I am just a casual player and Push the limit is one of my favourite cards especially when used with Keyan Farlander. Just learning these combos. I am in my 40's and I really like discovering combo's on my own and your video's help me to add a few more. Keep up the good work.
Thanks! Push the Limit is indeed one of the best cards in the game. It fits into too many lists to name, and it's incredibly amazing on a whole bunch of pilots. Can't really go wrong with two actions in a game where action economy wins matches.
From my recent experience (mostly as an Imperial player) I have found that Juke is really good. When dogfighting with TIE Fighters you spend a lot of time evading so having an Elite Talent that keys off the evade token is really handy. "When attacking, if you have an evade token, you may change 1 of the defender's Evade results to a Focus result." So this can force the opponent to spend their focus earlier than they might have liked and if they don't have a focus token you are knocking an evade off their dodge. Running this with Darth Vader in the TIE Advanced, the TIE/x1 Title and and Advanced Targetting Computer has proven to be a really powerful combo.
I'd love to see (as a new sub in the last week or so). Top 5 Darth Vader (Advanced Tie) builds. I'd also like to see a Top 5 Squad Builds. I love this already as a new player (I'm casual). But I love your channel and hope to see some more cool stuff.
That's not a bad idea. There are certainly a lot of TIE-class ships. I think after Imperial Veterans it might look something like this: Pahntom, Advanced, Advanced Prototype, Interceptor, Defender. Not sure if basic TIE or TIE/fo have a place on the list based only on stats, but they definitely have some great pilots. Maybe a top five TIE-class pilot list? That might be a bit more interesting...
I've got my top 5 modifications already picked out and it'll probably be the next one of these videos that I make. And I can tell you that there are probably zero surprises among my picks.
i like these ranking videos. do a sequel the top 6 through 10 elite pilot talents next. then make more top 5 and top 10. top 10 low pilot skill. Top Bomb droppers. Top 5 missile Boats. Top 5 arc dodgers. Top 5 sneaky combos.
Hmm... that might not allow for much in the way of personal opinion. It'd have to go something like 1) Twin Laser Turret 2) Harpoon Missiles 3) Bomblet Generator 4) Cruise Missiles... maybe some room for choice on the fifth one but it's probably Plasma Torpedoes.
Ahh ok, yeah i figured, i was hoping there would be more, its kind of a shame that wepons arent used more, it would be cool if you could somehow take like 4 different kinds of missiles but then only actually fire however many were in the upgrade bar, that way you could take weapons for all kinds of situations but still only be able to fire off 1 or 2. Any way thanks for the thoughtful reply. Cheers dude
I feel like lone wolf is one of the best elite upgrades in the game due to its fantastic use on flankers and in two ship builds and beats out predator due to the all important defending reroll.
I agree with the list. I'd prefer to drop adaptabillity from the list for dead eye with how many ships basically require dead eye now. ever-present torpedo scouts, soon to be gamma squadron vets, and probably any ordinance carrier with an ept in the future. (I only say drop adaptabillity since its functions are highly similar to veteran instincts.)
I gave serious consideration to Deadeye, and also Juke, when compiling this list. I think that the pilot skill "mini-game" is important enough to warrant including both Adaptability and Veteran Instincts, though. I've played matches that were won and lost based almost entirely on the inclusion (or abscence) of VI or Adaptability on key pilots. I recently played a match in which my Jake Farrell took down Whisper in a one-on-one dogfight, which never would have happened if Whisper had VI.
Goodness, adaptabillity on whisper? Call me crazy but I wouldn't be able to bring whisper without maximizing her ps. If I did that I would probably be happier with echo. I can agree that adaptabillity brings a different niche than the stricter VI. I love the options adaptabillity gives vader. Lets him shoot after his buddies in games where his ps matters less (love sticking crits on opponents that way), otherwise when it matters he can out ps opponents whisper and soontir. 10 is a happy number where as 11 is over kill at times. Anyway, I do like your top 5 it covered the bases nicely.
As a casual X-Wing player, I get a lot of effectiveness out of "Outmaneuver." It's basically an offensive version of "Autothrusters," and it can be devastating with a maneuverable ship flying against 1agi ships like the Falcon and B-Wings. Then again, we usually play very loose, fun-centric games. What do you think of this card in more advanced games/builds?
+Bob McLennan Honestly, I get a lot of use out of it with Rexler Brath. Rexler, HLC and Outmaneuver is pretty much a staple build. Thanks to the white K-Turn the Defender has, you can quite easily slot in behind or beside a ship that now can't hit you, then open up with 4 shots and make all the hits go face up. It can be utterly crippling. Costly but very worth it in my book.
Literally never going to happen. If you play casually, just proxy the cards. If you play competitively, then you're probably going to have to shell out a lot of cash to get all the cards for the top level builds.
It's the curse of tabletop miniatures games. On the bright side, X-Wing is still relatively inexpensive compared to stuff like Warhammer and Warmachine.
Lotta great choices for top miniatures, but I'd put Slave I at the very top. Its larger soze allows for a bit more detail, the paint job is beautiful, and that glossy jet black canopy looks great from every angle.
Yeah this one more or less wrote itself. There's a lot of dead weight in this category. These five certainly feel like they're objectively the cream of the crop.
it should be more then 5 just saying 5 is too short for the amount of cards and choices there are lie do 10 or 15 for some cases like im sure some of the cards there are far less of then others
I'm a fan of your channel. Also wanted to say that my top 5 EPT list is the exact same, and as for your Astromechs I feel R2 Astromech was the only one missing. Gotta love the 1 point Hull (or even Crit cancel) with Integrated Astromech. Keep making good shit man.
You forgot Lone Wolf, & Weapon Guidance. Both Better then Crack Shot. A throw away ability should be thrown away. Compare to a card that you can use several times during the game.
Weapons Guidance is Tech, not Elite and so wouldn't belong on this list. Predator and Lone Wolf are pretty similar but Predator doesn't have the range requirement to work. I like Lone Wolf but I'm not great at keeping my other ships far enough away to make good use of it. But more importantly, Crack Shot is huge against Aces with high Agility and Autothrusters. I went back and forth on including it because of the one-shot nature. In the end I did because it's a card that can win a match when used at the right time.
The Cardboard Dungeon ...arvel. lol. Don't get me wrong he would b awesome at something like tycho. But has to take the title to get elite pilot talent, wastes autothrusters if u play for his ability...sigh. we loved him in return of the jedi...that's it.
These top 5 videos are awesome. You have so much experience with this game. I am sure we can all learn something from it.
Paused the video at the beginning and made my own top 5 list in my head. Turns out it was the same as yours!
Great minds and all that...
I would love to see more of these
I actually have had a lot of fun putting squad leader in Vader and combining it with high level tie and interceptor pilots
Top 5 ships for each faction would be interesting. Really like the ranking videos. Nice idea
I like how the Predator card's art has CIS ships from Episode III.
I am just a casual player and Push the limit is one of my favourite cards especially when used with Keyan Farlander. Just learning these combos. I am in my 40's and I really like discovering combo's on my own and your video's help me to add a few more. Keep up the good work.
Thanks! Push the Limit is indeed one of the best cards in the game. It fits into too many lists to name, and it's incredibly amazing on a whole bunch of pilots. Can't really go wrong with two actions in a game where action economy wins matches.
From my recent experience (mostly as an Imperial player) I have found that Juke is really good. When dogfighting with TIE Fighters you spend a lot of time evading so having an Elite Talent that keys off the evade token is really handy.
"When attacking, if you have an evade token, you may change 1 of the defender's Evade results to a Focus result."
So this can force the opponent to spend their focus earlier than they might have liked and if they don't have a focus token you are knocking an evade off their dodge.
Running this with Darth Vader in the TIE Advanced, the TIE/x1 Title and and Advanced Targetting Computer has proven to be a really powerful combo.
Juke almost made this list. It would be my #6
I like the format, it was interesting to hear your rationale. How about Top 5 combos in terms of ships or upgrades on a ship (or both).
I'd love to see (as a new sub in the last week or so). Top 5 Darth Vader (Advanced Tie) builds. I'd also like to see a Top 5 Squad Builds.
I love this already as a new player (I'm casual). But I love your channel and hope to see some more cool stuff.
I'd go with Adaptability, VI, Crackshot, Lone Wolf (most underrated) and PTL. I would bump Crackshot for Attani Mindlink but it's Scum only.
Great work! Seriously need a Tie Fighter ranking...😀
That's not a bad idea. There are certainly a lot of TIE-class ships. I think after Imperial Veterans it might look something like this: Pahntom, Advanced, Advanced Prototype, Interceptor, Defender. Not sure if basic TIE or TIE/fo have a place on the list based only on stats, but they definitely have some great pilots. Maybe a top five TIE-class pilot list? That might be a bit more interesting...
+The Cardboard Dungeon True
+The Cardboard Dungeon True
Top five modifications or top five titles might be cool.
Top FIve Modifications is definitely coming soon. I've also already picked my top five titles but I'm not sure when I'll make that video.
autothrusters need to be top 5. it's a game changer
I've got my top 5 modifications already picked out and it'll probably be the next one of these videos that I make. And I can tell you that there are probably zero surprises among my picks.
i like these ranking videos. do a sequel the top 6 through 10 elite pilot talents next.
then make more top 5 and top 10. top 10 low pilot skill. Top Bomb droppers. Top 5 missile Boats. Top 5 arc dodgers. Top 5 sneaky combos.
Lots of good ideas, thank you!
I would want a series ware u compare 2 difference but similar ships like the tie phantom and tie defender or the outrider and millennium falcon
Top 5 weapons might be a good idea if you are looking for suggestions. There are so many out there and its hard to tell what is worth the point cost.
Hmm... that might not allow for much in the way of personal opinion. It'd have to go something like 1) Twin Laser Turret 2) Harpoon Missiles 3) Bomblet Generator 4) Cruise Missiles... maybe some room for choice on the fifth one but it's probably Plasma Torpedoes.
Ahh ok, yeah i figured, i was hoping there would be more, its kind of a shame that wepons arent used more, it would be cool if you could somehow take like 4 different kinds of missiles but then only actually fire however many were in the upgrade bar, that way you could take weapons for all kinds of situations but still only be able to fire off 1 or 2. Any way thanks for the thoughtful reply. Cheers dude
I feel like lone wolf is one of the best elite upgrades in the game due to its fantastic use on flankers and in two ship builds and beats out predator due to the all important defending reroll.
I agree with the list. I'd prefer to drop adaptabillity from the list for dead eye with how many ships basically require dead eye now. ever-present torpedo scouts, soon to be gamma squadron vets, and probably any ordinance carrier with an ept in the future. (I only say drop adaptabillity since its functions are highly similar to veteran instincts.)
I gave serious consideration to Deadeye, and also Juke, when compiling this list. I think that the pilot skill "mini-game" is important enough to warrant including both Adaptability and Veteran Instincts, though. I've played matches that were won and lost based almost entirely on the inclusion (or abscence) of VI or Adaptability on key pilots. I recently played a match in which my Jake Farrell took down Whisper in a one-on-one dogfight, which never would have happened if Whisper had VI.
Goodness, adaptabillity on whisper? Call me crazy but I wouldn't be able to bring whisper without maximizing her ps. If I did that I would probably be happier with echo.
I can agree that adaptabillity brings a different niche than the stricter VI. I love the options adaptabillity gives vader. Lets him shoot after his buddies in games where his ps matters less (love sticking crits on opponents that way), otherwise when it matters he can out ps opponents whisper and soontir. 10 is a happy number where as 11 is over kill at times.
Anyway, I do like your top 5 it covered the bases nicely.
I really want to see the Tantive IV review, even though it would be a review for an old ship I really want to see it :)
Very much liked
Thanks!
Lets see... For me, in no order its: Push the Limit, Rage, Veteran Instincts, Lone Wolf and Deadeye.
I'd go with Adaptability, Deadeye, Crack Shot, Veteran Instincts, and Push the Limit.
Deadeye was a very meh ability until they came out with a PS3 ship that could fire torpedoes *cough* stupid Uboats *cough cough*.
How about top 5 Modification's or toughest ships
Modifications is definitely coming soon.
As a casual X-Wing player, I get a lot of effectiveness out of "Outmaneuver." It's basically an offensive version of "Autothrusters," and it can be devastating with a maneuverable ship flying against 1agi ships like the Falcon and B-Wings.
Then again, we usually play very loose, fun-centric games. What do you think of this card in more advanced games/builds?
+Bob McLennan Honestly, I get a lot of use out of it with Rexler Brath. Rexler, HLC and Outmaneuver is pretty much a staple build. Thanks to the white K-Turn the Defender has, you can quite easily slot in behind or beside a ship that now can't hit you, then open up with 4 shots and make all the hits go face up. It can be utterly crippling. Costly but very worth it in my book.
I wish FFG would release booster packs.
Literally never going to happen. If you play casually, just proxy the cards. If you play competitively, then you're probably going to have to shell out a lot of cash to get all the cards for the top level builds.
It's the curse of tabletop miniatures games. On the bright side, X-Wing is still relatively inexpensive compared to stuff like Warhammer and Warmachine.
True that :)
Top 5 miniatures, solely based on physical appearance, perhaps?
Lotta great choices for top miniatures, but I'd put Slave I at the very top. Its larger soze allows for a bit more detail, the paint job is beautiful, and that glossy jet black canopy looks great from every angle.
Han always shoots first.
3:30 Jake is 7 to 9, not 8 to 10. Tycho is the PS8 A-wing.
That's right, thanks for the correction. I guess you could get Jake to 10 with title, VI and Adaptability. But that would be silly.
I guessed them all correctly >.> Everyone uses those five, plus Juke
Yeah this one more or less wrote itself. There's a lot of dead weight in this category. These five certainly feel like they're objectively the cream of the crop.
Top 5 small ships rebel imperial or scum
I'll probably do a top five ships for each faction at some point.
it should be more then 5 just saying 5 is too short for the amount of cards and choices there are
lie do 10 or 15 for some cases like im sure some of the cards there are far less of then others
I'm sticking with five mainly because it forces some tough choices in certain categories and it also helps keep the video length short.
I'm a fan of your channel. Also wanted to say that my top 5 EPT list is the exact same, and as for your Astromechs I feel R2 Astromech was the only one missing. Gotta love the 1 point Hull (or even Crit cancel) with Integrated Astromech. Keep making good shit man.
Commence Order 66! (I was the 66th thumbs up)
Nice!
You forgot Lone Wolf, & Weapon Guidance. Both Better then Crack Shot. A throw away ability should be thrown away. Compare to a card that you can use several times during the game.
Weapons Guidance is Tech, not Elite and so wouldn't belong on this list. Predator and Lone Wolf are pretty similar but Predator doesn't have the range requirement to work. I like Lone Wolf but I'm not great at keeping my other ships far enough away to make good use of it. But more importantly, Crack Shot is huge against Aces with high Agility and Autothrusters. I went back and forth on including it because of the one-shot nature. In the end I did because it's a card that can win a match when used at the right time.
You cannot perform free actions while stressed.
Correct.
Top 5 pilot abilities. Top (bottom) 5 most worthless cards in the game.
Top five best and top five worst pilots are probably going to happen for sure :)
The Cardboard Dungeon ...arvel. lol. Don't get me wrong he would b awesome at something like tycho. But has to take the title to get elite pilot talent, wastes autothrusters if u play for his ability...sigh. we loved him in return of the jedi...that's it.
im amused i do not use any of these
You've never used Push the Limit or Veteran Instincts? I use those two all the time. So many pilots are made much better because of them.