Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Deviant posted:

drat.

That brings me to this silly gimmick then. I think it's probably poo poo, though.

98 points

PILOTS

Ello Asty (35)
T-70 X-Wing (30), Comm Relay (3), Juke (2)

Poe Dameron (40)
T-70 X-Wing (31), R2-D2 (4), Comm Relay (3), Juke (2)

Kyle Katarn (23)
HWK-290 (21), Jan Ors (2)

Here's the Poe + Ello build my friend plays. It's brutal

Poe: Veteran Instincts, R5-P9, Autothrusters
Ello: Veteran Instincts, R2-D2, Autothrusters
Gold Squad Y-Wing: BTL title, Twin Laser Turret, R3-A2

He uses the stresshog to double-stress aces that fall into his huge range 2-3 arc, or force them into narrow channels where they're predictable. Then he pounces on them with Poe and Ello (who are PS 9 and 10 respectively).

This build eats Imperial aces builds for lunch. You either fly predictably to get around that drat Y-Wing, in which case you probably end up jousting two X-Wing aces, or you get into the Y-Wing's range, and end up without actions.

Neither is is a good situation to be in for the Imperial player.

Adbot
ADBOT LOVES YOU

Deviant
Sep 26, 2003

i've forgotten all of your names.


ConfusedUs posted:

Here's the Poe + Ello build my friend plays. It's brutal

Poe: Veteran Instincts, R5-P9, Autothrusters
Ello: Veteran Instincts, R2-D2, Autothrusters
Gold Squad Y-Wing: BTL title, Twin Laser Turret, R3-A2

He uses the stresshog to double-stress aces that fall into his huge range 2-3 arc, or force them into narrow channels where they're predictable. Then he pounces on them with Poe and Ello (who are PS 9 and 10 respectively).

This build eats Imperial aces builds for lunch. You either fly predictably to get around that drat Y-Wing, in which case you probably end up jousting two X-Wing aces, or you get into the Y-Wing's range, and end up without actions.

Neither is is a good situation to be in for the Imperial player.

That does seem good. I just think the idea of using Jan to enable the Comm+Juke combo on X-wings is funny.

guts and bolts
May 16, 2015

Have you heard the Good News?

thespaceinvader posted:

You're right to focus fire him to death though, especially if you can do it before he shoots and force him to spend that evade.

Part of this is probably owed to the limited nature of our squads as they currently exist; I only have two models to use to his four, and while I suppose I should get used to being outnumbered by TIEs, dealing with Omega Leader if you only have one ship left feels incredibly oppressive, and I don't know if there is a way to defensively clear lock-ons but if there is I don't have it yet. So OL just locks-on to Poe as early as possible and either I blow OL apart or he becomes a huge problem.


ConfusedUs posted:

Ello is great because you can't get behind him and stay behind him. For that reason alone, he's really good anti-ace material, especially if you give him Veteran Instincts.

When you say "anti-ace material," you mean "someone difficult to be 1v1'd down"? Ello gets "free" Talon Rolls, which is to me obviously very good, but because of who I'm fighting (twice as many TIEs), I've had experiences Talon Rolling out of a bad situation just to wind up being chased again by even more TIEs. Because of my friend's squad I feel like I need to decisively commit to killing his Omega Leader straight off, and to seize the "tempo" of the match early so I don't get hemmed in; but as a result this means that Poe and Ello usually wind up flying straight at his group, where he's free to just array his guys in such a manner that there's basically nowhere for Ello to go where he won't get shot at a lot, and dice hate me.

I'm not saying you're wrong, obviously - I am very new. I'm saying I don't know how to ~fly good~ yet, so I'm not sure I can take full advantage of Ello's maneuverability when faced with four TIEs, one of whom I have to kill right away. It's especially irritating because Omega Leader straight up negates what is otherwise a really good pilot ability in Poe Dameron's. A lot of my wins against his TIEs so far have been:
- I fly in at him aggressively so I don't wind up getting surrounded/flanked
- He has OL lock-on to Poe to shut off his pilot ability
- I spend a while using PTL/BB-8 combo to try and stay out of OL's firing arc as long as possible while Ello plinks away at OL until he dies
- Either I am still healthy enough to mop up his redshirts and I win, or Poe died to Bad Dice while trying to evade OL and kill redshirt TIEs at the same time and I lose

As long as he is planning on using Omega Leader as part of his main squad, I think I'd be better served with the VI/R5-P9/Autothrusters loadout for Poe that I've seen.

Strobe posted:

Omega Leader with Juke is what Wes has been waiting for years to feast on.

Tell me more.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

guts and bolts posted:

Tell me more.

Wes Jansen is a T-65 X-wing pilot that comes with the Rebel Transport. He is PS 8 (and I usually put Veteran Instincts on him to bump up to PS 10), and his special ability is "After you perform an attack, you may remove 1 focus, evade, or blue target lock token from the defender." You shoot, and the target lock goes away. Or if the Target Lock is already gone (for some reason) the evade goes poof. Tokens may still be used during the attack, so sometimes it'll be the difference between a crit and no damage, so he'll spend the evade token and then you can strip the target lock. :getin:

I've been having a lot of fun with Wes and R3-A2 flying shotgun, with Flechette Torpedoes. Two stress tokens and a minimum of one stripped token/lock.

guts and bolts
May 16, 2015

Have you heard the Good News?

Strobe posted:

Wes Jansen is a T-65 X-wing pilot that comes with the Rebel Transport. He is PS 8 (and I usually put Veteran Instincts on him to bump up to PS 10), and his special ability is "After you perform an attack, you may remove 1 focus, evade, or blue target lock token from the defender." You shoot, and the target lock goes away. Or if the Target Lock is already gone (for some reason) the evade goes poof. Tokens may still be used during the attack, so sometimes it'll be the difference between a crit and no damage, so he'll spend the evade token and then you can strip the target lock. :getin:

I've been having a lot of fun with Wes and R3-A2 flying shotgun, with Flechette Torpedoes. Two stress tokens and a minimum of one stripped token/lock.

That actually sounds completely perfect as a supplement to my squad. Having this cool toy in Poe Dameron, and then literally never getting to use his ability against the pilot who matters, sucks pretty bad. Having another pilot being able to gently caress with Omega Leader's lock-on is exactly what I need.

Some of my other questions relate to how people build squads for/around their local metagames - like, clearing lock-ons sounds always at least mildly useful, but is really good for dealing with Omega Leader, so keeping Wes Jansen in a "sideboard" (I hate to make a CCG reference but that's my experience) for contending with that poo poo seems worthwhile, at least.

Are you stuck using the same build list for a whole night of competitive play, or can you swap in and out as you go?

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





guts and bolts posted:

Part of this is probably owed to the limited nature of our squads as they currently exist; I only have two models to use to his four, and while I suppose I should get used to being outnumbered by TIEs, dealing with Omega Leader if you only have one ship left feels incredibly oppressive, and I don't know if there is a way to defensively clear lock-ons but if there is I don't have it yet. So OL just locks-on to Poe as early as possible and either I blow OL apart or he becomes a huge problem.


When you say "anti-ace material," you mean "someone difficult to be 1v1'd down"? Ello gets "free" Talon Rolls, which is to me obviously very good, but because of who I'm fighting (twice as many TIEs), I've had experiences Talon Rolling out of a bad situation just to wind up being chased again by even more TIEs. Because of my friend's squad I feel like I need to decisively commit to killing his Omega Leader straight off, and to seize the "tempo" of the match early so I don't get hemmed in; but as a result this means that Poe and Ello usually wind up flying straight at his group, where he's free to just array his guys in such a manner that there's basically nowhere for Ello to go where he won't get shot at a lot, and dice hate me.

I'm not saying you're wrong, obviously - I am very new. I'm saying I don't know how to ~fly good~ yet, so I'm not sure I can take full advantage of Ello's maneuverability when faced with four TIEs, one of whom I have to kill right away. It's especially irritating because Omega Leader straight up negates what is otherwise a really good pilot ability in Poe Dameron's. A lot of my wins against his TIEs so far have been:
- I fly in at him aggressively so I don't wind up getting surrounded/flanked
- He has OL lock-on to Poe to shut off his pilot ability
- I spend a while using PTL/BB-8 combo to try and stay out of OL's firing arc as long as possible while Ello plinks away at OL until he dies
- Either I am still healthy enough to mop up his redshirts and I win, or Poe died to Bad Dice while trying to evade OL and kill redshirt TIEs at the same time and I lose

As long as he is planning on using Omega Leader as part of his main squad, I think I'd be better served with the VI/R5-P9/Autothrusters loadout for Poe that I've seen.


Tell me more.

By "ace", I mean any pilot with a high pilot skill who gets by on special abilities and/or actions rather than pure efficiency of his ship's stats. Most have enhanced ability to move around after a maneuver, like boost or barrel roll.

Poe is an ace. Ello with veteran instincts is an ace. Soontir Fel (TIE Interceptor pilot) is the ace by which other aces are measured. Omega Leader is an Ace.

A regular TIE fighter isn't an ace.

Most rebel lists have a mix of Ace and non-Ace pilots, because rebel aces are expensive (as you've noticed!)

Ello is good against other ace pilots because he can just spin on a dime and either get out of their arc entirely or potentially end up BEHIND them in a single T-Roll + Boost. He's ridiculously maneuverable. He's not quite Soontir Fel, but he's easily the most maneuverable of all Rebel aces.

My advice with your list would be to get behind or to the side of the enemy TIE fighters as much as possible. Their numbers mean nothing if they can't fire on you. And with your high pilot skill and maneuverability, you should be able to scoot out of their arcs.

If you fly straight at them--we call this 'jousting'--then you're going to have a bad day. TIE fighters are among the best jousters in the game. So don't do that.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

More details on online sales: http://icv2.com/articles/news/view/33369/icv2-interview-asmodee-north-america-ceo-christian-petersen-part-2

tl;dr: people will still be able to buy online, at a discount.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





guts and bolts posted:

Are you stuck using the same build list for a whole night of competitive play, or can you swap in and out as you go?

In competitive play, you must use the same list for the entire tournament.

It's a rock-paper-scissors game. Some lists are basically hard counters to others. A good chunk of the very high-level competitive play is building a list that is unlikely to come up against a hard counter.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

guts and bolts posted:

That actually sounds completely perfect as a supplement to my squad. Having this cool toy in Poe Dameron, and then literally never getting to use his ability against the pilot who matters, sucks pretty bad. Having another pilot being able to gently caress with Omega Leader's lock-on is exactly what I need.

Some of my other questions relate to how people build squads for/around their local metagames - like, clearing lock-ons sounds always at least mildly useful, but is really good for dealing with Omega Leader, so keeping Wes Jansen in a "sideboard" (I hate to make a CCG reference but that's my experience) for contending with that poo poo seems worthwhile, at least.

Are you stuck using the same build list for a whole night of competitive play, or can you swap in and out as you go?

In most tournaments you pick a list and it's locked in for the duration. I fly lots and lots and lots of X-wings, so I am very used to their maneuvering capabilities and general tendencies on the dice, and get a lot of mileage out of them. Yours will probably vary.

Finster Dexter
Oct 20, 2014

Beyond is Finster's mad vision of Earth transformed.

ZenMastaT posted:

Maybe it is just me but I don't really like putting torpedoes on Miranda - yeah it's cool that she can add a dice for an extra whallop but maneuvering her into a good firing solution is kinda tough. That said if you did do that, extra munitions might be cool - I mean people fly those things with Tacticians on them and that is even harder to hit with than a Proton Torpedo, forgetting the TL requirement.

I don't think I've ever put ordnance on an A-Wing that wasn't Proton Rockets, since they are so built for them - although launching Procks at PS 1 is a bit of a challenge. One silly version of your list I just put together is dropping torpedoes from Miranda, giving her Recon Specialist instead so you have focus available for both TLT shots. Then dropping the Prototype Pilot in favor of Gemmer Sojan with Chardaan Refit and Autothrusters. He's rarely used because he's pretty toothless, but an extra evade at range 1 plus AT means he probably isn't going to be a priority target and can hopefully sidle up behind someone and hang out there dropping 3 dice.

Not a super competitive idea but it seems fun to me haha

Also do you guys like Advanced SLAM without bombs? I feel like it's often less useful if you can't also drop a bomb at the end of your super move.

I like those ideas a lot. I'm pretty much the noobiest noob that ever noobed, so still trying to figure out what's good vs. what's merely ok.

I like Advanced SLAM just because I can perform another action if I decide to SLAM. But maybe I'm using SLAM wrong?

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
When Long Range Scanners comes out Torpedoes are gonna be pretty sweet on Miranda, especially if you have a Weapons Tech.

guts and bolts
May 16, 2015

Have you heard the Good News?

ConfusedUs posted:

good words

It isn't that I fly directly at them; it's more that with fewer ships I feel like I have to be super-careful about where I choose to try to fight. In the obstacle course it's harder to get hit, but consequently it's harder to kill any of his TIEs with their 3 green dice by default, especially when they can take Evade tokens and I'm shooting through asteroids and they're range 3 and blah blah. If I try to move Poe and Ello around the hems of the table to better pick off OL, he starts setting up his swarm so I wind up having to fly into like a killbox if I want those tasty range-1 shots on his ace. And if I'm in shooting range, he's in lock-on range, so Poe's otherwise-good-looking ability (or even locking on myself, or Focusing...) does nothing. I guess these are good tactics on his part, but I'm not sure what to do about it. The way I see it, I can either try to focus OL down immediately and kill him, which exposes me to a lot of risk unless the dice like me, or I can try to deal with the riff-raff and thin his herd before going after OL. The latter strategy has basically never worked for me, because my ships wind up sustaining a little too much damage in the process of doing what they do, and once Ello or Poe die, OL crushes them with his pilot ability and Juke.

What makes Soontir Fel the ace? I know how the game defines aces - unique names, so you can field only one of them, and usually a better suite of upgrades than "normie" counterparts in the same ship - but it seems like some aces stand out more than others. (Luke Skywalker is literally three points cheaper for an ability that feels like a worse version of Poe's, for example, and he flies a worse ship. I could be wrong about this.) Soontir Fel looks cool and good - PS9 and being able to Focus even on turns where he does a K-turn - but Wedge and Poe both seem like marginally more "powerful" choices, especially since Poe gets to fly the upgraded X-Wing.

w/r/t your advice on Ello, I'm thinking the Veteran Instincts/R5-P9/Autothrusters build makes more sense on him than it would Poe? I'm really in love with the three-actions-every-turn Poe build I'm using, even if it makes him slightly more predictable in the sense that he'll always do either a banking 1 or a straight 1 maneuver; with Boost and Barrel Rolls and his pilot skill still being "decent" at 8, I feel like I can affect the game more when I can have Poe less locked-in on a single maneuver and direction every turn. With PTL and BB-8, yeah, Poe is always doing a green, but he can change directions mid-flight at my discretion, as well as barrel roll into/out of trajectories for firing arcs both friendly and not.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





guts and bolts posted:

It isn't that I fly directly at them; it's more that with fewer ships I feel like I have to be super-careful about where I choose to try to fight. In the obstacle course it's harder to get hit, but consequently it's harder to kill any of his TIEs with their 3 green dice by default, especially when they can take Evade tokens and I'm shooting through asteroids and they're range 3 and blah blah. If I try to move Poe and Ello around the hems of the table to better pick off OL, he starts setting up his swarm so I wind up having to fly into like a killbox if I want those tasty range-1 shots on his ace. And if I'm in shooting range, he's in lock-on range, so Poe's otherwise-good-looking ability (or even locking on myself, or Focusing...) does nothing. I guess these are good tactics on his part, but I'm not sure what to do about it. The way I see it, I can either try to focus OL down immediately and kill him, which exposes me to a lot of risk unless the dice like me, or I can try to deal with the riff-raff and thin his herd before going after OL. The latter strategy has basically never worked for me, because my ships wind up sustaining a little too much damage in the process of doing what they do, and once Ello or Poe die, OL crushes them with his pilot ability and Juke.

You do realize that O'Leader's ability only affects Poe when Poe is attacking or defending against O'Leader himself. It gives NO benefit to the other TIEs. At range three you're almost immune to their attacks. Especially if they're unmodified because they're taking Evades.

quote:

What makes Soontir Fel the ace? I know how the game defines aces - unique names, so you can field only one of them, and usually a better suite of upgrades than "normie" counterparts in the same ship - but it seems like some aces stand out more than others. (Luke Skywalker is literally three points cheaper for an ability that feels like a worse version of Poe's, for example, and he flies a worse ship. I could be wrong about this.) Soontir Fel looks cool and good - PS9 and being able to Focus even on turns where he does a K-turn - but Wedge and Poe both seem like marginally more "powerful" choices, especially since Poe gets to fly the upgraded X-Wing.

For Fel, it's a combination of his amazing dial (look at all that green!) and his ability + native boost + native barrel roll. Plus interceptors have a title that lets them take two modifications.

The usual setup for Fel is: Push the Limit (take two actions, get stressed, so he gets an extra focus), Royal Guard TIE title, Autothrusters, and Stealth Device -or- Targeting Computer.

He can dodge around almost anything, has a pile of tokens every turn, can clear that stress every turn, and hits with 3 dice. Fel owns.

But he'll die INSTANTLY if he can't take actions and is in arcs. He only has 3hp.


quote:

w/r/t your advice on Ello, I'm thinking the Veteran Instincts/R5-P9/Autothrusters build makes more sense on him than it would Poe? I'm really in love with the three-actions-every-turn Poe build I'm using, even if it makes him slightly more predictable in the sense that he'll always do either a banking 1 or a straight 1 maneuver; with Boost and Barrel Rolls and his pilot skill still being "decent" at 8, I feel like I can affect the game more when I can have Poe less locked-in on a single maneuver and direction every turn. With PTL and BB-8, yeah, Poe is always doing a green, but he can change directions mid-flight at my discretion, as well as barrel roll into/out of trajectories for firing arcs both friendly and not.

BB8/PTL Poe is maneuverable, but not especially SURVIVABLE. Poe with a regen droid, his ability, and autothrusters is a loving nightmare in the end game.

O'Leader is a hard counter to him (since he shuts down his ability and autothrusters alike), but against just about anything else.

Ello and Poe together should be able to take out just about any TIE fighter in a single round, if you focus fire and the dice don't hate you.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Yeah, I think the key thing you said is that three action Poe is only slightly less agile, and that's actually pretty inaccurate. He's massively more predictable, especially after he does a K-turn or tallon roll, and no longer gets the 3 action combo until you take only 1 action for a turn and do a normal green move to lose stress. He's still pretty bouncy, but the T-70 just isn't built to dodge around like an interceptor.

Omega Leader is a solid counter for him as well, but focused fire is the way to go. Don't stress getting into range one. The TIEs get more from that than you do, and 3 reds are still going to beat 3 greens overall.

I'd also say that while killing OL first is ideal, if you have a chance to double team someone else with both of your ships, take that shot instead and wipe them out. 4 HP with an evade isn't the easiest target, but it's not the toughest nut to crack either.

Take focus over target locks, unless you won't be shot at for certain.

guts and bolts
May 16, 2015

Have you heard the Good News?

ConfusedUs posted:

You do realize that O'Leader's ability only affects Poe when Poe is attacking or defending against O'Leader himself. It gives NO benefit to the other TIEs. At range three you're almost immune to their attacks. Especially if they're unmodified because they're taking Evades.

That's why I made mention of Poe basically getting engaged on by OL while I have him try to engage the rest of my friend's forces, with Ello providing interference when necessary but mostly trying to kill OL. Or, lately, I will present this strategy, then have Poe say "gently caress it" to the cool PTL/BB-8 combo and spend a turn on a K-turn so that Ello and Poe can insta-kill the OL before taking long 4 maneuvers away from the fight to reset. I'm not sure how good my tactics are, but I feel limited. His four ships to my two is frustrating from time to time.


quote:

Soontir Fel

He seems like a better version of Omega Leader in terms of maneuverability, and generating Focus like that certainly seems cool. From my newbie perspective, Imp/FO aces are Imp/FO aces; you gang up and kill them right away, or they become too irritating to fight at the end of the game.


quote:

Poe Dameron

It might be a "new player" way of thinking, but maneuverability plays into survivability. R5-P9/Autothrusters Poe is hard to kill because he can tank damage. PTL/BB-8 Poe is hard to kill because he's never exactly where you want him to be, because he can either use his combo to wiggle around a lot or ditch the combo briefly to get out of Dodge/surprise you. It feels like R5-P9/Autothrusters might be "better" if only because it allows you to expose yourself to more risk with relatively fewer repercussions than a "dodgey" Poe - I can go head-to-head with most TIEs if I know I can regen some of the damage anyway, whereas BB-8/PTL Poe I sacrifice good offensive opportunities sometimes just to not get shot at at all.

Do you think Poe and a Falcon/YT-1300 has potential, or is it a case of too many Chiefs and not enough Indians?

I almost wanted to run a team of 4 X-Wings with Blue Ace and three Novices, because T-70s seem to have decent built-in dice and stats, but I feel like I'd be too easy for specific Aces to pick apart, too.

EDIT:

Those are all valid points, and I'm slowly being swayed to the VI/R5-P9/Autothrusters build Poe; part of what has made 3-action Poe so strong in my games up to this point is that Focus and Boosting in the same turn while also getting to modify dice without spending the Focus is really, really fun and good... until I remembered that not every ship fires solely from a primary-front arc, and that 360 shots exist, and suddenly Poe being able to dance around in a smallish area is significantly less important.

guts and bolts fucked around with this message at 20:53 on Dec 29, 2015

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





guts and bolts posted:


Do you think Poe and a Falcon/YT-1300 has potential, or is it a case of too many Chiefs and not enough Indians?


<snip>

until I remembered that not every ship fires solely from a primary-front arc, and that 360 shots exist, and suddenly Poe being able to dance around in a smallish area is significantly less important.

Look up "Fat Han" builds. Fat Han + Ace escort has been a strong build for a long time. It's not quite as good these days--twin laser turrets helped that a lot--but it's still a super good combo overall.

And yeah, the BB8 Poe thing is good, but you're still gonna be in a (relatively) small area. I tend to run swarmy builds (usually an Ace + 4-5 TIE fighters), and I have no trouble with BB8 Poes.

VI/Autothruster/Regen Poe, on the other hand, gives me fits. Especially late game; he's ridiculous with the regen and his ability's dice modification. I'd rather face BB8 Poe any day.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Yeah, pretty much. 3 actions are nice to dodge around, but moving at PS10 is better, often. You don't have to dance so much, because as long as you manage to pick a move that keeps the enemy generally in front of you, a boost will line things up when needed. Otherwise you can just focus and fire away.

That said, a target lock plus Poe's ability is pretty amazing at dealing damage. I think for this specific matchup though, the regen build is going to end up being stronger, if for nothing else to keep Poe alive a little longer to kill things.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

guts and bolts posted:

That's why I made mention of Poe basically getting engaged on by OL while I have him try to engage the rest of my friend's forces, with Ello providing interference when necessary but mostly trying to kill OL. Or, lately, I will present this strategy, then have Poe say "gently caress it" to the cool PTL/BB-8 combo and spend a turn on a K-turn so that Ello and Poe can insta-kill the OL before taking long 4 maneuvers away from the fight to reset. I'm not sure how good my tactics are, but I feel limited. His four ships to my two is frustrating from time to time.


He seems like a better version of Omega Leader in terms of maneuverability, and generating Focus like that certainly seems cool. From my newbie perspective, Imp/FO aces are Imp/FO aces; you gang up and kill them right away, or they become too irritating to fight at the end of the game.


It might be a "new player" way of thinking, but maneuverability plays into survivability. R5-P9/Autothrusters Poe is hard to kill because he can tank damage. PTL/BB-8 Poe is hard to kill because he's never exactly where you want him to be, because he can either use his combo to wiggle around a lot or ditch the combo briefly to get out of Dodge/surprise you. It feels like R5-P9/Autothrusters might be "better" if only because it allows you to expose yourself to more risk with relatively fewer repercussions than a "dodgey" Poe - I can go head-to-head with most TIEs if I know I can regen some of the damage anyway, whereas BB-8/PTL Poe I sacrifice good offensive opportunities sometimes just to not get shot at at all.

Do you think Poe and a Falcon/YT-1300 has potential, or is it a case of too many Chiefs and not enough Indians?

I almost wanted to run a team of 4 X-Wings with Blue Ace and three Novices, because T-70s seem to have decent built-in dice and stats, but I feel like I'd be too easy for specific Aces to pick apart, too.

EDIT:


Those are all valid points, and I'm slowly being swayed to the VI/R5-P9/Autothrusters build Poe; part of what has made 3-action Poe so strong in my games up to this point is that Focus and Boosting in the same turn while also getting to modify dice without spending the Focus is really, really fun and good... until I remembered that not every ship fires solely from a primary-front arc, and that 360 shots exist, and suddenly Poe being able to dance around in a smallish area is significantly less important.

Fel's awesomeness comes from the Interceptor being able to bring both Stealth Device and Autothrusters simultaneously, while his ability means he can arc dodge like a mad thing and still end up with dice modification. Or, if he ends up in a bad spot that boosts or barrel rolls won't get him out of, he can turtle up and end up with two focus and an evade, with four green dice and autothrusters. He's insanely good because he's insanely versatile, especially with a dial like the Interceptor's.

R5-P9 Poe is more survivable than BB-8 Poe because R5-P9 Poe is not limited to green maneuvers. He can do a hard three or a four forward and still end up with a focus to proc both his ability and R5-P9 at the end of a round, and in a T-70 with Autothrusters and Poe's ability even if you're taking a hit or two you can probably recover and be in a better position for more extreme maneuvers later. BB-8 makes Poe pretty predictable because of the limited actions you can take. BB-8 must give you a barrel roll, and if you're using PTL then the obvious next action is to boost or to focus. Coupled with his meager selection of greens, you can pretty easily identify if not exactly where, at least the general subset of maneuvers BB-8 Poe is going to take in a given turn. You get a lot of potential distance, but not a lot of potential end orientations and directions.

I'm a big fan of R5-P9 and Predator on Poe lately. VI is great, but PS 8 is still enough to compete and getting the effect of basically a TL+focus without ever actually spending either TL or focus and getting regen at the end is pretty freakin' sweet.

guts and bolts
May 16, 2015

Have you heard the Good News?

ConfusedUs posted:

Look up "Fat Han" builds. Fat Han + Ace escort has been a strong build for a long time. It's not quite as good these days--twin laser turrets helped that a lot--but it's still a super good combo overall.

And yeah, the BB8 Poe thing is good, but you're still gonna be in a (relatively) small area. I tend to run swarmy builds (usually an Ace + 4-5 TIE fighters), and I have no trouble with BB8 Poes.

VI/Autothruster/Regen Poe, on the other hand, gives me fits. Especially late game; he's ridiculous with the regen and his ability's dice modification. I'd rather face BB8 Poe any day.

Thanks for all your advice. I haven't quite given up on my PTL/BB-8/Integrated Astromech build yet (FLAVOR) but I certainly see the merits of a "tanky" Poe. I appreciate it.


The Gate posted:

Yeah, pretty much. 3 actions are nice to dodge around, but moving at PS10 is better, often. You don't have to dance so much, because as long as you manage to pick a move that keeps the enemy generally in front of you, a boost will line things up when needed. Otherwise you can just focus and fire away.

That said, a target lock plus Poe's ability is pretty amazing at dealing damage. I think for this specific matchup though, the regen build is going to end up being stronger, if for nothing else to keep Poe alive a little longer to kill things.

I think maybe I'm just too attached to BB-8 and IA, generally. I had a game where I had a critical hit on Poe that would have crippled him (it was the 2 hull damage crit), but shedding BB-8 with IA actually won me the game. It sucked losing my three-action combo, but if the choice is "lose combo" or "lose game," it's not really a choice at all. Autothrusters and the ability to regenerate shields would have probably made my sacrifice of the droid totally unnecessary, but it felt strong at the time so I've been in love with it since.


Strobe posted:

BB-8 makes Poe pretty predictable because of the limited actions you can take. BB-8 must give you a barrel roll, and if you're using PTL then the obvious next action is to boost or to focus. Coupled with his meager selection of greens, you can pretty easily identify if not exactly where, at least the general subset of maneuvers BB-8 Poe is going to take in a given turn. You get a lot of potential distance, but not a lot of potential end orientations and directions.

I actually feel like it's the exact opposite of what you said w/r/t distance versus bearing/location. You can generally always know that Poe is going to be about a two, distance-wise, away from wherever he was before he got to do his movement phase. The trick is knowing exactly how to orient yourself so that you'll be able to cover the most wheres, because PTL/BB-8 Poe can barrel roll in either direction, bank-boost in any direction, and bank-1 in any direction (EDIT: or straight-1, that's also green). He's 2 distance away from where he started, but he could be in almost any location along that distance line depending on which way he barrel rolled. And because of his high PS, I get the "last word" (with initiative anyway, which atm I always have against my friend's TIE swarm) on where Poe ends up - the boost and barrel roll being at my discretion lets me hide my mistakes, if any, that I made with my initial commitment on the maneuver dial. In terms of orientation he won't change dramatically, but it's still not-insignificant, and I get to move him at my discretion after seeing the other dudes move.

In a lot of ways I feel like BB-8/PTL Poe is helping me because I'm just not very good at the game. Once I don't "need" that much maneuverability to execute my strategies, or get a better grip on being efficient with my actions, I think I'll like the regen/tank Poe better.

guts and bolts fucked around with this message at 21:26 on Dec 29, 2015

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The thing about BB-8 Poe is that you can never end up more than 90 degrees facing from your starting position. Sure, you can pull off a 5-speed bank and have a focus at the end, but you'll only have turned 45 degrees. He can't turn around without having a rough time of it.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
Admittedly I haven't yet played Poe, but if I was gonna run him with BB-8 it'd always be with VI to get the most out of maneuvering last (hopefully). The extra actions without stress with PtL is nice and all, but I don't think it plays to Poe's strengths enough.

Krysmphoenix
Jul 29, 2010
Speaking of builds, I've been going through my TIE/fo pilots and think I have a decent set here

"Omega Leader" (21)
Juke (2)

"Zeta Leader" (20)
Wired (1)

"Epsilon Leader" (19)

"Omega Ace" (20)
Stay On Target (2)

Epsilon Squadron Pilot (15)

Total: 100

View in Yet Another Squad Builder

Omega Leader and Juke because everyone loves that.
Zeta Leader to self-stress, Wired to make better, and Epsilon Leader to take away that stress so Zeta can get it again.
Omega Ace with Stay on Target to Focus and Target-Lock on the same turn
...aaand Epsilon Pilot because I have the points for another ship.

On a side note, since I don't actually have 5 TIE/fo models, I read somewhere I can just use regular TIE models with TIE/fo bases and pilot cards? Is that kosher? (At least for flying casual, I'm nowhere near invested enough for tournament stuff.)


Scratch all of that. I mean to use Push the Limit instead of Stay on Target, and now I'm over points. Revising.

Krysmphoenix fucked around with this message at 22:01 on Dec 29, 2015

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Just drop Wired. It's nice, but it's not really necessary. You should probably have a focus anyway if you're going to be using that, and since Epsilon Leader procs at the start of the combat phase you won't actually get anything out of it if you're doing greens (and the FO has good greens).

Krysmphoenix
Jul 29, 2010
Hmm, maybe drop Epsilon Leader to another Epsilon Squadron Pilot, keep Wired (or maybe switch to Cool Hand?), and toss a Comms Relay on one of Leaders/Aces?

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Omega Leader really wants Comm Relay. It helps his action economy immensely to have a banked evade for Juke/defense plus a focus for offense/defense.

Obama 2012
Mar 28, 2002

"I never knew what hope was until it ran out in a red gush over my lips, my hands!"

-Anne Rice, Interview with the President
Is running BTL-A4 on a TLT Y-Wing a good idea, or is having the 360 turret better? I'm looking into a rebel list for the new tournament season and I'm thinking of including something like:

Horton Salm (25)
BTL-A4 Y-Wing (0)
R3-A2 (2)
Twin Laser Turret (6)

Seems like it could be a real pain in the rear end.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Obama 2012 posted:

Is running BTL-A4 on a TLT Y-Wing a good idea, or is having the 360 turret better? I'm looking into a rebel list for the new tournament season and I'm thinking of including something like:

Horton Salm (25)
BTL-A4 Y-Wing (0)
R3-A2 (2)
Twin Laser Turret (6)

Seems like it could be a real pain in the rear end.

BTL + TLT + Stressbot (like you have above) is really a pain in the rear end. You don't even need Horton, a gold will work just as well.

TastyShrimpPlatter
Dec 18, 2006

It's me, I'm the
I flew this list in my first tournament last weekend. I ended up placing pretty close to the bottom of the pack, but I still had fun and learned quite a bit. I never really got a handle on how to best utilize Omega Leader and ended up losing him pretty quickly without doing much damage. I think I needed to try to play more defensively with him so his utility could come out late game. I was thinking about replacing him with Vader + Title + ATC to be able to get in some more damage.

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

Carnor Jax (26)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Stealth Device (3)

Total: 98

View in Yet Another Squad Builder

Obama 2012
Mar 28, 2002

"I never knew what hope was until it ran out in a red gush over my lips, my hands!"

-Anne Rice, Interview with the President
Next question: Is Jek Porkins still useless competitively, post Core II/T-70? I have an irrational love for his fat rear end, but everyone else talks about him like a punchline. I'm imagining something like:

Jek Porkins (26)
R5-D8 (3)
Push the limit (3)
Integrated Astromech (0)


Assuming you PTL to use R5 every round you have damage you've got a 5/8 of regaining health and only a 3/8 chance of self-harm from your ability, so... math. What's the case against him? Opportunity cost? Tell me! I just want to fly my FAT BEARDED SPACE BASTARD!

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





That's my last tourney list.

It is really good at shutting down aces who rely on actions to survive.

But you gotta fly it very defensively. Get the enemy to commit to something, then swoop in from the flanks or rear while running away with whatever they're after.

The list gets shut down hard by stress though.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Obama 2012 posted:

Next question: Is Jek Porkins still useless competitively, post Core II/T-70? I have an irrational love for his fat rear end, but everyone else talks about him like a punchline. I'm imagining something like:

Jek Porkins (26)
R5-D8 (3)
Push the limit (3)
Integrated Astromech (0)


Assuming you PTL to use R5 every round you have damage you've got a 5/8 of regaining health and only a 3/8 chance of self-harm from your ability, so... math. What's the case against him? Opportunity cost? Tell me! I just want to fly my FAT BEARDED SPACE BASTARD!

PS 7 without repositions, and that you're generally better off with PTL and an R2 Astromech and just not stressing yourself than you are with Porkins's ability.

The rest of the reason is that he's an X-wing, which means difficult to play at a high level.

Ojetor
Aug 4, 2010

Return of the Sensei

TastyShrimpPlatter posted:

I flew this list in my first tournament last weekend. I ended up placing pretty close to the bottom of the pack, but I still had fun and learned quite a bit. I never really got a handle on how to best utilize Omega Leader and ended up losing him pretty quickly without doing much damage. I think I needed to try to play more defensively with him so his utility could come out late game. I was thinking about replacing him with Vader + Title + ATC to be able to get in some more damage.

Soontir Fel (27)
Carnor Jax (26)
"Omega Leader" (21)

Total: 98

Played a similar list at a store tournament last week except I ran a Phantom instead of Jax.

"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Advanced Cloaking Device (4)

Soontir Fel (27)
Push the Limit (3)
Targeting Computer (2)
Autothrusters (2)
Royal Guard TIE (0)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

Total: 99

Ended up going undefeated 4-0. Whisper adds quite a bit to the list over Jax, IMO. She's a ship your opponents cannot afford to ignore, which helps keep some pressure off Omega Leader who is usually the main target. She's also significantly more durable than an Interceptor. Omega Leader doesn't need Stealth Device as long as you fly conservatively. Don't expose him too much and let your opponent worry about the other two ships. Stay at range 3, OL is really good at long range engagements with Juke and his ability, plus the longer you have to setup your tokens the better. Only move him in close after your opponent's formation has broken. Soontir does Soontir things as usual.

What's great about this list is that your opponent really doesn't want to end up in a lategame 1v1 situation with any of your ships. If try to focus down someone don't be afraid to run the gently caress away and turtle up, even if takes that ship out of the fight for a couple of turns. Fel 5 straighted and boosted the hell away at 1 hull remaining in turn 3 in one of my games and ended up winning me the game like 5 turns later because he clowned on Horton Salm in a 1v1.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

TastyShrimpPlatter posted:

I flew this list in my first tournament last weekend. I ended up placing pretty close to the bottom of the pack, but I still had fun and learned quite a bit. I never really got a handle on how to best utilize Omega Leader and ended up losing him pretty quickly without doing much damage. I think I needed to try to play more defensively with him so his utility could come out late game. I was thinking about replacing him with Vader + Title + ATC to be able to get in some more damage.

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

Carnor Jax (26)
Push the Limit (3)
Autothrusters (2)
Stealth Device (3)
Royal Guard TIE (0)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Stealth Device (3)

Total: 98

View in Yet Another Squad Builder

Just be aware of your meta. My local meta has a very good player who likes interceptors and phantoms, so basically every list comes with some way of murdering the fuckers with extreme prejudice, and they're often very hard to counter unless you're a very strong player.

guts and bolts
May 16, 2015

Have you heard the Good News?
Just to practice I wound up fighting against a "mid-level" player at one of the two shops nearby my apartment (incidentally not the one where I'm intending to go on Monday nights). He saw my army was limited and so offered to practice in 50pt games with me at first, and then in 1v1's to see how I'd do against such a situation with someone experienced at the game.

I could not beat his Soontir Fel build at all with BB-8 Poe. It felt really janky; I got close a couple times, but I couldn't ever seal the deal, and though he applauded me for making a lot of moves he didn't expect, I just couldn't quite keep up with his flippy poo poo.

I proxied the VI/regenbot/Autothrusters build and did significantly better. You wind up just flying differently, I think. With BB-8/PTL I'm always trying to "dogfight," but the way he played Soontir was to come in, tangle for a turn or maybe two, and if he didn't think he could seal the deal entirely he'd boost away and that would be that. Against BB-8 Poe that was a death knell, because he always just left if I was actually out-maneuvering him in close; against regen Poe it's a far less attractive option, because if he would boost away, so would I, and I'd just regen shields until I thought it was safe to fight again.

All in all I think I'll be switching, but I still like the PTL/BB-8 build. (FLAVOR!)

Madurai
Jun 26, 2012

Somebody talk me out of this:

"Howlrunner" (18)
Swarm Tactics (2)

"Chaser" (14)

"Night Beast" (15)
Twin Ion Engine Mk. II (1)

"Wampa" (14)

"Mauler Mithel" (17)
Calculation (1)

"Youngster" (15)
Marksmanship (3)

Total: 100

View in Yet Another Squad Builder

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Hi guys, I'm an idiot with a silly gimmick list:

"Wampa" (14)
Stealth Device (3)

Captain Oicunn (42)
Emperor Palpatine (8)
Darth Vader (3)
Tactical Jammer (1)

Shadow Squadron Pilot (27)
Saboteur (2)

Total: 100

View in Yet Another Squad Builder

Does a bunch of damage and crits to your space ships without even really needing to hit you with lasers, while Vader helpfully pulls the Decimator apart for you and the pilot just rams it into your ships like a a Wisconsin driver at bar time. Wampa hides behind the VT-49 and hopes the 5 dice keeps him alive (it won't). The Phantom tries to roll up and sabatage Wampa's damage into bad crits (you already shot him down with turrets.)

Thanks for reading my dumb gimmick list.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Madurai posted:

Somebody talk me out of this:

"Howlrunner" (18)
Swarm Tactics (2)

"Chaser" (14)

"Night Beast" (15)
Twin Ion Engine Mk. II (1)

"Wampa" (14)

"Mauler Mithel" (17)
Calculation (1)

"Youngster" (15)
Marksmanship (3)

Total: 100

View in Yet Another Squad Builder

Okay. Youngster is terrible. Drop him and get another TIE fighter worth a drat.

At best, the action EPTs are situational.

Marksmanship on two dice attacks? I tried it, and was amazed at how often I didn't roll any focus results, which wasted it. If it were a regular focus, I would have at least had it for defense.

Expose will just lose you an extra TIE fighter on the joust.

Expert Handling can be good to shake target locks, but you're flying in a swarm, right? So if you don't roll EVERYONE you're now out of formation.

You'd get a lot more use out of Epsilon Leader's stress removal.

TKIY
Nov 6, 2012
Grimey Drawer
I'd like to run a demo game for two friends at work. I have the ships from three starters, a TFE starter, a Lambda shuttle and a TIE Defender.

I'm relatively new to the game so I'm not sure what to suggest for a first game, maybe a 'kill the shuttle' mission and give each of the new guys an Xwing ace and a generic squadron pilot versus a small TIE swarm?

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





TKIY posted:

I'd like to run a demo game for two friends at work. I have the ships from three starters, a TFE starter, a Lambda shuttle and a TIE Defender.

I'm relatively new to the game so I'm not sure what to suggest for a first game, maybe a 'kill the shuttle' mission and give each of the new guys an Xwing ace and a generic squadron pilot versus a small TIE swarm?

Frankly, the rulebooks have starter 1on1 missions that are really good (one xwing vs 2 TIEs).

There's also the "Heroes of the Aturi Cluster" co-op campaign if you all want to play on the same side instead of against each other.

Adbot
ADBOT LOVES YOU

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The shuttle should have come with a scenario you can play with it, too.

  • Locked thread