Kyle Katarn with Recon Specialist & Moldy Crow

By Qui-Jan, in X-Wing Rules Questions

Is there a limit on how many focus tokens can he have. I can get two during my turn and don't have to clear unused focus tokens with this combo. Can my second add two more and now have 4 focus tokens. It just seems like focus for infinity, they could just keep coming until I pass one off or use them up.

Thanks a head of time again guys.

No, there is no limit

I've managed 8 before in a game where we were both being cautious in our engagement. Your opponent is unlikely to let you build them to infinity, though it is theoretically possible :D

You pay a lot for the Moldy Crow and because of it I see no cap on how many Focus token you can have.

There is a reason why they give you so many focus tokens with that ship. :)

Does giving a FT to another friendly ship count as a focus action?

Or if someone has a moment to just run through this combo (Kyle/Recon/Crow) and how it plays out, I would be ever so grateful.

Ta

Doc

Does giving a FT to another friendly ship count as a focus action?

No. Handing off a token unless stated otherwise is not an action itself. Using a token is also not an action.

Or if someone has a moment to just run through this combo (Kyle/Recon/Crow) and how it plays out, I would be ever so grateful.

Sure :)

Kyle on his activation phase takes the Action: Focus. Because of Recon he gets 2 tokens. This turn he doesn't do anything with them. Because of the Moldy Crow title, unlike normal he doesn't discard those tokens but keeps them.

Next turn he takes the Action: Focus again, and gets 2 more tokens for a total of 4. He then hands a token off to Wedge, who also used Action: Focus. So now Kyle has 3 Focus tokens and Wedge has 2.

On Wedges turn he fires on a Tie and uses a focus to turn {eye} into {hits} and kills the Tie. On Howlrunners turn, she shoots as Wedge and he rolls two {eyes} for defense. He then can use that other focus to turn those into {evades}. If he doesn't use that 2nd focus it is discarded like normal.

Kyle can then use 1 focus to pay for the Blaster Turret, 1 Focus to turn {eye} into {hit} and use that 3rd focus for defense. Any focus tokens he doesn't use will stay with him at the end of the turn.

It can be even more interesting if you play Garven. When Garven uses a Focus he can give the token to someone else. If we replace Wedge in the previous example with Garven when he spends the Focus to attack he can pass it to Kyle who can hold on to it because of the Crow; if Garven spends another he can do it again. The pile of Focus tokens on Kyle will increase rapidly.

It can be even more interesting if you play Garven.

Garven + Kyle would be an interesting combo... pass the focus token back and forth like a... Well can't say what really but it's now legal in Co. ;)

Ty Vanor et al.

I just realised my error, I was reading Recon as spend a focus, not choose focus.

Doc

Garven + Kyle + "Dutch" is insane, as all 3 abilities chain into all 3 attacking with focus and target lock.

Garven + Kyle + "Dutch" is insane, as all 3 abilities chain into all 3 attacking with focus and target lock.

People need to stop giving me ideas for new lists... :)

Interesting that they all have PS6... Makes them the squad of the beast. ;)

Edited by VanorDM

Garven + Kyle + "Dutch" is insane, as all 3 abilities chain into all 3 attacking with focus and target lock.

People need to stop giving me ideas for new lists... :)

You probably need to stay away from me and Dracon then. :)

You probably need to stay away from me and Dracon then. :)

I've come up with about 4-5 different shuttle lists just from your posts alone...

Garven + Kyle + "Dutch" is insane, as all 3 abilities chain into all 3 attacking with focus and target lock.

True but also misleading.

Kyle: Move, Focus for two Tokens,

Dutch: Move, Target Lock pass TL to Kyle

Garven: Move, TL

Combat Phase starts: Kyle passed Focus to Garven.

Garven attacks using his TL and Focus from Kyle; passes Focus on to Dutch

Dutch attacks using his TL and Focus from Kyle via Garen

Kyle attacks using TL granted by Dutch and hit own Focus.

End of Round: Nobody has any Focus tokens or TLs.

Problem is Kyle probably wants a turret to use as his 1 die primary isn't all that effective. The issue here is that Blaster Turret also asks for a Focus token which means no Focus to use on the attack or Kyle is in the Crow and has some stockpile of them.

Garven + Kyle + "Dutch" is insane, as all 3 abilities chain into all 3 attacking with focus and target lock.

True but also misleading.

Kyle: Move, Focus for two Tokens,

Dutch: Move, Target Lock pass TL to Kyle

Garven: Move, TL

Combat Phase starts: Kyle passed Focus to Garven.

Garven attacks using his TL and Focus from Kyle; passes Focus on to Dutch

Dutch attacks using his TL and Focus from Kyle via Garen

Kyle attacks using TL granted by Dutch and hit own Focus.

End of Round: Nobody has any Focus tokens or TLs.

Problem is Kyle probably wants a turret to use as his 1 die primary isn't all that effective. The issue here is that Blaster Turret also asks for a Focus token which means no Focus to use on the attack or Kyle is in the Crow and has some stockpile of them.

This is why we add the Moldy Crow title and R5-K6 to the equation.

  • Moldy Crow gives Kyle a surplus in the turns in which he doesn't fire.
  • R5-K6 (on "Dutch") results in 2 extra Target Locks 3/8s of the time, which results in more focus tokens the following turn, that Garven would pass back to Kyle to keep in the Moldy Crow tank.

Other excellent things about using all three in concert:

  • Losing a ship doesn't cripple your interaction chain. Garven/Kyle are interchangeable as far as "Dutch" is concerned, and Garven + Kyle + Moldy Crow = theoretically infinite focus tokens.
  • All 3 ships are Level 6, so you can move them, perform actions with them, and attack with them in any order you wish, which Swarm players will tell you is an invaluable advantage.
  • Red maneuvers don't prevent actions anymore, so long as you do them one ship at a time.

The Moldy Crow was previously mentioned so that is acceptable although the "standard round" I put forth doesn't level anything for the tank making that upgrade worthless.

R5-K6 is new to THIS discussion and has the side effect of being unreliable. You just know that if you are counting on it those are the times it is going to fail you several turns in a row.

Now assuming a Blaster Turret on Kyle there would still be enough room for a fourth ship (barely) so a question becomes "how do spend that 20 or so points on upgrades?" I am a fan of the Kyle-Crow/Garven interaction and Dutch works in there pretty well as but there are other options and how you kit things out can make a world of difference. Although Ibtisam lacks Dutch's TL efficiencies I also like the idea of using that ship with Garven/Kyle in your 666 build to provide a bit more Punch than the Y-Wing.