My favorite ship to put it on is "Mauler Mithel." I cannot tell you the number of times he has Koiogran Turned at the perfect moment to catch an opponent at range 1, but whiffed the attack roll because he had no Focus token.
Is "Adrenaline Rush" under-rated?
I'm looking forward to trying AR on Rhymer with a homer and another missile.
For the options it gives him due to his red turn but also the obvious fire homer then k turn and focus with a lock already aquired.
Might try something like this
Rhymer + AR+ homer+ APT+ Seismic
Howlrunner + stealth
Black + draw fire
Academy
Academy
I would try flying it like a swarm in a pattern like the five side of a d6, black in the middle, howl and rhymer at back.
I find this formation very maneuverably as long as uou get the spacing right at set up.
seems a bit too situational for my tastes.
Again I think the key to AR is a matter of opportunity cost. Even though it's only 1 point, you're giving up your EPT for it. So what else could you of gotten instead of it? On a pilot that may not have great need of a different EPT it's going to be nice, such as Vader
But on something that really needs PtL or Marksmanship like say Soontir or Han, it's just not a good fit.
seems a bit too situational for my tastes.
Again I think the key to AR is a matter of opportunity cost. Even though it's only 1 point, you're giving up your EPT for it. So what else could you of gotten instead of it? On a pilot that may not have great need of a different EPT it's going to be nice, such as Vader
But on something that really needs PtL or Marksmanship like say Soontir or Han, it's just not a good fit.
Of course, if you can't afford PtL or Marksmanship (as both are 3 point upgrades), this is a good substitute.
I am pretty sure we're all in agreement that Push the Limit is simply the best upgrade in the game. We'd probably still run it at 4 points, and would consider it at 5.
I think we'd see it on fewer ships at a higher cost for sure, but it's still so good. How good is it? The only Advanced that gets used is Vader because he comes with it!
all of the 1pt upgrades matter when they matter but do nothing when they don't. It's the single use factor that makes AR different, and often less desirable.
Of course, if you can't afford PtL or Marksmanship (as both are 3 point upgrades), this is a good substitute.
Yeah that's part of the opportunity cost. If you have no opportunity to use PtL then the "cost" of AR goes way down, because it's no longer replacing something better.
PtL is better on many ships, but I do not like it on named Ties or Black Squadron pilots. It's not that easy to clear stress on them and be unpredictable still. It also really pushes up the price of a fighter that has limited life expectancy.
AR gives you a nice return on investment on these ships.
I like in on Vader because of the whole "2 actions" thing after a flip.
I wouldn't put it on much of anything else, but on these ships, it is a VERY viable option.
Agree fully with Englishpete.
Black Squadron Pilots with AR just increases their unpredictability, and I'm finding the AR works as a limited insurance against targets packing Ion Turrets. With the few games I do have under my belt, I've already learned as an Imp player to dread Ion+Stress situations on any TIE variant. Ion tokens still suck, but k-turning my BSP onto a y-wings ass no longer needs to suck for multiple rounds. I am currently playing 3x BSP all with AR, flying cover for 2x Gammas with missiles and Prot Bombs. Noob friendly with all at 4PS.
I got pretty decent use out of it on Kyle in a recent local tournament. I didn't use it every match, but when I did use it, it was quite useful. Basically, I would use it late in the game to be able to move much faster than my opponent anticipated a HWK -290 moving and still have my all important action to double focus (with the added benefit of not having super restricted movement the next turn, considering how bad the movement dial is).