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toyship

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Posts posted by toyship


  1. 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?


  2. 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.

    21 minutes ago, wurms said:

    Are you dead set on Wedge? VI+FCS+R2D2 Corran Horn is 42pts. Nothing Corran likes more than ships with no tokens. Ive been flying Corran/Fenn/Lowhhrick and just wrecking things.

    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.

    10 hours ago, MacchuWA said:

    Looking at the cards you're choosing, I'm wondering if you're working from a limited set and trying not to proxy? If so, just ignore what I'm suggesting below. With that out of the way:

    That's a cool Fenn that I've been wanting to get the chance to fly for awhile now, but there's no reason he shouldn't be PS11 other than wanting Wes to shoot first. I get the logic, but Fenn's two dice, probably unmodified aren't likely to do too much anyway, but the ability to catch high PS ships in arc with an unexpected move is valuable given his ability, and there are lots of arc dodging 10s (Nym, Poe, missile Inquisitor) and 11s (Poe, Quickdraw, Vader etc.) around right now.

    Stress Wes is a meta call, but personally I'm not so fond of it. It eats into his PS advantage by making him  predictable amd removes any chance of post manoeuvre reposition from Flight Assist. If you expect a lot of expertise Wookiees or Quickdraws he might be useful, but personally I'd much rather FAA in this build to make sure he can use his ability on someone just about every turn.

    Wedge is where you have the chance to spend some points. If you're committed to Wedge (and not Poe, who would be good in this role) consider R2-D2, VI and Engine Upgrade or Vectored Thrusters on Wedge. You give up IA, which truly sucks, but you gain Regen and PS11 reposition. Normally that's less than ideal on a ship like Wedge because your action efficiency is so poor, but in this case you're getting offensive rerolls from M9-G8 and potentially a semi regular coordinated focus from Fenn Rau when you really need it (like a plum range one shot set up via boosting or barrel rolling).

    Of course, the problem with the changes I've outlined is that it totally changes the way you're thinking about the list. Wes is no longer token stripping to make ships easier to hit, because now he's shooting last. In this configuration, Wes becomes a defensive ship, stripping focus and target locks to prevent ships firing missiles at what are some pretty fragile aces, or just removing critical tokens to drop their offence (like Omega Leader's evade token to turn off Juke).

    You're also at I think 96 points, which seems like a pretty substantial bid given the Pilot skills involved. A Proton torpedo on Wedge is less than ideal given the lack of guidance chips, and the fact that it eliminates your bid. But a Plasma might be okay, since all it's really doing is giving Wedge an initial range 3 shot with four dice instead of three, and no range bonus for your target. You might be more likely to flub it and waste the card, but you presumably would have "wasted" the shot anyway, and with an M9-G8 reroll, a coordinated focus and Wedges ability... Your odds of pushing some damage through seem good. And hey, an extra few points of MoV on a regen ace are rarely a bad thing.

    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.

     

    5 hours ago, Gibbilo said:

    I have a very similar build that I've been wanting to try and think it could be pretty good. Main thing is you gotta be careful not too lose wedge or wes to early

    The R's and W's, 99points:

     

    Wedge

    Adaptability, FAA, IA

    Wes

    VI, FAA, IA

    Rau

    ASTS, Inspiring Recruit, R2 Astromech, Pulsed Ray Shield

    Rex

     

    I actually think the most interesting changes you could make here are on Rau. Lots of ways you could build him out, unsure yet what the best way is. Right now I think ASTS opens up his coordinate action while allowing a bit of damage modification, IR and R2 support his ability, and PRS adds back some survivability.

    I was also thinking about squeaking on Swarm Tactics onto Rau which would allow Rex to shoot earlier and perhaps save a bit of damage on the initial engagement. Ultimately this build will win through opponent debuff and steady damage on your part.

    To that end the best way to fly this is to probably split up and come at your opponent from 3+ different angles. Though an occasional joust may be required, and you could probably come out on top due to the damage debuffs...hopefully. In general I think coordinating  Wedge for a focus token while he takes a target lock will be your bread and butter combo. Also, don't be too afraid of losing Rau (but still be a little afraid) because that means you will still have Wes and Wedge for your endgame which is what you want.

    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!

     

    2 hours ago, Pooleman said:

    How about this build?

     

    Wes Wedge Fenn (100)

     

    Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 20
    Push the Limit 3
    Tail Gunner 2
    R5-P9 3
    Ship Total: 28
       
    Wes Janson — X-Wing 29
    Veteran Instincts 1
    R2-D2 4
    Integrated Astromech 0
    Ship Total: 34
       
    Wedge Antilles — X-Wing 29
    Outmaneuver 3
    BB-8 2
    Engine Upgrade 4
    Ship Total: 38

    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!


  3. 25 minutes ago, Archangelspiv said:

    Why dont you VI both Fenn and Wedge, Flight assist mech goes great on Wedge, makes him pretty manoeuvrable. You could add some Plasmas for shield stripping or Protons for that extra crit punch, maybe even a combo. Pulse ray shield can go on Fenn too for some added limited regen. 

    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?


  4. 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.


  5. 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?


  6. 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!


  7. 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)


  8. 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.


  9. I would, lose motti, the gain in small base ships is marginal at best and go with ozzel as raiders love him, if you have a banked navigate token and a command you can take a raider from speed 0 to 4, that ability is amazing. Or go with scree and arm all you raiders with advanced portion torpedoes

     

    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 :D

     

    ___

     

    @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.


  10. 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?


  11. 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?


  12. 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...

  13. 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?

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