We
are part of a game and universe that is alive so we always need to
keep learning or else we will get lost and outdated. Even in the last few
months I have had to grow and change, myself. I had just barely learned and mastered
the 4-ship Joust when I was broadsided by 2-ship Arc Dodging builds. But even
though I am aware of them now, I know that there are other things out there
that I am completely unaware of. If we plan to not get taken by surprise with
every new thing that comes our way, we need to make sure that we are rising beyond
normal gameplay and learning the trends.
When
FFG announced the details of the new K-wing I made a few predictions about how
this next wave would affect the meta game. However, what I didn't cover in that
article was what I planned to doing about said predictions. If we see a new
Wave of X-wing come in and don't act on it then we are going to float aimlessly
just as much as if they were waves of the ocean. However,
applying new chances doesn't mean we toss the old stuff out the window. Instead
it means that we take what we have and build upon it, thus create something
both new and improved. So, without
further ado, I will roll up my sleeves and start applying patches to the tactics
I've discussed on this blog, starting with the application of the Plasma Torpedo.
Here is the first Poor Grey Pilot Strategy Update.
The first thing that we need
to note about the Plasma Torpedo is that it is still a torpedo card. And as
such it still has the main weakness of ordnance: lack of dice modification. So
if we want to use these effectively we still need to follow the same rules of fixing
ordnance. Let's take a look again at Horton Salm's ability. His rerolling of
blanks works great with any torpedo but he has to take a target lock and so
doesn't have access to a focus. The Proton Torpedo's critical focus overcomes that deficiency and allowes Horton to give 4 hits almost every time. Because of
this Pilot-Torpedo-Dice synergy I've had a really hard time justifying putting
any other missile on his Y-wing.
But
now consider the possibility of the
Plasma Torpedo. Recall that a 4 dice roll averages the result of 2 hits/crits,
1 focus, and 1 blank. So when Horton shoots a Plasma Torpedo, he is going to be
frustrated by the focus result and only get an average of 3 hits. This would be
enough to dissuade me except for the fact that the Plasma Torpedo
brings a new ability to the table. If the torpedo hits, you get an extra free
shield damage. With this added ability Horton again gets an average of 4 hits
on his torpedo and, moreover, has the possibility of doing 5 shield damage.
There is only one hitch to this plan: your potential target must be both low
agility and heavily shielded. This means that instead of hunting Ties with
Proton Torpedoes, Horton will now excel at targeting large ships and turrets.
I
am more than ok with this change. Honestly, if I'd had Plasmas during my last
tournament, I would have had a better chance fighting the 2-ship builds I
faced. And in general you will have a better statistical chance of facing shielded targets
because Ties are currently the minority in ship diversity. This makes Plasma Torpedoes
a safer, and yet still-reliable, pick when composing your squad. So have fun
trying it out.
Y-wing w/ Horton - 30 points
Plasma
Torpedoes
Extra
Munitions
Moving
right along we return to our Damsel Nera. She has a wonderful pilot ability and
becomes efficient with ordnance when paired with Deadeye and Recon Specialist. However, she has the exact opposite problem as Horton; while
he has no focus, she has too much. This means that Proton Torpedoes waste some
of her focus modification and that is especially bad since Nera can't correct
blank rolls. This leaves Flechettes or APTs and while both are good choices
they have their downsides. The former doesn't pack a very hard hit while the
latter is severally limited in range.
You
know where I am going with this: the Plasma Torpedo fits right into this
missing niche for Nera. It doesn't waste any of her focus modification, it has
a much better range to work with, and it hits hard enough that it can
potentially be as powerful as an Advanced Proton Torpedo. And since it is the
second cheapest torpedo to get, you will actually save some squad points.
The
one downside is that Nera has a range 1 blind spot and her
lower PS means many ships will move after her. One way to overcome this is to
exchange the Recon Specialist with an Intelligence Agent. (but it's ok, she's a
girl too!) Then give Nera the Push the Limit upgrade instead of Deadeye and now
you have a ship that can see where a higher ace is going, barrel roll out of
the way, take a target lock, and then shoot a torpedo in a 360 degree arc. You
do lose your modification on your shot but the extra maneuverability might just
be the key to her survival. And more than that, it means that Nera will be
strong against arc-dodgers as well as jousters and heavily shielded turrets.
B-wing w/ Nera - 36 points
Push
the Limit
Plasma
Torpedoes
Extra
Munitions
E2
Mod w/ Intelligence Agent
Reevaluating
the B-wing
In
my article discussing the X-wing versus the B-wing I talked about how a player
shouldn't just believe the masses and fly what everyone says is good. It is
much wiser to know the strengths and risks of all ships and to take the ones
that fit the roles you need for your squad. With the game being on the event horizon
of Wave 7, I reiterate that one should
not just blindly take a B-wing. The introduction of the Plasma Torpedo will
become the bane of the B. The ship currently holds the title for #1
Jouster but all of that changes when the opposing side has plasma shots. A
fully modified Plasma Torpedo will give 4 hits plus
1 shield damage. And good luck dodging that, Mr. 1 Agility. Oh and be
sure to kiss your shields goodbye.
In this situation, the X-wing is actually a better jouster. Having 2
agility dice and only 2 shields, the X has a high chance of taking only 2
damage instead of 5 from an early plasma hit. And after the shields are gone, Bs
don't last nearly as long as Xs . However, switching to X-wings is only one
option. You can also consider other alternatives including putting Jan Ors
as a crew so your B-wings have evade actions. Or you
can fly more Ace B-wings and fewer generics. Not only will the Aces give you a better
chance to barrel roll away from potential attackers, it gives you access to the
Expert Handling upgrade which allows you to shed enemy target locks. A missile
that can't be fired is a missile that won't be bothering you. And these are
just a few of the options for the change in B-wing meta. Let me know in the
comments how you plan on flying your B-wings differently.
B-wing w/ Keyan - 34 points
Expert
Handling
Experimental Interface
Experimental Interface
HLC vs 2
Plasmas
I mentioned it in passing before
but I was serious about it. Double Plasma Torpedoes can potentially be more
powerful than a Heavy Laser Cannon. Yes, you do give up your action to shoot
torpedoes but that disadvantage is mitigated in several ways. First off, double
plasmas costs 2 points less than a HLC and, honestly, a small ship with a HLC
isn't going to get more than 2 shots before being focused down. This cost is
further reduced because there are ships with double torpedo tubes that are
cheaper than ships with cannon slots. The second mitigation is the fact that a
Plasma Torpedo can do up to 5 damage to shields and also give criticals to low
shielded targets, neither of which the HLC is capable of. I'm not saying that there
is no more need for this cannon, there are still plenty of applications. But
now there is an alternative build involving torpedoes that is just as viable. I
know I can't wait to get it and try it out.
Bomber w/ Scimitar - 23 Points
Plasma
Torpedoes
Extra
Munitions
Seismic
Charges
Y-wing w/ Grey - 27 Points
Plasma
Torpedoes
Extra
Munitions
Autoblaster
Turret
B-wing w/ Blue - 29 Points
Heavy
Laser Cannon
Hull Upgrade
with Determination
Last
thing I want to discuss. When it comes to strengthening your defense there has
always been 3 options for modification: Stealth Device, Hull Upgrade, and
Shield Upgrade. I know that there are good applications for the Stealth Device
but I have never liked relying on it. I have always been a fan of
attaching more shields to things. Got an extra 4 points? Stick a shield on a
Bomber or Tie Fighter, it can be a really game changer. Or add a shield upgrade
to an X-wing or A-wing to make them both beefy and evasive. But that has
changed now that Plasma torpedoes are a risk. It now can be a danger to add
more shields because they can just be mopped away with a plasma hit. That's
more wasted points than getting all blanks and losing your Stealth Device.
But
here is a fun little trick I have learned. If you've got a ship with an Elite
Pilot Talent that you aren't using, consider giving it a Hull Upgrade and Determination.
It costs the same as a Shield upgrade and it does the same thing, but in a different
way. Take Howlrunner for example. Give her a Shield Upgrade and she can block
an early critical. On the other hand if we give her a Hull Upgrade and
Determination then she has a 25% chance of absorbing a critical across each of
her hull points. Since Howlrunner will have 4 hull, she has a good chance of
absorbing one critical and if she does, she still has that hull left. It is a
bit of risk but it has a good chance for payout, similar to setting your shields
on double front and hoping you don't get hit from behind. And this combo is
even more powerful than before because it isn't hurt by plasma hits. Kavil
with a Shield upgrade will just get it stripped off when hit by a torpedo. But if
he has a Hull Upgrade and Determination he doesn't have that risk, plus each of
his 6 hull points has a 1/4 chance of absorbing a critical for a total of 1.5
average. Now that is a bargain in defensive cost.
Tie Fighter w/ Howlrunner - 22 Points
Determination
Hull
Upgrade
Y-wing w/ Kavil - 34 points
Determination
Blaster
Turret
R4
Agromech
Hull
Upgrade
These are the applications I plan on making with the coming
of the Plasma Torpedo. Thank you for reading. I hope you enjoy this blog and
feel free to leave any comments or questions. Stay tuned for my next update
where I will apply the Twin Laser Turret, especially to the Rebel Hawk Pilots.
See you then.
Afterwards:
Note that a Plasma Y-wing is so much cheaper than a HLC B-wing that I was able to give it an Autoturret, upgrade its PS, and still have points to spare. The higher PS will allow the ship more opportunities to get its target lock.
The Keyan build was provided by Kevin Wadsworth.
Afterwards:
Note that a Plasma Y-wing is so much cheaper than a HLC B-wing that I was able to give it an Autoturret, upgrade its PS, and still have points to spare. The higher PS will allow the ship more opportunities to get its target lock.
The Keyan build was provided by Kevin Wadsworth.
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