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nurglez

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About nurglez

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  • Birthday 02/26/1982

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    london, UK

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  1. Ive found it useful to k turn/talon roll with some, while 2 turning and barrel rolling with others to share calculates. Takes an extra round to have them all pointing the same way, but a calculate or 3 for an actionless vulture to grab was often worth it.
  2. Old Para's list is pretty horrid. Old para (56) Old Teroch [Fang Fighter] (2) Predator Points: 58 (50) Talonbane Cobra [Kihraxz Fighter] (2) Predator Points: 52 (70) Ketsu Onyo [Lancer-class Pursuit Craft] (3) Fearless (11) Maul (6) Shadow Caster Points: 90 Total points: 200 Talonbane definitely takes some practice, hes basically a worse x wing, and his ability is pretty nice, making him more survivable at r3 then Fenn. I did try to tinker around with the above list, but its pretty solid.
  3. This advice is very good game 1 was vs fat Han and Wedge, met in the middle and wedge didnt enjoy the swarm, got reduced to 1 hull and died the following turn, managed to chase Han into a corner (thank god Kanan isnt HS legal). 200-88 game 2 was vs kath and 5 binayres, i won initiative and took it, meaning i could move without worry of being blocked. Focused down the Zs first then hammered Kath. 200-84 Game 3 was vs boba, terry and lando (escape craft). Took out terry and lando for a few droids and a lot of damage on Maul, but wasnt able yo reform the swarm properly and they got picked off. 90-176 Game 4 was vs Mace and 4 torrents with clusters. Managed to kill Mace first engagement, then slowly took down the torrents. Game ended with 1 torrent running for it while maul was shieldless and each vulture had taken 1 damage.168-0 This Maul build really doesnt mind going over gas clouds or bumping, with 4 force and dooku he hits pretty hard. However once he runs low he is way more reliant on his actions, and if your opponent isnt shooting him he wont do much (but also denies 80 points). I do also wanna try out Maul, hate, grevious, scimitar title and k2-b4, as that is also 80 points and gives a slightly different style (flew it as my first list with Separatists but im better with droids now). 5 droids seems to be a nice sweet spot. They are quite tricky to fly, especially without being able to bank when stressed and clear it. I rarely reloaded my esc shells, thouhh im not the best at reforming a swarm, as they really need to be able to share their calculates to threaten certain ships. Networked and calculates are both better and worse then focus, its quite weird. 8 droids is the next list i wanna try, followed by 6 and a bellyrub.
  4. Took _Underscore_'s maul and 5 esc vultures to a 14 person event yesterday, went 3-1 finishing 4th, and won a servants of strife kit (my 3rd) so guess i'll be trying out 8 vultures soon
  5. I played against an 8 (4I1 4I3) Droid swarm at the SO in Milton Keynes last weekend, I was his only loss in swiss and he made top 32 at least. Its pretty horrible. The main thing stopping me from running it is having to buy 3 more ships
  6. Had 2 casual games and won them both! (3 jedi knights and Mace, and Feroph, Vermeil and Duchess) That Maul build is pretty good. Gonna take it to a small HS event on Saturday.
  7. Gonna give this list a try tonight. Seems a decent list any advice for flying it?
  8. I've been flying the falcon (Han or Lando) with 2 fangs (Fenn and Teroch/zealous recruit) and had mixes results. I then took 3 fangs and L3 to a 4 round hs tournament and went 2-2, finishing 8th out of 20. Fangs for the memory (26) L3-37 (2) Tactical Officer Points 28 (68) Fenn Rau (3) Fearless Points 71 (56) Old Teroch Points 56 (44) Zealous Recruit Points 44 Total points: 199 The games i lost didnt feel unwinable, its definitely a high variance list, but its such fun to fly.
  9. Pg13. While a ship executes a maneuver, if it moves through or overlaps an obstacle, it executes its maneuver as normal but suffers an effect based on the type of obstacle: • Asteroid: After executing the maneuver, it rolls one attack die. On a 󲁧 result, the ship suffers one 󲁧 damage; on a 󲁨 result, it suffers one 󲁨 damage. Then the ship skips its Perform Action step this round. • Debris Cloud: After the Check Difficulty step, the ship gains one stress token. After executing the maneuver, it rolls one attack die. On a 󲁨 result, the ship suffers one 󲁨 damage. Dropping a cargo on a ship counts that ship as overlapping it, but you only suffer the effects of a debris by moving through it.
  10. If you look up the rules for debris, you only suffer the stress and crit if you manoeuvre through it. Overlapping one doesnt give you stress unfortunately.
  11. So, been considering drea and 2 scurrgs (as i only own 2), and an I2 y wing. Drea, dorsal turret 2x lok revenants with dorsal turret, vtg and prox mines Hired gun with dorsal and vtg. 199 I like the idea of squad leader on the hired goon as mentioned above, but prox mines could make tangling in the roids trickier for your opponent
  12. Ive been enjoying QD with elusiveness, pattern analyser, fcs, sf gunner and shield. Null with squad leader Muse And an upsilon. Have tried naked Tavson (as running it as a HS list) and the ps2 with and without pattern analyser. Will try Thanisson out, as the potential to give QD a tractor token to barrel roll twice is surely worth the -1 agility (if you can arc dodge).
  13. I've been having quite a bit of fun with my Dormitzkrieg list. 196 points Dormitz, hyperspace tracking data Midnight Null Quickdraw, trickshot, fire control, sf gunner. Get to deploy Dormitz at I6 and then put the rest of the ships in the middle of the board i originally had juke on quickdraw, but it makes you very reliant on the coord from Dormitz, neutering the 4 dice primary.
  14. At coruscant it was ruled that it doesnt trigger, as you only suffer the effect of an obstacle if you move through it. Rules reference guide page 13 "Obstacles act as hazards that can disrupt and damage ships. A ship can suffer effects by moving through, overlapping, or while being at range 0 of obstacles. While a ship executes a maneuver, if it moves through or overlaps an obstacle, it executes its maneuver as normal but suffers an effect based on the type of obstacle: • Asteroid: After executing the maneuver, it rolls one attack die. On a 󲁧 result, the ship suffers one 󲁧 damage; on a 󲁨 result, it suffers one 󲁨 damage. Then the ship skips its Perform Action step this round. • Debris Cloud: After the Check Difficulty step, the ship gains one stress token. After executing the maneuver, it rolls one attack die. On a 󲁨 result, the ship suffers one 󲁨 damage. "
  15. TC Soontir is great fun. I'd lost count of the times Soontir gets into range 1 only to whiff his roll. I dont like Palp (as i stated above) so a TC is the next best thing to make him reliable once a target's shields are down.
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