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Developing List: A Scarlet Cowgirl


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#21 The_Brown_Bomber

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Posted 09 February 2014 - 11:24 PM

i think the addition of Intelligence Agent to the shuttle adds something extra to the squad - iv noticed a few ppl running this - is it worth staying at 99pts for initiative or having the ability to peek at a key ships dial b4 ur ships choose actions??


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#22 Rakky Wistol

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Posted 09 February 2014 - 11:31 PM

I think adding intel is nice. You get the info and I think moving first with the shuttle has benefits.

#23 SableGryphon

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Posted 10 February 2014 - 08:08 AM

i think the addition of Intelligence Agent to the shuttle adds something extra to the squad - iv noticed a few ppl running this - is it worth staying at 99pts for initiative or having the ability to peek at a key ships dial b4 ur ships choose actions??

I always take Intel agent, but generally I don't want initiative and that is literally the only 1 point upgrade I can add to this list. All of my ships have the ability to adjust their position after move (Boost for the shuttle, barrel roll for everything else). So I want to move second so I can more effectively fly. The Intel Agent is just a bonus (one I frequently forget to use).


Come on down to Sable's Shuttle Emporium for all your Alabaster Void Bison needs!

 

5 TIE Advanced, 6 TIE Bomber, 4 TIE Defender, 10 TIE Fighter, 6 TIE Interceptor, 4 TIE Phantom, 4 Firespray, 5 Lambda, 2 VT-49

7 A-Wing, 7 B-Wing, 3 E-Wing, 7 X-Wing, 4 Y-Wing, 6 Z-95, 4 HWK-290, 2 YT-1300, 2 YT-2400, 2 GR-75, 1 CR-90


#24 DraconPyrothayan

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Posted 10 February 2014 - 09:21 PM

 

i think the addition of Intelligence Agent to the shuttle adds something extra to the squad - iv noticed a few ppl running this - is it worth staying at 99pts for initiative or having the ability to peek at a key ships dial b4 ur ships choose actions??

I always take Intel agent, but generally I don't want initiative and that is literally the only 1 point upgrade I can add to this list. All of my ships have the ability to adjust their position after move (Boost for the shuttle, barrel roll for everything else). So I want to move second so I can more effectively fly. The Intel Agent is just a bonus (one I frequently forget to use).

For me, Intel Agent has a good use in this fleet. Don't forget that all 4 ships have a maneuverability action (3 Barrel Rolls and a Boost), so you can capitalize on whatever intel you receive. It maximizes your Academy's roles as Blockers, after all.


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#25 Rakky Wistol

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Posted 11 February 2014 - 11:13 AM

Well... lost one won one this week vs. bomber lists.  The 1 win was on Kath's back.  Not being able to target lock her in end game and getting to place after meant no gang up alpha.  Poor shuttle took a beating.  Loss was only because the shuttle did a total of 2 damage before dying and then Kath couldn't hit the broad side of a a capital ship in the end game.  Should probably be 2-0.

 

Multi-bomber lists are nasty though.  Going to break out my 3Gs+ list again after I tire of A Scarlet Cowgirl.

 

I'm thinking of trying this variant:

Kath + Expert + Rebel Captive+ seismic charge

Omni+ Engine Upgrade + intel agent x2

Backstabber

Academy

 

Or Nightbeast + stealth and drop the intel agents.

 

Both games against the bombers the buzzsaw combo didn't go off.  This is the third game in the las 2 weeks were I got NOTHING out of the buzzsaw.  Still gnarly when it works, just saying that droping it and playtesting deserves a look. 



#26 Englishpete

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Posted 11 February 2014 - 11:58 AM

I like Omicron Pilot, Intel Agent, Adv. Sensors, Engine Upgrade. Makes the ship quite a bit more maneuverable and using Intel Agent and Adv Sensors can make life easier on you and harder on the opponent. 


To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#27 phild0

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Posted 11 February 2014 - 12:34 PM

From my play testing, the real perk of the Buzzsaw over Adv sensors for me is being able to boost and not worry that my action has been used. I also don't have to get into positions where last turn I pulled a 0 red, used adv sensors for focus, but now this turn I want to bump for the better position, but doing so will mean no action because it is already stressed. With the Buzzsaw you can bump, boost, and 0 red to your heart's desire and still have the same firepower potential or better. Lets you forego having to make tough decisions, as they all will be okay. That's just my 2 cents on it.
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#28 DarthMuz

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Posted 11 February 2014 - 02:53 PM

I just picked up Slave 1 and have been playing with a few squad ideas. 

I have 2 fighters, 1 bomber and 1 advanced to work with so any comments are appreciated.  I'm really looking forward to giving it a spin since in our games since the Empire is always (except once) soundly beaten...

 

Bounty Hunter + Heavy Laser + Proxy + Adv. proton torp + stealth deice (49)

Captain Jonus + Swarm tactics + proxy mine (27)

2x Academy pilot (24)

So Jonus follows Bouty Hunter around giving re-rolls on the heavy laser and chance to fire sooner. 

 

Scarlet + Mercenary + Stealth + Expose (47)

Scimitar Squad + homing miss. + cluster miss. + proton torp (29)

2x Academy (24)

Scarlet tries to get criticals while Scimitar launches lots of ordinance

 

Bounty Hunter + Heavy Laser + Gunner (45)

Scimitar + Cluster miss. + proton torp. (24)

Dark Curse (16)

Night Beast (15)

Still got some ordinance, chance to attack again with bounty hunter and TIEs moving up the firing order a bit.

 

Haven't found a good way to work Darth Vader in yet (I haven't used the advanced any other way, heh.)



#29 Johdo

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Posted 11 February 2014 - 03:07 PM

I just picked up Slave 1 and have been playing with a few squad ideas. 

I have 2 fighters, 1 bomber and 1 advanced to work with so any comments are appreciated.  I'm really looking forward to giving it a spin since in our games since the Empire is always (except once) soundly beaten...

 

Bounty Hunter + Heavy Laser + Proxy + Adv. proton torp + stealth deice (49)

Captain Jonus + Swarm tactics + proxy mine (27)

2x Academy pilot (24)

So Jonus follows Bouty Hunter around giving re-rolls on the heavy laser and chance to fire sooner. 

 

Scarlet + Mercenary + Stealth + Expose (47)

Scimitar Squad + homing miss. + cluster miss. + proton torp (29)

2x Academy (24)

Scarlet tries to get criticals while Scimitar launches lots of ordinance ordnance

 

Bounty Hunter + Heavy Laser + Gunner (45)

Scimitar + Cluster miss. + proton torp. (24)

Dark Curse (16)

Night Beast (15)

Still got some ordinance ordnance, chance to attack again with bounty hunter and TIEs moving up the firing order a bit.

 

Haven't found a good way to work Darth Vader in yet (I haven't used the advanced any other way, heh.)

Fixed...


My Current Fleet...

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For a list of SE MI games = http://community.fan...games/?p=795971


#30 DarthMuz

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Posted 11 February 2014 - 03:24 PM

I kinda meant comments on my squads, but thanks, spelling help is always welcome.  I am all about self-imrovement. But improving my X-wing game mostly. :D


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#31 Johdo

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Posted 11 February 2014 - 03:28 PM

It's all good.  I used to make that same mistake all the time.  Now i'm just trying to give those nasty missiles and torpedoes their rightful due.  Bombers are my friend...


My Current Fleet...

Spoiler

For a list of SE MI games = http://community.fan...games/?p=795971


#32 JasonVoorhees

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Posted 11 February 2014 - 04:53 PM

Kath has always been my favorite pilot for the Firespray and When I play imps I will drop her in a list 7 our of 10 times. I almost always use at least one academy pilot with her as I've learned how important blocking with them is.

 

 I've been adding the Int agent to my rebel list in the Hwk for a while. I haven't added him to many of my Imp lists as I haven't done much with the albino space cow except a game or two just to feel it out.

 

This list interests me a lot. I think I will be taking this to my local game store for the next couple of weeks


Imperial: 11 TIE Fighters, 2 TIE Advanced, 4 TIE Interceptors, 2 TIE Bombers, 3 Firespray-31s, 3 Lambda Shuttles
Rebel: 6 X-Wing, 3 A-Wing, 2 Y-Wing, 2 B-Wing, 2 YT-1300, 2 HWK-290s


#33 Rakky Wistol

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Posted 11 February 2014 - 05:26 PM

It definately performs well.  Try it out.  It'll surprise you.



#34 JasonVoorhees

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Posted 11 February 2014 - 05:52 PM

Part of me really likes this list because it almost seems like a theme list for the Binarye Pirates. I have always had a soft spot for theme type lists. Winning is always a good thing but I love to have fun as well, This may develop into a repaint for that pale void cow.

 

I love you guys for the inspiration.


Imperial: 11 TIE Fighters, 2 TIE Advanced, 4 TIE Interceptors, 2 TIE Bombers, 3 Firespray-31s, 3 Lambda Shuttles
Rebel: 6 X-Wing, 3 A-Wing, 2 Y-Wing, 2 B-Wing, 2 YT-1300, 2 HWK-290s


#35 aArendsvark

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Posted 12 February 2014 - 01:20 PM


I always take Intel agent, but generally I don't want initiative and that is literally the only 1 point upgrade I can add to this list. All of my ships have the ability to adjust their position after move (Boost for the shuttle, barrel roll for everything else). So I want to move second so I can more effectively fly. The Intel Agent is just a bonus (one I frequently forget to use).

 

 

You could replace Kath with Boba Fett.  I generally prefer Kath, but her ability never seems to trigger for me, and if you're going to have a stressed firespray, the ability to switch directions could come in handy.  So, I think I like your list better, but there is at least one more 1pt upgrade you could do.



#36 SableGryphon

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Posted 12 February 2014 - 01:28 PM

You could replace Kath with Boba Fett.  I generally prefer Kath, but her ability never seems to trigger for me, and if you're going to have a stressed firespray, the ability to switch directions could come in handy.  So, I think I like your list better, but there is at least one more 1pt upgrade you could do.

 

You're right, I could. But I get more use out of Kath's ability. It may only happen a couple times a game, but it frequently hits high evade targets (obviously) and makes it far more likely for me to be able to outmaneuver that craft if they have a surprise stress token. Especially if they just shot at me and already have one.


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Come on down to Sable's Shuttle Emporium for all your Alabaster Void Bison needs!

 

5 TIE Advanced, 6 TIE Bomber, 4 TIE Defender, 10 TIE Fighter, 6 TIE Interceptor, 4 TIE Phantom, 4 Firespray, 5 Lambda, 2 VT-49

7 A-Wing, 7 B-Wing, 3 E-Wing, 7 X-Wing, 4 Y-Wing, 6 Z-95, 4 HWK-290, 2 YT-1300, 2 YT-2400, 2 GR-75, 1 CR-90


#37 JasonVoorhees

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Posted 12 February 2014 - 01:43 PM

I think that For this list Kath just fits. Fett is good but his ability doesn't really contribute to the overall effectiveness of the list. Even Trelix  doesn't add as much because his ability is better at range. That crazy Crimson Pirate is prefect to mix it up as the tank for the list while adding her ability to limit the effectiveness of opposing lists maneuvers. Perfect for the Omicron Pilot to get Moby Shuttle into the clean up spot.


Imperial: 11 TIE Fighters, 2 TIE Advanced, 4 TIE Interceptors, 2 TIE Bombers, 3 Firespray-31s, 3 Lambda Shuttles
Rebel: 6 X-Wing, 3 A-Wing, 2 Y-Wing, 2 B-Wing, 2 YT-1300, 2 HWK-290s


#38 hothie

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Posted 13 February 2014 - 11:22 AM

I've been thinking about trying:

Kath with expert handling, rebel captive, seismic
Yorr with fcs and gunner
X2 AP.

Essentially I take engine and Intel off the shuttle to upgrade it to yorr, who can take Kath's stress when she rolls or flips (or both!), as well as the aps when they flip. Plus adding a seismic for extra damage potential. Thoughts?

Edited by hothie, 13 February 2014 - 11:23 AM.


#39 SableGryphon

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Posted 13 February 2014 - 11:34 AM

I've been thinking about trying:

Kath with expert handling, rebel captive, seismic
Yorr with fcs and gunner
X2 AP.

Essentially I take engine and Intel off the shuttle to upgrade it to yorr, who can take Kath's stress when she rolls or flips (or both!), as well as the aps when they flip. Plus adding a seismic for extra damage potential. Thoughts?

I think it's a serious mistake. Yorr's ability plus Seismic is not worth losing the Engine Upgrade. The shuttle's maneuverability and speed with Engine Upgrade is a huge advantage. It means that your shuttle is useless after the inital engagement. It certainly makes life easy for your opponent on who to target. Take out Kath first, then the TIEs. Forget about the shuttle. It'll hurt for a couple rounds, but after that it might as well not be on the board anymore.

 

I want to point out that this requires you to move your shuttle quickly into combat in order to be in range for Kath, but that means you have even fewer rounds of shooting before your lamed shuttle is forever out of combat.

 

Add stress to that maneuverless shuttle and you might as well have just saved 28 points for initiative.

 

You can try it (and I suggest you do try a shuttle sans EU at some point for the experience), but I seriously suggest that this would not be a good idea.


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Come on down to Sable's Shuttle Emporium for all your Alabaster Void Bison needs!

 

5 TIE Advanced, 6 TIE Bomber, 4 TIE Defender, 10 TIE Fighter, 6 TIE Interceptor, 4 TIE Phantom, 4 Firespray, 5 Lambda, 2 VT-49

7 A-Wing, 7 B-Wing, 3 E-Wing, 7 X-Wing, 4 Y-Wing, 6 Z-95, 4 HWK-290, 2 YT-1300, 2 YT-2400, 2 GR-75, 1 CR-90


#40 The_Brown_Bomber

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Posted 13 February 2014 - 11:55 AM

 

I've been thinking about trying:

Kath with expert handling, rebel captive, seismic
Yorr with fcs and gunner
X2 AP.

Essentially I take engine and Intel off the shuttle to upgrade it to yorr, who can take Kath's stress when she rolls or flips (or both!), as well as the aps when they flip. Plus adding a seismic for extra damage potential. Thoughts?

I think it's a serious mistake. Yorr's ability plus Seismic is not worth losing the Engine Upgrade. The shuttle's maneuverability and speed with Engine Upgrade is a huge advantage. It means that your shuttle is useless after the inital engagement. It certainly makes life easy for your opponent on who to target. Take out Kath first, then the TIEs. Forget about the shuttle. It'll hurt for a couple rounds, but after that it might as well not be on the board anymore.

 

I want to point out that this requires you to move your shuttle quickly into combat in order to be in range for Kath, but that means you have even fewer rounds of shooting before your lamed shuttle is forever out of combat.

 

Add stress to that maneuverless shuttle and you might as well have just saved 28 points for initiative.

 

You can try it (and I suggest you do try a shuttle sans EU at some point for the experience), but I seriously suggest that this would not be a good idea.

 

 

im in agreement with Sable.G about an engine-less shuttle. wout boost ur shuttle will be left for last and will not have much of a game after initial few shots. even vader shuttle with vader on omicron gets 'questionable' value out of those 24pts. without engine upgrade u really are reliant on bumping ito ur own ships to get max early shots off. I think the best use for omicron/vader is with strong and/or numerous support ships with PS3+ to take down their shields for vaders crit dealing - but its not an exact science - shuttle wout gunner/FCS is a little shaky on offense, u need to target lock as ur action to increase ur ability to deal some consistent damage as and PS2 omicron's large base is a little vulnerable to blockers.

 

im considering a squad that uses omicron/vader/engine upgrade. thats 28pts for a sacrificial lamb but at least if my opponent ignores it i can swing back and make them pay... heres the developing list:

 

Bounty Hunter + Recon Specialist (36)

Bounty Hunter + Recon Specialist (36)

Omicron/Vader/Engine Upgrade (28)

 

its just an idea at this point and will need testing before i know its even viable.


Edited by The_Brown_Bomber, 13 February 2014 - 11:56 AM.

"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader





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