Well, ending another long week… DID get in a test game with the S&V build
for X-Wing… Went with a Manaroo, Fenn
Rau, Kavil build. Kavil kitted out with
the Engine Upgrade and Autoblaster Turret to allow him to get in and hunt Aces. Manaroo was kitted out as a Bump Master and
honestly, with Intel Agent and the Anti Pursuit Lasers, he ended up doing a lot
of damage… And more importantly
disrupting things to allow me to get out of tight spots. Kavil was…
A disappointment. However, Tony
correctly realized the ancient Y-Wing was both the easiest target and the more
dangerous to his TIE Defenders. ABT
ignores defenses on Hits, so Range 1 out of Arc, I get 3 Dice with likely mods… Makes it rough to rely on Agility to keep
your ships safe when Agility is ignored.
Range 1 though. So, I think I
MIGHT have gotten off one ABT shot, but thinking back I suspect it was just the
(fairly weak) main guns of the Y-Wing that did hit for a few against the TIE
Bomber. Fenn Rau was OK… Got several Range one attempts and… Well, the ship survived. Might have gotten a few kills, but about mid
game got the “Blinded Pilot” crit making his PS 0… WAY less useful as an arc dodger at PS 0
rather than PS 9.
Lessons learned… The
Mindlink was missed. Sorely. So much so that I suspect that it would be
the only viable way to kit this Squadron out.
FennManarooKavil2 (100)
Manaroo — JumpMaster 5000
|
27
|
Attanni Mindlink
|
1
|
Plasma Torpedoes
|
3
|
Extra Munitions
|
2
|
Intelligence Agent
|
1
|
Anti-Pursuit Lasers
|
2
|
Ship
Total: 36
|
|
|
|
Fenn Rau — Protectorate
Starfighter
|
28
|
Attanni Mindlink
|
1
|
Autothrusters
|
2
|
Concord Dawn Protector
|
1
|
Ship
Total: 32
|
|
|
|
Kavil — Y-Wing
|
24
|
Attanni Mindlink
|
1
|
Twin Laser Turret
|
6
|
Unhinged Astromech
|
1
|
Guidance Chips
|
0
|
Ship
Total: 32
|
|
|
That’s what I think my next iteration will be. Kavil gets equipped to fight in the old
Klingon “Saber Dance” method… Skirt the field;
take the long ranged shots until you kill them with lots of small cuts. The opposite of the ABT load out where he is
ONLY a knife fighter. The Agility 1 ship
is… NOT suited to getting in close and
just trying to go toe to toe with more modern fighters like the upgraded TIE
Defenders. Manaroo has Plasma Torpedoes
which replace the PTL and Predator EPTs on my first build. Fenn is...
Well, he is the finisher. Or the
more obvious threat and therefore the bait.
But in any case, he should be zipping about hoping to stay at Range 3
then pouncing to Range 1 to try to pile on Damage.
Gets me to where I think there are a few thing VASTLY under
costed in the game as it stands now.
Full disclosure, I have several of them in my current list, so I am one
of the people abusing the point system as well…
The Jumpmaster itself is ~ 10 points under costed when compared to
similar ships. The ship is fast, agile
and has an amazing dial. ONLY weak point
being the substandard Attack of 2. But
it has 2 Torpedo slots and CAN get the Attack up to 3 with the title. With its dial and the Barrel Roll, I can
block off an amazingly large area, forcing so many bumps… And Intel Agent at 1 point gives me that edge
to put the JM5K exactly where I need it, assuming I was close with the maneuver
I dialed in. Not likely to win me a LOT
of games on its own, but it is a fairly big thing. The TLT is pretty darn cheap, but probably on
the lower end of the “broken” scale.
Neat and potentially powerful, but not overly so… If you bring one. Bring say, 4 of them? Well, that is not additive, more
multiplicative in the threat level I think.
You start throwing out 3-4 of them and you are getting 6-8 3 Dice
Attacks at Range 2-3. And no bonus
Agility at Range 3… Yes, only 1 Damage
per shot, but getting 6-8 shots? Not
much lasts under that weight of fire.
So, not bad in and of itself… The
Mindlink on the other hand… That I put right up there with PTL and the Emperor
as something fundamentally broken. At
least in this configuration with Manaroo being able to pass Focus and Target
Locks. Gets SO easy to get say, Fenn to
Range 1, pass him a second Focus AND a Lock to get the fully modified 5 dice
shot knowing he will have a Focus and an automatic Evade if he ends up in their
Arc for the return fire… Kind of the
perfect storm of abilities, but… Not a
lot different than the Imperial Palpatine shenanigans with the /x7 Title for
the TIE Defenders…
So, some broken stuff, but really not TOO bad I suspect… Hoping FFG does do something to correct these
things a bit before things spiral to STAW levels with the Borg and attack
negation stupidity. With the League,
there is essentially money on the table so more folks are bringing their best
stuff… So, no point playing with
anything less myself. But all in all,
there is NOT one uber build dominating the whole game… There ARE a handful of really good ones, but
there are a number of hard counters within that set of builds, so… I suspect the game itself is actually pretty
healthy… Really glad of that I am with
this being my (for the moment) only game I am really playing…
Yes, playing Armada as well now, but that game interests me
less… Lot more in depth, but the fact
that an artificial point scale for the game had to be tacked on after release
tells me that they never really considered the possibility of someone knowing
they were ahead, maybe even from the beginning if the bid for Player One was
higher… That they might then simply
avoid contact for the 6 turns of the game and “win” by TKO… Frustrating as hell and boring to me at
least.