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Boreas Mun

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    Bielsko-Biala, Slask, Poland

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  1. I prefer Fearless, because when you can trigger Fearless you probably need Focus for defense, so it's no attack mods without it. When you are out of arc at R1 you are still good even without Outmaneuver. R2-3 doesn't matter that much, because it is no position where you want to be with Fenn.
  2. So Dengar is not good for my list, because I'd have points only for a Tie and I do not want a naked tie in a list like this. https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z97X121WY133XWW136Y115XWWWWW92WW159W4&sn=Fen%2B3&obs=
  3. I was thinking about Dengar. Torps are good only with Maul crew on him. Maybe Expert Handling, Maul, Ion Cannon, Adv Protons/Plasma Torpedoes? I will try Nom Lumb, but don't have a card yet.
  4. It seems that Fenn Rau will be very good in HS, because of lack of many good I6 ships. Also there should be many low Ini ships, under I5. Genesis Red is a monster when he can lock focused ship and fire Torpedoes(also at R1 it is a good ship for 44 points). So i'm starting with Fearless Fenn Rau and Proton Torpedoes Genesis Red. I played them with 2x 1I Fangs and it worked well: https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z97X121WY102XY102XY133XWW136&sn=Fen%2B3&obs= 3 bid. Alpha is pretty strong, but I'm not sure if 1I Fangs are better than alternatives. There is an option with 7 bid Slave 1 ` Emon to arcdodge 4 or less Ini ships and control with Seismics(no Protons in HS, maybe Clusters?): https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z97X121WY133XWW136Y104X121WWWW71WWW161W&sn=644&obs= Or downgrade Protons to Plasmas and take Fearless Boba, no bid (but you want even small bid with Genesis and Fenn, maybe without Fearless?) https://raithos.github.io/?f=Scum and Villainy&d=v8ZhZ200Z97X121WY133XWW234Y103X121WWWWWWW161W&sn=654&obs= What do you think?
  5. I was playing Aces High with Dengar + Expert Handling + Proton Torpedoes + Han Solo. I made a mistake and started the wrong way, edge on the left. I started with 2 bank to the left + stress from Han, then 1 blue straight to shed the stress, but needed to rotate(no white rotate action) so again stress. Then I spend many turns to get back to fight, because I couldn't hard turn right, or even blue bank right. It was easy after that, I fired 2 double modded Torpedoes and won a game. But flying this ship was awful and I can see that opponent can abuse it.
  6. I like the G-1A dial better, even without 4-Lom ability.
  7. In HS you can try Genesis Red with Proton Torpedoes, a lot of targets below I5. Double mods Protons for 44 points is a great deal.
  8. Mining Guild Sentry (22) Mining Guild Sentry (22) Mining Guild Sentry (22) Mining Guild Sentry (22)c Mining Guild Sentry (22) Mining Guild Sentry (22) Fenn Rau (68) Total: 200 View in Yet Another Squad Builder 2.0
  9. I want to try: Mining Guild Surveyor (23) Intimidation (3) Mining Guild Surveyor (23) Intimidation (3) Fenn Rau (68) Fearless (3) Cartel Spacer (25) Ion Cannon (6) Nom Lumb (38) Autoblasters (3) Informant (5) Total: 200 View in Yet Another Squad Builder 2.0
  10. Yes, 2 arcs are better than 1. Jump with Cannon is simmilar to Shadowcaster. 1 less health, worse dial, better slots, Cannon attack instead of 3 primary, but Shadowcaster title was really good before nerfs. Still you can have Ion Nom for 44 points and cheapest Lancer is 56.
  11. Maybe, but R1 shot with 3 dice and focus against tokenless Fenn has 72% of not dealing any damage at all (avarage 0.35 damage). So you need to be R2 with your ships and block him. Still only 0.61 damage per shot with 2 dice + focus. It's hard to kill Fenn with 2 dice primary front arcs.
  12. Here are all the pilots and upgrades (with points) for Scums that are HS legal and are in my opinion good. Anything else is overcosted crap Zealous Recruit (41) Skull Squadron Pilot (47) + Fearless(3) Fenn Rau (68) + Fearless (3) / Outmaneuver (6) Bounty Hunter (62) + Contraband Cybernetics (2) / Deadman’s Switch (2) + 0-0-0 (5) Emon Azzameen (71) + Fearless (3) + Contraband Cybernetics (2) / Deadman’s Switch (2) / Rigged Cargo Chute (4) + 0-0-0 (5) / Perceptive Copilot (8) / Maul (12) + Seismic Charges (3) / Proton Bombs (5) / Ion Bombs (6) / Cluster Mines (8) (choose 2) + Andrasta (3) Boba Fett (85) + Fearless (3) + Proton Torpedoes (13) + Contraband Cybernetics (2) / Deadman’s Switch (2) / Rigged Cargo Chute (4) + 0-0-0 (5) / Perceptive Copilot (8) / Maul (12) + Seismic Charges (3) / Proton Bombs (5) / Ion Bombs (6) / Cluster Mines (8) + Hull Upgrade (5) + Slave I (1) Nom Lumb (38) / Tel Trevura (44) / Dengar (53) + Proton Torpedoes (13) (only Dengar) + Autoblaster (3) / Ion Cannon (6) + BT-1 (2) / Dengar (6) + Contraband Cybernetics (2) / Deadman’s Switch (2) / Rigged Cargo Chute (4) + Hull Upgrade (5) (only Tel Trevura) + Punishing One (5) if title + R3 Astromech (3) / R5-P8 (4) if no title + 0-0-0 (5) / Informant (5) / Perceptive Copilot (8) / Maul (12) Cartel Spacer (25) + Autoblaster (3) / Tractor Beam (3) / Ion Cannon (6) Sunny Bounder (27) + Autoblaster (3) Genesis Red (31) / Serissu (41) + Autoblaster (3) / Tractor Beam (3) / Ion Cannon (6) / Mag-Pulse Warheads (6) / Plasma Torpedoes (9) / Proton Torpedoes (13) Mining Guild Sentry (22) Mining Guild Surveyor (23) + Fearless (3) / Intimidation (3) / Squad Leader (6)
  13. In Extended you can have a title, TB and R5-TK to tractor your own ships
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