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The_Brown_Bomber

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Everything posted by The_Brown_Bomber

  1. Introducing... Sucker Punch 2.0 100pts Contracted Scout (25) Extra Munitions (2) Proton Torps (4) Boba Fett (1) Deadeye (1) R4 Agromech (2) Guidance Chips (0) Feedback Array (2) 37 points Contracted Scout (25) Extra Munitions (2) Plasma Torps (4) Deadeye (1) R4 Agromech (2) Guidance Chips (0) Feedback Array (2) 35 Points Binayre Pirate (12) Feedback Array (2) 14 Points Binayre Pirate (12) Feedback Array (2) 14 Points this list has blockers and zappers to trouble imp-aces lists. iv used this list with overclocked R4 in place of R4 agromech and Outlaw Tech on the scout without fett. That version which I posted in Battle Reports section is a strong quad but i think the above version will yield more consistent damage. I do miss Outlaw Tech, its very underrated and lets u pulloff some nifty tricks. a skilled imp-aces player can beat this but its hard work for them. What squads would do you think would give Sucker Punch trouble? Feedback/suggestions/comments welcome.
  2. If a ship is in front of me and i attempt a k-turn but am blocked by the ship in front do i still get the focus token from outlaw tech even though i did not complete the planned movement?
  3. Top 8 Results from the day: 1st Caleb (Score 20, MOV 651) IG88B - Mangler Cannon, Tractor Beam, Fire Control System, Autothrusters, IG-2000, Glitterstim, Crack Shot IG88C - Heavy Laser Cannon, Tractor Beam, Fire Control System, Autothrusters, IG-2000, Glitterstim, Crack Shot 2nd Jody (Score 15, MOV 581) Contracted Scout - Deadeye, Extra Munitions, Proton Torpedoes, Overclocked R4, Guidance Chips, Boba Fett, Feedback Array Contracted Scout - Deadeye, Extra Munitions, Plasma Torpedoes, Overclocked R4, Guidance Chips, Outlaw Tech, Feedback Array Binaye Pirate - Feedback Array Binaye Pirate - Feedback Array 3rd Chris (Score 15 MOV 554) Contracted Scout - Deadeye, Extra Munitions, Proton Torpedoes, R4 Agromech, Guidance Chips, Boba Fett Contracted Scout - Deadeye, Extra Munitions, Plasma Torpedoes, R4 Agromech, Guidance Chips, Recon Specialist Torkil Mux - Twin Laser Turret, Greedo, Moldy Crow 4th Hamish (Score 15 MOV 554) Soontir Fel - Push the Limit, Stealth Device, Royal Guard TIE, Autothrusters Carnor Jax - Push the Limit, Stealth Device, Royal Guard TIE, Autothrusters The Inquisitor - Veteran Instincts, TIE/v1, Autothrusters 5th Adam (Score 13 MOV 451) Commander Kenkirk - Gunner, Ysanne Isard, Rebel Captive, Lone Wolf, Engine Upgrade Bounty Hunter - Gunner 6th Mike (Score 10 MOV 455) The Inquisitor - Push the Limit, Autothrusters, TIE/v1, XX-23 S-Thread Tracers Zeta Leader - Adaptability Gamma Squadron Pilot - Proton Torpedoes, Extra Munitions, Guidance Chips Gamma Squadron Pilot - Proton Torpedoes, Extra Munitions, Guidance Chips 7th Jake (Score 10 MOV 434) Omicron Group Pilot - Emperor Palpitine, Anti-Pursuit Lasers The Inquisitor - Push the Limit, Proton Rockets, Autothrusters, TIE/v1 Darth Vader - Veteran Instincts, Advanced Targeting Computer, Engine Upgrade, TIE/x1 8th Colin (Score 10 MOV 388) Contracted Scout - Deadeye, Extra Munitions, Proton Torpedoes, R4 Agromech, Guidance Chips, Recon Specialist, Inertial Dampeners N'Dru Suhlak - Guidance Chips, Crack Shot, Glitterstim, Cluster Missiles Trandoshan Slaver - Bossk, Gunner, Zuckuss, Inertial Dampeners
  4. haha! i own 3 but decided on using 2 and something else because i think 3 scout lists will have a hard time beating imp-aces consistently. Sure a top player could work those firing arcs catching those arc dodgers but if they have a swarm and they spread out you are going to be dancing in circles trying to line up ur torpedo shots. Sucker Punch can switch from torpedo barrage to up close dirty fighting tactics very effectively. even if u miss blocking them, u zap them or force them to fly very evasively to get past your flanks which should buy you time to reposition your U-Boats for another barrage.
  5. Bio P: thats an interesting question. i think some more testing will show the way forward. i did see R4 played on another scum list that finished 8th at the same event but he was running one scout, pretty standard loadout paired with slaver/gunner/tactician and a tricked out N'dru. i liked his list but i suspect he was troubled more by the imp aces matchups than i was. Outlaw tech has great synergy with the scout. i could see imperial players intimidated by this list and for good reason, its designed to hurt them. I found outlaw tech pretty useful but its a card that could be replaced i suppose if you thought you were gaining something. I just like its ability to do a sneak attack right after a K-Turn or Sloop 2. As mentioned in my previous post, i knew the 3 scout list would get undone by those tricksy arc dodgers in the meta. fel and vader now have inquisitor to make a formidable trio that dances in and out of arcs like crazy. Feedback Array gives them fits trying to navigate past your flanks. i am going to continue to tweek Sucker Punch over the next few weeks. I do like the asymmetrical loadouts, it creates some doubt which one to go for. They fear Boba Fett crew and may go for him which is fine, you can bring ur other ships into flank. This lists is strongest flown in formation or using 3-1 with one scout on the edge angling back to the centre. I like to slow roll 3 ships up the middle and engage in the centre. Ur trying to catch their lead ship at range2-3 with scouts with zappers in close for blocking. Thats the ideal scenario. What i discovered playing the list yesterday is Feedback Array is good versus pretty much everything. It nails high agility ships pretty effectively and laughs at stealth device. vs stuff like Poe and even Corrin it puts them on a clock and effectively counters their shield regen shennagins provided you can keep up the pressure. This squads foil may be K-Wings. Theyre durabe and fast with turrets.
  6. bombers r already playable thanks to recent upgrades: guidance chips, extra munitions and cheap ordnance like plasma torps. long range scanners lets them dish even more consistent dmg.
  7. went 3-1 with this squad to place 2nd at my local store champs. 14 competitors. Good calibre of players. wide range of squads. 2 rebels, lots of imperials. 3 U-Boat squads. Here is my Squad. I call it Sucker Punch! 100pts Contracted Scout (25) Extra Munitions (2) Proton Torps (4) Boba Fett (1) Deadeye (1) Overclocked R4 (1) Guidance Chips (0) Feedback Array (2) 36 points Contracted Scout (25) Extra Munitions (2) Plasma Torps (4) Outlaw Tech (2) Deadeye (1) Overclocked R4 (1) Guidance Chips (0) Feedback Array (2) 36 Points Binayre Pirate (12) Feedback Array (2) 14 Points Binayre Pirate (12) Feedback Array (2) 14 Points Card choices explained Feedback Array (MVP): There are lots of imperial ace lists in my area so I went with 4 feedback array. Scouts are vulnerable to getting flanked by arc dodgers like inquisitor, vader or soontir. Feedback Array makes them pay for getting in close and makes my pirates dangerous blockers with effectively a 360 degrees range1 auto-damage field around each ship. Boba Fett: did not actually get used in any of my games. In game one I had a chance to hit Guri with it early but opted to save it for Dengar late game. As it turned out I didnt need Fett to win that one. I'll continue to play with this crew card for a bit. I suspect it will be game breaking once the meta settles a bit and I develop my knowledge of target priority to cripple those lists. Outlaw Tech: This was quite a gem and worked well for me. Its very surprising to most opponents when you K-Turn or Sloop 2 turn, take a stress and then fire at them with a torp and focus token for backup. Round One vs Dengar/Guri Win 100-50 His ships are loaded to the max with upgrades. Dengar has punishing one title but no ordnance. My feedback arrays chip away damage on Guri and force he to fly evasively most of the game. This was a close game decided in one round where my scout survived a head-head exchange with Dengar. IM careful to avoid Dengars forward arc so as not to be double tapped by the 3 attack primary weapon. Could have gone either way. Round Two vs Imperial Aces (Hamish) Loss 36-100 I took down his inquisitor early but then ran out of steam versus his other ships. Feedback arrays get damage on his reamaining ships (vader and soontir) but after losing the scout with proton torps he manages to arc dodge my remaining scout and close in for the kill. I think with a little better coordination from my blockers I might have taken this one but it would have been by the skin of my teeth. Hamish is our local clubs top player so im happy to just keep it close Round Three vs Poe/Corrin/A-Wing (Kent) Win 100-0 I get early shots on Poe with Torps and Feedback chips in extra damage. Corrin is badly wounded and circles to the corner to regen. Both my Scouts converge on Corrin and take him out. I escape with some very wounded ships, both pirates are on one hull. Round Four vs Palp-Shuttle/vader/inquisitor (Jake) win 100-0 I setup all but one scout centrally, the other scout takes the left flank. He advances cautiously which gives me time to coordinate my ships. I hit his shuttle hard with a proton torp on turn two. The game is over in another two brutal turns. I rush into the centre of the board and get a bump on his inquisitor. Vader pumps into his inquisitor. My Pirates are close by and chip in Feedback damage. He is left with just a damaged shuttle. Brutal.
  8. What do you think are the tier 1 lists right now? Palp-aces triple scouts crackswarm brobots ?
  9. 98 Points Dengar (33) Dead Eye (1) EM (2) Plasma Torps (3) OR4 (1) Guidance Chips (0) Total: 40 Manaroo (27) Dead Eye (1) EM (2) Proton Torps (4) OR4 (1) Fett (1) Guidance Chips (0) Total: 36 N'Dru Shulhak (17) Veteran Instincts (1) Cluster Missiles (4) Guidance Chips (0) Total: 22 untested list. looking for some feedback. who is using Dengar? his ability seems pretty good. a free attack on a ship firing head on at you. even if u get to use it once or twice its good right? Manaroo can pass a focus or target lock to either ship which seems solid. N'Dru packs a punch and if i flank with him and keep him well clear of my other ships his offense is boosted. thoughts?
  10. Hunters and Collectors? Hunter Killers? wait i have it... Adapatacons
  11. Palpatine seems to be the Lambda Shuttle crew of choice right now, is anyone seeing the Doom Shuttle played anymore? Why has it vanished? Is it because vader has moved to his tie advanced as one of the preferred imperial ace pilots?
  12. im curious what upgrades u used on the scouts.
  13. id try to make room for tactician in boba. a range2 shot from either arc can cause action hungry ships like soontir problems, esp on PS10 boba
  14. i guess you just need to look at the upgrades that dont see much play to gauge the ones that missed. Autoblaster as a Soontir Killer on the large ships just doesnt cut it. as mentioned here already the range one restriction just renders it unplayable on just about everything not name boba fett and even then those 5pts are too costly on a ship that already starts at 39pts and need VI and EU to make it good enough to play. I have a hunch there is a player out there working on an X-wing rebel list that is good vs the current meta, im talking old-school x-wings. remember when Paul Heavers BBXX walk the dogs squad was tearing up the meta? And yes, Biggs is still one of the most annoying and underrated rebel pilots in the game.
  15. i feel the TO was heavy handed and seemed to act on hearsay and not hard evidence. imo his first action should have been to observe your next game. if he then noticed anything fishy he should have spoken to you 1-to-1.
  16. They've won 2 of my 4 local SCs. cool. standard loadouts? HLC+FCS?
  17. i havent read all 22pgs of this thread but has Crackbots done well in lots of events or no?
  18. Ace Hunter 2.0 Total; 99pts boba fett 39 tactician 2 vet instincts 1 engine upgrade 4 46pts Kavil 24 Autoblaster Turret 2 Veteran Instincts 1 Unhinged Astromech 1 28pts syndicate thug 18 TLT 6 Unhinged Astromech 1 25pts thoughts?
  19. PS10 boba is nothing to sneeze at. It will require skill to get the shot away i agree but its doable. with tactician at range2 and autothruster at range1 you have a dangerous threat to soontir fel. i actually like the scum boba better, imperial boba with unpredictable pilot ability is very hard to get working. imo ur better to just go for ps10 for the endgame. ps11 vader could be an issue tho.
  20. With so many imperial ace builds about isn't it time this card saw play? Does anyone has a competitive list that uses it? heres one im tinkering with... Scum (99pts) boba fett 39 tactician 2 vet instincts 1 engine upgrade 4 autoblaster 5 51pts syndicate thug 18 TLT 6 24pts syndicate thug 18 TLT 6 24pts have also heard of brobots using autoblaster but havent seen an optimal list yet. thoughts?
  21. i guess the question is... is it worth it to take kavil over simply using a second syndicate thug, which will leave enough points to equip astromechs to each? Boba Fett + VI + Tactician + Engine Upgrade (42) Syndicate Thug + TLT (24) Syndicate Thug + TLT (24) plus 6pts remaining for upgrades.
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