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Everything posted by LordVogl

  1. Dekas are quite durable behind heavy cover, have a good dice pool and can be excellent pieces while playing key positions, and breakthrough. Their wheel mode let's you get to the appropriate scoring spot quickly. Surge on defense is not to be discounted, even on white dice. Also you can still have perfect activation control if you include a deka. If you wanted to include a deka this works just fine: ++ Standard (Separatist Alliance) [797 Points] ++ + Commander + •Count Dooku [225 Points]: Aggressive Tactics, Force Push •General Grievous [192 Points]: Strict Orders, •DT-57 "Annihilator" + Corps + B1 Battle Droids [64 Points]: E-5C B1 Trooper, HQ Uplink B1 Battle Droids [54 Points]: E-5C B1 Trooper B1 Battle Droids [54 Points]: E-5C B1 Trooper B1 Battle Droids [54 Points]: E-5C B1 Trooper B1 Battle Droids [54 Points]: E-5C B1 Trooper + Support + Droidekas [100 Points] + Command Hand + Command Hand: •Fear, Surprise, Intimidation, •Trained in Your Jedi Arts, ••Double the Fall, ••Supreme Commander, •••Assault, •••You Disappoint Me, ••••Standing Orders
  2. Lulz. Interesting glitch in next Bay. Make it a TuB then.
  3. I've been refining this. It seems pretty solid. (44) General Grievous [Belbullab-22 Starfighter] (5) TA-175 (6) Soulless One (4) Impervium Plating (6) Outmaneuver Points: 65 (28) Baktoid Prototype [Hyena-class Droid Bomber] (5) DRK-1 Probe Droids (5) Homing Missiles (1) Landing Struts Points: 39 (19) Trade Federation Drone [Vulture-class Droid Fighter] (5) Energy-Shell Charges Points: 24 (19) Trade Federation Drone [Vulture-class Droid Fighter] (5) Energy-Shell Charges Points: 24 (19) Trade Federation Drone [Vulture-class Droid Fighter] (5) Energy-Shell Charges Points: 24 (19) Trade Federation Drone [Vulture-class Droid Fighter] (5) Energy-Shell Charges Points: 24 Total points: 200
  4. This could be interesting: (44) General Grievous [Belbullab-22 Starfighter] (6) Soulless One (4) Impervium Plating (6) Outmaneuver Points: 60 (52) 0-66 [Sith Infiltrator] (10) Count Dooku Points: 62 (42) Wat Tambor [Belbullab-22 Starfighter] (4) Impervium Plating Points: 46 (30) DBS-404 [Hyena-class Droid Bomber] Points: 30 Total points: 198
  5. DFS-081 helps a surprising amount. Also I think it helps to think of vultures not as single ships but as a group. The whole is greater than the sum of it's parts
  6. I got my hyena bombers at BN in store.
  7. Good grief. Rebels are NOT BAD by any stretch of the imagination. All these Rebel ships are buth fun AND good. Supernatural Luke (really stands out with a proton torp) ARC Norra Lt. Blount Hera with Saw crew Han Solo: starting with crew R2 and Lone Wolf. Flavor to you like. Lando Calrissian: start with Nien Numb crew. Miranda with Barrage rockets and proton bomb Shethepedes! AP-5! Fenn Rau! Sabine I'm sure there is more. 2e is only 3 months old.
  8. Guri is a points trap. Run her nude. The only thing she needs is a good bid.
  9. This is actually incorrect Fenn Rau strategy. Fenn is stupid durable at range 1 in arc; in fact that is where he is safest. A well played Fenn is an agro Fenn. He is a missile. Fearlessly insert him into arc at range one, even if you don't have a shot on that ship. He'll live because of concord dawn. Better yet face off and blast away with a fearless shot. So good. He gets really scary if you pair him correctly with another tanky ship like Boba Fett.
  10. Rey and Finn crew are fantastic. Add those 4 cards you listed it sounds like a good expansion to me.
  11. Why not look back to some of the old lambda builds? Buzzsaw shuttle comes to mind. FCS + gunner!
  12. Finn on the ghost is fantastic! However, I strongly prefer Rey crew over Hera if you want to use him. With Finn your game is punching REALLY HARD not movement. With both Rey and Finn you can set up fully modified shots. Six dice at range one crushes ships.
  13. I really don't get all of this complaining about the state of the game. My group is very competitive and includes several regional top eight players and a guy who just missed the cut at Worlds . We fly jank ALL THE TIME. We do settle on a strong build for tournaments but all the play with "sub-optimal" squads is really valuable. IMO if you are not having fun, it isn't the games fault, it's your groups.
  14. Push the limit, Recon Specialist and Engine for range control. There are enough greens on the dial to clear stress if you choose critical moments to PTL. I have found it to be a tanky and dependable build.
  15. Tri-bacca: Chewbacca, push the limit, Kyle Katarn, Kanan Jarrus, and Falcon Title. The Tri-bacca has a completely open dial and outstanding action efficiency. Check it out!
  16. I took a Ghost/Chewbacca build to a top 8 finish at the Tacoma regional this past weekend. I kitted them this way: Tri-bacca (triple action Chewy) (42) Chewbacca (3) push the limit (3) Kanan Jarrus (3) Kyle Katarn (1) Falcon title (35) Lothal Rebel (2) fire control (6) TLT (1) Hera (3) Ezra Keep the ghost stressed and it puts out HIGHLY accurate TLT shots that set up the main gun. Overall I think this version puts out more damage then the autoblaster/Han/fcs version because is able to take more shots Tri-bacca is a tank with a completely open dial and excellent action economy. This makes it a surprisingly good finisher and I personally think it is a better pair for the Ghost then Dash. Palp aces are still a tough matchup, but the build punishes almost anything else. Check it out!
  17. This is hyperbole. I played in a regionals of 90+ players and in my 8 games I faced two palp aces and 1 jump master squad. Play what you like.
  18. I've been flying (35) Lothal Rebel (2) Fire Control System (1) Hera (3) Ezra (6) Twin Laser Turret =47 (42) Chewbacca (3) C3PO (7) Luke Skywalker (1) Crackshot =53 Its pretty solid. The Lothal Rebel is absolutely brutal with FCS and a TLT.
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