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Beothuk

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Posts posted by Beothuk


  1.        Even before the release of the Rebel Transport and Tantive IV expansions, our gaming group has leaned towards 200+ point "epic" games.  It always has seemed better for 4+ players, and for scenario-style cinematic games.  Lately I have played pretty much nothing but 300-500 point games and am in love with the Transport in particular.  I am hoping to start a thread where people can share either entire lists, either faction, or ship synergies/squad components that have stood out during epic games.

     

          Rebels:

    -In general, have found solid survivability plus turrets to be paramount.

     

    List: Dodonna's Pride

    CR90 (Fore): Dodonna's Pride Title, Jan Dodonna, 1x Single Turbolasers, 1x Quad Lasers, Gunnery Team, Backup Shield Generators (81 pts)

    CR90 (Aft): WED-15, Quad Lasers, Engineering Team, Tibanna Gas (56pts)

     

    Roark Garnet, Ion Turret, Chewbacca (28pts)

     

    This forms the core for 165pts, making use of the Coordinate Action often led me to add:

    2x Grey Squadron + Ion Turret + Flechette Torps +R2

    2x Dagger Squadron +Adv Sensors + Proton Torps

    1x Prototype A

     

    Have also used two Transport Setups that have worked well:

     

    Electronic Warfare Transport
    Dutyfree, Intelligence Agent, Raymus Antilles, Frequency Jammer, Slicer Tools, Tibanna Gas Supplies, Combat Retrofit (64pts)
     -Has run particularly vicious supported by a Horton led Y-wing team packing flechettes and ions.
     
    Shield Tank Transport
    Bright Hope, WED-15 Repair Droid, Chewbacca, Shield Projector, EM Emitter, Tibanna Gas Supplies, Combat Retrofit
     
        Imperial:
     
    -Seen it mentioned before, TIE/sa with HLC support seems key for anti-capital ship action.  Finally happy to see the TIE Advanced with a niche in our games, as Maarek's ability has been vicious against huge ships that have their shields stripped.  Have had more difficulty forming solid overall imperial lists, looking forward to Wave 4 for HLC Defenders and Phantoms to try.  Also would love to hear other folks ordinance load-outs.  Been trying:
     
    Maarek Stele
    Cluster Missiles, Marksmanship
    Captain Jonus
    Proton Torpedoes, Determination
     
    Gamma Squadron Pilot x2
    Cluster Missiles, Assault Missiles or

    Gamma Squadron Pilot x2
    Proton Torpedoes, Cluster Missiles
     
    -Colonel Jendon with ST321 Title has been in every Imperial Epic list we have used, sometimes with HLC+Weapons Engineer, sometimes just Ion Cannon.
     
    Imperial epic lists have typically been quite modular, we have tried Sigma's with Avengers; Howl with TIE Swarm, Echo with PTL equipped Royal Guards.  Anyway, looking forward to seeing any insights people have from their own epic experiences.
     
     
     

     

     


  2. A brief thread hijack maybe, but as a beer-n-pretzels player, not tournament-goer, I will toss my ten cents on the Advanced.  As my x-wing collection is shared by the whole gang, the only mini I own that has seen more board action than my advanced has been the Falcon.  Many people, at least amongst us casuals, would still run Vader in the Advanced even if he costed 40+ points, when push comes to shove, its Darth Vader! The Advanced has been the go-to first pick for first time players, the homing missile laden, squad-leading, trench running, overcosted ship that could, and has.  Three Amigo's is still a list we use from time to time, and lately Maarek has downed Rebel Transports with well placed crits just before they jumped to safety off the board.  I love all the ships in this game, but when the crew comes over for game night it will be my Advanced that has a chance at shooting down Luke in the trench, not a Defender.


  3. Imp:

    1. TIE/sa

    2. TIE/ln

    3. TIE Phantom

     

    Rebel:

    1. Y-Wing

    2. X-Wing

    3. B-Wing

     

    Most definately in that order, the TIE/sa and Y-Wing are leaps and bounds my two favourite ships.

     

    Edit: wave 1-3? Replace Phantom with TIE Advanced, hell it needs at least one fan....


  4.   One bombing run, and 5 ships wiped off the board.  Anyone else have an epic bombing run experience like this?  I can only imagine what a list packing Gammas+Prot Bombs could do played correctly versus a TIE swarm.

     

    Was more so looking for epic bombing anecdotes rather than list advice, but thanks.


  5. Heya.  So I played a swarm vrs swarm matchup with the following on the board:

     

    Imperials:

    3x BSP+AR  2xGamma+Proton Bombs

     

    vrs

     

    Rebels:

    2x Rookie X 2x Prototype A 1x Gold Y

     

    Round 2 of the match saw the X-wings and BSPs chip away at each other, with the A-wings focusing on one bomber.  Round 3's inevitable dogpile saw me drop both Proton Bombs.  The heavily damaged Gamma didnt get out, both A-wings suffered 2-damage crits and the xwings incinerated.  One bombing run, and 5 ships wiped off the board.  Anyone else have an epic bombing run experience like this?  I can only imagine what a list packing Gammas+Prot Bombs could do played correctly versus a TIE swarm.


  6. Ship with Tractor Beam gets to perform a free barrel roll action on defending ship, moving it towards attacker, defending ship receives ion token?  Maybe require target lock action for initial attack, and subsequent TL actions+successful attacks to maintain?


  7. Pretty much 90% of my matches I have played Imperial.  It started with the fact that everyone I played against had already setup a Rebel list, but has continued to the point that I can call myself an Imperial Loyalist.  Now when I try rebels, I find myself spinning maneuver dials over and over, looking for my beloved 1-hard turns, k-turns, and options.  Every time one of my no-name TIE pilots goes the distance, like in a game last night where one Black Squadron Pilot dodged 5 Ion volleys then soloed a y-wing and HWK, I look at my points invested and know the Emperor is proud.


  8. Sorry to say, I have never even heard of a TIE Phantom.  It seems to me that its stats are a bit over the top.  I mainly hope that any future waves will not add a "powercreep", like the type that has made me give up so many other games.  I hope no future releases make my classic favourites redundant and unusable.  If this was released, why would I run an Interceptor, or especially Advanced?

     

    To be a bit more positive, I do really like the self-destruct mechanism, but maybe as a modification.  ECM seems like a decent system as well.

    The best tailor made upgrade cards I've seen keep the point cost reasonable, are not too wordy, make no attempt to create some special one-of rule and can potentially be used on our existing ships.


  9. The past few weeks has seen more consolidation of xwing groups and more organized/supported events.  For those interested, on facebook the 'Calgary X-Wing Group' has been rallying local groups for games nights.  So far folks have been meeting up at The Sentry Box on Tuesday nights, with a smaller group also heading to Imaginary Wars on Fridays. 

    The group has also started a casual ladder style ongoing tournament, with support from The Sentry Box.  Hopes this post sends people in the right direction!


  10. Agree fully with Englishpete.

     

    Black Squadron Pilots with AR just increases their unpredictability, and I'm finding the AR works as a limited insurance against targets packing Ion Turrets.  With the few games I do have under my belt, I've already learned as an Imp player to dread Ion+Stress situations on any TIE variant.  Ion tokens still suck, but k-turning my BSP onto a y-wings ass no longer needs to suck for multiple rounds.  I am currently playing 3x BSP all with AR, flying cover for 2x Gammas with missiles and Prot Bombs.  Noob friendly with all at 4PS.


  11. Not a big fan of the whole if your ship goes off the edge it's destroyed / fled thing. Its space, no reason why the ship can't come back on in the next turn from where it flew off.. 

    Tried an Atari "Asteroids" version where you flew off one edge and appear on the far side.  Shots looping the map edges as well, tricky, requires correct measures and drafting triangles.  I think I prefer FFG's rules.  ;)


  12. Getting a handful of rounds in tonight to test further.  Good to know about Backstabbers ability, and I see how those ships firing arcs are to be followed as per what is printed on the ships base.  Also will try:

     

    Darth Vader Squad Leader, Stealth Device   34pts
    Major Rhymer Advanced Proton Torpedoes, Homing Missiles, Adrenaline Rush 38pts   (Maybe Proton Bombs)
    Backstabber   16pts
    Academy Pilot   12pts

     

    Adds a slew of updates based on most of the suggestions given.  Thinking Homing to add the possibility to keep TL to next round for APT, allowing flexibility ie Barrel Roll with TL+Focus APT, going to play at least once trying out Proton Bomb in exchange of Homing Missile.  Again, very much appreciated the interest and discourse.  Right on!


  13. Based on the suggestions, I may try this instead.....

     

    Darth Vader  Squad Leader, Stealth Device   34pts

    Major Rhymer Advanced Proton Torpedoes, Cluster Missiles, Adrenaline Rush  37pts

    Mauler Mithel  17pts

    Academy Pilot   12pts

     

    The only games thus far that I've lost Rhymer early have been vrs Missile/Torp alpha strikes.  I had used Expert Handling primarily to bail out when Rhymer was threatened with double locks and use all the TIEs k-turns to reposition for a new run.

     

    I agree with the APTs leaving the 3-range a weakness, switching out to a cluster seems to help, and frees points to add the suggested Stealth Device to Vader.  I worry the Stealth Device will only increase the focus on Rhymer, but with the pnts invested in Vader I see its worth.  I've found myself more often than not facing Falcon and Y-wing lists, hence Mauler over Backstabber.

     

    Still steering clear of Interceptors, and leery of running Howl +Mini Swarm, as its the variety pack aspect of the list that I enjoy the most, maybe I will try downgrading Rhymer to a Scimitar to fit an Interceptor to get more experience flying them, and to have a list with all four TIE variants represented.  Thanks all for the direction!


  14. Hello!

    Couple weeks lurking, typical first post looking for insight on my squad.  I've had the game for a few weeks, mainly playing casual multiplayer games at home.  Finally worked out noob mistake rules errors (we've been k-turning backwards lol) and looking to start upping the level by trying local games nights and tournaments.  As I prefer playing a variety pack squad this is what I've decided to run:

     

    Rhymer's With Vader

     

    31 pts Darth Vader w/Squad Leader
    40 pts Major Rhymer w/
    Advanced Proton Torpedoes, Advanced Proton Torpedoes, Expert Handling
    17 pts Mauler Mithel
    12 pts Academy Pilot

     

    Darth acts as Rhymers wingman, giving extra actions rounds 1 to 3 to ensure TL + Focus APT.  Rhymer dumps both APTs ASAP.  Academy Pilot I've been throwing into Rhymers primary targets path as a blocker, and hopefully to draw fire.

    Any insight or suggestions are greatly appreciated.  Still not skilled enough to have any success with Interceptors, so still avoiding using them for now.

     

    tyia!

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