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Black Arrow2

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About Black Arrow2

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    Halifax, N.S.
  1. Here you go. This is a solid Competitive build for the U-Wing. Cassian Andor: (27) - Rage (1) - Advanced Sensors ( 3) - Inspiring Recruit (1) - Kyle Katarn (3) - Pivot Wing (0) Total: 35 Points. He can Rage for days! Advanced Sensors to Rage then green maneuver to clear both stress and end up with 3 possible rerolls and 3 focus tokens. OR a cheaper build could be: Blue Squadron Pathfinder (23) - Chopper (0) - Herra Syndulla (1) - Pivot Wing (0) - (Optional) Fire Control Systems (2) You can literally just stay in 1 spot and turn around 180 degrees all game long and iff you really need an action just "Chopper" it up!
  2. Here you go. This is a solid Competitive build for the U-Wing. Cassian Andor: (27) - Rage (1) - Advanced Sensors ( 3) - Inspiring Recruit (1) - Kyle Katarn (3) - Pivot Wing (0) Total: 35 Points. He can Rage for days! Advanced Sensors to Rage then green maneuver to clear both stress and end up with 3 possible rerolls and 3 focus tokens.
  3. I love my 3 Quadjumpers! I fly them all the time especially when I fly to have way too much fun screwing people over. My current list as Follows: Jakku Gunrunner: x3 - Spacetug Tractor Array - Tactician - Pattern Analyzer 21 Points Binayre Pirate: x3 12 points Total points 99 points. It's too much fun with 6 ships on the board it's hard to punch through all of them and with current meta lists being 3 ships you can pretty much pop on of them on the first round of combat while likely only losing one of your own ships. 5 on 2 is my kind of odds. The game is practically over at that point. I managed to tractor Old Teroch 3 times on the first round of combat. With 0 agility my Z-95s took him out leaving me open to take a few pot shots at the other ships. The next round I managed to tractor his remaining 2 ships to land on astroids effectively canceling Attanni Mindlink and leaving me free to shoot without fear of return fire. Needless to say the list is great! The Quadjumper is worth it. Most games I only lose 1 Quadjumper on a bad round I lose 2 or 1 Z-95 and 1 Quadjumper. Fly it! They work great in numbers and the ability to tractor again after backing up (Pattern Analyzer) makes them a force to be reckoned with.
  4. Anyone know where the proof of purchase is for this expansion? My YT-1300 came broken and I can't fix it. I'd send in to FFG if I could find the Proof of Purchase. I don't see in on the cardboard for the tokens and dials, nor is it in the rule/ mission pamphlet like a few other large expansions. Help please!
  5. Also, One of my favourite Rebel builds. Blue Squadron Pilot x 1 Rookie Pilot x 2 Bandit Squadron Pilot x 3 It's brutal to fly against and a lot of fun to play. No mess, no hassle, no worries about new waves or rule interactions. Just straight up jousting power.
  6. A guy at a local tournament (East Coast Canada) flew 4 T-70s with R2 Astromechs and Integrated Astromech. Did incredibly well. The tournament was 2 days ago by the way.
  7. I had an Academy Pilot one-shot Soontir Fel at range 3. Soontir didn't have Autothrusters but he did have a Stealth Device. I Rolled a Hit and Crit and my opponent blank on all 5 greens. The Crit was a direct hit.
  8. It's a great ship. I don't think it is used appropriately. Most people are in the Pilot Skill battle... But I think nikk whyte has the right idea. Fly them cheap. My only beef with the ship is a lack of green maneuvers... It can be great with Push the Limit but getting rid of stress is difficult. I just think we need more options in the Scum faction as a whole, then the ship will find a healthy niche in the meta. Wave 8 will help a great deal. Just wait until Guri or Xizor get a cloaking device... It's going to be a beast!
  9. Should have made the Hired Mercenary an Illicit Upgrade... But I really want to have an M3-A Interceptor flying with a TIE Swarm... Either way... It would be fun.
  10. Whisper: Veteran Instincts Fire-Control System Advanced Cloaking Device Cutlass Squadron Pilot: x2 Fire Control System Extra Munitions Plasma Torpedoes Seismic Charges
  11. So... Yes, yes I would I want to go with 2 Interceptors and 2 Punishers with missiles. My problem is if I have missiles for all range bands, which I want to have, its too expensive. Cutlass Squadron Pilot (32) x 2 TIE Punisher (21), Fire-Control System (2), Extra Munitions (2), Plasma Torpedoes (3), Cluster Missiles (4) Alpha Squadron Pilot (20) x 2 TIE Interceptor (18), Autothrusters (2) = 104 points Yes I could swap Plasmas for Flechettes to save 1 point ... because its more likely to be a gamble anyway. But then its still too expensive. I would need to drop ATs on the Alphas ... but thats not a good idea in doing so. Whats your competitive list with 2 punishers? I'd Probably run Deathrain and Redline Deathrain: Advanced Sensors Extra Munitions Proximity Mines x2 Experimental Interface Redline: Advanced Sensors Extra Munitions Plasma Torpedoes Concussion Missiles Twin Ion Engine Dark Curse: Stealth Device
  12. I'm toying with this at the moment: Cutlass Squadron Pilot: x3 Accuracy Corrector Extra Munitions Seismic Charges Proximity Mines Auto Thrusters Just to see how it does... I think it would be a lot of fun. Or 3x Cutlass Squadrons + 3x Academy TIEs... (They'd never see it coming...)
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