Aces build. Thoughts?

By Coulterman, in X-Wing

Carnor Jax — TIE Interceptor 26

Elusiveness 2

Stealth Device 3

Saber Squadron Pilot — TIE Interceptor 21

Opportunist 4

Saber Squadron Pilot — TIE Interceptor 21

Opportunist 4

Black Squadron Pilot — TIE Fighter 14

Draw Their Fire 1

Stealth Device 3

Total: 99 pts

I think the list speaks for it self on how it should be run. The 99 is for initiative bid. Thoughts changes, ideas, comments, criticism?

Have I mentioned I am anxious for Aces to get here!

IMO initiative is overrated, and as empire you'll already have initiative against 100 pt lists so you're wasting the point in most games. I would use the point to turn elusiveness into push the limit. I would also question draw their fire on a tie with stealth, especially because stealth is there to keep him alive and DtF does exactly the opposite. Sure he would live longer to get to use DtF more but I have a feeling those points might go better elsewhere. Not a bad list though, just those couple of concerns.

Or you could use that point to turn Stealth on the Black Sq. Pilot into Shield Upgrade. That way the first crit he draws will hit the shield.

First in my group we play tourney rules and in tourney rules imps don't automatically get initiative, it is rolled for. Second in my understanding of stealth device it is only removed when you are hit by an attack on your ship and with DtF the damage is suffered which does not remove the SD.

DTF and Stealth on the BSP has some merit. The whole purpose of DTF will be to keep that ruinous crit off of one of the Interceptors and the BSP is less valuable and thus can take it better. The Stealth Device is probably there to make it less attractive as a target on its own allowing all of the hits it takes to come with DTF instead of having some trigger happy opponent just decide to eliminate it.

Stealth Device is to keep the BSP from getting shot at over more appealing targets. DTF is there to help keep the Interceptors alive. There is nothing really contradictory there.

There is one thing that should be pointed out regarding the interaction between Stealth Device and Draw Their Fire which might not be readily apparent to everyone...

Draw Their Fire : When a friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncanceled Critical Hit results instead of the target ship.

Stealth Device : Increase your agility value by 1. If you are hit by an attack, discard this card.

If someone fires at Carnor Jax the following events could take place :

  1. Attacker rolls 1 hit and a critical hit.
  2. Carnor Jax rolls a single evade.
  3. The hit is cancelled but the critical hit isn't.
  4. Carnor Jax is HIT and discards Stealth Device.
  5. The Black Squadron Pilot is within range 1 of Carnor Jax and can decide to use Draw Their Fire.
  6. The BSP suffers the uncanceled Critical Hit instead of Carnor Jax.

End result :

  • Carnor Jax is still at full health but has discarded Stealth Device.
  • BSP has suffered one critical hit but still has Stealth Device.
Edited by Klutz

There is one thing that should be pointed out regarding the interaction between Stealth Device and Draw Their Fire which might not be readily apparent to everyone...

Draw Their Fire : When a friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncanceled Critical Hit results instead of the target ship.

Stealth Device : Increase your agility value by 1. If you are hit by an attack, discard this card.

If someone fires at Carnor Jax the following events could take place :

  • Attacker rolls 1 hit and a critical hit.
  • Carnor Jax rolls a single evade.
  • The hit is cancelled but the critical hit isn't.
  • Carnor Jax is HIT and discards Stealth Device.
  • The Black Squadron Pilot is within range 1 of Carnor Jax and can decide to use Draw Their Fire.
  • The BSP suffers the uncanceled Critical Hit instead of Carnor Jax.
End result :

  • Carnor Jax is still at full health but has discarded Stealth Device.
  • BSP has suffered one critical hit but still has Stealth Device.

Exactly what I was going for Kevin. Carnor is key in this build and if he and the BSP stay close and jam the opponents the other squints can flank with 4-5 attack dice and they won't have focus/evades to help defend

Carnor Jax — TIE Interceptor 26

Elusiveness 2

Stealth Device 3

Saber Squadron Pilot — TIE Interceptor 21

Opportunist 4

Saber Squadron Pilot — TIE Interceptor 21

Opportunist 4

Black Squadron Pilot — TIE Fighter 14

Draw Their Fire 1

Stealth Device 3

Total: 99 pts

I think the list speaks for it self on how it should be run. The 99 is for initiative bid. Thoughts changes, ideas, comments, criticism?

Have I mentioned I am anxious for Aces to get here!

Switch Elusiveness out for Push the Limit on Carnor, and that will make 100 points. Use his double actions to avoid front arcs and get in close BEHIND ships to deny tokens. Then wail with Sabers. Then laugh maniacally.

Carnor Jax — TIE Interceptor 26

Elusiveness 2

Stealth Device 3

Saber Squadron Pilot — TIE Interceptor 21

Opportunist 4

Saber Squadron Pilot — TIE Interceptor 21

Opportunist 4

Black Squadron Pilot — TIE Fighter 14

Draw Their Fire 1

Stealth Device 3

Total: 99 pts

I think the list speaks for it self on how it should be run. The 99 is for initiative bid. Thoughts changes, ideas, comments, criticism?

Have I mentioned I am anxious for Aces to get here!

Switch Elusiveness out for Push the Limit on Carnor, and that will make 100 points. Use his double actions to avoid front arcs and get in close BEHIND ships to deny tokens. Then wail with Sabers. Then laugh maniacally.

That would be the only change I may make, I could try to barrel roll out of arcs but if I can't or I am going to leave range 1 I could PTL for a focus/evade. I just wanted the initiative bid.

Exactly what I was going for Kevin. Carnor is key in this build and if he and the BSP stay close and jam the opponents the other squints can flank with 4-5 attack dice and they won't have focus/evades to help defend

I reckon I can still take you down with some nice Y-Wing turret action ;)

Switch Elusiveness out for Push the Limit on Carnor, and that will make 100 points. Use his double actions to avoid front arcs and get in close BEHIND ships to deny tokens. Then wail with Sabers. Then laugh maniacally.

This, to me, sounds better. You're going to want to keep Carnor up close and personal with the enemy so he'll be getting shot at from range 1 and I doubt Stealth Device would last long. Push The Limit however, let's you either Boost + Barrel Roll to get out of firing arcs, or take an Evade + Focus. And you could argue that having an evade token is better than having an extra defense die.

Also, you probably don't want initiative with this build. Moving second should be quite usefull for Carnor Jax. Knowing where your opponents firing arcs end up should be quite usefull with PTL to get out of them.

Edited by Klutz

Exactly what I was going for Kevin. Carnor is key in this build and if he and the BSP stay close and jam the opponents the other squints can flank with 4-5 attack dice and they won't have focus/evades to help defend

I reckon I can still take you down with some nice Y-Wing turret action ;)

Switch Elusiveness out for Push the Limit on Carnor, and that will make 100 points. Use his double actions to avoid front arcs and get in close BEHIND ships to deny tokens. Then wail with Sabers. Then laugh maniacally.

This, to me, sounds better. You're going to want to keep Carnor up close and personal with the enemy so he'll be getting shot at from range 1 and I doubt Stealth Device would last long. Push The Limit however, let's you either Boost + Barrel Roll to get out of firing arcs, or take an Evade + Focus. And you could argue that having an evade token is better than having an extra defense die.

Also, you probably don't want initiative with this build. Moving second should be quite usefull for Carnor Jax. Knowing where your opponents firing arcs end up should be quite usefull with PTL to get out of them.

I think I agree with the final build with PTL and I can't wait to try it out

First in my group we play tourney rules and in tourney rules imps don't automatically get initiative, it is rolled for. Second in my understanding of stealth device it is only removed when you are hit by an attack on your ship and with DtF the damage is suffered which does not remove the SD.

Again, roll or not, initiative is overrated, I'd rather the point, but that's just me.

Also, I know DtF doesn't remove Stealth, that wasn't what I was saying, it's just that if you're going to give me free crits on an agile ship, I'll happily take it. DtF on a ship without shields is super risky, sure it'll help protect your interceptors, but it won't last very long.

I don't mind that it doesn't last as long as the others his whole role in this squad is to keep the crits off the more important squints. And it's not a free crit, if I am using DtF it's cause it would have hit someone else someone I don't want injured.

Edited by Slimjim

love this squad, great use of Conner and Opportunist. Cheers for the concept.