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catachanninja

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Posts posted by catachanninja


  1. My mind immediately thought of that droid too, but, if you prefer engine upgrade...

    You can also drop the blue to a rookie x wing, you lose a slight amount of durability, but gain a slight amount of maneuverability, and you stay at 3 attack.

    If you don't mind losing the attack die you can switch to air cracken with swarm tactics for a ps. Boost, and gain a bit of action economy. This one gives you a few ept slots to play with, as you'll have 2 spare points, or an initiative bid

    And, if you don't mind less attack and more crazy.. Drop the blue to gemmer sojan + refit + test pilot + veteran instincts or determination. Or just take the 99 point bid...

     Running the rookie is the front runner right now. First game with the list would have been ugly though had the rookie been the choice. The blue took a ton of damage and the z survived with one health thanks to a lucky double evade. Both would have been dead if a rookie were there. 

    I think i need to run a few more games with the list before i start tinkering, unless anyone else sees a glaring weakness to adress? Maybe i don't need the ps11 security blanket after all?


  2. As much as I like engine upgrade, I have found R7-T1 a bit clunky at times and certianly whnever you really need it you can meet the trigger conditions.

     

    I would strongly suggest dropping Engine Upgrade for Predator on Wedge, ultra strong vs PS2 or lower ships and kinda like advanced sensors when you K-Turn.

    I'm just really worried about sacrificing mobility and giving up the ability to course correct with wedge. I love moving after everyone and making slight tweaks with engine upgrades to essentially guarantee he's always firing. It also gives me a ton of strategic options because phantoms and interceptors have to try so hard to evade wedge that it can often take them out of the fight.


  3. So right now with aces in hand and on the table im running the following for rebels.

    Wedge 29

    Engine upgrade 4

    Keyan Farlander 29

    Veteran instincts 1

    Advanced sensors 3

    Blue squadron 22

    Bandit squadron 12

    Got my first game in with it and was super pleased. The only thing im worried about is I don't have a ps10 or better or initiative bid. I'd really like to shave a point to give wedge veteran instincts, but the options seem kinda ugly to me. Any feed back would be really appreciated


  4. I'm with ya man, I don't mind losing, bur I remember my first game against a phantom and first against a falcon and I had basically no answer. It wasn't fun, I also don't mind losing, but some one sided matchups exist due to single models. I will tell you ps7 with vi does offer you plenty of options but you need to include an initiative bid.


  5. I thought about the K-Turn thing, but I wasn't sure always going first would be worth the possibility for the K-Turn not getting blocked. Across my analysis I mostly thought "Man, I wish this cost 1-2 points more and was optional." I think it'd be a really strong contender then...

     

    The Decimator seems like it was tailor made for this card.... and then doesn't have the slot. My mind was boggled when I noticed. I have like 6 lists scribbled on notepads and such that are all invalid. :P

    Man I definitely missed that it wasn't optional, that really changes my perception of the card, definitely not a fan

  6. Generally i think of advanced scopes like cookies, its a sometimes thing. As a primarily rebel player who occasionally dabbles on the imperial side the main beneficiaries i see are b wings and the shuttle and mayyybe the e wing. You more or less outlined the shuttle but with B's and E's sometimes you need that K turn to go through and that is, in my opinion, what it's there fore.


  7. If anything, luke is only 32pts, so he is significantly more affordable than say Eating DrawFire R2D2

    Blackmoon with the ept astromech is only two points over luke though.

    True.... but then there is no room for R2D2......

    Me am no brain good today


  8. Maybe its been to long of a day for me, but I think Nera could be a good combo with draw their fire. Plenty of shields so that crits get absorbed, the b wing is a solid ship as is and it lets you protect a Biggs or Wedge or other rebel fire magnet.

    Or am I totally off base here?


  9. A friend of mine runs them with advanced sensors and a named tie and wingman, then just circles the shuttle with the tie. Advance your action, full stop, wingman the stress away.

    This would be the way to do it, sacrificing actions hurts and creating a list and setup where you forcibly stop yourself makes you predictable as well. The wingman support lets you stay stopped when you want too without having to fully commit and telegraph it.


  10. Wedge Antilles, engine upgrade, and maybe stay on target for good measure once it hits. Remaining points can be spent however but doubling down with corran horn with veteran instincts seems fun throw Biggs in there just to keep it rude and maybe chewbacca with draw their fire.


  11. The only way to fly Tycho awesomely is Tycho + PtL + EH + CR + EI, or drop EH and CR for VI and PR if Phantom hunting.

    I'm drawing a total blank on EH, which makes me not sure why experimental interface wants to be on there.

     

    nevermind, expert handling. Hah that setup sounds awesome


  12. I'm a fan of Cracken and I run him frequently, particularly with b wings so i can barrel roll them to re position after everything has moved. That said I find he dies wayy to easily for how important he can be. I haven't tried him with biggs yet but that's in part because i feel biggs really doesn't benefit from Cracken, which cuts into your ships that do. I feel like i spend too many points trying to protect Cracken and i wind up limiting what he does.


  13. Catachanninja-

     

    I always like the idea of having Wedge in a list. I think Ten would be way too much for a wingman, but would be HIGHLY effective. He would go well with Ethan A'Baht, since he allows the crits if he's in his firing arch and at range 3 of the defender you're attacking. I think by allowing yourself to have 2 aces and have the rest be supporting ships for the whole build is a great place to start. My goal is to sometimes build with everyone having at least 1 kind of upgrade that makes them more effective than before. While I don't believe in playing stock characters, I believe there's a time a place for everything. Hope that helps! :)

    I always run wedge with another threat since he's such a fire magent. That being said you definitely gave me a fun idea, although it involves some naked pilots, i know you're not a fan.

     

    Wedge 29

    etahn a'bott 32

     

    bandit X3 36

    leaves you at 97, I'm leaning towards using the 3 on either advanced sensors or PTL for etahn, but I have no idea how id get enough games in to playtest out an answer.

     

    I think once I get my aces tonight/tomorrow I'm going to try

    Wedge 29

    veteran instincts 1

    engine upgrades 4

     

    Keyan Farlander 27

    veteran instincts 1

    advanced sensors 3

     

    Blue squadron 22

     

    tala squadron 13

     

    I used to run dutch and a bandit in place of the blue so that if wedge chased stuff he could still target lock, but i really like the idea of two real threats along with him


  14. On the rebel side I've been looking forward to running wedge with veteran instincts and engine upgrades. I was running this for a bit as a phantom counter and I think it'll work against dash as well.

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