Has anyone created a decent list with Saboteur yet?

By DraconPyrothayan, in X-Wing

I've tried multiple times to fiddle with the persnickety upgrade, and just can't seem to get it to work.
I mean, when you can get it to go off, it's a potentially awesome ability. Face-up damage is terrible for everyone, and this is the only way to subvert Chewbacca or Determination.

Has anyone else spotted something I've not?

LOL. If you can figure out that one, R5-D8 would like to give you a call. Some upgrades are sleepers, something to keep your eye on for use in future combinations but for now best reserved for fun/casual builds.

I've tried multiple times to fiddle with the persnickety upgrade, and just can't seem to get it to work.

I mean, when you can get it to go off, it's a potentially awesome ability. Face-up damage is terrible for everyone, and this is the only way to subvert Chewbacca or Determination.

Has anyone else spotted something I've not?

As for R5-D8, maybe he will synergize well with Porkins, since it was his Astromech wasn't it??

Edited by Revanchist

Lando+ Saboteur+ PTL has done decently in my 120 pointers. Can replace Lando with Chewie and PTL with weapon engineer for slightly less predictability but at the cost of needing to forgo saboteur on occasion.

I only play Imps vs Rebs though so the lack of shields weighs in my favor as well.

The Saboteur only sticks it to someone with Determination; if the card came in face up and Determination would care about it then it is already gone.

The Saboteur only sticks it to someone with Determination; if the card came in face up and Determination would care about it then it is already gone.

It also sticks it to Chewbacca, who works in appx the same manner.

The Saboteur only sticks it to someone with Determination; if the card came in face up and Determination would care about it then it is already gone.

It also sticks it to Chewbacca, who works in appx the same manner.

This depends on which Chewie we're talking about. The crewman just throws out the card when it comes in and doesn't interact with Saboteur at all much like Determination does. The pilot may flip cards down as they come in but then Saboteur flips them back up which is like Determination.

can ORS bring two of them and use both in one turn if getting a free action from SL or Lando?

No. A ship can only take a given action once each round.

I can see maybe this:

Boba Fett + PtL + Saboteur + Engine Upgrade

Omnicron + FCS + Gunner

Omnicron + Darth

Turn 1: Focus one target, drop shields and put some damage up. Darth adds a crit.

Turn 2: See where everything moves, boost Boba into range and PtL to use Saboteur. Flip damage into crit.

Could work.

I can see maybe this:

Boba Fett + PtL + Saboteur + Engine Upgrade

Omnicron + FCS + Gunner

Omnicron + Darth

Turn 1: Focus one target, drop shields and put some damage up. Darth adds a crit.

Turn 2: See where everything moves, boost Boba into range and PtL to use Saboteur. Flip damage into crit.

Could work.

One problem with that. And it's something that very few people seem to pick up on. PTL allows you to take a free action from your action bar . EU adds the boost action to your bar. But Saboteur does not. As such, you cannot do that as your second action, it would have to be the first, before you boosted.

This is also important when considering things like damage cards, Marksmanship, and R2-F2, as none of this add the icon to your action bar, but just allow you to take the action.

The problem is that most ships have so few hull that wasting this action at Range 1 (rather than focus-firing, for example) just don't add up enough to justify the cost. Basically, the ideal scenario is to either flip something to a Direct Hit and kill it, or cripple it with the right crit, when really, you will probably just want to pump it with focused fire.

My only thought is maybe have it on a Shuttle for when a ship is on your 6 and you are hoping to zap him with crits, but honestly, planning for that dire situation doesn't seem like the winning recipe.

The problem is that most ships have so few hull that wasting this action at Range 1 (rather than focus-firing, for example) just don't add up enough to justify the cost. Basically, the ideal scenario is to either flip something to a Direct Hit and kill it, or cripple it with the right crit, when really, you will probably just want to pump it with focused fire.

My only thought is maybe have it on a Shuttle for when a ship is on your 6 and you are hoping to zap him with crits, but honestly, planning for that dire situation doesn't seem like the winning recipe.

Well there are a few things to take into account in it's favor, it is an action, which means you can still attack, if you have someone passing you actions or a left over target lock that can be good. It doesn't depend on arc, meaning Lambdas and firesprays can guard their more vulnerable spots and it permits a HWK to have some offensive punch for less cost than a true turret. Lastly it can let you target two ships in one turn, attack the one you have the best chance of killing and attempt to cripple the other.

And preparing for bad scenarios is always a good idea. Because if they don't come up you're clearly doing well and when they do you'll wish you had something to deal with it.

@Khyros

Hmm missed that nuance on PtL. Thanks for letting me know.

@LandoMustache

The way I see it, its damage in the Action Phase. You can hazard using Saboteur and then see if you need to shoot at something or can focus another target.

For example, if I flip up Pilot Blinded, I dont have to worry about that ship this turn, and I can focus on something else. Sure its spreading damage around, but I can potentially take out another ship, or reduce its potential this turn. That alone gives me an option.

I see two ways of using Saboteur.

1) on a low PS pilot and aiming for where you know the enemy is and then hoping to flip damage before they move (potentially messing with them if they reveal a red maneuver) and/or saving you from some incoming fire.

2) on a high PS pilot and using it to help determine where you are going to shoot.

Style 1:

Outrimmer Smuggler + Anti Pursuit Laser + Saboteur + Intelligent Agent

Idea: Start of the activation phase, look at your target, see if they revealed a red, move to block them, Sabotage, hope a good reveal.

Great Flips for this build
Console Fire: At the start of each combat phase, roll 1 attack die. On a (hit) result, suffer 1 damage.

Why? Damage. That ship could blow up during the combat phase. Especially if it runs into you and gots shot by the Anti-Pursuit Laser

Damaged Sensor Array: You cannot perform the actions listed in your action bar.

Actions Denial.

Minor Explosion: Immediately roll 1 attack die. On a (hit) result, suffer 1 damage. Then flip this card facedown.

This card is AWESOME with Saboteur. Why? Because you can keep flipping it over!

Direct Hit!: This card counts as 2 damage against your hull.

Because Damage

Minor Hull Breach: After executing a red maneuver, roll 1 attack die. On a (hit) result, suffer 1 damage.

This can be a surprise, especially if the enemy ship chose a K-Turn. Or its a Shuttle, or Bwing.

Blinded Pilot: The next time you attack, do not roll any attack dice. The flip this card facedown.

By finding out in the phase, you know you dont have to worry about this ship in the combat phase. Focus down something else.

Stunned Pilot: After you execute a maneuver that causes you to overlap either another ship or obstacle token, suffer 1 damage

Total lolz if you are running a bumper car YT-1000. :)

Damaged Engine: Treat all turn maneuvers (sharp left OR sharp right) as red maneuvers.

This is an awesome flip. 1) Good chances he might be currently turning his ship. So this would provide a stress, thus prevent an action. 2) ok chance that this ship might already have a stress, and was performing a green or white turn. But now he is performing a red manuever while having a stress, which means YOU get to decide the maneuver. Park him on an asteroid, or land him on your ship with Anti-pursuit lasers.

OK Flip
Structural Damage: Reduce your agility value by 1 (to a minimum of "0").

Doesnt reduce the offensive potential, add damage, or remove actions, but does make it easier to hit. Its funny when it lands on Agil 1 stuff.

Weapon Malfunction: Reduce your primary weapon value by 1 (to a minimum of "0").

Funny on TIE Fighters. Not the best flip, but it can help.

Thrust Control Fire: Immediately receive 1 stress token. Then flip this card facedown.

Remove an action this turn. Maybe add a second stress. Its good, but a shorterm gain.

I

njured Pilot: All players must ignore your pilot ability and all of your (pilot skill) upgrade cards.

This is good, especially on those annoying pilots like Dark Curse, but they only have 3 hull anyways, so not that big an impact. Its really good on Han or Chewie tho. Possibly the best on Chewie, as now he can be crit normally.

Poor Flip
Munitions Failure: Immediately choose 1 of your secondary weapon upgrade cards and discard it. Then flip this card facedown.

Meh. Not all ships have secondary weapons. And if they do, most dont work at rb1.

Damaged Cockpit: After the round in which you receive this card, treat your pilot skill value as "0"

Meh. There is a preponderance for people to fly ps1 and 2 stuff, this doesnt impact them that much.

Edited by Zoccola

Damaged Cockpit: After the round in which you receive this card, treat your pilot skill value as "0"

Meh. There is a preponderance for people to fly ps1 and 2 stuff, this doesnt impact them that much.

I hate it when my opponent gets this crit. Especially if I'm running at 98 or 99 to get init. Given if it was on Wedge, I'd probably like it, but it always seems to be on a stupid academy, who can now block my blocker!