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Everything posted by toyship
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So, haven't had time to test my Rebel build but I have been messing around with my Scum lists and I am really digging the Maul crew card. What do you guys think of this build for 4-Lom? 4-LOM(27), Advanced Sensors(3), Wired(1), Tractor Beam(1), Mist Hunter(0), Maul(3) Brings him to 35 pts which leaves plenty of room for other stuff. I like having Wired with Maul as if I use him and am receiving return fire that extra dice mod helps. What say you?
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Some really great ideas in here guys, thanks alot for the replies. I especially love the addition of Rex to the mix, more control over what the opponent gets to do is good, plus the added ship is nice. (Even if it is just a TIE Fighter). I plan on proxying all of these lists to try out here over the next week to start to get a feel for what needs changed or dropped. I am not 100% dead set on Wedge, I just have the T-65s and no E-Wing or T-70s as this is my first foray into Rebels, I normally play Scum. I would be willing to give him a shot for sure, I will add an E-wing to my cart. I appreciate the well thought out response. Which is better for Wedge, Boost or Barrel roll? If I take the Vectored thrusters I can sneak Pulsed Ray Shield onto Fenn, is it worth the tradeoff? That way both Wedge and Fenn have a bit of regeneration to help with the fact that they are only 5hp ships. This is definitely an interesting take, different yet similar from what my original idea was, definitely plan on trying this version out as well. I appreciate the tactical advice as well, as I haven't flown Rebels since I bought the core game. Ha! Yet another fun looking build, and as has been said, Fenn Rau has so many interesting options. I will definitely give this a shot as well, I appreciate the reply!
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I don't have VI on those two as that would make them both PS 11. With Fenn Rau that's not a super big deal, his ability works if he as the ship in arc, but with Wedge, Wes needs to shoot before him to strip tokens. I looked at Flight Assist Astromech for Wedge, I could totally see that over BB-8. I totally spaced Pulse Ray Shield! Good suggestion! Basically saving deciding on torpedoes for last, I want to make sure I have the points nailed down for the "needs". I was thinking of throwing something to modify dice on Wedge...Expertise?
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K-Wing: Black Fleet Crisis Edition
toyship replied to Ambaryerno's topic in X-Wing Painting and Modification
Definitely interested to see where this goes! -
Hey all, getting back into X-wing after a decent break, haven't played since Wave-8 or so. Normally I play Scum, but I am digging the Sheathipede, particularly Fenn Rau, my Mandalorian bro. I have a couple of T-65s kicking around so I figured I would throw together a list. Basically I am aiming to deny tokens with Fenn Rau and Wes Janson (Wes shoots first!), and have Wedge mop up. I would be willing to swap Wedge out potentially. I don't play anything near to competitively but I might be tempted to try this in a local tourney at some point. Anyway. On to the list! PS 10 - •Fenn Rau [26 Points] Adaptability (Increase), Weapons Engineer [3 Points], •M9-G8 [3 Points] PS 10 - •Wes Janson [32 Points] Veteran Instincts [1 Points], Integrated Astromech, •R3-A2 [2 Points] PS 9 - •Wedge Antillies [31 Points] Selections: Integrated Astromech, •BB-8 [2 Points] That brings me to 89 points, notably Wedge is without an EPT, and Fenn Rau could use a Modification potentially. That would then leave a few points for...Torpedoes? I guess? Any suggestions would be greatly appreciated.
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Themed Imperial List, how bad is it?
toyship replied to toyship's topic in Star Wars: Armada Fleet Builds
I tend to agree with not having one's Admiral on a small base ship with pretty negligible shield and hull, but I can definitely see playing keep away with him working. It does take away from the overall firepower of the list to have one of the damage dealers running away the entire game. All that being said, are there any tactics I should know about with Raiders? It seems obvious that I should keep them out of my opponent's best arcs to avoid as much fire as possible, but do I keep them together and use wolf pack tactics or do I scatter them? -
Themed Imperial List, how bad is it?
toyship replied to toyship's topic in Star Wars: Armada Fleet Builds
I'm really happy this has ignited so much conversation! Must be on to something here! I plan on trying it a couple different ways, with Motti on the Interdictor, a Raider, and possibly dropping the Interceptors for a brace of Gozantis, one as Motti's Admiralmobile. Once I get my hands on all the pieces that is. I'm picking up a couple of Raiders today to begin the build. I'll be playing mainly against my buddy's Rebels, but I'll try and give some post battle analysis when that happens. August can't come soon enough! -
Themed Imperial List, how bad is it?
toyship replied to toyship's topic in Star Wars: Armada Fleet Builds
I think this will be the final iteration of the list before i start making purchases! I like how it has shaped up, and the core idea hasnt changed all too much. What say you? Mottimottimotti Faction: Galactic Empire Points: 399/400 Commander: Admiral Motti Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] Interdictor-class Combat Refit (93 points) - Admiral Motti ( 24 points) - Interdictor ( 3 points) - Intel Officer ( 7 points) - Projection Experts ( 6 points) - Ion Cannon Batteries ( 5 points) - Targeting Scrambler ( 5 points) = 143 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost 4 TIE Interceptor Squadrons ( 44 points) -
Themed Imperial List, how bad is it?
toyship replied to toyship's topic in Star Wars: Armada Fleet Builds
Looks cool to me! I think the Combat Refit is the way to go for a more aggressive list, and you have definitely given me some ideas. May eventually do a Tarkin build, as he is one of my favorite Imperials after reading his book. But here's an updated list for everyone to chew on, I think it looks better from almost every angle, especially firepower and activations: Ozzel's Raiders Faction: Galactic Empire Points: 394/400 Commander: Admiral Ozzel Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] Interdictor-class Combat Refit (93 points) - Admiral Ozzel ( 20 points) - Wulff Yularen ( 7 points) - Engine Techs ( 8 points) - Ion Cannon Batteries ( 5 points) - Targeting Scrambler ( 5 points) = 138 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost 4 TIE Interceptor Squadrons ( 44 points) I do have a question on Ozzel. If a ship has a maximum printed speed of 2 like the Interdictor, can he make it go faster? If so that with Engine Techs is nuts, and I might try to fit in Admiral Monteferrat. The standard Interceptors have stayed for now as I like their speed. I can't bring myself to add Gozantis just yet, I find them incredibly ugly and Im not quite sold on the Flotilla shtick just yet. I'm willing to have my mind changed. -
Themed Imperial List, how bad is it?
toyship replied to toyship's topic in Star Wars: Armada Fleet Builds
When you think about it with Motti : - Raider 1 : 44 points per extra hull - Gladiator 1 : 56 points per extra hull - VSD 1 : 36.5 points per extra hull - ISD 1 : 36.67 per extra hull So, obviously the larger ships are a tad more points efficient per hull gained than Motti, but a Raider is only 20% more expensive per hull gained. It's not too bad ___ @the Op for the objectives : Superior positions is good, I would go with Most Wanted and Hyperspace Assault. Opening Savlo highly favours red dice based ships with small points values (Corvettes, Nebs) and I would argue the same for Fleet Ambush. Actually Motti is fantastic with raiders as that 1 extra hull prevents raider from being one shot a lot (7 damage with accuracy is much harder to do then 6) As far as Interdictors go, Vader is pretty good with them (as well as Tarkin for the right type of build). I'm myself experimenting with Vader-led 2xCombat Interdictor, 2xRaider, Gozanti build and it looks promising. I'd be interested to see your list if you care to share. Seems like something that could be sweet. In regards to my list, I'll have to take a look at the various options presented when I get off of work, but perhaps instead of the interdoctor, I could go with the combat refit and engine techs to keep it moving with the Raiders. I'm looking at going up to 4 of the little guys. Failing that, I'll just go with an Imperial class and never look back. My main reasoning for Motti was the fact that he makes Raiders with expanded launchers basically Gladiator-lites. That all said I appreciate the feedback and I will be doing some major work on the list in a few hours. -
Themed Imperial List, how bad is it?
toyship replied to toyship's topic in Star Wars: Armada Fleet Builds
What would you suggest I take over Opening Salvos? I can understand the concerns about making the Interdictor the flagship, I just find it worrisome to put Motti on a Raider. Although, with the speed of the little guys, I might be able to keep him out of harms way. I thought about dropping the Interceptors, Commander Aresko, and the Interdictor title to add in a 4th Raider, should be 100pts on the dot. It'd increase the firepower of the list at the cost of shenanigans with the title and Aresko. Thoughts? -
Howdy, I'm a sucker for themed lists in any game, and I don't quite understand Armada list building yet. How does this look? Experimental Fleet Faction: Galactic Empire Points: 388/400 Commander: Admiral Motti Assault Objective: Opening Salvo Defense Objective: Fleet Ambush Navigation Objective: Superior Positions [ flagship ] Interdictor-class Suppression Refit (90 points) - Admiral Motti ( 24 points) - Interdictor ( 3 points) - Commandant Aresko ( 7 points) - Projection Experts ( 6 points) - Phylon Q7 Tractor Beams ( 6 points) - SW 7 Ion Batteries ( 5 points) - Targeting Scrambler ( 5 points) - G-8 Experiemental Projector ( 8 points) = 154 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Expanded Launchers ( 13 points) = 61 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Expanded Launchers ( 13 points) = 61 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Expanded Launchers ( 13 points) = 61 total ship cost 3 TIE Interceptor Squadrons ( 33 points) 1 Soontir Fel ( 18 points) The idea is an "Experimental" Battlegroup testing new ships for the Empire. I really like the aesthetic of an Interdictor supported by Raiders. I figure Motti will help increase the survivability of everyone, especially the Raiders, plus the Interdictor can help out with shields if need be. Other than that, it seems like the Raiders will be doing the most damage output, that is if they don't die to a stiff breeze. I'm building for fun games, but I'd like to be semi competitive. Thoughts?
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Thanks for the replies! I've taken some advice and altered the list a bit... 98 points Prince Xizor (39) StarViper (31), Veteran Instincts (1), Virago (1), Autothrusters (2), Fire-Control System (2), Glitterstim (2) Binayre Pirate (12) x 2 Talonbane Cobra (35) Kihraxz Fighter (28), Lone Wolf (2), Glitterstim (2), Stealth Device (3) Xizor flies with the Pirates, doing his thing until they meet their makers Talonbane Cobra goes off by himself to try and flank/do as much damage as possible. I think the two aces seem pretty survivable whilst putting out a good amount of damage. Should I be running PTL over Lone Wolf on Talonbane? Is the Stealth Device worth it on him? Is he even worth it, or should I be running more support for Xizor and the Z's? Maybe more Z's or a Hwk instead? I do like the named Hwk pilots...
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Hey guys, newbie to Xwing and loving it. My favored faction is scum and I was wondering if this list makes sense at all: ================= Xizor And Cronies ================= 99 points Pilots ------ Prince Xizor (41) StarViper (31), Squad Leader (2), Virago (1), Autothrusters (2), Sensor Jammer (4), Inertial Dampeners (1) Black Sun Ace (29) x 2 Kihraxz Fighter (23), Bodyguard (2), Inertial Dampeners (1), Hull Upgrade (3) Pretty much the idea is to fly in formation, The Aces tank hits for Xizor, and boost his agility with bodyguard. Think it'd work?
