Jump to content



Photo

Flying triple bounty hunters


  • Please log in to reply
8 replies to this topic

#1 DarkGuard

DarkGuard

    Member

  • Members
  • 146 posts

Posted 20 February 2014 - 03:13 AM

What are tips and tactics for flying triple bounty hunters?

#2 Filthy Pierre

Filthy Pierre

    Member

  • Members
  • 92 posts

Posted 20 February 2014 - 03:30 AM

Triple bounty hunters? Surely thats the third faction everyone wants! And we already have it!!

 

 

HLC on all Firesprays. 4 attack dice in front arc and 3 in rear arc. Nearly 50% of the time you'll have someone in an arc to shoot at.


If you don't feed trolls they die.

Don't judge on stats alone, play test it for a few games.


#3 Parakitor

Parakitor

    Member

  • Members
  • 928 posts

Posted 20 February 2014 - 05:26 AM

I haven't flown them very much, but I've been beaten by them on numerous occasions. I'm tempted to just say, "The list flies itself," but I faced one guy who maneuvered two of his Bounty Hunters off the map with Koiogran Turns. So that's the first bit of advice - know how they move.

 

For deployment keep two together and flank with the other. If they set up after you then they'll probably line up against your single ship, so go slow and bring the others in quickly to meet the enemy with all guns at the same time. I'm not sure about asteroid placement, but making two groups of tightly packed asteroids seems like a good idea to me. Gives you lots of lanes to move your big ships around without worrying about hitting a rock.

 

If you have about 2 range ruler's width between your ships you can bank without colliding, but the one on the outside has to perform the maneuver one speed faster than the other. So you could Bank 1 starboard with the rightmost Firespray, but then you'd have to Bank 2 or 3 starboard with the left Firespray. (Small ships that are this far apart can perform the maneuver with the same speed without colliding).


"That starship won't fly, Bastila."


#4 Cptnhalfbeard

Cptnhalfbeard

    Member

  • Members
  • 440 posts

Posted 20 February 2014 - 08:33 AM

HLC on all Firesprays. 4 attack dice in front arc and 3 in rear arc. Nearly 50% of the time you'll have someone in an arc to shoot at.


This wouldn't work for a triple BH squad, the 3 ships alone is 99 points, so unless you're going over 100 pts the HLC will have to wait :)
  • DraconPyrothayan likes this

#5 DraconPyrothayan

DraconPyrothayan

    Member

  • Members
  • 2,835 posts

Posted 20 February 2014 - 11:01 AM

First:

Practice Maneuvering. Set up a 3x3 field with the standard 6 asteroids. Alter their config every time you do it.

Second:

Practice your Auxiliary Arc.  As all maneuvers are forward of some sort, firing out of your rear arc is actually easier to aim. As you're not carrying secondary weapons, there is no penalty to using this tactic, so master this art.

Third:

Practice your Actions.  Focus, Target Lock, and Evade are all extremely potent. Set up different firing-squad puzzles, and figure out instinctively which Action is best for which scenario.

Fourth:

Practice Anticipation.  Fly the fleets you expect/fear to face, so that you know what to expect when they attack you. Knowing how they behave will teach you how to prevent that, or to use it to your advantage.

Fifth:

Practice Asteroid Placement.  Figure out how dense a field your BHs like against which opposing fleets, how to use it, and how to force it into existence. Against players of equal skill, this often determines games moreso than the dice throws.

 

May the force be with you!


  • JasonVoorhees, agedsuperdave, nurglez and 1 other like this

#6 Englishpete

Englishpete

    Member

  • Members
  • 1,776 posts

Posted 20 February 2014 - 01:33 PM

Dracon gives good advice overall. One snippet is to be aware of the size of ths base you are flying. With three large bases on the board it is easy to tangle them up with each other, especially if one of them gets blocked as the others may run into it.

 

Think ahead of what happens if one of the BH's falls short of its full move as well as what will happen with a normal move.

 

Beyond that 3 BH's is powerful.


Edited by Englishpete, 20 February 2014 - 01:33 PM.

  • DraconPyrothayan likes this

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)


#7 nurglez

nurglez

    Member

  • Members
  • 207 posts

Posted 20 February 2014 - 03:02 PM

Having recently picked up my third firespray, This is quite an interesting post :D

I much prefer firesprays with a crew member and a seismic charge, so running them naked will be interesting.

 

I do wish we could go up to 115 points, then I'd have all 3 with seismic charges, and 2 with recon specialist and 1 with rebel captive :D


ships owned

Empire : 3 Firesprays, 7 Tie fighters, 1 Tie advanced, 5 Tie interceptors, 3 Tie bombers, 2 Lambdas, 2 Defenders, 2 Phantoms

Rebel scum: 4 X wings, 3 A wings, 2 B wings, 3 Y wing, 1 E wing, 2 Z's, 2 Hwk, 1 Falcon, 1 Transport, 1 Tantive


#8 DarkGuard

DarkGuard

    Member

  • Members
  • 146 posts

Posted 20 February 2014 - 03:24 PM

thanks for the tips =D



#9 Rakky Wistol

Rakky Wistol

    Member

  • Members
  • 2,305 posts

Posted 20 February 2014 - 05:20 PM

About 75% of my shots while using a firespray come out of the rear arc.  Hardly ever a reason to Kturn unless you just run out of other options (very few times) or are just setting up for next round.


  • DraconPyrothayan likes this




© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS