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Alekzanter

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Everything posted by Alekzanter

  1. I've found lollygagging behind a wall of obstacles and waiting for your opponents to come through to get you works well for the s/f. You have to be fairly confident in your timing ability, but this might work great with Debris Gambit builds. Edit: Perhaps two Omega s/f teamed with Swarm leader "Blackout" might perform well as a hammer/scalpel combination?
  2. Can't perform the same action more than once per round, thus cannot Coordinate for a focus action after taking a focus action. Or am I missing something?
  3. Having flown five Strikers for a couple months, I've decided to try five TIE/ln in a dispersed swarm. Maybe I'm overconfident, but sharing synergy combinations with at least three others in the swarm (toting some sparse yet creative upgrades), I think many opponents simply can't wrap their brains around 4+ lists. I mean, I lose one fairly early, but after that my opponents tend to waffle on choosing their next target, making odd maneuver choices and poor targeting priorities, and sometimes making wierd action choices. This often is enough to put some hurt on one of their ships fairly early. It's definitely a long-game strategy of patience, though.
  4. Alekzanter

    Viktor Hel

    Edited my post. Ya know, 'cause vitriol.
  5. Alekzanter

    Viktor Hel

    Next week I plan to fly my first S&V list using Vik... Intensity, Cloaking Device, Stealth Device, Stygium Particle Accelerator, Engine Upgrade. Competitive? No. Fun jank? Yes.
  6. Keyan Farlander w/ B-E2, Hera, and Determination don't carr about ISYTDS!
  7. I've found it's hard for my opponents to focus their fire on the same ships from turn to turn, so I'm thinking "Countdown" w/ Adaptive Ailerons as a swap. I used him in an Escalation tourney and I was pleased with the amount of frustration he caused (not the NPE kind). Taking LWF on him isn't necessary, his special ability more than makes up for its absence. I simply took a focus action every time I could and kept him at range 2/3, and he worked well as a distracting sniper. He's also an excellent blocker in a pinch. I have a quick question about his ability vs TLT... Would the results be cancelled after both sets of dice have been rolled? I can check the timing chart, again, but I'm thinking this makes lists with single TLT carriers less effective against "Countdown". EDIT: I just checked the timing chart, and I think I'm correct in my interpretation: I could choose to use his ability after both sets of attack/defrnse dice have been rolled. Yes? As an aside, I think the next 200-point Epic game I play will pair these five Strikers with four Zeta s/f, each with SpecOps Title and FCS. Should be interesting counter-styles to pair, eh?
  8. Played another game with five last night against two Star Vipers and an ordinance-heavy Nym kitted with Clusters and Synched Turret. Bumped Nym twice in a row, and he followed that by rolling up on some debris...WOOT! Okay, calming down now. My dice were meh, and I literally nibbled my opponent's whole list for 1or 2 hits the whole game. Plink, plink, plink. I won though, another 100-20 game. That makes me 3-1 (three 100-20, and 76-100). I'm not really having too much difficulty being stressed for one, maybe two turns. I just think having even a passive EPT like Outmaneuver will make me fly dumb, try to set up differently, so I think I'll fly five a half-dozen more times to lock in the flying mindset before changing it up. A spectator of last night's game said he spent most of the game trying to predict where my Strikers would go/end up, and said he gave up after several turns. Heh, at one point I got target locked by a Viper, but that Striker ended up so far away from that Viper after two turns that he moved the lock to a different ship. I. Love. Strikers!
  9. I've put five Strikers on the table and had an absolute blast! They're squirrelly, and most opponents blunder into a wide PS3 killbox. But, I'm thinking of using four Black Squadron Scouts with AA, LWF, and Outmaneuver, and Pure Sabbaac (sp) with AA, LWF, and Crackshot. The trade of that fifth ship worries me, though. People will gun hard for Sabby, and plopping a PS7 into a mini-swarm of PS4 mucks with the blunder box... Anyone have experience with something like this? I know Outmaneuver will hit hard, so maybe I'm worrying for nothing.
  10. Several of the different FFG prize rulers are one-sixteenth inch short when compared to the boxed set's card ruler. Stock parts rule! (pun intended)
  11. Expert Level: Five TIE Strykers with Adaptive Ailerons. Talk about a long planning phase. Sheesh.
  12. Sooooo fragile the Strikers are. But sooooo fun.
  13. Watch Nathan Eide fly an A-Wing, then try to justify "stale". I have to say, ships are only as good as the pilot. "Git gud" should be everyone's goal. Fly what gets you pumped, and be the best at it.
  14. This is of interest to me, particularly flying three Upsilon and four Lambda. But the prisoner transport list looks fun, too.
  15. I've been mulling the idea of flying 4 Black Squadron Scout TIE Strikers, each w/ Adaptive Ailerons, Engine Uprade, and Lightning reflexes...perform the white 1 AA maneuver, flip 180°, perform a green maneuver and shed stress, then boost (squirrelly). Their fragile, but could be practically anywhere unexpected. Any strategy or named pilot suggetions?
  16. The worst? Well, Sabine already flies 47 different ships and factions, why not muddle the factions even further and remove every last bit of theme and have done with it? While you're at it, why not mix Attack Wing crap and go wild?
  17. "Rey isn't a Palestine." AHAHAHAHAHAHAHA! Oh, Autocorrect, you silly.
  18. I'm pumped, excited to participate in this local event! Adulting obligations resulted in a week's postponement, but the day has finally come. I got a few practice games in this past week, but I'll still be challenged: I'm using a list I've played only twice (double Imperial Firesprays) and a Rebel list that looks good on paper (?) but which I've never flown, and some of the competition I'll be sharing tables with have placed excellently at Regionals in the past, so... Only mildly daunted, this is my second competitive event. My first was an Escalation Format; at which I went 2-2; and I snagged an alt-art Tactician and a T-70 X-wing expansion. Today, I plan to take some pics and notes, and post up here when the dust has settled. I finished packing at midnight, slept 8 hours, grabbed a bag of burgers to share, and I'm walking in now to register... Good luck, one and all!
  19. Star Wars: 'What Is The Secret Of Steel' Edition.
  20. I just flew 3 Zeta s/f, each with Title and Collision Detector, and a Starkiller Base Pilot with Electronic Baffle against Keyan Farlander, equipped with E2/Hera, Determination, and Tractor Beam, and 2 Red Squadron Vet T-70s with Trick Shot, R2 Astromech, Pattern Analyzer, Proton Torps, and Chips. My opponent's skill is on par with mine (which is okay, piloting-wise). A trio of debris obstacles were clustered on my right, just outside my deployment zone, with two medium-sized asteroids to my middle and left, and a smaller asteroid far out on my right. I deployed the Upsilon quite near the back edge of my deployment zone, facing right, its rear range 2 from my left. The Zetas were deployed facing forward, the first butted against the Upsi and clear back, the next one and one-half template widths to the right and half way forward of the rear deployment edge, and the last spaced the same and all the way forward in the deployment zone. Turn 1, the Upsi bumps (1 forward), and all Zetas move 2 right turn. Turn 2, the Upsi bumps (1 forward), and the Zetas move 3 forward. By then, aggressive movement by my opponent will have them engaging in earnest by turn 3. Turn 3, the Upsi moves 1 left turn, Baffles, Coordinates one of the Zetas (target lock), and the Zetas bank 1 left into the gap between the far right debris and the right edge with overlapping arcs of fire to receive an over-aggressive Keyan and a T-70. The second T-70 banks around to my left trying to flank the Upsi. The Upsi is out of range from the right T-70, so combined fire brings 1 Zeta down to 1 hull. I concentrate (much-unmodified) fire from three Zetas on Keyan, bringing him to 2 hull. Turn 4, the Upsi sits tight (red 0 stop), Baffles, and coordinates the far right Zeta (barrel roll from behind debris), which then moves 1 forward and target locks Keyan. The middle (with only 1 hull) moves 2 forward, focuses, and ends up blocking Keyan's 3 left bank. The left Zeta turns hard right 2, back toward the left-side T-70 and target locks her. Keyan shoots my far right Zeta, range 1, gets 3 hits, and I evade 2 of them. The T-70 on my left Proton Torps the Upsilon, 1 hit and 2 crits, and I evade 1, losing 2 shields. Return fire from my far right Zeta, range 1, burns Keyan down. Turn 5, the right T-70 K-turns into my far right backfield, and then right banks and boosts back out tue following turn, away from my deployment zone and out of range/arc of my Zetas, but takes a range 3 from the Upsi; four naked dice, 3 hits, 2 evades. Turn 6, I zero stop the Upsi, Baffle, Coordinate far right Zeta (target lock on right T-70), then slow roll mid and right Zetas, trying to catch the right T-70, but he moves perfectly alongside both, range 1 of both, out of arc of both. I bring the left Zeta into my backfield with a 3 left s-loop, resetting my squadron to receives the second engagement. At this point, the Upsilon is down 5 shields. My opponent has zero points in trade for his 33. The Upsi gets torpedoed during the next engagement, losing its last shield and 2 hull. I maneuver the middle Zeta in front of it, and next turn bump (moving forward maybe a cm) and Coordinate the left Zeta (focus for full mod attack on left T-70). I strip its 2 remainging shields, but not before she strips mine, and it flees again. The T-70s keep coming in from either flank, making me split my focus, and I get a bit impatient with this; I send my full-health Zeta around to the right to harass the right T-70, and send the two wounded ones out to chase the one on the left. Dumb. I lose one Zeta (the one with 1 hull), and in my absence the left T-70 sneaks into range 2, half on a debris obstacle, and it puts 4 hits onto my 2-hull Upsilon. Boom! 54 to 33, opponent's favor. The next half dozen turns see feints, switchbacks, arc dodging, and we're both feeling the pressure. That's when my opponent begins to take very aggressive risks, but it pays off for me when I finally pop the left T-70. But, he keeps up with the aggression, sweeps into range one behind both Zetas, boosts out of one arc, and goes for my wounded one (its at 1 shield, 3 hull); he rolls hit, crit, crit! I evade one, take 2 crits...pilot skill 0, and take 1 stress then flip down. I survived the attack with 1 hull! The return shot: I roll hit, hit, crit, he rolls a blank and a focus, and that ends the game. No time limit, just casual, but if we'd both stayed patient it could have gone either way. As it was, I think he was fed up with vying for snipes against my pair of Zetas and went balls out. Fun game, when all and done.
  21. Personally I think removing the defense range bonus for large ships is a terrible idea. Case in point: brobots.
  22. Meh...could be fun. I've tried Juke/Relay on s/f before, but 10 points is too expenzive for my taste. If you're going that way, drop "Quickdraw" and "Backdraft" to Omega Squadron and save 6 points for something like Reb Captive and an upgrade to Lt. Dormitz. Really, any s/f should have Fire Control System stapled to it. Try this if you want a challenging Upsilon-with-s/f build: 3x Zeta s/f w/ Collision Detectors and Titles: block your deployment zone with debris obstacles and bait your opponent into your backfield, stay in formation (maybe one-and-a-half template widths) and don't be afraid to use red maneuvers while flying over/onto the debris. Starkiller Base Pilot w/ E Baffle: it's tough to do, but slow rolling with and purposefully bumping with the Upsilon let's you keep it in the backfield, then turn in when you engage with the s/f and Baffle whatever stress to get that 4-die gun on target, Coordinate a s/f to barrel roll, or give it a target lock to boost its attack. Your opponent sees you making the Upsilon weaker by using Baffle and may go after it, keeping your close-in 3/4 die s/f attacks out of the fire a bit longer. Support the s/f trio, use obstacles to obstruct shots on you, and block your opponent's lanes of attack/follow-through/withdrawal. In many regards, four ships outclass three. Be patient, and fly canny.
  23. I've been flying Keyan Farlander w/ Hera and Determination, totaling 33 points. The whole dial is open, essentially. It's important to remember this build is for mid- to late-game use; you can't come out of the gate swinging with it, you'll just get burned down. Nera Dantels, when equipped with Trick Shot, Collision Detector, Proton Torpedoes, and Guidance Chips makes a juicy first target, although expensive at 32 points. With some canny, patient flying (and a little luck) you can get the torps off and bodge your opponent's maneuvers with her for a couple turns, all while Keyan patiently reds into position from a flank or from behind. These two ring in at 65 points. I've flown PS 8 Poe with them, equipped with Sensor Clusters and Autothrusters. I'm sure there are better builds for this Poe, but I've had fair results (3-0). I suppose you could put Adaptability on him... Poe and Keyan circle, swoop in, take swipes, then zip out and away to come around, preferably splitting opposing formations and their target priority. Edit: Speaking of target priority, yours is extremely important. If you muck it up you'll struggle. Don't force the first engagement. It's worked for me. YMMV.
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