Pilots that are truly awful, and why

By DraconPyrothayan, in X-Wing

fels wrath blows up when he is killed doing 1 damage to all ships within range 1

That would be my favorite ability just because it changes his play style and has him chasing people and the players trying to stay out range 1 when they kill him. Hilariously funny to break up formations.

fels wrath blows up when he is killed doing 1 damage to all ships within range 1

That would be my favorite ability just because it changes his play style and has him chasing people and the players trying to stay out range 1 when they kill him. Hilariously funny to break up formations.

If that was his ability, i would use him...

Even if it isn't a competitive ship. It would just be hilariously funny to play. He could potentially damage his own ships. The rebel player can control when they kill him so they can sustain the least amount of damage. They can fly closer to empire ships so he could potentially damage his own ships. He would just be a fun ship to play keep away from. I know fel wrath will not change but still would be awesome if another ship got an ability like this.

I'm going to go out on a bit of a controversial position, and mention a few people that aren't typically brought up here.

Horton Salm - Reroll blanks at R2-3. It makes him a wonderful PT delivery platform, especially with his PS8. Without a focus he rolls 3.31 hits with a PT. With a focus, it goes up to 3.7. But then what? I suppose you could put a second PT on him and use his ability twice. Or an ICT, and then attempt to stay at R2. But with a F as it is, he has a 2.25 hit average on the ICT. His ability does basically the same thing as F+TL, so he would roll 2.81. Wheee! every other time he'll get an additional hit result, but it doesn't matter because he's going to be doing 1 damage anyways. Given, it could help make the attack go through and actually ionize the person, as a 3F defense roll averages 1.88. Which is why imo a high PS ICT isn't that good. I'd much rather have someone else strip the tokens and allow the PS2 gold to ionize the dude.

Kyle Katarn - At a base of 26 points (21 + ICT) he does basically what SL does. Yes, it's marginally more useful since you could end up having 2 focus tokens on 1 ship, or give Wedge a focus token, which SL can never do. But he's typically kitted out as Kyle + Recon + MC + Blaster/ICT putting him at 31/32 points. For the same 32 points, you could have Wedge w/ PTL, then why do you need kyle giving him a Focus? Or for 30 points Luke w/ SL to pass off a Focus (or TL or barrel roll or boost!). He has a marginal use for alpha strikes I suppose, but I just can't justify 31 points to buff my remaining 69 points, when I could have one heck of a fighter for 31 points (Dagger w/ HLC anyone?)

Jan Ors - Pretty much the same story. At a base price of 30 (31 w/ Nien) points, she adds 1 die to someone. If that person has a F+TL, then it's essentially 1 damage per turn. Once again, I'd rather have someone that can contribute on his/her own. That's the same cost as Ibby + AdvS / PTL.

Ten Numb - For 34 points (Ten + Marks) you have a B wing that pretty much has a guaranteed crit. But this is more points than a doom shuttle, who has the same ability. And Ten won't get more than 2-3 shots off before he's dead, so the doomshuttle killing itself is still a comparable comparison.

Darth Vader - For 29 points you get two points. On a two attack ship. Even if you F+TL, you still can only roll 2 hits. Yeah, you can barrel roll out of arc and then still take a focus, or whatever... but you're still not a threat to my team. He's a good missile platform, but for 33-34 points, he better be... you're paying quite the premium over the 20 point bomber to get that second action, which might as well just come from a SL. And then the rest of the game he suffers from only being able to roll 2 hits, so whatever, stupid gnat go away!

Tycho Celchu - For 29 points, you can do two actions any time you want for the downside of not having a K turn, but 1 turn + boost is practically the same thing =P. Otherwise, see above.

Alpha Squadron Pilot - I'm sorry, you just paid how much to be an imperial blocker? And you have a 12 pt Academy sitting on the sidelines?

Boba Fett - How often do you really want to change from a left to a right bank? You're either in the asteroid field, and can really only go one way, or you're skirting the 'roids, in which case going the other way means that your opponent is going to know where you're going for the next few turns since you'll be trying to not fly off the edge.

Obviously some of these are more useless than others. And most are just a point cost uselessness.

And Captain Kagi - Has any shuttle owner ever used this guy? I'd guess not.

once Imperial Aces comes out he will finally have his chance to be relevant in a specialized action denial squadron alongside Carnor Jax. Whether that type of build will actually be any good or not is anyone's guess, but if Kagi ever has a chance to shine it would probably be there

Interesting thoughts there Khyros.

Definitely agree with Boba, and the same goes for Navigator, I just never find myself using those abilities. Also as its Bad Boba he really should have a more awesome, and offensive, ability.

Edited by berusplants

It should be something like "if his base overlaps yours, you spend your turn trying to keep yourself from being disintegrated. As such, lose your attack" Or something.

I agree about Boba Fett for competitive play. However, the Firespray comes with a great scenario that doesn't involve asteroids (most scenarios omit asteroids). On such a playing field Boba becomes a rather slippery target. There is a use for him, but he likely won't be taking center stage at Store Championships, Regionals, or Worlds.

I disagree on Jan, in larger games she is definitely worth her points.. She can throw the extra dice where it is needed every turn, Buzzsaw Ibitsim with HLC coming down the flank for example 1 shotting a Tie a turn.. In 100pts however yeah probably costs too much to be worth it..

Horton Salm - Reroll blanks at R2-3. It makes him a wonderful PT delivery platform, especially with his PS8. Without a focus he rolls 3.31 hits with a PT. With a focus, it goes up to 3.7. But then what? I suppose you could put a second PT on him and use his ability twice. Or an ICT, and then attempt to stay at R2. But with a F as it is, he has a 2.25 hit average on the ICT. His ability does basically the same thing as F+TL, so he would roll 2.81. Wheee! every other time he'll get an additional hit result, but it doesn't matter because he's going to be doing 1 damage anyways. Given, it could help make the attack go through and actually ionize the person, as a 3F defense roll averages 1.88. Which is why imo a high PS ICT isn't that good. I'd much rather have someone else strip the tokens and allow the PS2 gold to ionize the dude.

Horton Salm is the only Y-Wing for whom I think a Blaster Turret isn't a waste, and even then that's not enough for me not to run Dutch instead. Horton's got a chance of improving as more Turrets, Astromechs, and Torpedoes are added.

Kyle Katarn - At a base of 26 points (21 + ICT) he does basically what SL does. Yes, it's marginally more useful since you could end up having 2 focus tokens on 1 ship, or give Wedge a focus token, which SL can never do. But he's typically kitted out as Kyle + Recon + MC + Blaster/ICT putting him at 31/32 points. For the same 32 points, you could have Wedge w/ PTL, then why do you need kyle giving him a Focus? Or for 30 points Luke w/ SL to pass off a Focus (or TL or barrel roll or boost!). He has a marginal use for alpha strikes I suppose, but I just can't justify 31 points to buff my remaining 69 points, when I could have one heck of a fighter for 31 points (Dagger w/ HLC anyone?)

Kyle can pass out Focus Tokens to any ship, not just ships that chose to do a non-focus action with a lower pilot skill.

Moreover, with a Recon Specialist, he can keep a focus for himself (which a Squad Leader cannot do).

Adding the Moldy Crow improves him further, as he can pass out a focus token on a turn in which he got no actions.

He also combos superbly with Garven Dreis.

The "Does essentially what SL does" argument could apply equally to "Dutch" Vander, Garven Dreis, and Lando Calrissian, in this respect. Which is to say, not very well.

However, after all of those upgrades, he is a bit expensive. He's a great entrant into the 666 rebel fleet, but I still prefer Ibtisam instead.

Jan Ors - Pretty much the same story. At a base price of 30 (31 w/ Nien) points, she adds 1 die to someone. If that person has a F+TL, then it's essentially 1 damage per turn. Once again, I'd rather have someone that can contribute on his/her own. That's the same cost as Ibby + AdvS / PTL.

She can add +1 to secondary weapons as well. Moreover, she does this at her discretion, so that 1 damage is going to work in your favor, at all times. Setting her up with several small-ships is probably your best bet. (i.e. 3x Rookies, or something).

Once again, a tad expensive, but still useful.

Ten Numb - For 34 points (Ten + Marks) you have a B wing that pretty much has a guaranteed crit. But this is more points than a doom shuttle, who has the same ability. And Ten won't get more than 2-3 shots off before he's dead, so the doomshuttle killing itself is still a comparable comparison.

Ten Nunb is currently the most expensive smallship pilot in the game. However, if you build him as a Hypermobile B, he'll last for an incredible amount of time, due to the ability to dance out of firing arcs.

Darth Vader - For 29 points you get two points. On a two attack ship. Even if you F+TL, you still can only roll 2 hits. Yeah, you can barrel roll out of arc and then still take a focus, or whatever... but you're still not a threat to my team. He's a good missile platform, but for 33-34 points, he better be... you're paying quite the premium over the 20 point bomber to get that second action, which might as well just come from a SL. And then the rest of the game he suffers from only being able to roll 2 hits, so whatever, stupid gnat go away!

Vader's the best pilot of an awful ship. He can also be kitted out for hypermobility, which makes him a great jouster in the end-game or in furball matches, but those points ought to be spent elsewhere.

Tycho Celchu - For 29 points, you can do two actions any time you want for the downside of not having a K turn, but 1 turn + boost is practically the same thing =P. Otherwise, see above.

The good things that can be said of Vader can also be said of Tycho, save that Tycho is significantly cheaper, has a much better maneuver dial, doesn't fear shooting at the Rebel Captive, and is the only Ninja available to the Rebellion. He's actually worth playing.

Alpha Squadron Pilot - I'm sorry, you just paid how much to be an imperial blocker? And you have a 12 pt Academy sitting on the sidelines?

Interceptors ought to be Flankers, rather than Blockers.

At 18 points, Alphas are fairly easy to slide into a Swarm, and can do serious damage while the foe is concentrating on the Tie Fighters. Moreover, Interceptors have the easiest time of any naked ship for getting out of firing arcs, and have the 2nd best dial in the game (behind A-Wings).

Boba Fett - How often do you really want to change from a left to a right bank? You're either in the asteroid field, and can really only go one way, or you're skirting the 'roids, in which case going the other way means that your opponent is going to know where you're going for the next few turns since you'll be trying to not fly off the edge.

The trick with Boba's Banking is that it helps you fire more consistently out of your Auxillary Arc, rather than your primary guns. He's the hardest Firespray to flank as well.

It's also hard to say that Firespray pilots are capable of being worthless, particularly one with an EPT slot. It's simply an astonishing ship.

However, if you CAN'T get the enemy behind you, it is a practically worthless ability. It's a hard match where you can't get this into your favor, though.

Personally, I'm liking Salm a lot more now with the Flechette Torpedoes. You can load up 2 for only 4 point. I think I'm going to fly a few more Y-wings once we see the rest of the Astromechs.

I agree about Boba Fett for competitive play. However, the Firespray comes with a great scenario that doesn't involve asteroids (most scenarios omit asteroids). On such a playing field Boba becomes a rather slippery target. There is a use for him, but he likely won't be taking center stage at Store Championships, Regionals, or Worlds.

I suppose this begs the question as to whether these "hate" threads need to be distinguished from Tournament, Scenarios, and Flying Casual.

As you state, Boba while not seeing much Tournament action has great Scenario presence.

I don't quite get all the FW hate. I have faced FW twice, and both times his ability came into play - he was shot down by a higher PS ship, and both times he destroyed a ship that would have otherwise lived. Sounds to me like a half-decent ability. The only time his ability sucks is when you fly against ships with 5 or less PS. Yeah his ability isn't useful 100% of the time, but it's not as bad as people make it out to be. I see a lot of people saying it is bad and they either have never used it or used it very minimally. That's the problem, not enough data to support your claims. I'm not saying his ability is great, but it has its place.

I don't quite get all the FW hate. I have faced FW twice, and both times his ability came into play - he was shot down by a higher PS ship, and both times he destroyed a ship that would have otherwise lived. Sounds to me like a half-decent ability. The only time his ability sucks is when you fly against ships with 5 or less PS. Yeah his ability isn't useful 100% of the time, but it's not as bad as people make it out to be. I see a lot of people saying it is bad and they either have never used it or used it very minimally. That's the problem, not enough data to support your claims. I'm not saying his ability is great, but it has its place.

His ability isn't the problem. His problem is, for his cost, he is inferior to the Saber Squadron Pilot, as instead of paying the 23 to get PS5 over the saber's 21, just buy a saber + vet instincts for 22 and you get the SAME SHIP for 1 point less with a higher pilot skill and the same number of unused elite pilot talent slots (or, now, a royal guard for the same 22 and have an open EPT slot.) What the issue comes down to is his ability is simply not worth the 1 extra point and the drop in pilot skill (or two extra points and loss of the EPT slot for his ability and +1 pilot skill) compared to a Saber

You know, I just had a thought. I think we are thinking about Fel's Wrath all wrong. His ability isn't the important part. The strength of Fel's Wrath is that he changes how your opponent acts. Think about it. You have two high PS named pilots and two low generic pilots. If you have a choice with the high PS pilots, who are you going to shoot at? Fel, who can shoot back even if killed, or another target? Likely you will shoot at the other target. You don't want to 'waste' the shot on Fel since it won't help you and you will delay shooting at Fel until the lower PS ships. This fundamentally changes the strategy of your opponent.

In battle, anything you can do to change how your opponent fights is a benefit you can exploit. Granted, this only works if your opponent has a split PS list. But many very famous lists are. Han Shoots First, Howlrunner TIE Swarm, Scarlet Cowgirl, the list goes on.

That brings up the discussion of how to exploit this shift in activity. The obvious answer is to change your primary targets to take out the lower PS ships first. Yes, the higher PS ships may well have better abilities, but each lower PS ship destroyed reduces the likelihood of Fel being a target. Indeed, this means that the most effective Fel list would be one where the majority of ships stay at Range 2-3 while Fel himself stays at Range 1. They may even ignore Fel to shoot at more distant targets.

I'm going to have to test this... but I'm starting to think I've been wrong about Fel's Wrath and his ability is more powerful than I gave him credit for. It's not the actual effect of his ability that matters, but the effect of that effect. Blast, how could I have been so blind?

...how could I have been so blind?

Could be all the reflection and shine you are getting from your herd of Pasty Infinity Bison?

Edited by Johdo

You know, I just had a thought. I think we are thinking about Fel's Wrath all wrong. His ability isn't the important part. The strength of Fel's Wrath is that he changes how your opponent acts. Think about it. You have two high PS named pilots and two low generic pilots. If you have a choice with the high PS pilots, who are you going to shoot at? Fel, who can shoot back even if killed, or another target? Likely you will shoot at the other target. You don't want to 'waste' the shot on Fel since it won't help you and you will delay shooting at Fel until the lower PS ships. This fundamentally changes the strategy of your opponent.

In battle, anything you can do to change how your opponent fights is a benefit you can exploit. Granted, this only works if your opponent has a split PS list. But many very famous lists are. Han Shoots First, Howlrunner TIE Swarm, Scarlet Cowgirl, the list goes on.

That brings up the discussion of how to exploit this shift in activity. The obvious answer is to change your primary targets to take out the lower PS ships first. Yes, the higher PS ships may well have better abilities, but each lower PS ship destroyed reduces the likelihood of Fel being a target. Indeed, this means that the most effective Fel list would be one where the majority of ships stay at Range 2-3 while Fel himself stays at Range 1. They may even ignore Fel to shoot at more distant targets.

I'm going to have to test this... but I'm starting to think I've been wrong about Fel's Wrath and his ability is more powerful than I gave him credit for. It's not the actual effect of his ability that matters, but the effect of that effect. Blast, how could I have been so blind?

Interesting analysis. I'm still going to take that shot on FW though. Especially if I have multiple ships R1 from Fel, so I can be confident of killing it... I'm still going to go pewpew and he'll get 1 final attack. The swing from R1 to R3 (assuming focuses on both sides) is 3/4+5/8 = 1 3/8 = 1.375 damage reduction. This isn't pure math btw, but rather just an estimation to get an idea of the difference between R1 and R3. So if I have two ships shooting at Fel, that's 2.75 extra damage mitigated by the R3 dudes. I'm unlikely to kill them whereas I'm likely to kill Fel. So if I shoot at R3, Fel's going to still attack this turn, and the other guys are going to attack turn. And all be alive for the following turn. If I shoot at Fel, everyone still attacks this round, but at the end of it, Fel dies.

I can't imagine Porkins will be particularly great, though :P

You have not seen the pilot card yet.

I can't imagine Porkins will be particularly great, though :P

You have not seen the pilot card yet.

He's not yet been spoilered, save for the fact he exists.

Personally, I'm guessing he's got an ability that has to do with maintaining Target Locks (Stay on target...)