Jump to content

Rasputindarksyde

Members
  • Content Count

    343
  • Joined

  • Last visited

Posts posted by Rasputindarksyde


  1. I actually really like this...here is how I would evolve it.

     

     

    Astromech: Add crew slot. You may equip any crew and reduce the cost of the crew by 4 to a maximum of 0. Raise your pilot skill by 1. Cannot be equipped on unique pilots. 

     

    Cost 5

     

     

    So the idea is that you can get any crew on your ship "for free" and a pilot skill increase. In theory you could essentially get gunner for a discount and raise your PS. 

     

    Probably only a few uses for it... but it would be very cool.

    So picture a rookie pilot with that Astro with Luke inside. Lol. Interesting.


  2. I like R7-T1 on blue ace a lot. Like what has been said. It was almost made for him. It helps him get some action economy and still actually puts damage out. It takes time to get used to trying to move to get in an enemy arc so you can actually use it. But when you do get used to it. Man it's cool.

    As a side note I like to make Red Vets with daredevil and R2 Astros. Makes them a poor mans Blue ace. It's fun to fly as well. 2-turn and daredevil the same turn. Pretty fun to fly as well.


  3. I have been using this. I am undefeated as of right now. But I haven't played against imp aces.

    Thane: Expose, R2-D6, Title

    Biggs: IA, R2-F2

    Lothal Rebel: Zeb, Auto Blaster, Tactical Jammer, FCS

    Biggs just doesn't die. You are rolling 4 -5 agility dice. Zeb and Thane put the hurt on a ship in their arcs. Both try to target and kill a ship a turn. Which most of the time they do. Thane takes out a target lock for his regular action. Then expose when someone fires at Biggs. For a 4-5 attack roll which is Target locked. Along with the Ghost 4-5 attack as well. Usually Target locked as well if not focused.


  4. I have had real good luck with this.

    Lothal Rebel: FCS, Auto blaster, tactical jammer, Zeb

    Kyle Katarn: Ion Turret, Moldy crow, Jan Ors

    Biggs: IA, Agility Droid

    Big stays behind Lothal to take advantage of tactical jammer. Kyle gives him a focus that turns to an evade. Lothal tries to block ships so he can shoot at them while they have to shoot at Biggs. Ion them with Kyke and you can just stay there shooting them until they die with FCS. It's pretty amazing actually.


  5. Secondary weapons are primary arc only I thought?  So no Snap Shot out your back?

     

    Oh my goodness, you're right. It IS a secondary weapon, meaning primary arc only.

     

    God, Snap Shot is disappointing AF.

    How is it disappointing? Getting to shoot before someone gets tokens and being able to shoot again in the combat phase is so good. I just don't like it's an EPT but I can deal with that for sure.


  6. Well, the card I was most excited about, "Snap Shot", has just been revealed. Not impressed.

    It does exactly what I wanted and I'm still disappointed.

    That range restriction is just brutal.

    Edit: oh wait! If it's just no more attacks in activation phase it's ok. Thought you had to give up your combat phase attack. An unmodified two dice followed up by a range 1 shot is good. Still will be hard to nail down aces, but it makes the "dive to range 1 and use repositioning to get out" gambit dangerous.

     

    swx57-snap-shot.png

    I see no range restriction on this card.

     

    5 snap-shot blacks + snapshot howlrunner = lots and lots and lots of dice.

    The 1 is a range restriction. Just like other secondary weapons. It's only range 1. But still a great card. Tie swarms got scary.


  7. Had a good day yesterday playing this list. Went 4/5 games.

    Lothal Rebel: Zeb, Autoblaster turret, FCS, Tactical Jammer

    Biggs: IA, R2-F2

    Kyle Katarn: Jan Ors, Ion Turret, Crow

    Biggs is pretty hard to kill with 4 agility and an Evade token. Lothal just does work trying to do as much damage as possible even while touching, thanks to Zeb. Kyle shoots with Ion to keep the ship bumping Lothal or just enough control to set up shoots.

    I really enjoyed flying it.


  8. it just didn't do much tonight that I saw. Buddy was using it and never got a hit through with Tailgunner. He was playing against Ties. Either he got a hit and blank or a eye and a blank. Just not good against a ship with evade token and at least 2 agility after Tailgunner minus.


  9. I like Ello with Outmaneuver. He is going to be getting out of arcs more often. I also like him with vectored Thrusters. Helps get that outmaneuver even more. But that is not released just yet. And you lose IA. Not that that is a huge deal to me anyways.


  10. I have flown Kenkirk+Vader at a store tourney to victory.

    Kenkirk: Palp, Isard, EU, PTL, Ion Bomb

    Vader: VI, ATC, Title, EU

    Kenkirk is basically a PS 13 after Isard kicks in. You Push off of that to boost out of arcs or whatever action you might need. Vader puts damage through with ATC and Palp. The Zion Bomb adds a bit of control without losing any actions. Which helped a lot.

    Now I play Kenkirk no Bomb with Stele in a Defender with X7 and Juke and Ion Engine Mk2. I have a really good record with the list. But 4-Lom screws me up. Losing that evade on the Deci hurts.


  11. Well one thing you might not know is the 'Meta' in 2 months. Wave 9 is coming. HotR is around the bend too.

    So I think building a list you like and feel comfortable flying is the best choice. Then play against as many Meta lists as you can. Get used to playing them. Also try to play against proxied new stuff coming out if people will do that for you. That way you get an idea of what might come out and be the next 'meta'.


  12. Weeeeee...YouScoundrelTactic_zpsxfahpqbu.jpg

    The ties would have moved first though. So you might drop it on them. Then if only you had the range to shot it with the Siesmic Torp.

    Could you kit out both him and Miranda sufficiently with enough points available so she could slam in and seismic torp it, then slam past and bomb them further?

    You might be able to do a 3 straight then advance slam and get the torp off. But she doesn't have an EPT to take VI. Han would drop the debris after her. Unless you adaptability him and make him a PS8 as well.


  13. Question: Can you adaptability Han's PS down to 8, place him in the opponent's starting zone at range 3 of the ships currently placed, and deny the opponent their planned position of their PS9 ships?  Or can they place their ships within range 3 of Han after he's deployed?

     

     

    Also, were there really no mistakes in the article?

    Nothing says the can't deploy within range 3. Just he can't deploy within range 3. So I would say yes they can.

×
×
  • Create New...