Rogue Shipyards http://rogueshipyards.therogues.net A blog about Ships and Tactics Mon, 02 Mar 2015 22:13:27 +0000 en-US hourly 1 Rogue Squadron: Expert Aggressors http://rogueshipyards.therogues.net/2015/03/02/rogue-squadron-expert-aggressors/ http://rogueshipyards.therogues.net/2015/03/02/rogue-squadron-expert-aggressors/#comments Mon, 02 Mar 2015 19:49:13 +0000 http://rogueshipyards.therogues.net/?p=316 […]]]> All Wing Report In

Aggressor “IG-88B”  (IG-2000 Expansion Pack) (50 pts)

Once per round, after you perform an attack that does not hit, you may perform an attack with an equipped secondary weapon.

  • Title– IG-2000 (IG-2000 Expansion): You have the pilot ability of each other friendly ship with the IG-2000 Upgrade card (in addition to your own pilot ability).
  • Modification– Autothrusters (Starviper Expansion): When defending, if you are beyond Range 2 or outside the attacker’s firing arc, you may change 1 of your blank results to an evade result. You can equip this card only if you have the boost action icon.
  • Cannon– Mangler Cannons (IG-2000/M3-A Interceptor Expansions): Attack one ship. 3 Attack, Range 1-3. When attacking, you may change 1 of your results to a result.
  • Cannon- Flechette Cannon (M3-A Interceptor Expansion):  Attack one ships. 3 Attack, Range 1-3. If this attack hits, the defender suffers 1 damage and, if the defender is not stressed, it also receives 1 stress token. Then cancel all dice results.
  • Elite Talent Expert Handling (TIE Advanced/X-wing Expansions)– Action: Perform a free barrel roll action. If you do not have the action icon, receive 1 stress token.You may then remove 1 enemy target lock from your ship.
  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansions)- Immediately before you reveal your maneuver, you may perform 1 free action.If you use this ability, you must skip your “Perform Action” step during this round.

 

Aggressor “IG-88C”  (IG-2000 Expansion Pack) (50 pts)

After you perform a boost action, you may perform a free evade action.

  • Title– IG-2000 (IG-2000 Expansion): You have the pilot ability of each other friendly ship with the IG-2000 Upgrade card (in addition to your own pilot ability).
  • Modification– Autothrusters (Starviper Expansion): When defending, if you are beyond Range 2 or outside the attacker’s firing arc, you may change 1 of your blank results to an evade result. You can equip this card only if you have the boost action icon.
  • Cannon– Mangler Cannons (IG-2000/M3-A Interceptor Expansions): Attack one ship. 3 Attack, Range 1-3. When attacking, you may change 1 of your results to a result.
  • Cannon- Flechette Cannon (M3-A Interceptor Expansion):  Attack one ships. 3 Attack, Range 1-3. If this attack hits, the defender suffers 1 damage and, if the defender is not stressed, it also receives 1 stress token. Then cancel all dice results.
  • Elite Talent Expert Handling (TIE Advanced/X-wing Expansions)– Action: Perform a free barrel roll action. If you do not have the action icon, receive 1 stress token.You may then remove 1 enemy target lock from your ship.
  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansions)- Immediately before you reveal your maneuver, you may perform 1 free action.If you use this ability, you must skip your “Perform Action” step during this round..

 

Lock S-Foils in Attack Position

This squad is incredibly fun to fly. The unique nature of the IG-2000 title card, granting each ship the pilot ability of the others, makes for some interesting combinations. At 36pts each (72pts for two) it sets you up in a position where you could easily fit another ship or two into the mix. But contrary to the old meta, decking these ships out is really worth the 28pts sunk in upgrades.

I flew this squad in a tournament this past weekend, only my second time flying any Scum ships and my first time with these ships in particular. Came in 2nd out of 12 and the final game was really close. In fact, until the final game I never lost a ship. The combination of the S-loop, Advanced Sensors, Inertial Dampeners, Boost, a Barrel Roll from Expert Handling and an unprecedented 9 green maneuvers meant these ships could go damn near anywhere when they moved.

Flechette cannons turned out to be worthless. I only ever used them once, to give Whisper a stress, which ended up not helping me any. A combination between the two ships of Flechette and Ion Cannon might be worth having, but it would require some changes. Mangler cannon kicked some ass.

Speaking of stress,  despite the huge array of green maneuvers stress can really cause this list trouble. Flew against Kath with a Mangler and Tactician in the final round (the one I lost). She loaded me up with stress two at a time a few times.  While I could clear one each turn, I was shut down from taking the really useful repositioning actions.

The Gunner like ability from IG-88B helped mitigate this somewhat, as each ship would have two chances to hit something. That was invaluable. Sadly, he was the first ship I lost so that ability vanished in the endgame when I really needed it (had triple stress on my last ship the last few rounds).

Autothrusters, however, were worth every point. I flew against a Fat Han/Jan Ors list that had wrecked another dual Aggressor list earlier in the tournament. He didn’t have Autothrusters though. I would have been quite dead if it hadn’t been for those. Even on the rounds where no one used a turret, they still saved me on a few range 3 engagements.

 

Variations

What’s great about these ships is that the variations are many without changing the fundamental build. You could easily switch out which IG-88 you pair with B (seriously, always run B).  D gives some nice flexibility with your S-loop. That would have been nice to have a few times. A is probably not as good. Recovering shields is always nice. But unfortunately, unless you’re playing a swarm, it won’t trigger very often. And in the endgame if its you verse one other ship, it’s completely useless.

The main thing I would probably change would be to drop the Flechette cannon. It seemed like a good tool on paper, give me an option of giving someone a stress when needed. Also save me from the crit that causes discarding a secondary weapon and the loss of the Mangler. But that’s not really worth the 2pts. Better to load up a Seismic charge.

Aside from a bomb, there are  lot of other ways you could use those two points. Exchanging Expert Handling for Predator or Outmaneuver, as those always have potential. Push the Limits is also another good one. Like Expert Handling it gives you a stress, but Advanced Sensors plus the wide range of green maneuvers mitigates both in most cases. Would cost you the ability to barrel roll (which was useful on several occasions) but also means you can focus/evade for extra defense. (or if you fly C, Boost/Focus/Evade).

If you instead drop the EPT to a 1pt talent you could then take a Heavy Laser Cannon. Now, the main downside to HLC is that you can’t use it at range one. Therefore at range 1 you don’t get to trigger your gunner like ability if you miss on the first shot.  I don’t really think the extra dice is worth that loss. Especially with how nice Mangler’s free crit is. Alternatively, you could take Mangler and Ion cannon, which gives some nice control flexibility.

Going with a 1pt EPT gives you a lot of good options. Veteran Instincts is never bad. PS8 isn’t the best but higher is almost always better. In the last game I played it would have been very useful to move after Kath. And if you ever face a mirror list, if you have VI and your opponent doesn’t, it will really help you win. Determination or Adrenaline Rush are other good options.

The new Illicit upgrades offer only a few other options. Hot Shot Blaster is nice for those times when you don’t have arc. It’s uses can’t be underestimated.  Just dropping the Flechette and trading Inertial Dampeners would allow it. But it is 3pts for a one time use. Inertial Dampeners themselves proved quite useful.

I would recommend against Feedback Array, as your hitpoints are very finite. Maybe in combination with IG-88A, and only use it when you can destroy a ship, therefore recovering the damage that you do to yourself. Similarly, Deadman’s Switch isn’t ideal, though could force your opponent to make a choice between blowing you up and taking damage or letting you live another round.

All around, the Aggressor combo is a lot of fun to fly with a lot of variation potential.

 

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Unleash the Scum http://rogueshipyards.therogues.net/2015/02/26/unleash-the-scum/ Fri, 27 Feb 2015 01:14:05 +0000 http://rogueshipyards.therogues.net/?p=314 […]]]> Scum and Villiany for Xwing officially released today. I haven’t had a chance to play with any of the ships yet but I did pick up some of each of the new ships. I should get a chance to play some this weekend and try at least one squad out. There are a lot of interesting combos and builds to consider.

Too many in fact.  I can’t decide what to fly first. Double Aggressors? Those synergize well and the dial on the ship is beautiful. At PS6 with no turrets they will be a real challenge to fly but a lot of fun.

Scum versions of existing ships, like the Firespray, HWK-290 or Y-wing? All of the named pilots in these groups look awesome. Palob Godalhi + Opportunist would be amazing. Boba Fett will finally kick some ass.

Then there are the unknown variable builds that make full use of the Illicit cards. Suicide Squads are big. First there’s Dead Man’s Switch, which could really throw off your opponent if she has to choose between killing you and therefore doing damage to some of his own ships, or shooting something else. Second, there’s Feedback Array. On four low level Z-95’s that’s only 56pts. If they can swarm a Phantom, even out of arc, together they could just outright kill it, no rolls necessary.  Granted, they’ll be damaged and ioned but their okay with that.

So, what should I fly first?

 

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Guide: X-wing- Elite Pilot Talents http://rogueshipyards.therogues.net/2015/02/06/guide-x-wing-elite-pilot-talents/ Fri, 06 Feb 2015 15:49:05 +0000 http://rogueshipyards.therogues.net/?p=302 […]]]> You’re deciding on what ship’s to fly at the next X-wing tournament. You consider a swarm of lower PS ships. Numbers are always good.  But aside from moving first and shooting last, low PS also miss out on the wonder that is the Elite Pilot Talent. These cards can drastically alter how you play.

But which one do you pick? The game has expanded so drastically and with Wave 6 there are now 23 to choose from. We’re going to take a quick look at each of them by breaking them up into four categories: Top Contenders, Situational, and Very Situational (to Meh).

Top Contenders

For this category I looked at talents which are useful for any pilot who took them.  The selection criteria had to mean they 1. didn’t require many special circumstances to make use of, 2. were worth their point cost and 3. didn’t have to many to any draw backs (excluding Opportunity Cost).

  • Adrenaline Rush (1pt)Though I rarely use this card it qualified for this category because it’s cheap, can be used by everyone as every ship (except the Decimator) has some red maneuver and the only drawback is that it can only be used once. That drawback is mitigated by its cheapness however. Sadly, opportunity cost is normally what causes this card to see little use. 
  • Determination (1pt) Another cheap card this one is also of universal use as anyone could be hit by a Pilot critical card. The ability to just discard the card (instead of replace it) is excellent. The only drawback is that crits, hopefully, are rare and Pilot crits are only 1/3 of the pile. 
  • Predator (3pts)– This card is not particularly cheap but that is it’s only drawback. The ability to have a reroll on every attack is incredibly useful. And to get two rerolls against low PS ships even more so, since if you are firing on low PS you are often facing a swarm, and need every hit you can get. 
  • Push the Limits (3pts)– I almost put this card in the Situational category. It’s drawback of a Stress can be devastating to many ships which lack a lot of green maneuvers. However, the ability to take two actions in a round is universally useful. 
  • Veteran Instincts (1pt) The standard card for what to use if you have an extra point. Gaining two PS is useful for any pilot, it’s cheap and has no drawbacks beyond opportunity cost. Throw it on a PS3 Green Squadron and now it’s  PS5 and has a better chance of boosting out of arc. Throw it on a PS9 and he’ll shoot before everything else.

Situational

The hallmark of this category are cards that are very useful and quite good cards but have some drawback that limits their use. Often this is sheer cost, as you’ll see most cost 2 points or more. But more often they have some secondary requirement that must be met in order for them to be used. This drops them down from universal usefulness to just situational times.

  • Deadeye (1pt) One of the cheapest card in this category Deadeye is a very nice addition for anyone flying with ordinance. Being able to spend a Focus instead of a Target Lock is great as you can fire on anyone instead of announcing who you’re going to shoot at first. However, its situational in that you need to be carrying ordinance and its most useful on a low PS ship, which usually don’t have elite pilot talent slots. This on a PS 2 Scimitar Squadron TIE Bomber would be great as you are often out of TL range when you maneuver, but they can’t use it. 
  • Decoy (2pts)- This one isn’t so bad but it almost made the cut for the bottom category.  It allows you to change the firing order which could potentially allow a low PS that might die or has a great shot the chance to fire early. The increased range of 1-2 over Swarm Tactics makes it far more feasible to use. I just can’t come up with a squad where I’d want to use it. 
  • Draw Their Fire (1pt)- This one also almost made the cut to Very Situational because I could think of only one way to use it; an escort to Biggs. Particularly another X-wing with R2-D2. Then the ship can help keep Biggs alive longer and regenerate what damage it takes. Sadly, beyond that taking damage to save another ship is iffy. It’s still damage done to the squad and you need shields to really make use of it. The biggest saving grace is the cheapness.
  • Expert Handling (2pts)- Gaining a barrel roll on a ship without it can be excellent. Also being able to shed a target lock is nice. But taking a stress to use it (if you don’t have barrel roll) seems to high a trade off. Shedding a target lock sounds nice. You could argue it could even get bumped up to Top Contender status and I wouldn’t fight you very hard. Aside from Tycho, I’ve just never found a time where I’ve felt justified using it. 
  • Lone Wolf (2pts) This is a great card. Gaining rerolls on blanks for attack AND defense is unheard of. And at only two points it’s cheaper than Predator which is another reroll card. However, its drawback of needing to be far away from any ally means its only situationally useful. Flying more than three ships, you’ll almost never get to use it. Two ship fat lists are the most useful.
  • Marksmanship (3pts)- This card is a good one for offense as its one of a few ways to force a critical into an attack roll. For a long time it was the only way to create one. And if you get multiple attacks in a round (Corran, Gunner, BTL Y-wing) it can be used on both. However, I almost downgraded it because its so expensive and costs you the chance to use a Focus token on defense. 
  • Outmaneuver (3pts) This card almost made the cut for Top Contender. Being able to reduce a targets agility is amazing. It’s requirement of out of arc is difficult but could be used by anyone. However, for three points you need to get a lot of use out of it and only a few maneuverable ships will be able to do that. You need a boost or a barrel roll and high PS to ensure you are out of arc.
  • Ruthlessness (3pts) This card is unique in that it’s the only talent that causes direct damage to an opponent. The ability to just do free damage is excellent. Aside from cost, it’s main downside is that you have to do damage to another ship, meaning if the only other ship near your target is one of yours, you have to damage it, potentially forcing you to kill one of your own ships. The Imperial only limitation also naturally hinders it. 
  • Stay on Target (2pts)– This card almost made a top contender as well. Being able to change your maneuver after the ships have already moved is potentially very useful. Causing the maneuver to be red is a reasonable drawback. This makes it most useful on a ship with Advanced Sensors, pretty high pilot skill and a lot of maneuvers of the same speed. You’ll get a lot of use out of it on Keyan Farlander for instance.
  • Swarm Tactics (2pts)- Another one that could be useful to a lot of pilots as most pilots with a talent slot are reasonably high PS. It costs nothing to use and is fairly cheap at only 2pts. However, it’s range 1 requirement is limiting and it’s best used on the really high PS ships, which often would be better served with a talent to help themselves out. Squad support is good but the meta for Xwing really encourages each ship to be able to stand on its own. 
  • Wingman (2pts)– This card suffers the same drawback as Swarm Tactics, range 1. This requires your ships flying in formation. Often ships that could use a stress pulled off at the start of the Combat phase used Push the Limits that round and those often are best used flying solo to arc dodge; meaning your Wingman is not close enough. It’s great in pairs however, get a swarm of Black Squadron all with this and they are clearing the stress off each other after a K-turn. But what really kills it is the timing; At the start of the Combat Round. So it’s useless for combating abilities that give your stress during combat (Jan Ors, Mara Jade, Tactician, R3-A2, Flechette, Opportunist) and useless for allowing you to get a stress during maneuvering (Red maneuver, flying through debris field) and still take an action. 

Very Situational (to Meh)

The cards in this category are ones that are really only good in one specific case or almost not at all. They are often to expensive or have too many requirements to use.

  • Bodyguard (2pts)- This one has not come into play yet as S&V isn’t out yet so I reserve some judgement until I see how people use it. But right now it seems pretty useless. You have to spend a focus to give another ship extra agility.  But then you’re out a focus token, which makes you an even more tempting target. Now, that’s probably the point. Have a relatively minor ship make themselves the target instead of a high value ship. But since its an elite talent, anything using it is going to be a high value ship. If this wasn’t S&V only it could make Biggs nigh unkillable (probably why the limitation). If Laetin (the super defensive M3-A Scyk) had an elite talent I could see him using it. But as is…
  • Daredevil (3pts)– I want to like this card. A sharp one is an amazing maneuver. But it has so many drawbacks. If you don’t have boost you might take damage. You’re going to take stress. And it’s three points. The best use is Tycho now that he can have two talents and doesn’t care about the stress. Or the ramming Decimator. As it’s a maneuver you can take the action even if it results in a bump, potentially allowing him to bump and damage someone twice. But that’s so expensive to be not worth it. 
  • Elusiveness (2pt)- This one almost made me have another category called Worthless. It’s just so useless. You can force a reroll of one die (which since it’s an attack die has a 5/8 chance of still hitting you) at the cost of a stress. And because you can’t use it when stressed you only get to use it once and then only if you didn’t K-turn or get stressed any of the other dozen ways to get stressed. If it turned a hit into a miss it would be useful. 
  • Expose (4pts)- This one also would have gone in the Worthless pile. Except it’s found a use now with the Decimator and Experimental Interface. It doesn’t have an agility to lose and with EI it can take two actions so it will still get a focus or target lock to boost that attack.  But that’s only case where it’s useful. 
  • Intimidation (2pts)- I want to like this card. In fact I want to use this card with Arvel Crynyd. He sounds awesome with it. But beyond him using it, it really is a card that needs to go with a swarm. And it’s really hard to force a bump with one particular ship, especially a non low PS ship. Maybe it’s just the current meta with a lot of two ship lists meaning there are less cluster-F’s of ships just ramming into each other. 
  • Opportunist (4pts)- This is also one I want to like. Gaining an extra attack at the cost of a stress, during combat, so you got to take your action? Very nice. But it requires your target to have no focus or evade tokens. How often does a ship not have one of those? Particularly if you’re firing early as a higher PS ship? Wes Janson works great to help someone pull this off. But you almost have to use him. What really kills it is the cost. Four points for an ability you can only use sometimes is just to much. 
  • Squad Leader (2pts)- Due to the nature of this game, squads that rely on support end up dooming a squad. There are lots of great ways to build synergy into a squad (Hobbie and Dutch, Garven and someone with R5-P9) but they just fall apart when the linchpin is destroyed. Squad leader has situational use, a ship can always benefit from two actions. But a ship losing their action often doesn’t make up for it. It’s designed for Vader who has two but beyond him…
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Rogue Guides: Xwing- When to Spend that Focus Token http://rogueshipyards.therogues.net/2015/01/20/rogue-guides-xwing-when-to-spend-that-focus-token/ Tue, 20 Jan 2015 20:41:03 +0000 http://rogueshipyards.therogues.net/?p=297 […]]]> You gracefully arc your X-wing around that asteroid, expertly missing a collision. The TIE Fighter is in your sights. You’re focused and ready for the engagement. The dice roll and the results show a focus symbol. Do you spend your token now or save it for later?

Knowing when to use tokens is an important part of the strategy in the  X-wing Miniatures game.  Using them at the right time can mean the difference between victory and defeat.  Spend them early and you don’t have them when you need them. Save them for later and you might never get to use them.

For some tokens the decision is relatively easy. Will spending the evade token prevent a point of damage? If yes, spend it. The only real consideration there is if the enemy has a Gunner.

Will spending the target lock have a good chance of turning a flubbed roll into a successful attack? If you’re rolling two attack dice against four agility dice, probably best to save it for when you get to range 1. Other than that, spend away.

Focus tokens are much more versatile and therefore generate more of a question on when is the best time to use them. We’re going to look at a couple questions to ask yourself when faced with this choice. They won’t cover all situations, as part of the games strength is the unique situations that can arise with different builds, but they’ll be good as a general guideline.

On the Attack

Go through the following questions. If you answer yes to any of them, spend the Focus token.

  1. Is my ship Garven Dreis and do I have an ally at range 1?
  2. Will this attack definitely kill my target? Example: Two hits and one focus rolled against a target with two agility and one hull point remaining.
  3. Do I have more than one Focus token?
  4. Has every enemy ship already fired?
  5. Is the number of Focus symbols showing equal to or higher than my agility? Example: A B-wing rolls two dice with Focus symbols but has only one agility.
  6. Will I guarantee damage? Example: Turning one hit into two against a ship with one agility.
  7. Is Biggs Darklighter protecting me?
  8. Is another one of my ships a bigger target? Example: A TIE fighter is attacking but your opponent has your uncloaked Phantom in his arc.

On the Defense

Go through the following questions. If you answer Yes to the first two questions AND one of the following, consider NOT spending the Focus token.

  1. Will I survive this attack without spending the token?
  2. Do I still have an attack this round?
  3. Does my attacker have a Gunner and will this allow him to trigger?
  4. Will I have the chance to destroy a ship before it can fire this round? Example: PS4 Xwing has a range one shot on a damaged PS1 TIE Fighter.
  5. Will I have a situationally great attack?  Example: A chance to attack an uncloaked Whisper.
  6. Do I need my Focus for my attack? Example: You have a Blaster Turret, Proton Rockets, Deadeye, or Advanced Proton Torpedoes.

As you can see the considerations for when to spend a Focus on attack are more varied than on defense. When defending, and a Focus will mitigate damage, it’s almost always a good idea to spend it.  There are very few ways to heal damage in this game and pretty much all of them happen after a round of combat. It’s always better to negate damage now than to save a Focus token for another attack that may not generate any Focus rolls.

 

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Rogue Squadron: Mixed B-wings http://rogueshipyards.therogues.net/2014/10/02/rogue-squadron-mixed-b-wings/ Thu, 02 Oct 2014 15:11:54 +0000 http://rogueshipyards.therogues.net/?p=282 […]]]> All Wing Report In

B-Wing “Nera Dantels”  (Rebel Aces Expansion) (35 pts)

You can perform secondary Torpedo weapon attacks against enemy ships outside your firing arc.

  • Modification– B-Wing/E2 (Rebel Aces Expansion): Your upgrade bar gains the crew upgrade icon.
  • 2x TorpedoFlechette Torpedo (E-wing/Rebel Transport Expansion)- Attack (target lock): Discard this card and spend your target lock to perform this attack. After you perform this attack, the defender receives 1 stress token if its hull value is “4” or lower.
  • Elite Talent– Deadeye (A-wing Expansion)– You may treat the Attack (target lock): header as Attack (focus): When an attack instructs you to spend a target lock, you may spend a focus token instead.
  • Crew– Recon Specialist (HWK-290/TIE Phantom Expansion)- When you perform a focus action, assign 1 additional focus token to your ship.

B-Wing “Dagger Squadron”  (B-wing/Rebel Aces Expansion) (33 pts)

No Pilot Ability

  • Modification– B-Wing/E2 (Rebel Aces Expansion): Your upgrade bar gains the crew upgrade icon.
  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansion)– Immediately before you reveal your maneuver, you may perform 1 free action. If you use this ability, you must skip your “Perform Action” step during this round.
  • Crew– Tactician (TIE Phantom Expansion)- After you perform an attack against a ship inside your firing arc at Range 2, that ship receives 1 stress token.
  • Cannon- Ion Cannon (B-wing/Slave-1/TIE Defender Expansion)- Attack: Attack 1 ship. If this attack hits, the defender suffers 1 damage and receives 1 ion token. Then cancel all dice results.

B-Wing “Dagger Squadron”  (B-wing/Rebel Aces Expansion) (32 pts)

No Pilot Ability

  • Modification– B-Wing/E2 (Rebel Aces Expansion): Your upgrade bar gains the crew upgrade icon.
  • System– Fire Control Systems (B-wing/TIE Phantom Expansion) After you perform an attack, you may acquire a target lock on the defender.
  • Crew– Gunner (Slave-1/YT-2400 Expansion)- After you perform an attack that does not hit, you may immediately perform a primary weapon attack. You cannot perform another attack this round.

 

Lock S-Foils in Attack Position

This squad is a mix of a few triple B-wing ideas. I originally conceived of ion/tactician ship and thought a wave of three would be good. All dishing out ions and stress. Then I thought about the gunner/FCS combo. I really liked the idea but only have one gunner card. And finally I wanted to play Nera because 360 degree torpedoes sounds fun.

Putting them together in some ways makes a better squad. Triple of either of the Daggers is nice for consistency and ensuring the loss of one ship doesn’t take away any ability. But it also lacks flexibility. Adding Nera gives some flanking defense. And your opponent has one more choice to make, which of the ships is he most afraid of.  You have the option to dish out a lot of stress, ion a ship and have a heavy hitter. This gives you some flexibility in targets. B-wings are tough and a 2 k-turn is useful.

I only was able to play one game with this so far and it got creamed. It faced a four B-wing list, three of them with Tacticians. This stressed them out and Nera ever only took one action, despite living 3-4 rounds, so her 360 Flechette’s never came into play. Against B-wing, the Gunner/FCS combo was essentially useless because you’re almost always going to hit against 1 agility. The Tactician/Adv Sensor/Ion guy worked out well but he was also judged to be the least threat.

Does this loss mean its a weak list? Hard to say from one game but I think they might actually benefit more from stacking a particular type than diversity. Three of the Gunner/FCS ships against more agile opponent, such as those annoying TIE’s, has a good chance of wiping out two to three ships in the first attack. Conversely, the Ion/Tac triple combo could be good at shutting down 1-3 ships for an entire match. Throwing three stress and ion on even a big ship can be very damaging.

 

Variations

As I mentioned, you could easily take triple of either the Tac/Ion or Gunner/FCS variant. This gives you a consistent squad which can be easier to fly and they build on each other. You could trade Recon Specialist for an FCS or Advanced Sensors. Would also allow a Munitions Failsafe on Nera to keep torpedoes in good supply. Though it costs you having a focus on hand after spending one to shoot.

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Rogue Squadron: Elite A-Wings http://rogueshipyards.therogues.net/2014/09/29/rogue-squadron-elite-a-wings/ Mon, 29 Sep 2014 20:20:47 +0000 http://rogueshipyards.therogues.net/?p=279 […]]]> All Wing Report In

A-Wing “Tycho Celchu”  (A-Wing Expansion) (29 pts)

You may perform actions even while you have stress tokens.

  • Title– A-wing Test Pilot (Rebel Aces Expansion): Your upgrade bar gains 1 upgrade icon. You cannot equip 2 of the same Upgrade cards. You cannot equip this if your pilot skill value is “1” or lower.
  • Missile– Chardaan Refit (Rebel Aces Expansion)- Counts as -2 pts
  • Elite Talent– Push the Limits (A-wing/Imperial Aces Expansion)– Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.
  • Elite Talent– Expert Handling (X-wing/TIE Advanced Expansion)- Action: Perform a free barrel roll action. If you do not have the action icon, receive 1 stress token. You may then remove 1 enemy target lock from your ship.

A-Wing “Jake Farrell”  (Rebel Aces Expansion) (28 pts)

After you perform a focus action or are assigned a focus token, you may perform a free boost or barrel roll action.

  • Title– A-wing Test Pilot (Rebel Aces Expansion): Your upgrade bar gains 1 upgrade icon. You cannot equip 2 of the same Upgrade cards. You cannot equip this if your pilot skill value is “1” or lower.
  • Missile– Chardaan Refit (Rebel Aces Expansion)- Counts as -2 pts
  • Elite Talent– Outmaneuver (E-wing/TIE Defender Expansions)- When attacking a ship inside your firing arc, if you are not inside that ship’s firing arc, reduce its agility value by 1 (to a minimum of 0).
  • Elite Talent– Predator (TIE Defender Expansion)- When attacking, you may reroll 1 attack die. If the defender’s pilot skill value is “2” or lower, you may instead reroll up to 2 attack dice.

A-Wing “Gemmer Sojan”  (Rebel Aces Expansion) (23 pts)

While you are at Range 1 of at least 1 enemy ship, increase your agility value by 1.

  • Title– A-wing Test Pilot (Rebel Aces Expansion): Your upgrade bar gains 1 upgrade icon. You cannot equip 2 of the same Upgrade cards. You cannot equip this if your pilot skill value is “1” or lower.
  • Missile– Chardaan Refit (Rebel Aces Expansion)- Counts as -2 pts
  • Elite Talent– Push the Limits (A-wing/Imperial Aces Expansion)– Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.

A-Wing “Green Squadron”  (A-Wing Expansion) (20 pts)

No Pilot Ability.

  • Title– A-wing Test Pilot (Rebel Aces Expansion): Your upgrade bar gains 1 upgrade icon. You cannot equip 2 of the same Upgrade cards. You cannot equip this if your pilot skill value is “1” or lower.
  • Missile– Chardaan Refit (Rebel Aces Expansion)- Counts as -2 pts
  • Elite Talent– Push the Limits (A-wing/Imperial Aces Expansion)– Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.

 

Lock S-Foils in Attack Position

With the recent release of the “Rebel Aces” expansion, I had to take some A-wings into battle this weekend. The new “A-wing Test Pilot” and “Chardaan Refit” cards really help bring the A-wings up to par. I had big swell of ideas on lists using the potential double elite pilot talents they now have access too. I settled on this one because it used the new named pilots and everyone’s favorite, Tycho.

A-wings have lots of green on their dial so they have a natural affinity for Push the Limits. I opted to not PtL on Jake because his ability kind of works like one so he took some other great upgrades. As Tycho loves stress, Expert Handling gave him a barrel roll he could use.

I played in a three round tournament with this list with mixed results. Came in 2nd overall but that’s only out of 7 players. Won 2, lost 1. The loss was not a wipe but we ran out of time. I was down two A-wings and facing three still alive B-wings.

This highlighted the squads main strength and weakness. It is hard to kill and good at staying out of arc. But it lacks firepower. I couldn’t bring enough firepower to bear to bring down those tough B-wings and many times he rolled no damage against me. Though, green dice are unreliable so I lost two A-wings in one round, one being Gemmer with her bonus die.

The squad excels when all the ships are free to maneuver. Formation flying is good for bringing firepower to bear but it limits your options. That’s how I lost Jake in the first round of the first game. Two TIE’s got a range 1 bead on him because I couldn’t maneuver him anywhere (also was an idiot and didn’t concentrate fire enough otherwise one of those TIE’s would have been dead).

As for tactics, Jake with Outmaneuver is your best flanker and Gemmer is your distraction, getting in close and being harder to kill. Tycho will never K-turn but will always take two action. He used the barrel roll to good effect as did Jake.

They didn’t face any turrets this time (only one Falcon at the tournament) and I’m sure that would cause some problems. One reason I considered Outmaneuver on all of them. It would be relatively easy to stay out of arc on a big ship, which would allow them to roll attacks unopposed against a Falcon, negating C-3P0.

 

Variations

With all the Elite Pilot Talent cards out there, the variations on this list are endless. I really debated Predator, Push the Limits, Outmaneuver for all of them. And I really wanted to put Daredevil on Tycho. That would have given him a U-turn ability. But the only way to fit it would be not taking things on the Green Squadron.

You could drop that Green squadron for a Bandit Z-95, which frees up some points. The Z-95 still lacks firepower, has a worse maneuver dial and one less agility so you’re giving up a lot. But you would be able to equip two of some combination of hull upgrade, shield upgrade or stealth device. Stealth device on Gemmer at range one might be fun.

Dropping Tycho is an option that frees up a lot of points. Two greens with PtL and Outmaneuver or Predator or Arvel. If you take Arvel, best to not PtL on him as he is best used when touching another ship, which means no actions. He can really make good use of Predator and Outmaneuver then. Out Veteran Instincts to help him bump someone who has already moved.

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Theorycrafting: Gunner and Luke http://rogueshipyards.therogues.net/2014/09/15/theorycrafting-gunner-and-luke/ http://rogueshipyards.therogues.net/2014/09/15/theorycrafting-gunner-and-luke/#comments Mon, 15 Sep 2014 13:53:10 +0000 http://rogueshipyards.therogues.net/?p=266 […]]]> Today we’re going to look at two crew cards.

After you perform an attack that does not hit, immediately perform a primary weapon attack. You cannot perform another attack this round.

Rebel only.

After you perform an attack that does not hit, immediately perform a primary weapon attack. You may change 1 Focus result to a Hit result. You cannot perform another attack this round.

Both cards are essentially the same, with Luke giving you the ability to turn a focus into a hit in exchange for costing two more points. These crew cards add a nice function to your ships, the ability to try again after your first attack sucks. They increase your likelihood of doing damage to your opponent.

This bonus is particularly useful on those big ships which are most likely going to have the crew slots to carry them. When you’re fielding fewer heavier ships, each shot counts more than when you’re fielding a swarm. When you miss with a ship in a swarm, so what? You have 4-7 more shots that round. When you miss with a 2-3 ship list you’ve just wasted a third of your fire power.

These cards also add another dimension to your opponents game. When they are attacked by a ship with Gunner/Luke they have to be very careful how they spend their focus/evade tokens. This can help throw them off guard.

When the first attack comes in and it results in 1 damage before they spend any focus or evade tokens they must make a decision between taking one damage or giving you a second attack. The second attack could whiff or they could roll better on their defense. Or they could take three crits and whiff their defense die. This can lead to them taking damage they could avoid just to prevent you getting a second attack.

Combine these cards with a Fire Control System and you’re even more likely to force them take the damage. FCS gives you a target lock after you fire. That means you’re second attack can then reroll, something you might not have had on your first attack. Currently, only the Lambda shuttle can do this though the B-wing will soon with the E2 upgrade from Rebel Aces.

The main drawback to these cards is the sheer cost. 5pts is never a given choice. You can often get a few cheaper upgrades or upgrade to a significantly better pilot for the same cost. Especially when talking about Luke whose, in my opinion, over priced at 7pts.

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Ship Build: Peregrine Fighter http://rogueshipyards.therogues.net/2014/09/11/ship-build-peregrine-fighter/ Thu, 11 Sep 2014 20:56:02 +0000 http://rogueshipyards.therogues.net/?p=269 […]]]> In honor of the Shuttle Event going on now in STO, I give you a fun shuttle build.

 Raptor (NX-92371)

peregrine

  • Peregrine Class
  • Fighter
  • CO: Jaarod

Ship Build

Fore Weapons

  1. Gravimetric Photon Torpedo Launcher Mk XII
    • Avg Dmg: 4,323 Kinetic Damage
    • Max Dmg: 4,323
  2. Experimental Proton Weapon Mk XII
    • Avg Dmg:  514 Proton Dmg
    • Max Dmg: 3,617

Aft Weapons

  1. None

 

Gear

  • Dyson Deflector Array Mk XII
  • Dyson Combat Engines Mk XII
    • Turn: 62.2 deg/sec
    • Max Turn: 72.2 deg/sec
    • Cruising Speed: 28.68
    • Max Speed: 36.39
  • Dyson Field Stabilizing Warp Core Mk XII
    • Weapons: 100/121
    • Shield: 50/82
    • Engine: 25/54
    • Auxiliary: 25/51
  • Dyson Regenerative Shield Mk XII
    • Shield Strength: 1,854
    • Avg Regen Rate: 100
    • Hull Resist: 25.5%
    • Hull Strength: 20,017

Consoles

Engineering

  1. Enhanced Neutronium Alloy Mk XI [+Turn]

Science

  1. None

Tactical

  1. Auto-Targeting Module Mk XII [+PhP]
  2. Proton Particle Stabilizer

Bridge Officers

Ensign Universal

  1. Beam Overload I

Duty Officers

  1. Projectile Weapons Officer (20% Chance reduce torpedo recharge by 5sec)
  2. Projectile Weapons Officer (20% Chance reduce torpedo recharge by 5sec)
  3. Projectile Weapons Officer (20% Chance reduce torpedo recharge by 5sec)
  4. Entertainer (1% chance inhibit targets perception)
  5. Energy Weapons Officer (50% chance reduce cooldown of beam powers)
  6. Energy Weapons Officer (50% chance reduce cooldown of cannon powers)

Performance

Starbase Alert Parse

  • DPS: 1,758
  • Heal Rate: 175
  • Crit Chance: 16.44%
  • Max Hit: 6,971 (Proton Barrage)
  • Shield Resist: 68.73%
  • Hull Resist: 25.48% Plasma, 24.44% Kinetic
  • Deaths: 3

Build Comments

Shuttles lack BOFF abilities. This means few heals and few attack enhancers. Gear is the best way to get around that limitation. The Dyson set is perfect for this as it synergizes with itself very nicely and adds both an attack and heals. The shield is great at restoring itself, mitigating your lack of any shield heals.  The proton barrage plus your proton weapon is lower damage than some but doesn’t face a lot of damage resistance. In addition, flying a Peregrine gives you a free Cannon Rapid Fire (the only shuttle to get access to a Lieutenant level skill). Since the proton weapon can use both beam and cannon abilities it works great to add in Beam Overload for some nice bonus damage.

In addition, throwing on the Sensor Targeting Assault rep trait allows you to knock your targets weapons offline for 4 seconds out of every 20. This is great for keeping you and your allies alive, especially now that Beam Overload is a guaranteed crit.

 

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Rogue Squadron: Corran Falcon http://rogueshipyards.therogues.net/2014/09/11/rogue-squadron-corran-falcon/ Thu, 11 Sep 2014 14:48:53 +0000 http://rogueshipyards.therogues.net/?p=261 […]]]> All Wing Report In

YT-1300- “Han Solo”  (Millenium Falcon Expansion) (54 pts)

When attacking, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible.

  • Crew– Navigatior (Lambda Shuttle Expansion): When you reveal a maneuver, you may rotate your dial to another maneuver with the same bearing. You cannot rotate to a red maneuver if you have any stress tokens.
  • Crew- C-3P0 (Tantive IV Expansion): Once per round, before you roll 1 or more defense dice, you may guess aloud a number of Evade results. If you roll that many Evade results (before modifying dice), add 1 Evade result.
  • Elite Talent– Veteran Instincts (Millenium Falcon/Slave-1 Expansion): Increase your pilot skill value by 2.
  • Title-  Millenium Falcon (Millenium Falcon Expansion): Your action bar gains the Evade action icon.

.

E-Wing- “Corran Horn” (E-Wing Expansion) (46 pts)

At the start of the End phase, you may perform one attack. You cannot attack during the next round..

  • Elite Talent– Veteran Instincts (Millenium Falcon/Slave-1 Expansion): Increase your pilot skill value by 2.
  • Astromech- R2-D2 (Core): After executing a green maneuver, you may recover 1 shield (up to your shield value).
  • Modification- Shield Upgrade (Millenium Falcon/Imperial Aces Expansion): Increase your shield value by 1.

 

Lock S-Foils in Attack Position

As difficult as it is to win with three ships you’d think just flying two ships would be suicide. Your opponent can easily focus fire you to oblivion and you’re only getting two shots each round, so it’s hard to do the same. While it’s certainly not easy there are some advantages to two really good pilots.

For one, you have less to keep track of. For another, with two really high PS you can move last, shoot first and not have to worry about running into yourself. With the right pilots you can really upgrade them to clear away some of these weaknesses. R2-D2 and a shield upgrade for instance, really turns Corran into a tough ship to kill. Similarly, Millenium Falcon title giving an evade action and C-3P0 giving a guaranteed miss each turn helps beefs up Han’s sad one agility.

Additionally, Corran’s ability itself is very useful here. On certain rounds you can fire three times. If you plan it so that you take a ship out on those occasions it will compensate for only shooting once next round. The 360 degree turret on the Falcon really helps there, as you will almost always have one ship that can fire no matter positioning.

Your tactics here are to put the Falcon into a central position where Han has a lot of board coverage. Corran needs to be a flanker, flying around where he can best take advantage of his double attack to take someone out, and then be a in a good defensive position the following turn when he can’t attack.

Your biggest threat will always be the Swarm. Since you’re only firing 2-3 times, lots of targets hurts to wade through.

 

Variations

With two ships and a total of twenty points devoted to upgrades there are a lot of potential variations you could try. Switching Shield Upgrade on Corran for a Hull Upgrade is worth considering as it saves you a point and makes up for the E-wings really weak hull. This could allow you to switch Navigator for Chewbacca on the Falcon, essentially giving it two more hitpoints. Or if you drop the Falcon title as well you could get a Gunner instead, which is never a bad option.

Once the YT-2400 is out Lando is a fun one to consider and very appropriate to fly with. You risk wasting an action but could end up with focus and evade tokens. Or Dash Rendar so you can fly on to rocks without a care (except possible damage).

If you’re comfortable with a PS 9 and 8 pilot you could switch out the elite talent. Determination is useful on the Falcon as you don’t have to worry about losing Han’s reroll and can ignore some crits entirely.  In exchange for some other upgrades, Predator, Opportunist or Outmaneuver are worth considering as they up your offensive potential. Opportunist on the Falcon with Gunner will give your opponent something to think about; if he spends that evade/focus token to prevent damage, he’ll give you another attack with a bonus die. Course that’s an expensive combo and will cost you a few other worthwhile upgrades.

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Rogue Squadron: Triple-E http://rogueshipyards.therogues.net/2014/09/04/rogue-squadron-triple-e/ Thu, 04 Sep 2014 16:28:53 +0000 http://rogueshipyards.therogues.net/?p=259 […]]]> All Wing Report In

E-Wing “Etahn A’baht”  (E-Wing Expansion) (39 pts)

When an enemy ship inside your firing arc at Range 1-3 is defending, the attacker may change 1 of its Hit results to a Crit result.

  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansion): Immediately before you reveal your maneuver, you may perform 1 free action. If you use this ability, you must skip your “Perform Action” step during this round.
  • Elite Talent– Push the Limits (A-wing/Imperial Aces Expansion)– Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.
  • Astromech– R2 (Y-wing Expansion)- You may treat all 1- and 2-speed maneuvers as green maneuvers.

2x E-Wing “Knave Squadron”  (E-Wing Expansion) (30 pts)

No Pilot Ability.

  • System– Advanced Sensors (E-wing/Lambda Shuttle Expansion): Immediately before you reveal your maneuver, you may perform 1 free action. If you use this ability, you must skip your “Perform Action” step during this round.

 

Lock S-Foils in Attack Position

A few weeks ago I took a look at a triple TIE Defender list. This week I got a chance to try a triple E-wing list. Instead of equipping three with cannons, E-wings special upgrades system upgrades and astromechs. And they are cheap enough that you can take two of the cheap ones and have one named pilot. Etahn is a great force multiplier, guaranteeing a crit for every attack, which can be devastating at times.

Because of that, they work best flying in a tight formation. Bringing all their attacks on a single opponent. With the barrel roll, they can swing into a tight line or spread out around asteroids, still staying mostly together.

Advanced Sensors are incredibly useful. The advantage of being able to take an action before moving can not be over stated. One turn, I started out on top of asteroid so was able to barrel roll off thanks to Advanced Sensors. Instead of losing an action two turns in a row, and potentially taking two points of damage, I only lost one action and one hitpoint.

They are also very useful for throwing off your enemies plans. In the first game, I took my ships up the middle of the asteroid field. After barrel rolling them into a single file line, the next turn I barrel rolled them all to the right and flew out of the field in the middle of the map. My opponent had taken a sharp right, anticipating meeting me as I came out of on his side of the map. This put me in a position to get a few unopposed shots.

Now, the major downside to this squad is the same as the Defender; only three ships, most low PS. You’re firepower isn’t great and you’re shooting after everyone else. And you also have one less hitpoint than the Defenders. The maneuverability is overall greater, as you don’t have those ugly red sharp turns (though you lose a 1 hard turn).  The advanced sensors make up for the red K-turn, which is the Defenders main advantage. They also have a nice option of taking an evade action. This can help make them tougher to hit.

I played two games with them and lost both, compared to the Defenders one win, one loss. However, both games lasted longer and I think I could have pulled of a win in at least one of the games had I not made some bad piloting choices or had some different die results (or not been facing Corran Horn with R2-D2 and a shield upgrade. He should have died like three times).

 

Variations

You can try a few variations in order to get three E-wings into a list; many more than you can for three Defenders. You could fly three Blackmoon with Advanced Sensors. Or three Knave’s with Advanced Sensors and Hull Upgrades. This would make them as tough as three Defenders. An extra hitpoint is never a bad thing.  You could also substitute in Corran for Etahn, dropping PTL and on some turns getting four attacks.

Dropping Advanced Sensors in favor of astromechs or FCS is an option but loses some of this builds versatility. Having the ability to take an action before a K-turn or before running into an asteroid is useful.

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