• I think you should look at the Air Kami unit again — it offers more than you might realize. LIFT is good for getting Repair Vehicles and Fuel Trucks to Nova, yes. That capability alone is enough to warrant an include, since Nova’s range and MULTISHOT means she might want to cross to mid-map to fight. But just as a nuisance unit due to DISTRACT +…[Read more]

  • For when you REALLY need to not be where you are; Fuel Truck + Air Kami. For when you REALLY REALLY need to not be where you are; Fuel Truck + Galaxy Garrison Cruiser. And for when you need to move the world? BOTH at once.

  • Switch out Unhinged Astromech on Kavil for Genius, and you gain more than you lose while also getting a better initiative bid. If you wanted to bid at 98, you could even opt for Proton Bomb over Thermal Detonators. (Genius + Ion Bomb is the Kavil build that I like personally. I’d end up adding Glitterstim to Dengar, for turns where I decided to…[Read more]

  • Keep at it Spazz! You can do it!

    I’ll add one more way to be efficient — have a strong space in mind for your blasting units, so that you only need to move them once after spawning. For example, if you spawn Tornadus + Fire Kami Elite to deal with 2 units on power nodes, you might park both where they also can shoot any enemy unit coming…[Read more]

  • If you are struggling to qualify tournament after tournament, it’s important to isolate why that is happening. We all have relatively the same chances because we all use the same ships and same dials. So it always comes down to our decision habits — some habits of thinking are stronger than others. Change your habits, and you can change your…[Read more]

  • If you still have the Attack Shuttle docked, and have Zeb crew aboard the Ghost, you may fire from your rear arc at an enemy ship that has collided with you there. That combo does work, although it’s difficult to arrange as a useful play — you’d need a shuttle pilot not named Zeb, and you’d want to make good use of the Ghost’s turret slot. You’d…[Read more]

  • Pretty much exactly that! In my head too. It’s my favorite movie, btw.

  • Both of my ships did what I asked them to do. I was pleased with the positions that I saw each game, and if the same rolls were made with new results I think I was ahead in both games. I did notice in both games that I tend to out-think myself some — I see the best move for the opponent, and don’t counter it because surely they know I’m going to…[Read more]

  • Slot matters less than function. If we had a ship mod or crew available to boost accuracy, Reinforced Deflectors would be a more attractive card. The value of offense boosting in X-wing is high, relative to defensive cards of any kind. This is because concentrated fire to kill off enemy guns is so important. You only get value from defensive cards…[Read more]

  • The more health the carrier has, the more valuable the card becomes. You are buying health, which in translation is the same as buying time to keep shooting. The most valuable carrier by far would still be the VCX — there is no mechanical reason I can see for “large ship only”, I assume it is there only for theme.

    If Reinforced Deflectors has…[Read more]

  • Taking a closer look, it does count crits — in fact HC that lands DH would count. That certainly is a bit better than I thought it was. I’m still not impressed with the card, but it’s not 100% useless.

  • Actually looking at all the cards from this set, I think I know what probably happened. Look at the Zeb cards — Attack Shuttle ship pilot, and crew card. The Zeb pilot card ability is all but useless. It’s a 2 hull ship, you are generally dead the turn you take a crit, even if the crit doesn’t do extra damage. The Zeb crew is double edged,…[Read more]

  • Reinforced Deflectors actually pretty terrible even as a 0pt card, just because of opportunity costs. In the an ideal circumstance where you take exactly 3 hits almost every time you are shot (such as vs a triple HLC Dagger squad or maybe vs Dash + some HLC Keyan build), you take 8 shots to die instead of 6. That’s 1-2 turns where the Ghost can…[Read more]

  • The main reason lists gravitate toward 2 ship builds is how hard opposing lists can hit — if you will lose a B-wing or Y-wing right away, why bring 2 of those when you can bring 1 bigger tougher ship (like a 2nd VCX) that will remain in play? It hits much harder than a single lesser ship.

    Ironically this is the same reason that lists gravitate…[Read more]

  • I really like Redline. Normally he can really dish out the damage. Just not on May 7th 2016. I advise not playing him on that day, if you ever time travel to play in an X-wing Regionals tournament. I actually like TIE Punisher in general and think they are quite good. They are pretty good in this meta actually, so long as you have a way to get…[Read more]

  • On Saturday, May 7th, I attended my local Regionals tournament in “The Arena” at my lgs Your Hobby Place. After a few days of planning what squad might give me the best chance and wanting to bring something other […]

    • That’s a rough day 🙁 Kudos for bringing a TIE Punisher list though – that should be worth a tournament point or two just on principle 🙂

      Had you owned a VCX prior to the tournament would you have considered a VCX list? Or were you worried about VCX counter lists?

      • I really like Redline. Normally he can really dish out the damage. Just not on May 7th 2016. I advise not playing him on that day, if you ever time travel to play in an X-wing Regionals tournament. I actually like TIE Punisher in general and think they are quite good. They are pretty good in this meta actually, so long as you have a way to get them shots at maneuverable targets. I felt like if I took either fight again, I could win that game. But that list in particular does need me to aim Redline’s arc well, and I regret not just turning in with Redline in game 1 to just close it out. Barring what happened vs Miranda in game 2, I’d have won that game 170-30. Against Alex, if I got the Miranda kill and then lost Oicunn, I would have won that 170-30 or 140-60 depending on whether he killed Oicunn (he’d have 2 turns to deal 3; I’d ram him on one of those turns to deny a shot and then Boost to avoid his primary arc, so by my assessment it wasn’t possible to get that kill). Redline was definitely in a position to do work each time, and there are other ways to support him.

        I would probably have brought Rebels had I owned one already, because it’s very hard not to play Rebels for me. It’s easily my favorite faction. They don’t need supported in any special way, except I’d probably want something that could help fight swarms. Probably the best major counter to VCX that’s also viable in the current meta as a whole is a Feedback Array swarm. This list:

        70 (x5) Pirate w/ Feedback Array
        30 (x2) Pirate w/ G Chips, Feedback Array, Thread Tracker

        This can eat through a VCX pretty fast, and has decent enough chances vs ace lists (especially Palp-aces). The number of bodies is extremely helpful in both fights. There are some 5-6 ship Crack Shot swarms floating around that could also do the job well enough I think. It’s a lot trickier though when you have fewer ships, to close out the game. Swarms become very weak when you don’t have a lot of ships.

        I definitely suggest the VCX build that Alex chose to bring if you are looking for the strongest possible VCX ship, with or without Engine as you prefer. You really don’t “need” Engine in most games, but when you get against a swarm it suddenly becomes important to have. It’s such a cost-efficient ship that I find the Engine buy easy to afford. There are definitely some other cheaper builds and support builds that are also strong, like the Autoblaster builds or Kanan to protect Biggs. I do not recommend bothering with Engine if you do not buy TLT for the VCX. If you can’t turret kite, just keep costs down and tank damage.

        • I have been running Kanan w/ FCS, Chopper, Rec Spec, Autoblaster for my Ghost builds, but I do really like that Chopper build, particularly switching over to TLT. It’s too easy to get out of position and not have shots with the VCX for too many turns when you don’t have the rear arc or any reach with your turret. The Autoblaster is meant to be area denial against aces, but most players can avoid range 1 or just bump so it doesn’t end up doing that much for me in practice. Chopper’s ability discourages bumping so the range 1 donut isn’t as much of a liability.

          I couldn’t do a 2 ship build though – there is that razor’s edge between playing too aggressively or too conservatively when you only have 2 ships and I never seem to end up on the right side of that.

        • The main reason lists gravitate toward 2 ship builds is how hard opposing lists can hit — if you will lose a B-wing or Y-wing right away, why bring 2 of those when you can bring 1 bigger tougher ship (like a 2nd VCX) that will remain in play? It hits much harder than a single lesser ship.

          Ironically this is the same reason that lists gravitate toward lots of unimportant but efficient ships, aka swarm fighters. A pair of Bandits will last marginally longer than an FCS B-wing or TLT Y-wing out there, giving you an ATT 2 gun that remains in play and delaying enemy profess toward a win by 1 shot (to kill your 2nd Bandit). You also do more damage with 2 Bandits over 1 better ship when ignored as a target, so once you switch out a single 24-ish pt ship for swarm fighters it becomes logical to switch out all of them that you can.

          The weakest price point in X-wing is always around the cost of the ships that die to a single turn of heavy fire. As we get more offensively capable squads, the band of ships that are vulnerable from a “guns left in play” perspective broadens. That’s what’s happened to a lot of the 8-10 health ships as of 3 Scouts entering the game, since that list easily cranks out 11-13 damage on a single target. Things have moved to lists that can absorb 3 torpedoes and survive, or to cheap swarm ships that can each absorb a single torpedo without dying.

          It would be cool to see something anti-nuke hit the game for a few median-cost, currently lackluster ships. For example, what if the T-65 got these cards?

          R2 Defense Droid (4pts, droid, T-65 only)
          “When defending, you may discard 1 Shield token to cancel all dice results.”
          (This looks good for a 4 ship Rookie tank squad, or an aggro PS 9 Wedge.)

          R7 Defense Droid (4pts, droid, T-65 only)
          “When defending, the attacker may roll no more than 2 attack dice.”
          (This looks especially great for Luke. Remember, Luke SKYWALKER?)

          These don’t do a whole lot against TLT or swarm ships.

        • Reinforced Deflectors being a 3 point Large Ship only System really feels like a missed opportunity. The card ability is exactly the sort of thing we need to counter the “4 hit meta”, but using the system slot and the large ship only restrictions make it a largely irrelevant card 🙁

        • Reinforced Deflectors actually pretty terrible even as a 0pt card, just because of opportunity costs. In the an ideal circumstance where you take exactly 3 hits almost every time you are shot (such as vs a triple HLC Dagger squad or maybe vs Dash + some HLC Keyan build), you take 8 shots to die instead of 6. That’s 1-2 turns where the Ghost can keep shooting, so you might (with a TLT equipped to ensure you get offense during those turns) get some value there. But the moment you move away from mass HLC and maybe Single Turbo Lasers, the card is pretty worthless — you aren’t regening enough to actually live longer, since on AGI 0 the killshot will often be more than is needed to remove you from the table. The meta is always full of pilots/cards that rain crits (Palpatine, PT, etc). There are swarms.

          And of course it is useless on Aggressor. At AGI 3, that ship will almost never take 3 hits with nothing being evaded. Reinforced Deflectors is ideal for an AGI 0 ship… and just not good enough as a card to ever be the best system choice there. If it counted crits, it would have been a much much better and more playable card. If we ever see a crew or mod that turns an enemy crit result to a hit result, Reinforced Deflectors might be worth a look.

        • Actually looking at all the cards from this set, I think I know what probably happened. Look at the Zeb cards — Attack Shuttle ship pilot, and crew card. The Zeb pilot card ability is all but useless. It’s a 2 hull ship, you are generally dead the turn you take a crit, even if the crit doesn’t do extra damage. The Zeb crew is double edged, because if someone rams VCX from behind they can shoot you when Zeb is aboard (and you can’t shoot back!). My guess is that those two abilities were once reversed, with the crew card letting you shrug off crits (making any ship into Chewbacca; I note the VCX has Evade action) and the the Attack Shuttle able to ram/block and trade point blank vs a target. I suppose one of those seemed a bit too good and rather than adjust cost they just switched the abilites… to the severe detriment of both cards, which are now not so great. I do like the Zeb crew card OK. If the Zeb crew ability used to let you use your Evade token to cancel a crit, Reinforced Deflectors would have been a bit of a stronger card to shrug off damage. It probably would have been decent as a 0-1pt card.

        • Regarding the Zeb crew card, if you have a docked Phantom, am I wrong in thinking that you CAN shoot from the back if the enemy bumps behind you, since the back is an arc and you can shoot from the back due to the Phantom?

        • If you still have the Attack Shuttle docked, and have Zeb crew aboard the Ghost, you may fire from your rear arc at an enemy ship that has collided with you there. That combo does work, although it’s difficult to arrange as a useful play — you’d need a shuttle pilot not named Zeb, and you’d want to make good use of the Ghost’s turret slot. You’d also have to build not to need the intentional ram/block play to avoid some enemy guns, which is very useful to large ships when they get up against a lot of small ships. To me it seems like adding Zeb actually weakens a VCX, rather than improving it.

          But… I’ll give such a list a whirl:

          -100-
          30 Ezra w/ Lone Wolf, C3-P0, Ion Turret, Phantom
          42 Lothal w/ AccC, Hera, Zeb, Autoblaster Turret, Ghost
          28 Gray w/ R3-A2, TLT, BTL-A4

          My thinking is that you might arrange for the 5k to block, but opt for the primary weapon against an AGI 0-1 target (to try for 3-4 damage) instead of doubling up on the Autoblaster shot. You could also follow up with a 1-turn or 1-forward to block again. Zeb makes some sense when you are meta-hating vs aces like this list does, to threat 4 unstoppable damage if you land a block. You definitely cannot build a VCX that intends to use its rear primary arc vs targets that are collided with it. But this build can use that capability when the opportunity does present itself, possibly for 2 turns in a row.

          That’s not the only place I like Zeb though:

          26 Blue w/ FCS, E2, Zeb
          26 Biggs w/ R4-D6, Integrated Astromech
          26 Gold w/ R3-A2, TLT, BTL-A4
          22 Green w/ PTL, Autothrusters, Refit, Test Pilot, Adaptability

          One of the ways that ships frustrate FCS builds is to intentionally ram the FCS carrier to deny an exchange, which Zeb stops. For 2pts, B-wing gains the ability to both block and shoot at the target with ATT 4, F+TL (or at least TL if you rolled to get the block yourself). That 2pts can be the difference between erasing a valuable enemy gun and watching it escape relatively unharmed to murder your squad.

          I’ve also been looking at the Fringer, since it is such a good blocker:

          -100-
          42 Fringer w/ Zeb, APL, Mangler, Outrider
          26 Biggs w/ R4-D6, Integrated Astromech
          32 Gray w/ R3-A2, TLT, Engine

          The ability to manipulate your arc facing and Barrel Roll can help you dictate when Zeb is active, in case you want to block but not trade shots. I like the ramped threat of blocking, since APL alone is not that scary (~6 blocks to kill Soontir 1v1… ~32 blocks to kill a VCX!). For 1pt the Fringer becomes much more capable of 1v1ing an ace in the endgame, if left healthy enough to trade.

          I’ve been pondering if Zeb doesn’t have a place on Chewbacca as well.
          The concept is the same more or less, just executed differently.

          57 Chewbacca-1 w/ Predator, Zeb, Luke, Engine
          43 Lothal w/ FCS, Hera, Ezra, Autoblaster Turret

          The idea of wiping Inquisitor off of Chewbacca’s windshield amuses me.

    • I’m pretty sure Reinforced Deflectors counts both hits and crits. Just look at the wording difference between R4-D6 and Reinforced Deflectors. The real downside to RD is that it’s in the system slot where it has to compete with FCS and Advanced Sensors plus it feels a little overpriced.

      • The other downside is that it encourages ships to save their focus tokens for defense on rolls where spending focus would result in high damage (except when spending it would kill the ship). That’s just weird.

        It’s an unfortunate card. Could have been much better, and for three points and the Systems slot, needed to be much better.

        “When defending, if there are three or more [hit] or [crit] results after all other modifications, roll 1 defense die. On a [focus], you may cancel one [hit]. On an [evade], you may cancel one [hit] or one [crit].”

        That’s not perfect, but it’s closer to what it should have been.

      • What I don’t understand is why Reinforced Deflectors is Large Ship only. Would it really be broken on a B-wing or G1-A, Or even a Tie Advanced, or my particular favourite the Punisher? It seems like it would be way more likely to be used on the high health low agility smaller ships to give them extra “lives” i.e. the ability to force the opponent to spend a higher minimum number of attacks to take them off the board. And even then it is competing with the undercosted and/or extremely efficient (depending on your perspective) Fire Control System so is still not all that likely to see play, but is an interesting option nonetheless.

        • The more health the carrier has, the more valuable the card becomes. You are buying health, which in translation is the same as buying time to keep shooting. The most valuable carrier by far would still be the VCX — there is no mechanical reason I can see for “large ship only”, I assume it is there only for theme.

          If Reinforced Deflectors has a real place at 3pts, it could be on Aggressors while the meta is full of so many hard hitting and AGI-nerfing cards/ships. That ship despite being AGI 3 rarely has any tokens to spend on defense, and regenerating some health after taking a big hit could go pretty far for them. I don’t see it being as good for them as AdvS or FCS, but it’s certainly worth a try.

          50 IG-88B w/ RDef, Predator, Autothrusters, Mangler, Glitterstim
          50 IG-88C w/ RDef, Predator, Autothrusters, Mangler, Glitterstim

          I suppose I could see it on VCX as well if you didn’t need your system slot for accuracy, since it probably does buy you at least 1 more turn on the board. The problem here really is just the absence of accuracy cards for Rebels that are not EPTs. They have FCS, and Han Solo which combos best with FCS. That’s it for them, unless you bring support ships to buff.

          44 Lothal w/ RDef, Hera, Ezra, Autoblaster Turret
          31 Dutch w/ TLT, Loadout, Ion Bomb
          25 Airen w/ VI, G Chips, Homing Missile

          It doesn’t look very exciting to me, though.

      • Taking a closer look, it does count crits — in fact HC that lands DH would count. That certainly is a bit better than I thought it was. I’m still not impressed with the card, but it’s not 100% useless.

      • 3 points would have been fair as a large ship only modification, but taking up the system slot is just too high of an opportunity cost. If it had been a modification, it would be an alternative to running Engine – instead of trying to avoid arcs, you stay and tank.

        • Slot matters less than function. If we had a ship mod or crew available to boost accuracy, Reinforced Deflectors would be a more attractive card. The value of offense boosting in X-wing is high, relative to defensive cards of any kind. This is because concentrated fire to kill off enemy guns is so important. You only get value from defensive cards when you are the target the enemy wants to shoot. But every ship in your squad can use its offensive cards, on almost every turn. As a result offensive cards tend to push defensive cards out of builds until accuracy nears maximum. Only the free slots get used for defense, and when builds are starved for points these are the cards that get dropped. C3-P0 and Engine on Miranda, for example.

    • Some days it’s just not meant to be. I remember going 0-3 drop at GenCon last year. You just have to shake it off, learn from your mistakes, and come back stronger.

    • Sorry to hear about the rough day. I think Oicunn is a strong choice in the current meta, so I think it was a good call that just didn’t work out.

      • Both of my ships did what I asked them to do. I was pleased with the positions that I saw each game, and if the same rolls were made with new results I think I was ahead in both games. I did notice in both games that I tend to out-think myself some — I see the best move for the opponent, and don’t counter it because surely they know I’m going to counter it. Once I’m down that rabbit hole I can make some silly choices sometimes. It’s better to just force the opponent to make super-solid moves every single turn, instead of trying to catch them being clever. Even when it’s Alex. You can never know when someone will pull the trigger on a clever play rather than the obvious move, and guessing can lose you an advantage you had flown to get.

        • I think you overthought yourself. I have a few bits of cleverness here and there, but by and large I tend to go for good strong plays in the initial portion of the game. I’ll leave it up to the other player to stop me. Certainly, I won’t take the “obvious” move if there is something that could just wipe me out, but if I think the costs are reasonable I’ll take my chances. I think it’s sort of like paying to see if someone is bluffing in poker. Maybe you get burned a little, but you get to learn something about your opponent in a more controlled environment than the frantic end-game.

          That being said, I tend to run ships that can take a hit in bad situations, so this approach might now work as well with a ship like like Soontir Fel.

        • When I start to go down that rabbit hole I always think of it as the iocane powder dilemma.

        • Pretty much exactly that! In my head too. It’s my favorite movie, btw.

        • Hah! I almost inserted a line in the above post about gambling with a Sicilian when death is on the line.

    • Better luck next time!

    • Thank you for writing this article. I’m glad I can now share (yet another) a link about how rough days are inevitable, even for very seasoned veterans. It’s in the nature of the game, it doesn’t mean more than it has to, about the player experiencing it. It’s a great showing of cool heads prevailing, if you are willing to take the appropriate nuanced steps to the analysis of your games, without falling into the “I am cursed” nonsense trap. Newer players don’t have this reflex practiced yet.

    • I appreciate you writing this, and sorry to hear about your day. I’m used to mostly seeing posts in blogs or reddit like, “It’s my first tournament, and I won!”; I have yet to win (or make Top 8 in) a single tournament, so reading those are always deflating, while reading yours are always perspective-building.

      I’m one of those folks who, even losing 2 games, I’ll still convince myself that somehow, some way, I may yet still have a chance to make it, but it still doesn’t make it easy to go the rest of the day starting with two losses as I often do.

      • If you are struggling to qualify tournament after tournament, it’s important to isolate why that is happening. We all have relatively the same chances because we all use the same ships and same dials. So it always comes down to our decision habits — some habits of thinking are stronger than others. Change your habits, and you can change your level of success.

        Questions you should ask yourself:

        YOUR BUILD
        — Is my build getting good match-ups or bad ones?
        — Do I know how to fly my chosen lists better than my opponents would?
        — Am I bringing obstacles that serve me in my hardest fights?

        YOUR FLYING
        — Am I fishing for flying mistakes from my opponent? Could I do better here?
        — What mistakes are causing me to fail to deal damage to the enemy?
        — What mistakes are causing me to take more damage than I needed to?

        I’ll use one of my favorite squads as an example:

        58 Dash w/ PTL, Kyle, Engine, HLC, Outrider
        42 Fringer w/ Gunner, HLC

        The meta is full of problems for me. PS 8+ ace ships are everywhere, VCX and Jumpmaster firepower is a potential problem since my HLCs cannot remove those guns quickly enough to avoid trades, x5 A-wings is becoming popular which Dash hates because they block so well, and TLT is starting to make a comeback too which Dash also hates. So I know not to bring this list, even though it’s really good, unless I adapt it to the meta or am that confident I can win all those hard match-ups.

        I do think I can fly Dash better than just about anyone. Dash players are few and far between anyway. Nobody flies YT-2400s as cannon ships or blockers. This list isn’t remotely popular. So I’m in a good place here — opponents will be much less aware of what my list can do than I am.

        I bring the 3 largest asteroids, because Dash honestly does fine with whatever obstacles. Bringing the debris he might usually prefer can backfire in some of the hard fights, like vs VCX or torpedo Scouts. I have looked at this aspect of my list and done the necessary tailoring.

        My first rule of thumb when I sit down to fight is to ask myself which list is more mobile — you should too, it will help you. With Dash + Fringer it’s always going to be my list. Dash is more mobile than a TIE Phantom or TIE Interceptor, since he doesn’t have to point his arc and has a large base to cover distance faster. Fringer has Barrel Roll and a great dial, letting it rush/run/stall as I wish. I will always drag my opponent around a bit with this list before starting the fight, to try and get maneuver errors from my opponent. I will never just let them engage me. But if I were the less mobile list, I would seek to engage directly and avoid getting outmaneuvered before the fight starts. You just have to ask the question and then act on the answer.

        The last two are in-game assessments. When you see a chance slip by for a good move, first ask why you made the wrong decision. Then make a rule of thumb for yourself that will make you not do it again, and follow that rule. For example I have lost my Fringer to enemy fire before while Dash was unable to rain down TL+F HL shots on enemy ships that were ignoring Dash. This was because I ran with Dash before I knew he was the enemy target. I made a rule that I will always be ready to run OR flank in with Dash, until I know what the enemy is doing. Since then when planning my move with Dash, that rule has led me always to make a strong move. I also have learned to d the same with Fringer, and have a rule that I will not move into potentially heavy fire with it ever but will not leave it out of the fight entirely. Looking for moves that do not commit to one behavior (attacking vs avoiding harm) has really made the list sing for me.

        Nothing is holding you back. Find a list you feel gets good fights, that you understand how to fly well. It might be a net-decked popular list or one that you come up with… I generally recommend not net-decking entirely, as players practice a lot against those lists. Always try to put some significant spin on it that serves you and puts the opponent on unsure footing. Look at the hard fights for you and choose obstacles to help win those fights. Then practice with your list and establish rules of thumb that you keep in the front of your mind.

        Do these things and I think you will see a Top 8 sooner or later, possibly more than once.

  • THEORIST posted an update 1 month, 2 weeks ago

    Today is my local Regionals in Martinsburg, West Virginia. Wish me luck! I’ll be looking to try and wreck a few popular lists, and with some good dice luck win it all. TRY HARD MODE ENGAGED!

  • Two other thoughts came to me.

    Cheaper AT ships often struggle for a place in the game, because AT really wants to face AF (or at least EF). But you don’t win those fights in the 1v1 endgame — you win with them early, and get a 2v1 or 3v1 endgame instead. When you only face 1 AF ship and it avoids you, AT ships sometimes struggle to…[Read more]

  • “E” is not an all or nothing proposition, except with granular 12pt swarm fighters when they are the enemy target. Consider the following comparison — 24 Blue w/ FCS, compared to 24 (x2) Bandit. The Bandits will outperform the Blue vs all but the hardest “F” targets and vs new targets, but only while both Bandits live. When the first Bandit dies,…[Read more]

  • An oversight, sort of. I had it in there and redid that section, forgot it the 2nd time.

    Mist Hunter is an AT that’s a bit of a glass cannon if you put too many points into it. Its best match-ups by statline are vs AF ships, where you are in a many-v-many fight rather than facing an ace down 1v1. The Mist Hunter is definitely the least…[Read more]

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