocc prototypes with Advanced Sensors and Daredevil, and man was it fun. The amount of Maneuverability that Daredevil/Advanced sensors opens up was really fun with all of their blue moves. Choose a 3 hard, wait to see what they do, and you can do an immediately 90 degree turn to the right or left if it suits you best, AND you still get to take your action since their blue de-stresses. Another particularly fun combo was choosing their 5k pretty consistently. Having the option to boost before doing a 5k opened up a ton of possibilities to get easy flanks. I also had several situations where doing a red Daredevil maneuever, to give myself stress and then take a 2 forward was good. My biggest problem was hitting power. Mind you, I was trying to take down a Tie Defender which was usually modded with focus/evade, so it didn't matter how well I hit, I usually struggled to land damage.

22 minutes ago, player655164 said:

AND you still get to take your action since their blue de-stresses.

Advanced Sensor-ing an action turns off your perform action step, or any other actions for that matter. Daredevil with Boost and a hard turn does sound like a good bit of fun though. Ending up unstress after that maneuver is coolio. Nice combo find.

Edited by 5050Saint

I could see Advanced Sensors and Independent Calculations working well together, tho. Red Calc -> Blue = no stress, leaving you wide open for next round. Then again, AdvS would probably really love to be able to steal tokens from other ships with Networked Calc...

On 12/3/2020 at 8:54 PM, Boreas Mun said:

Isn't Fearsome Predator's ability really bad? It's like win more if you have 3 Predators shooting one ship that they chose at the start of the game or do nothing if you have only 1-2. If you have 1 Predator strain doesn't matter, if 2 they just spend green token during the first attack. If you have 3 ships with 3 attack shooting one enemy it's already good enough and it's either low Ini generic or I don't know how did you catch an Ace in your 3 arcs at the same time.

That’s why you pair them with an Ace. Ace attempts to strip a token, Predators go crazy. Well, try to.

This is version a million of my Tri list.
New Squadron

(76) Zam Wesell [Firespray-class Patrol Craft]
(6) Boba Fett
(3) Slave I
Points: 85

(38) Fearsome Predator [Droid Tri-Fighter]
Points: 38

(38) Fearsome Predator [Droid Tri-Fighter]
Points: 38

(38) Fearsome Predator [Droid Tri-Fighter]
Points: 38

Total points: 199

Not fully sold on Zams build, but in the right circumstances it’s still 5 3 die attacks coming in.

1 hour ago, Archangelspiv said:

Not fully sold on Zams build, but in the right circumstances it’s still 5 3 die attacks coming in.

Just dooku on Zam. No need to overthink it.

25 minutes ago, Ablazoned said:

Just dooku on Zam. No need to overthink it.

Yup. Dooku always. IF you take other upgrades it should be on Contraband Cybernetics, False Transponder Codes, or bombs. Those aren't necessary, and anything else seems excessive.

Edited by 5050Saint
6 minutes ago, 5050Saint said:

Yup. Dooku always. IF you take other upgrades it should be on Contraband Cybernetics, False Transponder Codes, or bombs. Those aren't necessary, and anything else seems excessive.

Jango with dooku, thermals, hull, and transponder/cybernetics is 99/100 points of "I can do anything, but really only 1 or two things per turn so it still feels fair."

I have played 2 games with tri-fighters:

The first with DIS-347 without any upgrades, 3 bombers and a HMP. The list was all about locks so he would always get the lock which is great for a little ace and allows you to barrel roll evade a lot. He defo felt worth his 38 points as a little filler ace. The idea is if they are playing High I ships you can out joust them with your other ships and flank with him. For 38 points to get a free lock is very powerful but can pop like the TIE fighter he is.

The other game I had was with the I5 and outmanoeuvre. This guy was a yes sir! I played him with zam and sunfac all entering from different angles, Zam was lined up across from the opponent and turned away shooting out of her rear. They followed Zam so the Tri-fighter got in behind and the outmanoeuvre was very good to say the least. As a little filler costing 23.5% of the list he did more then enough. I can imagine a player could at any moment turn on him and he'll be dead but if they do that then the rest of your list should be in a very good position. Him with a load of cheap trade feds could be something too.

I don't think this ship is good in multiples like the majority of ships in x wing but is a very good piece to fill a list with as a little ace threat. If he is left in the endgame moving last against one other ship I imagine he can win the majority of the time.