Opportunist is just like made for a Saber pilot, following a PS5+ squint
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Just like how PTL was made for the Green Pilot, following a GreenManeuver+ Awing
lol
Opportunist is just like made for a Saber pilot, following a PS5+ squint
![]()
Just like how PTL was made for the Green Pilot, following a GreenManeuver+ Awing
lol
Opportunist is just like made for a Saber pilot, following a PS5+ squint
![]()
Imagine:
Wedge + PtL
Luke + Opportunist + R2D2
Biggs + stuff
Jonus + Opportunist + Homing Missiles + Homing Missiles
Rhymer + Opportunist + Cluster Missiles + Cluster Missiles
Carnor Jax
Yeah. One thing that scares me is that (unlike, say, expose) it works on secondary weapons. But it really needs to be on a skill 5-7 pilot to allow someone else to clear off tokens from your intended victim..
Not neccessarily.
1. With Rhymer and Clusters you have two attacks.
2. There is no guarantee that the opponent will use the focus/evade action nor the tokens.
I keep seeing Marksmanship, high and Veteran Instincts low on people's list. I thought we all figured this out six months after the game came out, Marksmanship isn't that great. It is just an offensive only focus with an extra crit. Sure if a ship came with it for free it might be an action I might pick in some circumstances, but it is pretty expensive for an upgrade. I get that is has some uses in some circumstances, but I would call it a bad upgrade for general use.
Veteran Instincts is always good. There is not a ship that it isn't good on. There are ships that can't take it. But at one point sometimes it doesn't really cost you anything so why not take it.
I here a lot of love for PTL as well, and I will say I love it too, but only sometimes. PTL is great on Fel, or Tycho and I want to try it on Turr so he can barrel roll + boost after an attack. But I wouldn't put it on a ship with only a few green maneuvers like a y-wing.
Stealth Device is another I love, but is again situational I love it on TIE Interceptors because it keeps them from being 1-shotted in the early phases of the game, they their firepower, and maneuverability can keep them alive in the hairball. It also works well on ships (like the interceptor) that already have high agility, because their is a better chance that you will actually get missed and you will keep it longer. But I have seen a lot of people put in on X-wings to boost their lower agility, (especially Biggs) but it only ends up protecting them on one shot. And one roll of one dice isn't that much.
Shield upgrade on the other had guarantees you live longer. There really isn't a ship in the game that wouldn't like an extra hit. I have gone back and forth with it on the TIE Interceptor, since the Stealth Device is so nice on them. But compare the stats of an X-wing and a TIE Interceptor with a shield upgrade on it. I think you will find the Interceptor looks pretty cool.
I also have to give a shout out to R2D2. I go back and forth on whether he belongs on Y-wings or not. True they don't have a lot of green, but they do have a lot of shields, which R2D2 makes regenerable. Granted those are the only ships that can take him, but if you could put him on a YT-1300 would any one ever play a game without it?
Now if we are going to talk about Upgrades we like, but only in certain situations, my number 1 is three TIE Bombers all equipped with Cluster Missiles and then having Jonus sitting right next to them.
Opportunist is just like made for a Saber pilot, following a PS5+ squint
![]()
Imagine:
Wedge + PtL
Luke + Opportunist + R2D2
Biggs + stuff
Jonus + Opportunist + Homing Missiles + Homing Missiles
Rhymer + Opportunist + Cluster Missiles + Cluster Missiles
Carnor Jax
Yeah. One thing that scares me is that (unlike, say, expose) it works on secondary weapons. But it really needs to be on a skill 5-7 pilot to allow someone else to clear off tokens from your intended victim..
or on a ship with a gunner.
Granted a smart player will probably chose to take damage rather than spend the focus/evade token that saves them. But I find it fun when my opponent is so afraid of me that he chooses to take damage rather than let me shoot at him again.
I keep seeing Marksmanship, high and Veteran Instincts low on people's list. I thought we all figured this out six months after the game came out, Marksmanship isn't that great. It is just an offensive only focus with an extra crit. Sure if a ship came with it for free it might be an action I might pick in some circumstances, but it is pretty expensive for an upgrade. I get that is has some uses in some circumstances, but I would call it a bad upgrade for general use.
This might be where the Empire gets back at the Rebels for forcing them to buy A-Wings for PTL
What do you mean forcing the Rebels buying A-wings for PTL, I love A-wings and am drowning in PTL's as it is
My personal top 5 would be:
1. Push the limit (straight up nuts, a mini Vader ability)
2. Stealth device (goes well with any agility 3 ship)
3. Swarm tactics (incredible PS boost for shooting)
4. Expert handling (superb movement for big ships and minor defense ability)
5. Marksmanship (big ship + gunner combo)
Edited by PS10...
I here a lot of love for PTL as well, and I will say I love it too, but only sometimes. PTL is great on Fel, or Tycho and I want to try it on Turr so he can barrel roll + boost after an attack. But I wouldn't put it on a ship with only a few green maneuvers like a y-wing.
....
For 1 more point most of the Y Wing's dial is green, Hazaah R2!
why even talk about PTL with Y-wings if none of their pilots can take EPT's ?
We can dream can't we?
My BEST Elite Pilot Talents
1. Push the Limit
2. Swarm Tactics
3. Veteran Instincts
4. Marksmanship
5. Squad Leader
6. Draw Their Fire
7. Expert Handling
i wish i could combine expert handling and PTL. FFG clearly wanted rebels to pay dearly for the barrel roll ability.
Agreed. It's one of the only ways to up the proportion of your damage which is critical hits, but that only really matters if you've got another effect in play that benefits from them; Ibitsam's undodgeable critical, Kath Scarlett's stress-inducing hits, Maarek Stele's super-selectable-critical hits, etc. For a generic pilot, the zero cost focus token is more than good enough.I keep seeing Marksmanship, high and Veteran Instincts low on people's list. I thought we all figured this out six months after the game came out, Marksmanship isn't that great. It is just an offensive only focus with an extra crit. Sure if a ship came with it for free it might be an action I might pick in some circumstances, but it is pretty expensive for an upgrade. I get that is has some uses in some circumstances, but I would call it a bad upgrade for general use.
While it may not be great in all circumstances, you guys are both missing what it is that actually makes Marksmanship good. It isn't just a focus token that gives you a free crit, because you have to spend tokens. Marksmanship is an effect that persists until end of turn, which means you can use it for multiple attacks - i.e. Cluster Missiles, Luke, and Gunner. That's what makes HSF so nasty. Imagine: Han rolls three reds, you don't like the results, so you use his pilot ability to re-roll. You get a hit and two focuses, so Marksmanship makes it two hits and a crit. Miraculously, your opponent rolls three evades and you miss, at which point Gunner permits you another attack. Han gives you yet another re-roll if you need it, and Marksmanship is still in effect to convert your eyeballs. With HSF, you're all but guaranteed two hits and a crit every turn. But Han isn't the only one who can take advantage of Marksmanship, as you're already aware. A-Wings, TIE Advanceds, TIE Bombers, and Firesprays can all mount missiles, and the latter Gunner as well. It may not be ideal in a vacuum, but this is a game about synergy as much as anything else. Even the best EPTs aren't amazing on every pilot who can equip them. That having been said, effective use of Marksmanship is hardly a corner case.
Also: You're confusing Ibtisam and Ten Numb.
Edited by WonderWAAAGH