Saber Riders

By DB Draft, in X-Wing

I like "pure squads" that resemble realistic formations so I am tinkering with some Saber Squadron builds:

Soontir's Little Helpers I

Soontir + Elusiveness 29

Saber + Elusiveness 23

Saber + Elusiveness 23

Saber + Elusiveness 23

Sorry sir we ran out of stealth devices....

Soontir's Little Helpers II

Soontir + Elusiveness 29

Turr + Expose 29

Sabre 21

Sabre 21

Turr's "get out of the way" ability could help him after making an exposed attack.

Soontir's Little Helpers III

Soontir + PtL 30

Turr + VI 26

Saber + VI 22

Saber + VI 22

Everyone gets a promotion...

Soontir's Little Helpers IV

Soontir + PtL 30

Fel's Wrath 23

Sabre + PtL 24

Sabre + Elusiveness 23

Just had to include a squad with Fel's Wrath (sigh)

So the idea is to give the Interceptors some protection with Elusiveness as a cheap form of Sensor Jammer. Any stress is pretty easy to get rid of and it should last longer than a Stealth Device.

This brings up an interesting question: If Soontir has Elusiveness and is targeted by an attack does his special ability kick in?

When defending Soontir would get to take a stress token to reroll one attacker's die. Would this then also give him a focus token as well?

If I am reading the rules correctly the order is to roll Attack dice and modify these first, so does this allow Elusiveness to force a reroll before any defense dice are rolled? If so then Soontir could get a stress AND a focus token to use when rolling his defense dice, is this correct?

This brings up an interesting question: If Soontir has Elusiveness and is targeted by an attack does his special ability kick in?

When defending Soontir would get to take a stress token to reroll one attacker's die. Would this then also give him a focus token as well?

If I am reading the rules correctly the order is to roll Attack dice and modify these first, so does this allow Elusiveness to force a reroll before any defense dice are rolled? If so then Soontir could get a stress AND a focus token to use when rolling his defense dice, is this correct?

I do beleive this is correct as both the defender and attacker get a chance to modify attack dice BEFORE defense dice are rolled.

Yup. Soontir Fel does scary good with elusiveness.

Fel with Elusiveness and a Stealth Device would just be ridiculous.

Turr is awesome - I genuinely think he's got the best special ability of all the 2nd/181st aces because there's no substitute for shooting someone in the face then barrel-rolling out of arc before it's their go. Veteran instincts is a good match for this - for anything - because interceptors desperately need to have a higher pilot skill than their opponents, to allow them to sabre-dance firing arcs and to shoot first en masse to take out turret-wielding foes before they can fire.

I personally like list 3, but the idea of Elusiveness on Fel is one I had never considered. Looking at it it seems inferior to PtL as you can only reroll one die where as PtL allows a full action of your choice.

Now, I can see Elusiveness on Fel if he was flying with Yorr possibly?

I personally like list 3, but the idea of Elusiveness on Fel is one I had never considered. Looking at it it seems inferior to PtL as you can only reroll one die where as PtL allows a full action of your choice.

Now, I can see Elusiveness on Fel if he was flying with Yorr possibly?

I wouldn't think that Fel would get his free focus if Yorr received the stress instead.

Edited by Audio Weasel

I personally like list 3, but the idea of Elusiveness on Fel is one I had never considered. Looking at it it seems inferior to PtL as you can only reroll one die where as PtL allows a full action of your choice.

Now, I can see Elusiveness on Fel if he was flying with Yorr possibly?

I wouldn't think that Fel would get his free focus if Yorr received the stress instead.

He does not. This has been answered already.

I personally like list 3, but the idea of Elusiveness on Fel is one I had never considered. Looking at it it seems inferior to PtL as you can only reroll one die where as PtL allows a full action of your choice.

Now, I can see Elusiveness on Fel if he was flying with Yorr possibly?

I wouldn't think that Fel would get his free focus if Yorr received the stress instead.

He does not. This has been answered already.

However, Yorr + Elusiveness = Every time a ship attacks you, you may have it re-roll 1 attack die, for a pseudo-Sensor Jammer ability.

Turr is more understated and I think he probably get's beat up a little faster than Fel since he has lower PS, but in the end game he's silly good... just have to give your opponent better things to shoot at for the first 3 rounds (hard to do in a multi interceptor list).

Yorr cannot take Elusiveness. :-(

Yorr cannot take Elusiveness. :-(

Yorr's interaction ALONGSIDE a ship with Elusiveness is as I said.

He peels the stress off, so they can use Elusiveness again when targeted later in the round.

The only problem with that is that Yorr can only pull stress if he has 2 of fewer. So realistically, you can only use elusiveness twice a turn (keep one stress on the interceptor and have yorr pull one off). Otherwise it's unsustainable.

The only problem with that is that Yorr can only pull stress if he has 2 of fewer. So realistically, you can only use elusiveness twice a turn (keep one stress on the interceptor and have yorr pull one off). Otherwise it's unsustainable.

Yorr can pull stress off if he has 2 or fewer, which means he has a maximum of 3 stresses.

As Interceptors (or just about anything, really) shed stress more easily than does Captain Yorr, they definitely ought to take the last stress onto themselves.

However, this means that you can theoretically trigger Elusiveness 6 times in a single turn (3 ships attacked twice, each one passes their first stress to Yorr and keeps the second one).

But yes, after that initial salvo, or if you wish for Yorr to have actions, he should only take 1 stress per turn, which is how quickly he can clear the stress.