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Parakitor said:
cleardave said:
DavicusPrime said:
This is exactly why you need to think of your list as a squadron, not a collection of individual ships. A Y-Wing with an I-Cannon is an asset to the Squadron as it can disrupt the TIEs and provides some rear defense. Xs are your dog fighting masters. Wedge being the best of the best. if you're going to use Torpedoes, placing them on a Y, especially Horton with his free blank reroll is a good platform for them. But you need to look at them in terms of how they mesh together to see their real value.
Also there's tactics rebs have that TIEs don't and vise versa.
Rebels should use target locks as often is is feasable! Rerolls for your attacks means increasing your potential of thinning the Imp herd out quicker which removes their numbers advantage. And always use Locks with your Ion Cannon if you can. Just getting one more hit than your opponent rolls evades is all you need, rerolls help you get it.
For TIEs, use your evades and barrel rolls to keep you alive, use your speed and better maneuver dial to get where you can do the most damage, range band 1 and stay there as long as possible. Focus is best used when you think you'll have a good target to hit, but aren't sure if you'll end up being a good target. If you expect to be in a reb's fireing arc, take the evade over a focus every time.
Both sides: Don't forget to take your actions and use your special abilities at every opportunity. They'll save your bacon.
-DavicusPrime
To expand on your point about always dropping Target Locks if you can; activating the re-roll isn't an action, and it's done in the combat phase. This distinction is important for times when you're denied actions because of Critical Hits and collisions, or other situations where you desperately need your action for something else. Especially if you Target Lock on a turn where a shot wouldn't be practical anyways, you can save it to ruin the TIE's day on a later turn.
Also, to shake a Target Lock, your target would need to be using Expert Handling, and spend THEIR action on using it. So adding the Target Lock on a TIE with Expert Handling can get them to not Focus or Evade for that turn. If you've got the TIE in your firing arc that turn, it means you get your X-Wing to hit them with the 3 Attack dice, putting the TIE (typically) at a disadvantage to defend in you're in 1-2 Range. Range 2 baits the Expert Handling to avoid the Torpedo, and Range 1 gives you 4 Attack dice with a full re-roll they may want to avoid.
Whether on Rebel Ships or a TIE Advanced, using missiles or regular weapons fire, I like to think of a Target Lock as investment planning for the future.
Interesting. I hadn't thought about using Target Locks to force TIEs to use the Barrel Roll when they don't want to. When I played Imperial I ditched that target lock all the time. And "Dark Curse" doesn't even need Expert Handling because Rebels can't even reroll against him. But I can see for some of the other pilots that getting locked onto all the time could really get annoying.
I haven't really thought of it either, I'm usually the imperials! Hunt that rebel scum! Now your tactic to force us into barrel rolls is forfeited and you will never catch us!
"That is not dead which can eternal lie, And with strange aeons even death may die."
Parakitor said:
Interesting. I hadn't thought about using Target Locks to force TIEs to use the Barrel Roll when they don't want to. When I played Imperial I ditched that target lock all the time. And "Dark Curse" doesn't even need Expert Handling because Rebels can't even reroll against him. But I can see for some of the other pilots that getting locked onto all the time could really get annoying.
Yes, it's a good harasser. Dark Curse is immune to the Target Lock's ability to re-roll your attacks, but he still gets ruined by a Torpedo as easily as any other TIE Fighter. Also, he can't use Expert Handling to shake the Target Lock.
The only TIE Fighters that can are Howlrunner, Mauler Mithel, Black Squadron Pilot. So, one third of the uniques, and one third of the non-uniques. The Target Lock threat works best if you have the threat of a Proton Torpedo to back it up, but your Primary Weapon is just as good, with the exception of scaring off Dark Curse.
But then again, if you didn't have Torpedos, there's not really a point to target locking Dark Curse, unless it was some situational thing, where Dutch was empty on Torpedos, and Dark Curse was the only thing in range, so Dutch Target Locks Dark Curse, then uses his (his being Dutch's) pilot text to give another nearby pilot a chance to acquire a Target Lock of their own, at another target, if it spaces correctly.
There's so many funny things like that you can use, and I always enjoy looking at the tech you can put together in a list.
Basically, having Torpedos can be handy as a good way to mess up a TIE pilot with Expert Handling, just to get them to keep the action on deck to use the Target Lock and bait their evasive maneuver.
Oh, this game. So many possibilities.
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