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Endgame124 said:
ScottieATF said:
I don't think dropping the missles is even a real option. You just can't deal enough damage without them.
I think you are better off dropping the Grey to Gold and switching Vet. Instincts for Push the Limit. That way you are getting the most from that intial salvo that you can. I think the marginal increase in skill is a waste of points and an upgrade slot.
How many times have you fired a Proton Torp and missed a tie entirely? Homing missiles will at least let you ignore evade tokens, and the concussion missile will save you from rolling 3 blanks on your attack, but thats still 9 points worth of missiles. Thats over half the price of adding a prototype A-Wing for maybe getting an extra hit on the table. I think if you really want missiles to work, you want to run Horton, Wedge, and an A-Wing, and even then I'm not 100% sold on the missile on the A-Wing.
The answer is once, because I don't put ordanance in positions to fail. I put it one pilots with abilities geared to it, hedge my bets with a Gunner, or upgrades such as Push the Limit.
The OP is asking for opinions on his intial two Y-Wing two A-wing build. This is not a thread discussing the merit of missiles or how to build the best squad ever. He gave a general template to work in and that what we are attempting to do. We are not talking about making missiles work we are talking about how to make his squad template functional.
Vorpal Sword said:
If you're planning to use Green Squadron + Push the Limit, I think Concussion Missiles are a better choice than Homing Missiles. The damage distributions look very similar, and the expected number of hits differs by only 0.07 (3.68 for Concussion, 3.75 for Homing). Basically you'll never be able to tell the difference in play.
The Homing Missiles have the advantage of preventing your opponent from spending Evade tokens, but I'm not sure that's worth the extra build point.
So I would run Green Squad + PtL + Concussion Missiles if that's where you're leaning, and use the extra points to beef up the Gold Squad pilots with generic astromechs.
***
An alternate idea, though, might help round out a possible problem with the list. In my experience ships with low pilot skill sometimes have trouble with missiles and torpedoes, because they have to have a Target Lock on an enemy ship--and getting a Target Lock on a ship that moves after you do can sometimes be a pain. (For instance, Vader is just out of range when the Greens move, and by the next combat round he's at Range 1 and/or out of their firing arc.)
One solution to that problem would be to use Deadeye + Homing Missiles. That way your A-wings can target any ship that's within range when they fire, rather than when they end their movement--and you still have four dice with Focus. It is a step down from the Push the Limit combos, and you also don't benefit from having Push the Limit after the missiles are away, which is a shame because it's a nice way to wring a little bit of extra offense out of the A-wing. But it's an option.
The generic base ships are still very attractive buys in both factions. I don't think the Green Squadron pilot will be left wanting for at least a few ships tha will be forced to move before it. Yes it puts Vader out of the targeting window, but you want to go with the low hanging fruit anyway. not the guy with shields.
ScottieATF said:
The generic base ships are still very attractive buys in both factions. I don't think the Green Squadron pilot will be left wanting for at least a few ships tha will be forced to move before it. Yes it puts Vader out of the targeting window, but you want to go with the low hanging fruit anyway. not the guy with shields.
What concerns me, though, is that a lot of people are talking about smaller squads with generally higher pilot skills in Wave 2. In that environment I can see an argument for Deadeye + Homing Missiles: not only is it slightly cheaper, but it provides you with a great deal of tactical flexibility. If Vader is the only ship you can target, then shoot him--two attacks with 4 dice and Focus is a nice way to soften him up even if you're unlikely to take him all the way out.
Plus there's value in the threat of a missile that could target anybody, compared to a missile whose destination is known to both players early in the maneuver phase--but that's verging on an even more theoretical conversation.
ScottieATF said:
The answer is once, because I don't put ordanance in positions to fail. I put it one pilots with abilities geared to it, hedge my bets with a Gunner, or upgrades such as Push the Limit.
The OP is asking for opinions on his intial two Y-Wing two A-wing build. This is not a thread discussing the merit of missiles or how to build the best squad ever. He gave a general template to work in and that what we are attempting to do. We are not talking about making missiles work we are talking about how to make his squad template functional.
Very nice of you to reiterate my point - you want missiles with Wedge and Horton, others, maybe not so much. Homing missiles do have the extra attraction if you don't have to spend the target lock, which will make the more reliable than a standard torp, but I still wouldn't bet on more than one point of damage getting through. 2 is probably a safe bet if you have PtL to add a focus to the roll as well.
regarding your second point, I answered regarding his list, and stuck with the theme. The first suggestion was 2 Y-Wings and 2 A-Wings and 2 missiles. The second list still uses 2 Ys and 2 As, but traded the fire once missiles for higher durability. I'm following his template quite well, thank you.
That's it man, game over man, game over!
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