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Kaimuund

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Posts posted by Kaimuund


  1. I've done well turtling Interceptors. Even the RGI with PtL can Focus + evade. Your shooting won't be as strong, but you should be running a mixed list, and if they are shooting your Interceptor, it means your other ships are free to spend tokens on shooting. I've even had named Interceptors shot at repeatedly by Falcons to no avail, while more important ships moved in for the kill. 

     

    I do agree though, they shouldn't be flown in all Interceptor lists. I like 1 or 2, and have had good luck with a mini swarm of 5 TIE Fighters and an Interceptor. The RGI is a steal at 25 points with PtL and PS6. 


  2. Definitely be good with PtL. A see though that a lot of B Wings rely on being Stressed? 

     

    So maybe someone like Ibtisam, who gets those nice rerolls, can PtL to stress, do rerolls, and more easily rinse and repeat. 


  3. I like that you have a tough ship to roll center, and Recon Specialist can make Firesprays really tough. That should give you a rock for your two flankers to fly around. 

     

    If you deal with a fat han, you can close with either flanker, and your interceptor can turtle and drive in close to try to sucker him into shooting. Those dice may fail you, but 3 agility with a focus and evade is no joke. 

     

    I don't know about Intelligence Agent personally, but then, i don't have a lot of experience yet flying Phantoms. I do prefer Whisper over Echo right now, but like I said, I just started using them and use them only in secondary lists, not my main ones. 

     

    I think Whisper's Focus on attack with VI and ADC gives the 4 agility plus focus for defense, and if you focus on your action, lets you use that for your attack. With FCS, you'll need to basically pick something and burn it down, but many lists sport 1 MVP and a support group, so that shouldn't be an issue. Plus, you can always leave the lock for a second pass. 

     

    I don't think you need to change anything, just give it a go and post a report. I love Interceptors with PtL, so I think that'll perform better than 2 Academy Pilots, but that also depends on your opponent. 


  4. Nice! 

     

    I would switch targeting computer to PtL and try to fit it in. Carnor with PtL and a hull upgrade could be a monster. 

     

    I like the pulse missiles too. They work on large or small ship alike. Set em up with a pulse and either drop bombs in front of them, or let Jax roll into range one and drop a 4 die shot on them with no evade or focus. 

     

    I think that would be a really fun list to play. 


  5. I understand the fly casual attitude and love it. I like to laugh and goof off with my opponent, as they are usually a good friend. I am also the kind of guy to remind my opponent when he forgets to do an action, and generally goes off my opponents opinion of whether something is in my arc to shoot at, or if I'm overlapping. If they say yes, then there isn't room for contention. 

     

    However, what I love so much about this game is the depth you can go into it. Much like Chess, which seems rather innocuous at first appearance but can become a very deep and thought provoking game. I like to think about it and plan and prepare and then start again. I like the move, counter move, or as one of character may say, the game of "cat and also cat". 


  6. Has anyone else had to deal with this combo? 

     

    Wedge was trying to take pot shots at my TIE Fighters, knocking their Agility down to 1. 

     

    This Wedge didn't have an Astromech, but was a 3 Amigos list with Biggs (F2 whats his name, Action +1 Agilty and Stealth Device) and Luke (who had R2 D2 and a hull upgrade).

     

    I ran Soontir, Howl and a mini swarm of Academies. 

     

    Wedge fried Howlrunner with a lucky 1 hit 2 crit shot, while I rolled all blanks. I had PtL on Howl, so she had an Evade and a Focus. The Evade brought me to two crits though, and of course, Direct Hit meant end of days. 

     

    I used the Academies to squeeze Wedge onto an asteroid for 2 rounds, knocking his shields down and keeping him from vaporizing everything. 

     

    Then I dog piled Biggs and rolled Wedge. I had 3 TIE's and Soontir left, and luke fried another, and damaged one of the two remaining before Soontir finally lined up a shot. 

     

    In this instance, I got really really lucky and kept Wedge from lighting everyone up. 

     

    Have you run this build or against it?

     

    What would you match Wedge and Outmaneuver up with, and would you give him a  mod/torp/Astromech?


  7. That's a ton of A Wings! 

     

    Is there a mechanic to help out on that 2 red attack? I know with the Empire, Howlrunner can make the swarm really viable, but for the A Wings, I don't know if they have something like that....

     

    Otherwise it might be like a swarm of bee's, really annoying and hard to hit, but not doing enough damage to be meaningful (unless it's a really big swarm, in which case you should jump in a lake or go inside). 


  8. I'm shocked at the responses here, and not in a bad way. 

     

    I guess my forum trolling sees only a handful of really oft used ships, and thought those would be everyone's favorite, but I see here all of the more unique vessels, most of which rarely see the light of tournament play. This makes me very happy.

     

    As I am madly in love with my TIE Defender, and have formally adopted Vessery into my family (he gets along well with the dogs, but always goes after them when they are Locked up in their kennels. Weird....). 

     

    I really need to try the Jonus and Defender list, and have some shapeways Defenders to use for test matches, as I've only purchased the one Defender. At 30 points base, and 38 for Vessery (needs that Outmaneuver, com'mon), I don't see fitting more than 1 into many lists. 

     

    Right now my favorite is:

     

    Vessery 38

    Outmaneuver

    +teddy bear 

     

    White Space Antelope 26 (a real steal too....)

    Rebel Captive

    FCS

     

    Bounty Hunter 36

    Recon Specialist

     

     

    It's got a lot of health, and all 3 ships can dish it. I just went against a Fat Han list and did very well, using the White Bison to shoot on the initial pass and get the free lock, then run right into Han and block him for 2 turns while Vessery got 3 shots into the rear. I need work on the Firespray though, as I have no idea where he was going.....did both large ships out of my two corners facing towards the center, and Vessery put into 6th gear (well, 5th? No EU), and went right up the edge before turning inward and zipping straight at Han's bum. Never used the White K Turn oddly....was able to stay in his 6 the whole time. 

     

    I was able to keep most ships out of Han's escort's (Jan Ors with Ion turret) range. 

     

    I had a limping Bison with 1 hull (got a crit that caused the 'anytime you red move, roll the die to see if stuff blows up'. On the Bison, that was really bad. Without EU I had zero chance of turning around), and the BH with 1 shield missing, and Vessery with 2 hull left from bearing down on Han. 

     

    So, Defender has a special place in my heart fo shore. 

     

    I have to commend BaronFel though, as the Interceptor holds a close second. I'm getting into the next tournament just for the Soontir card. Gotta have it. 

     

    As Rebels go, I love to hate the B Wing. With Aces coming out, I'm anxious to try out some different named pilot lists. 

     

    I just started toying around with the E Wing, and see the synergy of Etahn Abaht, but Corran is such a monster...how could you not take him? I love the heavy Corran PtL builds. PtL is my all time favorite skill.

     

    Watching Farlander PtL, then spend the stress as focus has me in conniptions. Or the Adv senor action, then k turn and spend the Stress....I bet he could back and forth Joust with the Defender like a champ. 


  9. The proton rocket will cost you two arms and a knee though, as it negates the refit, effectively costing 2 additional points. That's a lot for a one pop 5 die ordnance. 

     

    I think that second list looks amazing. With the sick amount of greens that A Wings get, I don't know if any of them would much care about stress. I mean, they have a green 5 like the Defender, but also all those green Interceptor turns. 

     

    Outmaneuver would really help make the pop guns they have do something, and with all those PtL, you can probably get some TL + Focus shots in to almost guarantee two hits each time.

     

    You might have to play the long game though...


  10. Good discussion. A lot of ordnance on those puppies...

     

    I'm kind of cheap when it comes to bombers. I see them like I see my Mighty Albino Space Antelope, as a tough filler ship to support a main force, or in Vessery's case, my brother from another mother. 

     

    I like to put a single missile or torp on them to put it at 20 points, and once I get the ordnance off, fly it straight into the 'scrum-dizzle' to block opponent's elite ships in the hopes of getting some nice shots with no focus/evade to worry about. With 6 hull and a decent agility, they survive longer than you expect. 

     

    With Target Lock as an option, they also help Vessery get his ability off too, so they are a handy, versatile little ship. I personally only have 1, and find that to be enough for me, but like the other posters have noted, rolling a couple in or using a small squad in Epic play seems quite effective. 


  11. I like where your head is at. It reminds me of a triple Interceptor build. 

     

    My concern would be damage output. I get nervous as A Wings seem to go off the same grace as an Interceptor..ie Don't let them hit you. In the chance that they do hit you, it doesn't take much to bring them down. 

     

    However, having the A Wings as flankers can really disrupt a formation and force your opponent to deal with two different angles of attack, keeping him from either focus firing, or drawing a bead on your whole force. 

     

    In my most humble opinion, I'd do AA, with Tycho of course leading the charge into the Frizzle, and the B Wing sounds awesome. If you took out one of the A's, that gives you....20 points? Hmm....that's a hard one. Honestly......I'd try and do BBAA, and drop the HLC and do 2 B Wings....that's 47 to split between the two, so two Blue's, one with adv sensors?

     

    I'd roll them in together one way, and swing the 2 A's around the other. Make them wingmen teams. Kind of thematic. 

     

    If that breaks the list, I feel like a Bandit with a missile and then upgrading the B Wing would be the way to go. I don't like leaving something like a small base alone on entry, as I would, as an Empire player, probably try to overrun the B wing and drop him quick, before breaking into a rat race with the A's, or as a lame move, send my whole force into the flank to meet the A's while the B Wing tries to catch up. If I could down the A's or hurt them before the B can join the fray, I'd be in good shape to rush the Cannon hundred year war style. 


  12. I play Empire nearly exclusively, but collect both factions, and probably scum and villainy, as my friends don't have the resources to collect their own. This lets me host games that allow both sides to build various squadrons without serious limitations. 

     

    Regardless, I'm a huge fan of B Wings. With the option to add a crew member, I'm starting to see them as the Rebel version of Huge Ivory Space Bovine that can actually maneuver. 

     

    It's hard right now to kill the darn things, and as cheap as you can get them, I always get nervous seeing them across from me. 

     

    I also really like the Dagger paint scheme on the Rebel Aces version. Farlander is going to become a rockstar in our circuit, I just know it. 


  13. They developers mentioned they were working on a title card to help the Advanced out. 

     

    As the Chaardaan refit (SP?) is already out for the A wing, essentially selling an upgrade slot, I doubt they will clone the same card for the Advanced. 

     

    I'd like to see a title that makes a missile super cheap. Something like 

     

    Strike Fighter

    Title. TIE Advanced Only 

    You pay 3 less points for missiles added to this ship. 

     

    or

     

    TIE Advanced II

    Title. TIE Advanced Only

    Add the Systems upgrade slot to the ship. 

    0 cost non-unique

     

     

     

    I don't know if that is too much, but it needs either a special way to kick someone in the pants, or a point reduction that makes it favorable to just buying loaded up bombers in special circumstances. In this case, if you want a single missile point ship that's hard to kill. 


  14. Maybe swap the Assault Missile for Cluster so you can get the Marksmanship effect on both rolls? Kind of like Kath Scarlet Cowgirl builds with Marksmanship and Gunner. 


  15. I've found that the targeting computer on Interceptors is only so so. I do find as well that Push the Limit is a Must on Interceptors. Maybe not on Lorrir, as he stresses when he barrel rolls, but on Carnor for sure. Being able to boost in to range one and still evade or focus is really helpful, especially after you tell your foe about his ability. I have a buddy I play with casually, and I think his jaw hit the table when I told him he can't focus or evade or use his blaster turret. It certainly numbers poor Carnor's days. 

     

    I do really like Hull upgrade on Interceptors as well. That one extra hull point usually makes mine last an extra round, as most big hits do 3 damage, with exceptions of course. 


  16. I feel like this game is a lot less GOTCHA, which I felt a lot in 40k. In X Wing, sometimes you get bad rolls and the dice hate you while you watch in awe as your TIE fighters explode left and right, and sometimes Soontir Fel is just unkillable and rolls the entire enemy force by himself. I find it more fun spirited and balanced. Plus, no Grey Knights. I like their fluff, but seriously, that guy needs to be fired. 


  17. I have to agree with Darth Evil. It is just a slightly tougher Squint, so you have to be careful. I try to race them as flankers, and never go straight in or head to head if I can. Basically, using it like a Squint, but with more guns and missiles and shenanigans. The reason I like it is because of the heavy presence of Falcons, and they always shoot back. This makes the ability to take an extra hit or two pretty valuable, while also making Outmaneuver pretty powerful, as I have always been out of arc. 


  18. I agree, they move strangely. 

     

    I've been subbing them for a long time now, and was using home made rules before that are almost identical to the released ones. 

     

    I've had great success, but have been flying named pilots, using the Defender the way you were using Fel. I have had the most success pairing it with an OGP Shuttle and a Bounty Hunter, but want to try two builds with TIE's, one paired with 5 academies, just to see how that rolls, and one with Ace's, as Carnor and Soontir with a Defender would be epic. 

     

    Probably do

     

    Team Carnage

     

    Carnor 26 ptl 3 Shield Upgrade 4

     

    Soontir 27 ptl 3 Stealth 3

     

    Delta 30 Concussion Missile 4

     

     

     

    5 ships

     

    Vindictive Victory

     

    Vessery 35 

     

    Vader 27

     

    Academy x2  24

     

    Academy Targeting Computer 14

     

     

    Best of Brath

     

    Rexler Brath 37 Predator 3

     

    Academy x 5 


  19. I like to run Vessery with Cluster Missiles and Outmaneuvre, and then match him with a Shuttle OGP with ST-321. The target lock from the shuttle is setup anytime, and the shuttle sort of rolls up the center and takes hits. With 3 attack dice and some Gargantuan Space Bus intimidation, it could make it easier for Vessery to get out of the opponents arc and use his Outmaneuvre to full effect. With the Shuttle able to switch targets before Vessery, then fire after, it has worked out pretty nice. 

     

    I like to run Vessery with big ships, but I've seen some nice looking interceptor builds I'd like to try. I feel like if you get his ability off twice, its made its points. Plus, anything you put TL on and match with him is going to draw fire, so could be a good way to control your opponent's attention, and keep it off your Defender, that despite being tough, can go down very fast. 

     

    Plus, I love Outmaneuvre. I've scored 5 hits with Cluster Missiles on a B Wing, negating its entire defense for both shots, then shot it with the OGP at range 1 and scored 3 hits against a lucky 0 evades, and killed it right out. 


  20. The jousting math wing is only a rule of thumb, I wouldn't put too much on it. It does give an idea roughly if something is overpriced, but then again, it doesn't take a lot into consideration. 

     

    I've found the Defenders very durable. I don't run more than one in a list, as I think they are very expensive, but I could see 3 of them, or 2 and a shuttle being pretty nasty. 

     

    I like the idea of an HLC on them, at least, on a Delta. With the Rebels using a lot of PS4 ships, I don't see the PS3 Defender being very good, but both of the named pilots are really great. I just think that if played well, like an interceptor, the Defender will be a beast, but if played like a Firespray and Jousted too hard, it'll break apart. 

     

    I've had luck so far, running it up an edge at speed 5, and then 4 k turn, and screaming into the rear of an enemy formation guns blazing. with Outmaneuvre, this has been very successful. My defender of choice is Vessery so far, as the Focus cost for the PS8 Defender and the sheer quantity of shields on Rebels has made his ability lackluster sometimes. With a Falcon heavy build, it would be devastating, especially with PTL. 


  21. @Black Knight Leader

     

    I made a Royal Guard TIE Defender. I was thinking about giving the Royal Guard Title to them, but now that they have been released, I think that would be a HUGE point dump. I had them about 2 - 3 points less than they are now, but had a less effective movement dial for them. 


  22. I like the Y Wing with Dutch Vander. He does go first before the others, but that could mean some Target Lock passing to his pals. I'd stick him with an ion Cannon so that he could set up some foes for alpha strike by Ibbi and Wedge. I also like the workhorse durability of the Y Wing. 

     

    I like th eB Wing with HLC also. In that build, I'd hang everything back and make them come to me, and try to shoot out the rear with the generic B wing, while Ibbi and Wedge took to the flank and came in at an angle, cutting their firepower down or skirmishing with the opponents flankers. The whole group seems like they would be best if carefully flown together, and engaging the enemy piecemail in a corner. Most foes, unless swarming, tend to send up a flanker and rest up the other way. I'd  kill the flanking force, then try to force my opponent through asteroids while tossing out range 3 shots. I've seen Wedge off handedly kill Tie Fighters at Range 3 through Asteroids. Ridiculous. 


  23. Some fragile lists. Sounds like you want the scene from A New Hope, but instead of Obsidian named pilots, you want interceptors backing up Big Daddy Vader. 

     

    I agree with the posters, that you would be better off with Engine Upgrade on Vader. It will let him keep up and maneuver just like a PTL Interceptor. Perhaps give him a missile like Assault Missile or Concussion Missile, so he has a really hard long range attack? He can pretty easily Focus + target lock in one round, letting loose. Once Rebel Aces comes out, I'd grab a Homing Missile. It is great for one shotting A Wings, and putting hurt on Millennium Falcons dropping Evade actions. I've just found Cluster Missiles to be meh without an ability to back them up (hence my TIE Defender Excitement). 

     

    On list two, I'd almost strip Vader of all that, give him the engine upgrade, and take out the TIE Academy and put in an OGP. I love OGP's for filler, as they have a ton of HP, hit like a truck, and are fine if you put them on a flank and fly them through your opponent's stuff. I feel like if those Saber's and Interceptors, you're going to want something to grab their attention. 

     

    I prefer OGP shuttle with Anti-pursuit Lasers to go along with Interceptors and Interception Vader (Engine Upgrade). That big White Buffalo flying through an opponent's force at PS2 is going to cause a ruckus. 

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