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ConfusedUs
Feb 24, 2004

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





I spent all night getting wrecked by a two ship list. I didn’t think that was still a thing, but I may have been wrong. I regret helping my buddy create this monster.

Luke Hera

(62) Luke Skywalker
(8) R2-D2
(0) Servomotor S-foils
(12) Supernatural Reflexes
(9) Proton Torpedoes
Points 91

(76) Hera Syndulla
(5) Nien Nunb
(8) Saw Gerrera
(4) Dorsal Turret
(8) Veteran Turret Gunner
(3) Shield Upgrade
Points 104

Total points: 195

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Spiggy
Apr 26, 2008

Not a cop
I went ahead and tried Advanced Sensors Ryad with Supernatural Reflexes Vader at league tonight. It turns out Vader is good but not really a great choice if you've been out of the game for quite a while. Ryad is still up there with Whisper as one of my favorite ships to fly, and I'll likely be pairing her with a mini-swarm once I buckle down and start taking the game semi-seriously again.

Napoleon Nelson
Nov 8, 2012


In the interest of trying as many scum tricks as possible, I flew my most 1.0-style list to date last night. 2 large-base ships and a ton of upgrades:

Han Solo (54)
Trick Shot (1)
Boba Fett (4)
L3-37 (4)
BT-1 (2)
Rigged Cargo Chute (4)
Hull Upgrade (3)
Lando's Millennium Falcon (6)
Ship Total: 78

Outer Rim Pioneer (24)
Ship Total: 24

Moralo Eval (72)
Trick Shot (1)
Tractor Beam (3)
Jabba the Hutt (8)
Tobias Beckett (2)
Contraband Cybernetics (5)
Hull Upgrade (3)
Ship Total: 94

Total: 196

My plan was to move an asteroid around to block his way, start Han close to his side and jet around dropping cargo, with Moralo running off the board and popping back on with Jabba in range of the Falcon to make more cargo. Almost none of that happened and I lost in the end, but I did find out that cybernetics with Jabba on the 666 is good fun. Getting ioned off the board became a fast 180 turn and let me make Moralo into a fixed gun at the edge of the mat for a few rounds. A good learning experience even if I don't fly anything like it again.

Also, the threat of the title and BT-1 definitely changed how my opponent flew, it really took the wind out of Arvel's sails as he tried to avoid stressing.

Slandible
Apr 30, 2008

Had a strange interaction tonight with the scum Falcon. It had no shields, but the shuttle had one shield on it. An attack went through as one hit one crit. I took the hit on the Falcon, but used the shuttles last shield to eat the crit. Everything is new and wonky right now, but one of the main players said it seemed fine until officially addressed.

uncle blog
Nov 18, 2012

Slandible posted:

Had a strange interaction tonight with the scum Falcon. It had no shields, but the shuttle had one shield on it. An attack went through as one hit one crit. I took the hit on the Falcon, but used the shuttles last shield to eat the crit. Everything is new and wonky right now, but one of the main players said it seemed fine until officially addressed.

The same thing came up at my store. "While you have an Escape Craft docked, you may spend its shields as if they were on your ship card. " To me it seems like they want you to treat them as your own shields. But there is no mention of timing, so I guess you could choose when the dice results are clear, whether you want to treat the shields as your own. But seems wonky to change whether the shields are on your ship or not in the middle of taking damage.

hoiyes
May 17, 2007

Spiggy posted:

I went ahead and tried Advanced Sensors Ryad with Supernatural Reflexes Vader at league tonight. It turns out Vader is good but not really a great choice if you've been out of the game for quite a while. Ryad is still up there with Whisper as one of my favorite ships to fly, and I'll likely be pairing her with a mini-swarm once I buckle down and start taking the game semi-seriously again.

I only just noticed this but Ryad with Advanced Sensors and Daredevil would be an absolute nightmare to pin down.

thespaceinvader
Mar 30, 2011

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

Slandible posted:

Had a strange interaction tonight with the scum Falcon. It had no shields, but the shuttle had one shield on it. An attack went through as one hit one crit. I took the hit on the Falcon, but used the shuttles last shield to eat the crit. Everything is new and wonky right now, but one of the main players said it seemed fine until officially addressed.

This is correct by current RAW.

Madurai
Jun 26, 2012

hoiyes posted:

I only just noticed this but Ryad with Advanced Sensors and Daredevil would be an absolute nightmare to pin down.

Especially pre-errata Advanced Sensors.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
ANd, you know, 1e Ryad.

2e Ryad's K-turns are white, not green.

Spiggy
Apr 26, 2008

Not a cop

hoiyes posted:

I only just noticed this but Ryad with Advanced Sensors and Daredevil would be an absolute nightmare to pin down.

Even without Daredevil she's super slippery. The guy I was playing very rarely got more than a one shot off per round with a four ship build.

overdesigned
Apr 10, 2003

We are compassion...
Lipstick Apathy
I finally found a 2.0 core set, started punching out all my cardboard for it and my conversion kits.

...so who do I murder to get more shield tokens? Four is...not enough.

Admiral Joeslop
Jul 8, 2010




overdesigned posted:

I finally found a 2.0 core set, started punching out all my cardboard for it and my conversion kits.

...so who do I murder to get more shield tokens? Four is...not enough.

I don't personally mind since I still have a ton of 1e tokens but it's a pretty bone headed move. Sure people will get more from expansions but they could've thrown in a small cardboard of shields and whatever else in the conversions at least.

Also maybe they could have bumped the Core to $50 and included a Fang or something so Scum only players get better value.

smug jeebus
Oct 26, 2008
You get them from the second core set you bought?

overdesigned
Apr 10, 2003

We are compassion...
Lipstick Apathy
but I already have like 14 TIE Fighters

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Do the Conversion Kits not come with shield tokens? That seems like an oversight.

polynominal-c
Jan 18, 2003

Some Numbers posted:

Do the Conversion Kits not come with shield tokens? That seems like an oversight.

No, they come with the almighty proof of purchase tokens instead.

Floppychop
Mar 30, 2012

So to get a 2.0 damage deck I have to get the core set?

Slandible
Apr 30, 2008

Floppychop posted:

So to get a 2.0 damage deck I have to get the core set?

I think there are special release ones at events, but ya I basically had to buy a core just to get those drat cards. Haven't touched anything else in it.

Floppychop
Mar 30, 2012

Slandible posted:

I think there are special release ones at events, but ya I basically had to buy a core just to get those drat cards. Haven't touched anything else in it.

Well, poo poo. I don't need another X-wing to add to the 5 I have, and I certainly don't need 2 TIEs that I'll never use.

And I certainly don't need all the cardboard.

guts and bolts
May 16, 2015

Have you heard the Good News?
w/r/t the 2.0 Core Set:

I'm not sure if all 2E tournaments or leagues will do this, but at least one of the events I attended required you to use the 2E templates for the demarcated median line. This is both understandable and sometimes hilarious, as there is definitely a disparity when I compared my 2E templates to a buddy's - they're not hilariously off, but they are different, which makes me wonder if people will be trying to find the "optimally" misprinted cardboard - or if FFG is going to do anything about it.

Quality control for the 2E launch has been all over the place. Luckily my articulated X-Wings are fine, even if they don't look like they got much of a wash, but I've seen some that are baaaad. My TIE/lns from the Core I got are straight up terrible, with wildly misaligned wing panel things and inconsistent paint jobs. The templates between Cores aren't exactly the same, which is a strange oversight. Acquiring enough shield tokens if you're brand-new and buying in to 2.0 from scratch is weirdly annoying. It's aggravating! But the blisters seem to be much more polished than the Core is, so there's that.

In totally unrelated news, Super Luke and 3x Blue Squadron Escorts is extremely effective and may be the most efficient use of the points alongside Mr. Skywalker. It isn't as fun to fly as Luke/Norra/something, but it works, and it helps pin down annoying countermeasures to Luke (which in 2E Standard is basically just Super Vader). Having four arcs instead of three is obviously an upgrade, so the entire strategy becomes a race to reduce to the boardstate to Luke vs. any number of lower-PS ships than he is, and then you proceed to win the game. It's way less, uh, elegant? for lack of a better term, in the sense that there is no finesse here - you fly into their teeth and kill whatever the highest priority target is and trade away any number of X-Wings to get it, and once it's dead you win. Managing trades is the only real skill you need to fly the list, because Supernatural Reflexes obviates the need to be precise.

Supernatural Reflexes, to me, is essentially the answer to the question people will be asking themselves the more they play 2E; I'm picturing that many players who don't want to leave the game in the hands of variance will wind up arriving at a Super ace eventually. Lots of players locally have been running 4 ship lists where the star is someone like Fenn Rau or Guri or Boba Fett (tons of Scum locally), or occasionally Whisper, or Soontir; a lot of the Super ace lists have been some variation on Luke/Wedge/Norra or Vader + mini-swarm, and both of those lists run into silver-bullet problems (Vader and a mini-swarm gets straight up trashed by an actual swarm, Super Luke in a 3-ship list has serious problems contending with any i6 arc dodgers or i5 lists that beat a 7-point bid). The issue at hand is that Supernatural Reflexes is so strong that you can reliably win games by just grinding down any non-Super ace with four firing arcs and then using your own to clear up the board.

As a result, some of the lists that I expect to become more prominent in 2E games moving forward will be:
Darth Vader (70)
Supernatural Reflexes (12)
Afterburners (8)

"Howlrunner" (40)

Iden Versio (40)

Del Meeko (30)

Total: 200

View in Yet Another Squad Builder 2.0

or this:
Luke Skywalker (62)
Supernatural Reflexes (12)
Servomotor S-Foils (0)

Blue Squadron Escort (41)

Blue Squadron Escort (41)

Blue Squadron Escort (41)

Total: 197

View in Yet Another Squad Builder 2.0

Both have problems of their own, but both represent efficient uses of points, and both present enough firepower to test other optimized lists. The X-Wings are more easily PS-killed, have more variance in how you can expect their offense to go, but they give you a bid (however small) and they have solid enough dials in tandem with a good statline. The TIEs have great abilities but lack the critical mass of a true swarm, but they're all i4/5; losing the bid hurts but doesn't lose you the game, especially depending on what is being played against you locally.

Obviously this is just a bunch of first impressions and a lot of the testing I've been doing lately is 2E, but I'm really unconvinced that Proton Torpedoes are worth 9 points considering the meta environment. I want to use them so bad, and then every time that I do, I'm either underwhelmed or I actively don't get a chance to use them.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Proton Torpedoes are real good if you build around them. E-wings can use them really well, and it's really difficult to not just try to shovel some of them on some Knaves and see what happens.

Funzo
Dec 6, 2002



You guys are going to make me buy another E-Wing. Jerks.

Admiral Joeslop
Jul 8, 2010




Automatic tractor beams are the thing I hate most in 1e and 2e, even more than bad luck. Eat poo poo, Ketsu and Unkar.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Funzo posted:

You guys are going to make me buy another E-Wing. Jerks.

Rogue Squadron Escort (63) (79)
Juke (4)
Proton Torpedoes (9)
R3 Astromech (3)

Rogue Squadron Escort (63) (79)
Juke (4)
Proton Torpedoes (9)
R3 Astromech (3)

Jake Farrell (40)

Total: 198

All I4, line up multiple locks before the joust, use the turn you get into range to take an evade, Jake dances around and passes out focuses like candy. Two four dice attacks with focus+TL, and you force your target to use their focus (if they have one) or eat poo poo. Double up your shooting, or start shooting with Jake to bait out focuses, and watch something on the other side of the field just loving die.

guts and bolts
May 16, 2015

Have you heard the Good News?

Strobe posted:

Proton Torpedoes are real good if you build around them. E-wings can use them really well, and it's really difficult to not just try to shovel some of them on some Knaves and see what happens.

How has your experience been against Iden Versio? That's been one of the major contributing factors to not running them for me, personally; I've done variants on a 3-ship Rebels list with torps at i5 and i6 and I was just getting hella frustrated at having Wedge's ordnance straight up not count at all. I have very little E-Wing XP outside of typical Corran Horn shenanigans, as well, so have you had success against Super aces in AEE?

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

guts and bolts posted:

How has your experience been against Iden Versio? That's been one of the major contributing factors to not running them for me, personally; I've done variants on a 3-ship Rebels list with torps at i5 and i6 and I was just getting hella frustrated at having Wedge's ordnance straight up not count at all. I have very little E-Wing XP outside of typical Corran Horn shenanigans, as well, so have you had success against Super aces in AEE?

Haven't flown against her yet. My immediate response to the threat of her ability is to ignore it, because it's one charge and she doesn't get it back. It might hurt, but Proton Torpedoes come with two charges now and using one that doesn't hit isn't the end of the world. Even with that in mind, I'm not going to let one pilot that might show up in a TIE fighter stop me from running a good combo.

Getting target locks (especially multiple!) at whatever range you want is a great way to make lower skill pilots match up well with aces. I run the I4 pilots so I can take Juke and potentially initiative kill some TIEs in a swarm if I get the chance, but they match up to I5 and I6 just fine. E-wings have 3 hull and 3 shield now, and that's enough to take a couple shots, especially with 3 greens and how offense has been significantly rolled back in terms of power. In an emergency, you can even have focus+evade to spend if it means a dead ship or trading too much on the joust to pull out the win.

I have flown it (AEE, not the torpedo build) against Supernatural Reflexes Luke, and was unimpressed by the package. At the end of the day he's still an X-wing, and while X-wings are good now the repositions aren't the end-all, be-all of the game. Especially since he can't boost before the dial without taking damage unless he closes the s-foils, which means I'm not worried about his offensive contribution much at all. Especially since the range of possible motion for barrel rolls was reduced by nearly a third.

Slandible
Apr 30, 2008

I got my first few 2.0 games in yesterday and I think I like it. Still alot to try, but I actually found it difficult to get obstructed shots with the Han Falcon. It's such a large base that I often struggled to get the closest line through a asteroid. Fang Fighters are still fun, but bare bone ones melt pretty fast if you don't out arc stuff like a pro.

It's weird how 2 large ship lists seem to be dead, but it does feel like it's for the best. Aside from the Falcon, what else is hot in 2.0 Scum?

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
I've yet to try anything in Scum which has seemed particularly BAD, but standouts so far: 4LOM (Elusive and 000 are the core of the build, adding on any of AS, Mist Hunter, Cloaking Device, Cybernetics can also improve, shield or hull obviously if you have points, the trick is to survive the initial engagement. Once you're in range 1 you're amazingly tenacious and amazingly annoying), Guri, Palob, Boba, Fenn, Kad with Elusive, Kavil with either turret and VTG, Quadjumper, etc etc etc. Nots I would expect to find out are nots after testing: YV666 (Bossk is too hard to trigger, basically, though moralo is great fun) Shadow Caster, Punishing One, K Fighter (too few modifications are remotely useful, it should have got discounts), most Scyks. Interesting lists that are tough to run right: Drea/Swarm, Kath/Swarm, Serissu/Swarm... there may be a pattern.

4LOM and Guri are my absolute standouts so far, they make the core of a REALLY strong list. Most of my Scum lists to date have been some combination of Guri, Palob, 4LOM, Han, and an escape craft. Very few two or 4+ ship builds.

Madurai
Jun 26, 2012

Raged posted:

Tie Bombers flying in formation is thematic, isn't it?

There's like an actual scene in ESB of exactly that, so clearly.

BinaryDoubts
Jun 6, 2013

Looking at it now, it really is disgusting. The flesh is transparent. From the start, I had no idea if it would even make a clapping sound. So I diligently reproduced everything about human hands, the bones, joints, and muscles, and then made them slap each other pretty hard.
Gotta say I've been enjoying 2.0. I pretty much exclusively play against my buddy who got me into the game, and even though I could often outread/outfly him in 1.0, I'd have trouble actually winning against some of his meaner lists. 2.0 so far has felt like there's a much bigger emphasis on reading your opponent and just flying the drat ships, which is really great.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Is there any reason at all to keep 1.0 ship dials? Not sure how drastically some dials are changed from 1.0 to 2.0 but now that i've opened up my Rebel kit and got my old collection out i'm seeing a lot extra stuff i may or may not need?

BinaryDoubts
Jun 6, 2013

Looking at it now, it really is disgusting. The flesh is transparent. From the start, I had no idea if it would even make a clapping sound. So I diligently reproduced everything about human hands, the bones, joints, and muscles, and then made them slap each other pretty hard.

HOOLY BOOLY posted:

Is there any reason at all to keep 1.0 ship dials? Not sure how drastically some dials are changed from 1.0 to 2.0 but now that i've opened up my Rebel kit and got my old collection out i'm seeing a lot extra stuff i may or may not need?

I kept all my old stuff because throwing anything out hurts my packrat soul, but there's no real reason to keep the dials around. I think every dial has changed, and even if one didn't, I think you'd get some side-eye if you tried to play with it outside of a kitchen table game.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
TIE fighter dial hasn't changed, too pure for this world.
Keep one around if you have colorblind friends you hate.

Admiral Joeslop
Jul 8, 2010




4-LOM (49)
Elusive (3)
0-0-0 (3)
Rigged Cargo Chute (4)

Torani Kulda (50)
Expert Handling (4)
R3 Astromech (3)
Rigged Cargo Chute (4)

Kavil (42)
Trick Shot (1)
Dorsal Turret (4)
Han Solo (Scum) (4)
R4 Astromech (2)

Binayre Pirate (24)
Homing Missiles (3)

Total: 200

View in Yet Another Squad Builder 2.0

I never used a Kimogila in 1e, and I don't know how they are now. Just kinda throwing things at the wall to see if they stick. 4-L0M hands out stress, Kavil takes advantage of that, and I dump a couple extra debris on the field to make it worse.

ConfusedUs
Feb 24, 2004

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





Cluster missiles are great on Torani. You can trigger his ability on each attack.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Strobe posted:

I have flown it (AEE, not the torpedo build) against Supernatural Reflexes Luke, and was unimpressed by the package. At the end of the day he's still an X-wing, and while X-wings are good now the repositions aren't the end-all, be-all of the game. Especially since he can't boost before the dial without taking damage unless he closes the s-foils, which means I'm not worried about his offensive contribution much at all. Especially since the range of possible motion for barrel rolls was reduced by nearly a third.

Just a note: he can boost with SR and then open the foils. They have the same timing, which means you choose the order they resolve. If they're closed from the previous round, trigger SR boost first, then open them.

Luke is just tough as hell to kill. You basically won't ever bump him, and his ability means he takes far less damage that you'd expect. I think if you caught him at R2-3 with ordnance, your day gets a lot easier since you can force through a good chunk of upfront damage, but that's easier said than done if the person flying him doesn't want you to do it.

Admiral Joeslop
Jul 8, 2010




ConfusedUs posted:

Cluster missiles are great on Torani. You can trigger his ability on each attack.

That DOES sound juicy. Take off the Homing Missile and Astromech, give the Z Dampeners, and it all fits.

Gumdrop Larry
Jul 30, 2006

Miniature Market made zero mention that I saw of including the full sized promo damage deck with preorders so I was pretty stoked to find one tucked in my big box of 2.0 poo poo I got from them. Nice.

LanceKing2200
Mar 27, 2007
Brilliant!!
I feel like B Wings are gonna be real good in 2.0, and I want to make them work, so this is what I've come up with:

UT-60D U-wing - Cassian Andor - 68
•Cassian Andor - Raised by the Rebellion (47)
Intimidation (3)
Kanan Jarrus (14)
Tactical Officer (2)
Tactical Scrambler (2)
Pivot Wing (Open) (0)

A/SF-01 B-wing - Braylen Stramm - 66
•Braylen Stramm - Blade Leader (50)
Outmaneuver (6)
Advanced Sensors (8)
Electronic Baffle (2)

A/SF-01 B-wing - Ten Numb - 66
•Ten Numb - Blue Five (50)
Outmaneuver (6)
Advanced Sensors (8)
Electronic Baffle (2)

Total: 200/200

View in the X-Wing Squad Builder

Just testing it in a vacuum seems brutal. Throwing 6-12 dice at targets as they zip around and strip their stress seems good, and the UWing seems like a decent blocker in a pinch. There's a few questionable choices, like tactical officer and electronic baffle, but I feel like I probably don't need a huge bid? Electronic Baffle can clear stress right?

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Strobe
Jun 30, 2014
GW BRAINWORMS CREW

The Gate posted:

Just a note: he can boost with SR and then open the foils. They have the same timing, which means you choose the order they resolve. If they're closed from the previous round, trigger SR boost first, then open them.

Luke is just tough as hell to kill. You basically won't ever bump him, and his ability means he takes far less damage that you'd expect. I think if you caught him at R2-3 with ordnance, your day gets a lot easier since you can force through a good chunk of upfront damage, but that's easier said than done if the person flying him doesn't want you to do it.

That requires his foils to have been closed last turn, and I'm generally okay with that setup! Even on the joust, where you can angle for just outside of range 3, Luke boosting thanks to Supernatural Reflexes is something you can prepare for. He is tough as gently caress to kill, no argument there, but his difficulty to kill is contingent on the attacker not managing to roll or modify into three hits. No matter what sorcery (literal or otherwise) he manages to do won't matter when his green dice cap out at 2.

There are still a limited number of places for Luke to end up, and the split nature of his repositions being one before and one after his maneuver actually cuts that number by a lot. I have yet to experience difficulty getting Luke in 1-3 arcs on any given turn where I'm actually trying to do that specifically to him.

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