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Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

So echos truly a fantastically unpredictable pilot

http://randolphw.github.io/echolocation/

   
Made in gb
Longtime Dakkanaut




Nottingham, UK

Not if you ion the bugger he ain't. Also flechette torpedoes are handy-dandy.

 
   
Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

True, 360 ion turrets are going to be a big deal


Automatically Appended Next Post:
More so than they currently are of course

This message was edited 1 time. Last update was at 2014/07/17 18:42:01


   
Made in us
Unhealthy Competition With Other Legions





The Midwest

To be fair, you're also likely to be throwing at least 4 evade dice at those ion cannon shots.

 
   
Made in us
Longtime Dakkanaut





 House Griffith wrote:
To be fair, you're also likely to be throwing at least 4 evade dice at those ion cannon shots.


Sad but true. Y-Wings are the only Rebel ship that has no EPT slot pilots. So while they have a PS8 Pilot (tying Echo+VI), Echo is more than likely firing first and recloaking with ACD because most Phantom builds spare a few points to try for initiative.

This message was edited 1 time. Last update was at 2014/07/17 19:46:22


   
Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

I'm hoping for a rebel aces part 2 with some kind of y wing boost, hopefully with the elite talent upgrade

   
Made in gb
Boom! Leman Russ Commander




Northampton

He a tricky bugger, but I'd you can stay on him or gang up on him from multiple vectors, you'll get him easy.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in us
Dakka Veteran





I'm telling you guys, Homing Missiles. Echo can't say crap about them. They are thee best missile option available right next to Assault. And they are worth every one of their five points. Getting the range right is tricky but whatever. Potential one shot kill against your forty point ship? M'kay, sure, I'll take two please.
   
Made in us
Unhealthy Competition With Other Legions





The Midwest

I think there's a lot of conditions that need to be met for the homing missiles to really work.

1. Target lock (attainable enough)
2. Range of the weapon (as you admitted will be tricky, since Echo thrives on denial of arcs/ranges)
3. and overall, all a homing missile does is deny using an evade token. So Echo will still be rolling 4x evade dice in most circumstances and taking a focus to help out with that.

Not a bad idea, but I would say they're far from an "Echo Killer".

I'd be more worried about flechette missiles, since they don't even have to hit to cause stress. And Phantoms do not like to be stressed.

 
   
Made in us
Longtime Dakkanaut





ahzek wrote:
I'm hoping for a rebel aces part 2 with some kind of y wing boost, hopefully with the elite talent upgrade


It would be nice. Right now to get an Ion firing first you have to use a VI'd Jan, and the HWK has no where close to the dial or survivability of a Y.

   
Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

Yeah the mistake I made in my first game against a phantom was thinking the homing missile would hit, but it just prevents an evade token being used, doesn't ignore agility values.
Nobody uses evades where i play so it's not great

   
Made in us
PanOceaniac Hacking Specialist Sergeant






Echo is unkillable if flown by a skilled player, and there's no PS9 pilot with a capable ship around.

People keep talking about 'It's easy to hit 4 Agility', which is true. But the problem is, Echo can be at virtually any spot on over 2/3rds of the board in a single turn! So it's not easy to hit, since the key is never letting your opponent even attempt a shot in the first place.

That means against a skilled player, you really can't do anything. Echo can stay at range 3 vs Y-Wings and destroy them slowly, or bugger out of all arcs if the other player has a decent mousetrap.

I've seen on multiple occasions, a single high skilled Phantom (Echo or Whisper, both with VI) take out 100 points by themselves. And I've done it too, myself when using the Phantom.


 
   
Made in us
Dakka Veteran





I've been using Airen Cracken+Swarm Tactics+Homing with a Bandit+Homing Alpha Strike component paired to Etahn Defensive Mode. It has killed so much Imperial jankiness that it's really hard to put down. Target lock no problem when locking in combat phase, firing angle no problem between the arcs of two different ships coming in at different angles, steal initiative and she'll only get her two base dice. Interceptors hate it too Last night it hit Echo for both shields and a crit, and another interceptor for a hit and a crit in the opening engagement just with the two missiles firing at PS 8. Etahn stepped up and promptly finished Echo that turn. An if I don't get shots on her, I strip her escort off and fan out. I love this combo!

Has anyone thought about bringing back Wedge+Expert handling? Guessing he just murders Echo. Just guessing.

   
Made in gb
Boom! Leman Russ Commander




Northampton

I think I've been blessed when it comes to Echo.

I've played against him four times and three of those times he's been shot down early game and once as the last TIE.

Echo has tons of potential, but he's damned hard to play.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

My only issue with this echo can be anywhere talk is that it seems as if every single person is assuming echo will be in the center of the board during every movement phase.

As soon as you force him to an edge, he becomes much more manageable.



But I also play the Fettigator, who doesn't care about Echo's tricks so much.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in gb
Boom! Leman Russ Commander




Northampton

Absolutely correct, the best way to deal with Echo is on the edges of the board.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in us
Decrepit Dakkanaut





The Battle Barge Buffet Line

Or perhaps Mill Fac with a gunner/Han and its own movement shenanigans including boost. If anything can keep up and take down phantoms, it is good ol' Han. You may not be able to predict where he is going to decloak but a 360 degree fire arc coupled with the bigger base plus a boost action with two attack chances to get him is probably the most reliable single ship method.

We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!
 
   
Made in gb
Contagious Dreadnought of Nurgle





 Killionaire wrote:
That means against a skilled player, you really can't do anything. Echo can stay at range 3 vs Y-Wings and destroy them slowly, or bugger out of all arcs if the other player has a decent mousetrap.


You need to keep the board well covered. Don't fly in close formation. Keep it wide and keep angles covered, between having your front arks in different directions and minimizing overlap of your turrets you should be able to keep a big chunk of the board covered. As soon as you get a chance, use it to nail him. With Y wings and YT's you should be able to do this, and in the mean time focus fire on whatever else is on the board.

 insaniak wrote:
Sometimes, Exterminatus is the only option.
And sometimes, it's just a case of too much scotch combined with too many buttons...
 
   
Made in us
Strider




Arizona

Hopefully Echo isn't the only ship you bring, and if people are focusing that hard on one ship, it will become problematic for other reasons. Echo isn't the end-all, of course, but he's tough to catch. Even with ion there are a TON of options open in most cases to escape. Getting him ioned close to the board edge while covering all the exits sounds great on paper... executing is a different story.
   
 
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