So what is a good list to oppose HSF?
Daredevil
Yeah, HSF is a tough match, but still winnable. Staying at range 3 as best as possible is key to minimize the damage from Han while taking advantage of your fire power. The Target Locked/Focused Homing Missile that Vader will get off in the first round can make a big dent in Han's health.
It would also be handy on the Lambda shuttle in Wave 3 since they have no K-turns. Add engine boost and Daredevil to it, then be able to come about and face your attackers.
I don't believe any of the shuttle pilots have an Elite Pilot Talent (I'll know for sure in about two hours when I get my set from a friend who went to GenCon), so no Daredevil for the Lambda.
Jim
Yeah, HSF is a tough match, but still winnable. Staying at range 3 as best as possible is key to minimize the damage from Han while taking advantage of your fire power. The Target Locked/Focused Homing Missile that Vader will get off in the first round can make a big dent in Han's health.
Bombers?
So what is the standard HSF build. I know Han, YT-1300, MF Title and...
Should this be a separate thread?
Moving to it's own thread.
Edited by Ken at SunriseTrue, but there are better brawlers on the Imp side, specifically Fel and Turr, both of which cost less, have more maneuvers, and get better brawling skills than Vader. Vader is unique in his ability to get 2 natural actions allowing himself to take one action, and give another action to someone else. No other ship in the game can do this. Lando does to a certain extent, Dutch gives target locks like candy, and Jenden has range restrictions on who he can give target locks to and when he can. Vader is in a field of his own, and his utility as a brawler is better than most, but his utility as a squad leader is heads above ANY other ship, except maybe Jan Ors. Even she has limitations that Vader does not have, specifically the 1 fire power rating and 2 agility.
He is also one of the best stand off missile carriers in the game because of his two actions, high PS skill, and being able to support other ships after his missile is gone. No other pilot in the game can really claim all of those attributes.
Reasons why Vader is a good brawler:
1. Very high pilot skill
2. Two actions naturally
3. Can reposition himself after seeing where everyone else ends up
Reasons why Vader is an excellent squad leader
1. He gives actions to everyone in the Imperial fleet except for Fel (minus vet instincts upgrades, this includes letting howlrunner using focus evade + stealth device [very frustrating for opponents])
2. Squad leader is a 1-2 range skill, which means he can be well behind most ships while they are toeing the line against X-Wings and A-Wings
3. Give him a concussion missile and he gets even better at range 1-2
4. He can reposition PS1 interceptors to get out of firing arcs through barrel roll or boost
5. He makes opponents choose between the range 1 tie int with focus, or the range 3 Vader with a focus token
6. He is Vader. He drives a Super Star Destroyer to work ever day.
You make me want to try that! I wouldn't call Vader with Daredevil and Engine Upgrade a brawler though - he's about getting in a position where he can shoot you and you can't shoot him - that's assasin, or ninja, rather than brawler (and consequently way more awesome).
It would also be handy on the Lambda shuttle in Wave 3 since they have no K-turns. Add engine boost and Daredevil to it, then be able to come about and face your attackers.
Would need a lot of space around (and good awareness) you to do such sharp turns in a big ship
I have been toying with the idea of giving tycho Daredevil so he could be the best close ranged brawler out there, but he wouldn't have actions unless Dutch or someone else gave him an action.
Tycho + Daredevil (DD?) gave back joy to my games and I fly him paired with 2 Rookies and Wedge.
He can stay away of firing arcs AND never lose a shot (with boost ain't that easy). If flown with accuracy (working on that) deals some damage and places fear into the heart of your opponent with crazy moves very few have seen on the table before (^ 5 + > DD)
If he is ignored Tycho becomes (imo) one of the best game closer available for rebels (PS8, stress isn't an issue, boost, DD, evade...)
If he isn't ignored and gets all the shots evade+3AG is the best rebels can offer in terms of defense and gives the 3X a chance to deliver massive damage
I may be overexcited with this cause it's been a while without a new-fun-rebel-combo to try . Anyway, I just wanted to encourage u all to try it out! (I only play casual games, not sure how good the list is on a competitive scene)
SwampThing's right in that the errata made it white, but it still gives you stress - this just means you can perform it even when stressed if your pilot ability is “you can perform actions when stressed” (aimed solely at one A-wing pilot, it seems).
I have a mental image (correct me if I'm either getting mixed up with attack wing or have merely been at the brass polish again) that some criticals either stop you performing red manouvres or damage you if you do.
But yes, Combine with engine upgraded Vader to allow what has been described at our local store as "Hooning around the sky like a drunken fruitbat".
Iam thinking I want to try out Daredevil on Ibtisam with an engine upgrade,
only tried it once but that was a very small game on my even smaller kitchen table wich resulted in me driving Ibt's into 3 Ties for like...4 turns or such... :s
Might have been somethign to do that it was new years eve... x-)
Anyways maybe i can squeze her in next weeks 200 ptn game
Actually last night I used it for the first time to good effect. I ran:
Wedge + R2 + Daredevil+ Engine Upgrade.
People were decent at remembering Wedge could boost, but always forgot he could daredevil. I was able to skirt asteroids and cause people to make sloppy/wide approaches. The I would suddenly daredevil about-face toward them (a real uh oh moment for them given it's Wedge). Or I would cut between two asteroids at an angle they didn't think I had. I would then escape between them, leaving their ship isolated for a few turns while they had to take the long way around. Worked great.
Iam thinking I want to try out Daredevil on Ibtisam with an engine upgrade,
only tried it once but that was a very small game on my even smaller kitchen table wich resulted in me driving Ibt's into 3 Ties for like...4 turns or such... :s
Might have been somethign to do that it was new years eve... x-)
Anyways maybe i can squeze her in next weeks 200 ptn game
![]()
Ibtisam + Daredevil+Advanced Sensors+ Engine Upgrade = a B-Wing that you can basically put wherever you want
So Daredevil has been errate'd to turn it from a red maneuver with a stress to a white maneuver... with a stress. What's the difference?
So Daredevil has been errate'd to turn it from a red maneuver with a stress to a white maneuver... with a stress. What's the difference?
i think the errata was to clear confusion of using Daredevil while stressed. If it was a Red Maneuver and you were stressed you opponent would get to choose which direction you're going.
It also might have to do with Crit Cards that effect Red Maneuvers.
So Daredevil has been errate'd to turn it from a red maneuver with a stress to a white maneuver... with a stress. What's the difference?
It makes it so you won't perform a random maneuver if the ship is stressed, e.g. Tycho Celchu.
Edited by onebit
Iam thinking I want to try out Daredevil on Ibtisam with an engine upgrade,
only tried it once but that was a very small game on my even smaller kitchen table wich resulted in me driving Ibt's into 3 Ties for like...4 turns or such... :s
Might have been somethign to do that it was new years eve... x-)
Anyways maybe i can squeze her in next weeks 200 ptn game
![]()
Ibtisam + Daredevil+Advanced Sensors+ Engine Upgrade = a B-Wing that you can basically put wherever you want
I've done the math for that Ibtisam build, and even though DD is impressive on her, PTL gives her even greater options. The gorgeous thing about DD on her is the ability to decide to go in opposite directions at a whim (e.g. DD before a turn becomes a straight or a U-Turn at your discretion), but PTL gives her more spaces to land.
So Daredevil has been errate'd to turn it from a red maneuver with a stress to a white maneuver... with a stress. What's the difference?
It makes it so you won't perform a random maneuver if the ship is stressed, e.g. Tycho Celchu.
And I believe it interacts with R2 differently. Before it would be a green maneuver and no stress would be received. Now it's still a green maneuver (which means you can remove a stress, but there's no way to do an action and have an R2 and be stressed at this time) but you still get a stress from performing a DD turn.
So DD on an X-wing with R2 generic... now triggers what? a 1 green turn with a stress?
So DD on an X-wing with R2 generic... now triggers what? a 1 green turn with a stress?
Yes. Also, this is probably the reason we'll never see a ship with 2 Astromech slots, 'cause that would mean regenerating 2 shields from R2-D2 each turn....
So DD on an X-wing with R2 generic... now triggers what? a 1 green turn with a stress?
Pretty much. But if say Tycho was in an Y or X-Wing with the same innate ability he could Koiogran or another red maneuver and DD for only 1 stress. And probably easily clear that with an R2.
Daredevil is great on:
- Ships that already have boost
- Ships with Advanced Sensors
- Firespray-31s with Navigator
- Ships that benefit from maneuvers (I can't think of any at the moment, but an R2 Astromech plus a Green Maneuver beneficiary would theoretically do).
The main problem is that it directly competes with Push the Limit, which is ALSO great on anything with mobility benefits. If Daredevil was cheaper, or didn't require boost, or didn't cause stress, it would definitely see more play.
That, and if you put it on anything that doesn't have Boost, you are almost forced to take Engine Upgrade as well. It will do okay on the A-wing and Interceptor, but it is really bad for a 7 pt upgrade.
Outside of A-Wings and Interceptors (which are the same Wave) Daredevil is a pretty costly Investment. (7pts - Engine + DD).
And the benefits of using it is a 1Turn "red" for ships that don't normally have 1Trun.
Your paying 3-7 Points for a pre-planned 1Turn for the next movement phase.
or if you have 1Turn available already: approximately a 2 barrel roll + 0 Koiogran for the combat phase.
Edited by IvlerIinWait a moment, does the boost action trigger R2-D2?
Wait a moment, does the boost action trigger R2-D2?
no. It was used in saying IF there was a double Astromech slot + Daredevil R2-D2 combined with standard R2 would grant 2 shields for 2 Green Maneuvers If 2 greens were made