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Rakky Wistol

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Posts posted by Rakky Wistol


  1. So the question becomes: what can I bring to the table for ~26pts that is scary enough (Howlrunner + dif in pts between academy and mauler + 3 left over)?

    The answer is: not much or not enough perhaps. A PS 9 Mauler with a free reroll and no evade or focus tokens is pretty **** scary. Mauler at 9 followed by PS 8 Howler/Jax/swarm tactic academy is also pretty gnarly...again, all with a reroll and no evade/focus potential. I think Mauler with VI + Howl with swarm might be the way to go. Or go with stealth on Jax and let the dice gods decide.

    Not "scary" but squirrelly:
    Turr+ PTL+ stealth+ sheild upgrade (31pts)
    Jax + stealth (29pts)
    Royal Guard (22pts)
    Alpha Squadran (18pts)

    4 interceptors. 8/8/6/1 PS (go near first, near first, before mooks and have a blocker at PS 1). Good luck tracking them down if you don't one shot them.

    Scary Enough?
    Vader + Missiles + PTL (36)
    Turr + PTL + stealth (31)
    Jax + stealth + Royal Title+ sheild upgrade (33)

    Who do you shoot 1st now? Can you actually shoot one of them if your not using turrets?


  2. Jax- just previewed, imperial aces- ups the offense of a tie swarm. I think his cost is prohibitive to the 7-8 squad (obviously). So does he replace Howlrunner or show up in a less swarmy even bigger offensive build?

    Jax- 26

    Howlrunner-18

    Mauler-17

    Academy tie- 12

    Academy tie- 12

    Academy tie- 12

    That's only a 6 swarm but I would say it brings the same firepower as a 7 or 8. I feel swarm tactics is a must but who do you put it on? Or do you stealth up Jax/Howlrunner? a single draw thier fire dummy?

    And how about that Royal Guard title? Turr/Fell with stealth and a shield? What do you put in front of them?


  3. The release of Imperial Aces does a lot for the interceptors. New build:

    Turr + royal guard title+ stealth + shield upgrade + PTL- 34pts

    Jax- 26pts

    Scimitar + concussion- 21pts

    Mauler+VI- 18pts

    That's a lot of funk. Ignore Turr and get pinged to death by him. Jax makes sure mauler and Turr hits stick. A little missile action (if you're facing swarm go assault), heck even their 2 dice attacks will do something as long as Jax is around. I don't think this list is actually as good as the others but no evade or focus could hit like a ton of bricks (or just still shoot bricks- but now I'm mixing metaphors)

    Or go somewhere completely all in on blitz attack:

    Jax-26

    Kir-24

    Howlrunner- 18

    Mauler- 17

    Academy- 12

    You have 3pts to play with. VI for Kir and Mauler and or swarm tactics is a good place to start; PTL for Jax or Kir also could be $$$ Not actually sold on Kir yet. 6 PS is less than I want and interceptors typically want to stay closer to make getting out of firing arcs easier. Also, if you are facing this squad, who do you target first- HowlRunner? Jax? Those 3 pts of modification should probably make that choice as hard as possible.


  4. Definately get at least one more interceptor.  Vader+ missles, Turr+ PTL or VI + stealth, Mauler + VI, Dark Curse + Stealth + any other cheap ship is a force.  If you can get your hands on 2 interceptors.. DO IT!  Such a good combo: check out my battle reports for my Vader + interceptors build(s).


  5. Played both again.  First squad is nice but I just can't get enough out of Vader after the intial strike.  Sure, he's hard to pin down but the all offense required to hit turns off his defensive bonuses.

     

    2nd list is nice. I really like it. The only wiggle room is the 2pts for seismic charge vs. Vetran Insticts on Mauler or different secondary weapons on Vader.  The bomb is almost always one damage but Mauler attacking before the oposition is often worth 1-2 damage and if that kills off a ship then it's worth way more; if he does it multiple times then it's really big. Seismic is obviously worth more vs. swarm.  Any missiles get more milage when paired with Vader, just depends on the meta I guess.


  6. That's something I hadn't considered until this thread - does Jonus breathe new life into the TIE Advanced? A TIE Bomber is a cheaper missile platform, but a bit less maneuverable, less agile, and more susceptible to Critical Hits.

    • Tempest Squadron + Cluster Missiles x 3 = 75 points
    • Captain Jonus + Squad Leader = 24 points
     

     

    I didn't see anyone comment on this; Thoughts?

     

    I'm still struggling with the idea of fielding a bomber without ordinance.  It may make sense game wise but it just doesn't make sense otherwise.  He should get out of that bomber and crawl into a shuttle, fighter, Advanced TIE, anything...

    I added a tie advance just to test this out. I think it does enhance the advance nicely and be extra shields over just Hull points might be worth it


  7. Biggest thread has 14,000 + views... cut 4,000 off for repeat views = 10,000.  Multiply by 2-3 for the number of non-internet users in hobby or at least non-internet users using this site.  Double or triple again for non-english speakers!  Multiply by 2 or so again for players who just learned about the game in the past month and half and sprinkle in another x2 or so for people who just use their buddies fleets and you're somewhere in the right ballpark.  Not a ton, but a significant amount for such a new game. 


  8. I like Night Beast but not with Stealth or on this list- Night beast is a higher PS tie that can both attack and defend at the same time with good piloting.  Seldom seen as a threat so infinitely useful.  Definitely go Curse + stealth, thing can be sturdier than a ywing some games. 


  9. No focus, no stress, and if of the same pilot skill and within range 1 of first acting vessel all have to take same action.  Comes at a drastically reduced price because they are very predictable.  Still dangerous, clog up the board, and swarm even more than basic ties.  Did I mention predictable as all hell?

     

    Too much ability to focus fire really hurts the idea of a control ship.  If going control ship, maybe destroying the control ships causes them to lose the ability to take actions instead of disabling them?


  10. I like EU stuff...

    I like Prequel stuff...

    I like the idea of neutral stuff...

    I like the idea of pilot packs (prefer them with repaints or even new sculpts of same ships- get creative: refurbished xwing).

     

    I like it all.  A fully neutral wave + a reprint and EU wave + a prequel and more neutral stuff + a final original ship or 2 and new stuff from new content is at least 12 new ships and 38 pilots.  That's with only 2 new original era ships!  6-12 more original era ships is up to another 38 pilots (even "more" if some are neutral).  That's years and years.  And that's without epic/cinematic/large(er) ships!  Years, if done well.


  11. Well well... that got a lot of attention.  I like Jonas' abilities but think current missiles don't really work on him.  Squad leader + maybe a seismic charge might be the best option.  Without secondary weapons he probably lives long enough to get the full effect of his pilot ability and giving away actions.  Throw that seismic charge on there for just an extra point of damage a round and he's probably offensive enough to justify points.

     

    99pts

    Jonus + squad leader + Seismic Charge  = 26

    Tempest + homing = 26

    Scimitar + homing + Seismic charge = 23

    Academy Tie= 12

    Academy Tie = 12

     

    Dropping 1 seismic leaves you with 3 pts but what do you do with them?  You could drop both seismic and have 5pts (another missile) to play with but that makes your low pilot skill with 10pts of missile on it an easy target.  You can upgrade to a storm squad or a gamma squad but an additional pilot 2 probably isn't going to make your day.  Turn an academy into a named tie?  Could be work it but if you can make seismic charges work for you will it upgrade you 2 damage (if you're dropping both for Mauler yes... short of that not so sure).

     

    Keep the lists and theories coming.  Jonus is strong.  Advanced Tie are definitely in the running again.  But then again, those extra 3-5 pts could upgrade a lot on the table=  Mauler vs. Academy tie is a pretty fantastic improvement. 


  12. They're coming soon and no one is talking much about them.  This might be fun:

     

    Academy Tie- 12

    Academy Tie- 12

    Tempest Squad + Homing= 26

    Scimitar Squad + Cluster Missiles + Seismic charge = 22

    Captain Jonas + Proton Torps + Seismic charge = 28

     

    I'm not convinced about bombs and could certainly upgrade to another round of torpedoes for the Scimitar squad.  Academy ties muck it up the 3 missile carriers take it slow and unload, use tempest to ensure the highest priority target takes a bit hit. 

     

    Anyone want to run the numbers on Cluster vs. Homing vs. Proton torpedoes vs. assault missiles vs... well you get the point... when you are re-rolling 2 dice per attack?  I think Cluster missiles get really nasty since you can reroll 2 x the dice.


  13. Oh those arcs... That Vader and Mithal initial strike is coming right at them... probably 3-4 more dice from Turr and 2-3 more from the Curse too.  That's a good one to go all in against.

     

    Vader is also starting to look less and less appetizing.  In the 2 games I've flown him in most recently, he's a big target and with full upgrades is over 1/3 your army.  Looking at maybe cutting him in 2 to add a tie bomber + ordinance and either better upgrades or ships or just an academy tie for more numbers and a another blocker.

     

    How about this list:

    Turr + PTL + Stealth (31pts)

    Scimitar Squadron + Homing missiles + Seismic charges (23pts)

    Alpha Squad (18pts)

    Mauler Mithal (17pts)

    Academy Tie (12pts)

     

    Still has the super squirrely (Captain Squirrely! to you) Turr, Big beats from Mauler + 2 interceptors, same big hit from the bomber, and an extra body on the field.  Dropping seismic charges from the bomber (pun intended) frees up points for Mauler to take Veteran instincts, ensuring 1 extra round of attacking out of him can be pretty big.  Another option instead of Mauler could be Howlrunner to get the most out of the engagement round with the 2 interceptors (and be an obvious target instead of bomber and Turr),


  14. So what do you see as the positives and negatives of the following squads?  Any upgrade changes you would suggest?

     

    Vader + Homing missiles + Squad leader (36pts)

    Turr + PTL + Stealth (31pts)

    Night Beast (15pts)

    Alpha Squad (18pts)

     

    Vader and missiles is just too good.  Vader and missiles and squad might be too big of a target... 2 pts more gets me Mithal instead of Night Beast and Turr with PTL is out of range for Squad Leader most of the time anyway.  I really like Alpha Squad at skill 1 as a blocker but that roll is probably better used as a 12 academy tie but the 8pt difference between Squad leader and the down grade doesn't grab anything useful.  Vader usually one shots something (or gets it into night beast + focus kill range).  Alpha squad is a space taker and manages 4 attack dice most of the game.  If Vader doesn't go down 1st engagement round him and Turr are a hard team to pin down and finish off.  Almost want to downgrade Vader's missiles to cluster but hate having to go all in offense to use clusters but what would I do with the extra point?  Night Beast usually looks like less of a threat so upgrading to dark curse seems less useful and I'm still not convinced about Winged Gundark.

     

    Vader + Cluster Missiles (33pts)

    Turr + Veteran Instincts+ Stealth (29pts)

    Mauler Mithal + Veteran Instincts (18pts)

    Dark Curse+ Stealth (19pts)

     

    3 9Pilot Skills, 3 Very hard to kill ships, A 10 dice engagement round tag team by Mauler and Vader (often with Focus tokens and acting before everyone), and Dark Curse can soak as much fire as a Y wing most games.  More punch and the potential for a longer game but very susceptible to Direct Hits and getting 1 shot'd.


  15. Vanilla is the way to go. The 7 yr old insists on Luke with R2 but after that its whatever is easy. I gave him Chewie once because that's an easy one to help him with. I often play my fringe squads against him just for fun and get some practice piloting. Kids gonna beat me in the next few games; I'm sure of it


  16. Just to clarify: 6 dice, 2 seporate attacks, all hits (focus + direct hit crit) kills Biggs if he doesn't dodge well. Happened 2 games in a row, not something that is going happen, maybe ever again but certainly left a pretty big impression. Even dodging 2/6 hits or 3/6 leaves him open to any other tie being able to finish him off in the same round of combat.

    And Vader is not getting shot at with cluster missiles, he's doing the shooting. **** rebels prefer Torpedos! I was the recipient of 6 direct hit crits that weekend so luck and statistics were definitely swingy all weekend.


  17. happened 2 games in a row. Bizarre. But I guarantee my buddy unloads on Vader with cluster every single time with everything he's got. To be fair he had focus tokens both times too but still fringe.

    happened 2 games in a row. Bizarre. But I guarantee my buddy unloads on Vader+ cluster every single time with everything he's got. To be fair he had focus tokens both times too but still fringe.


  18. It was pretty bizarre.  6 hits twice and poor dodges.  I think there was a crit the first time.  And I'm pretty sure it was cluster and not concussion... my bad.  Just as bad as Vader rolling double blanks for dodges the 2nd time around. 

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