Switch Theme:

Ghost Combo question  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sure Space Wolves Land Raider Pilot



Schaumburg, IL

I just wanted to see how this would work on the Ghost - if I used Hera (40 point ghost ship) and threw on a Navigator. I could switch between the same bearing and based on difficulty. So if I choose a hard 2 right turn (white), I could switch that to a hard 3 red turn, then use Hera to switch it to a 5 red K-turn. Is that correct?

This would mean that with this combo, I should be able to basically choose any movement on the Ghost's entire dial every turn (assuming I don't have stress) - choose a hard turn 2 white turn and change difficulty first to a 3 white straight and I could then use the navigator to choose the Green 1 straight it I wanted.


Automatically Appended Next Post:
Ok, just re-read Hera, I'd have to reveal a red of green to change, but does that mean that I can use the navigator first to change it to a red or green?

This message was edited 1 time. Last update was at 2016/03/28 21:12:32


I'm not prejudiced, I hate everyone equally 
   
Made in gb
Martial Arts SAS




United Kingdom

I believe.. that when a 'trigger' occurs you can only react to it once. Both Hera and Navigator have an ability that happens when you reveal the maneuver, so you'd have to pick.

   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Not true. If an event triggers multiple actions that happen at the same time, then they all get to happen in the order determined by the player whose ship is active.

Therefore, if you have two events that trigger when a maneuver dial is revealed, they both happen and then you decide which happens first.

Without putting both cards in front of me, I'd assume that you'd need to select a red or green to fulfil Hera's requirement, but you could then use Navigator to change it to a non red or green maneuver of the same speed, or use Hera's ability to change to a different speed red or green, then use Navigator to alter the bearing.

It's not bad, but the issue is that Hera only has PS7, with no straightforward way of boosting it, which means that she's still second guessing where a lot of the more common ships will go, as they'll be moving after her.

Certainly worth paying around with though.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in gb
Martial Arts SAS




United Kingdom

Nerts! I was lied to

I had some sort of "At the beginning of the combat phase" question in my second game of X-Wing where both abilities should have triggered and I was told.. well, clearly something erroneous. That's what you get from having other people teach you to play instead of RTFM lol

   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Pg 16 of the FAQ if you want to be certain.

It is possible that you didn't have initiative, meaning the other player had first shout at resolving a simultaneously triggered action which then prevented yours from happening, but I wouldn't like to speculate on what that was...

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Although it would certainly work, Since Hera is only PS7, I would question the value of the points sunk into the combo.

On Chopper, since you've seen most of the generics move first, it might be a thing?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Infiltrating Broodlord





Oklahoma City

At a tournament I played in, someone brought Hera in the Shuttle (who has the same ability) not docked to the Ghost, with VI, gator, and an autoblaster turret. If it weren't for poor rolls she would have smoked my Soontir Fel. But she died to lowly TIE fighters because for all her fancy tricks she can't dodge *all* the arcs of a competent player and it's still just a 2 agility, 2 hull, 2 shield, 28 point ship. It certainly was extremely annoying though.

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in us
Sure Space Wolves Land Raider Pilot



Schaumburg, IL

 Mathieu Raymond wrote:
Although it would certainly work, Since Hera is only PS7, I would question the value of the points sunk into the combo.

On Chopper, since you've seen most of the generics move first, it might be a thing?


This wouldn't work on Chopper as it's Hera's ability as the pilot that I'm trying to work in combo with the navigator.

I was planning on advanced sensors and an engine upgrade to go along with this. Boosting first and then being able to switch around my movement a lot may be a really nasty combo. While the pilot ability of 7 isn't putting her after any aces, it does let her go after all generics and almost all swarm pilots used. Based on the meta after wave 8 released, there are a lot of lists using generic Jumpmasters and ywing spam seems to be popular.


I'm not prejudiced, I hate everyone equally 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Y-wing spam being popular? Whatever could you be talking about, young sir?


Automatically Appended Next Post:
Now I guess I think I know the answer to this, but it's one thing for logic to say so, and another one for the rules.

If I put Jan Ors in the Phantom... while docked, is she even considered on the board at all? Because the Phantom ship model definitely isn't, except it is docked, so technically exists.

This message was edited 1 time. Last update was at 2016/03/30 02:57:44


 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Infiltrating Broodlord





Oklahoma City

 Mathieu Raymond wrote:
Y-wing spam being popular? Whatever could you be talking about, young sir?


Automatically Appended Next Post:
Now I guess I think I know the answer to this, but it's one thing for logic to say so, and another one for the rules.

If I put Jan Ors in the Phantom... while docked, is she even considered on the board at all? Because the Phantom ship model definitely isn't, except it is docked, so technically exists.


This question came up tonight. I think word on the street is that after "list building" is complete, the Phantom and all its attendant upgrades are set aside as if they were not there at all. This doesn't make sense thematically for things like Sabine Crew, Kanan crew, Kyle crew or Jan crew, but I believe that's how FFG has chosen to handle it. Maybe for balance. Maybe to avoid the headache of trying to balance such mechanics.

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

While I can understand, it makes uber-Ghost less uber. It's a huge ship. I mean large ship.

I've yet to see if the rear arc is worth keeping the Phantom docked for most of the game or not. I'll get some more play in tonight.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Infiltrating Broodlord





Oklahoma City

 Mathieu Raymond wrote:
While I can understand, it makes uber-Ghost less uber. It's a huge ship. I mean large ship.

I've yet to see if the rear arc is worth keeping the Phantom docked for most of the game or not. I'll get some more play in tonight.


My intial thoughts are that when shooting from the rear arc, the only thing that matters are modifiers. The Attack Shuttle has no target lock action. The Ghost has a Systems Upgrade slot that can take a Fire Control System for a mere 2 points. Thus, if your choice is between taking a R2 shot at someone with the rear arc, or deploying the Phantom into R1 of that someone to fire the same amount of dice, the difference is that the Ghost will have Target Lock, and probably a focus, while the Phantom may only get a focus, if that. Of course the Ghost can still fire with the turret, so when it's getting close to dead, you get a minor increase in firepower (turret+phantom) at the cost of later shots, which won't matter as much since the Ghost won't be around for many more turns to take many more shots.

I might try this out.

VCX-100: · Hera Syndulla (40)
Twin Laser Turret (6)
Fire Control System (2)
· Han Solo (2)
· Nien Nunb (1)
· Ghost (0)
Attack Shuttle: · Sabine Wren (21)
Push The Limit (3)
Stealth Device (3)
Intelligence Agent (1)
· Phantom (0)
A-Wing: Green Squadron Pilot (19)
Push The Limit (3)
Chardaan Refit (-2)
A-Wing Test Pilot (0)
Wired (1)

Although Hera won't outmaneuver any aces, she can arc dodge generics and she has plenty of time to decide when to deploy the Phantom. She can fire Twin Laser against high agility targets and primary at low agility ones. Although the TLT can only fire once in the end phase, it can be used to tack on extra damage OR as a rangefinder, to maybe do damage but primarily to acquire a target lock on another ship for the next round.

Sabine is really good, especially with an Intel Agent, but she can't take a hit. Between stealth device, focus and evade that she'll be getting almost every round she should stick around a while longer.

1 point short of a B-wing and an X-wing without a mech is crud. So A-wing it is. Wired isn't set in stone. I could just as easily take crackshot but with push and always needing an evade and wanting to boost (Intel Agent helps here) I thought wired might trigger enough to be worth it. And gives some insurance on K-turns

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I had to deploy the Phantom tonight. I was playing with basic Zeb in it, and Hera with a Recon Spec, Jan Ors, AB turret w/AC and EU. I had a fully loaded Jake A-wing with them.

I was fighting against Poe, Nera Dantels and a Green Squad Vet. Nera was sporting a brace of Adv Proton Torps. They hit like a ton of brick. I was able to get rid of Poe and the Greenie very fast.

Long story short, he nibbled at the Ghost until I undocked and the Shuttle was able to stay in Nera's rear. Had I kept the shuttle two more turns, I could have kept the Ghost and fired from my back arc.


Automatically Appended Next Post:
On my second game, I binned the EU. And instead got a basic Outer Rim Smuggler with the title and R2-D2 crew. I figured I could activate R2 with no damage cards for a few turns... boy was I wrong. I did use it, still, and got an extra 4 shields out of it.

It's not a viable setup, though. It was more for gaks and giggles.


Automatically Appended Next Post:
Quick question, my friend thinks he read that you can't even use evade tokens against an AB turret, is that correct? It seems a tad powerful, if so, eh?

This message was edited 2 times. Last update was at 2016/03/31 14:27:38


 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Gun Mage





True. It's in the FAQ:

It's because evade tokens add evade results and those results are considered the same as dice once the token is used:
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Ayoye. I was willing to grant at least evade tokens. This is just insane.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
 
Forum Index » Atomic Mass Games (Star Wars & Marvel: Crisis Protocol)
Go to: