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Rasputindarksyde

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Posts posted by Rasputindarksyde


  1. 4 hours ago, ArbitraryNerd said:

    Advanced Sensors let's you perform an action before you reveal your maneuver.

    This gets around the whole "stressed-from-a-red-maneuver" thing in regards to getting the Target Lock in before hand.

    Genius lets you drop a "before dial is revealed" bomb after completing a maneuver. As it's not an action, it's still fine after a red maneuver.

    Nym's ability protects him from suffering the adverse effects of the bomb he dropped very close to himself, while allowing it to damage enemies.

    It's pretty gruesome.

     

    EDIT: In case you're looking at Nym's card specifically and unsure how he has AS & Genius, the Title gives him the ability to take a Salvaged Astromech & a System upgrade.

    Couldn't have said it better myself. 


  2. local store tourney had 4BZ come in second.  Only to lose to Dengar/Tel.   If flown right it can wipe a ship a turn.  But still need some help to see named pilots make a step into the meta  

     


  3. 14 hours ago, John Rainbow said:

    Canonically I think the loss of the mod slot makes sense as all the room where the mods would be is taken up by the crew compartment.

    Most, Engine upgrade or vectored thruster wouldn't fit that.  Mind you, no need for thrusters on Bwing. 

     

    I can can see it both ways honestly.  It would help the Bwing if it was a title instead  

     


  4. I don't think switching the B/E2 to a title is a fix per say. It's honestly what it should have been all along.  It would help it a bunch.  I always run engine upgrade on Keyan. It would be nice to be able to do that plus have a crew on there.  


  5. Bwings are tough. I have a favorite list but it loses more times than it wins. But it's super fun to fly. 

    https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!44:43,110,-1,-1:-1:-1:;44:43,110,-1,-1:-1:-1:;88:18,43,22,-1,-1:-1:3:&sn=New Squadron&obs=

     

    The ion is there just because I have the points  it's nice to use at range 3 so they don't get the extra defence and you know where a ship will be next turn.  Farlander is super maneuverable with this build.  Just make sure you don't dial in a green move after you push the limit.  

     


  6. 19 hours ago, direweasel said:

    Putting all of that on him knocks him up to 45 points though, pretty hefty points outlay.  At that point, I'm tempted to just pair him up with a Fat Han build.  I'll play around with that some too.

    Thanks!
     

    He's 39. 

     

    29+4(engine)+3(sensors)+3(PTL= 39


  7. 3 hours ago, BanthaFather said:

    OP: I like the keyan build. It might be hard to get those torpedoes in range given your movement capability--the B-Wing dial isn't too generous. 

    Keyan seems cool though, and giving him PTL gives him a lot of opportunity. Do you have an Engine Upgrade? EU, PTL Keyan would be unpredictable and accurate. 

    Adding advanced sensors to Farlander as well names him even more unpredictable. It's my favorite build for him. 


  8. 5 minutes ago, Biggsy_boy said:

    I don't really see the HWK keeping up with Dash.  It's just not that maneuverable. 

    With Super Dash no. But this Dash is only making one move and maybe a barrel roll.   The barrel roll can get him back in Range of Jan if need be anyways. She has Barrel roll as well. Lots of options to get back into that Range 3 bubble. 


  9. As a person who flys K-bombers. 

     

    Always look for their 2 moves with slams and their 3 moves with Slams a turn a head. It's tough. But if you can see where they might go to drop bombs then you can stay safe.   Like someone daid. Staying near rocks and debris can help. It's tough to get around those and still drop bombs. But if you only have one or two moves to avoid rocks watch out as well.  They will try to drop at those locations.  Being a bit unpredictable in your men men's help as well.   Try to target a Kwing with all of your ships. Kill it fast.  The faster you kill it the less ordnance they will drop. Killing Sabine fast is also a great way to go about it. But good players will try to hide her as much as possible.  It's a tough list to beat but it's a tough lost to fly as well. If they make a mistake try to exploit that as much as you can. Hope you roll bad for his bombs. 


  10. 4 hours ago, Sixter said:

    I like the idea of Tactician. Double stress is sometimes amazing of course, but you could also choose two ships to stress in the same turn (one with Asajjs ability and one with Tactician). Too bad, the Lancer doesnt have two crew slots because Latts would be amazing with that combo...

    I also like Tactican on Ventress. 


  11. I have been flying this in non competitive games. 

    Omega Specialist — TIE/sf Fighter 25
    Adaptability 0
    Accuracy Corrector 3
    Special Ops Training 0
    Ship Total: 28
       
    Omega Specialist — TIE/sf Fighter 25
    Adaptability 0
    Accuracy Corrector 3
    Special Ops Training 0
    Ship Total: 28
       
    "Pure Sabacc" — TIE Striker 22
    Trick Shot 0
    Adaptive Ailerons 0
    Ship Total: 22
       
    Black Squadron Scout — TIE Striker 20
    Veteran Instincts 1
    Adaptive Ailerons 0
    Ship Total: 21
       
    The strikers are the bigger threat. So I try to make them go for them. It's amazing to see just how much damage the accuracy correcters do when they get two shots a turn.  Sabacc with this build is pretty scary.  Anyways. I think this is a fun build for the SF. 

  12.  

    On April 9, 2017 at 8:24 PM, 4fox100 said:

    Firespray-31: · Emon Azzameen (36)
         Cluster Mines (4)
         Advanced SLAM (2)
         Tail Gunner (2)
         · Slave I (0)
         Burnout SLAM (1)
         Extra Munitions (2)
    YV-666: · Bossk (35)
         Expertise (4)
         Cluster Missiles (4)
         Guidance Chips (0)
         Dengar (3)
         Jabba (5)
         Scavenger Crane (2)
    -- TOTAL ------- 100/100p. --

    I have flown Emon with Crane and a couple of Quadjumpers. Works really well.  Quads move ships where Emon wants to drop his bombs.    When they die you get bombs back.  Add in Intel agent on the quads or quad with maybe Ketsu on the other. Laugh as you are dropping bombs everywhere.  Lol


  13. Honestly, I really love flying my trip Kwing bomber list. 

     

    Warden: Advance Slam, Chopper, Extra Munitions, Cluster Bomb, Siesmic Charges

    Warden: Advance Slam, Bombardier , Extra Munitions, Cluster Bomb, Siesmic Charges

    Warden: Advance Slam, Sabine, Extra Munitions, Conner Net

     

    It is super fun to fly. 


  14. 14 minutes ago, StriderZessei said:

    If only that title didn't drop crew. Could you imagine having bomblet generator, Genius, AND Sabine all in one ship?

    And number 1 target. 


  15. 15 hours ago, MalusCalibur said:

    Can't let that slide - the 20pt Jakku Gunrunner is amazing and I'd happily put one (or preferably two) into any Scum list. Your opponent cannot ignore it, it has the potential to play merry hell with their ships, and if it dies, it was 20pts so who cares?

    I would agree. A list with two of them just made 2nd out of 17 in a local tournament.   I think he went undefeated but he lost more MoV though.  

     

    They are just sick to fly and the mess up what the opponent wants to do.  Love em. 


  16. 16 minutes ago, Books McZaddy said:

    Are you sure? Snap Shot states  you can't "modify" the die results, as far as I was aware "modifying" and "re-rolling" are distinct, which is what would allow Shara with M9-G8 to allow re-rolling on Snap Shot as well. Predator simply states "When attacking, you may reroll 1 die" (paraphrased).

    If I've got this wrong then I've been way off.

    M9-G8 was just in the FAQ. The ship that has the droid is the one modifying. Not the ship with snap shot. 

     

    And yes rerolling is modifying. 

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