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Bobbs3k

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Posts posted by Bobbs3k


  1. Epsilon Ace pilot ability makes it a 12 as long as it is undamaged. For 24 total points you can give it a shield upgrade and comm relay to help it stay undamaged longer. Aside from when it takes damage the only things touching pilot skill 12 are either a rebel list with Roark Garnet which could tie it, or a scum list with Torkil who can make it a zero. So for 24 points or less is it worth putting Epsilon Ace in a list to try and hurt VI Whisper, Vader, Soontir and all the rest, or at the very least force someone to waste time firing on it instead of other targets, or not worth an include at all?


  2. So I've been running this list currently:

     

    Onyx Squadron Pilot - 39 points

    HLC

     

    Wampa - 17 points

    stealth device

     

    Youngster - 18 points

    marksmanship

     

    Colzet - 26 points

    proton rockets

    tie/x1

    fire control system

     

    It comes in at 100 points even.  I've only flown it four times went 3-1 with the loss coming to a swarm.  The defender being at pilot skill 3 helps against most tlt lists since those are at two, and because of the named pilots and their abilities in the squad tends to be overlooked until those 4 reds start chipping away at ships.  But after flying against and seeing how well Omega leader can be I'm thinking about switching Colzet out.  Omega would be the typical build so

     

    Omega Leader - 26 points

    Juke

    Comm Relay

     

    While I feel that Colzet works well with Wampa's ability, and like the idea of possibly dealing direct hit to say Corran Horn without ever touching his shields I don't know if Omega Leaders ability might be more viable over the course of a game.  I saw him burn down a Soontir Fel easily because Fel couldn't modify anything making at least his focus token worthless.  Throughout the game he just seemed to be a general pain to deal with.   I'm looking to practice with it a few times this week with Omega leader at open play, but plan on taking some version of this list to a store championship on Saturday.  So any thoughts on what is the better ship between the two?


  3. So I have two ideas for squads built around Etahn.   
     

    The first one I only have 96 points in so far, so I could either give Etahn some kind of elite ability, give the bandit a concussion, or update it to a tala.  R2-D2 and SJ should help him survive longer since I'm sure he'd be the priority target.

     

    Etahn 32
    sensor jammer 4
    rd-d2 4
    total 40
     
    Rookie pilot 21
    r 2-astromech 1
    Total 22
     
    Rookie pilot 21
    r 2-astromech 1
    Total 22
     
    Bandit squadron pilot 12

     

    The other idea I had involves using the new x-wing with auto thrusters so they have a little more maneuverability between the boost and talon roll options.  

     

    Etahn 32
    rd-d2 4
    total 36
     
    Blue Squadron Novice 24
    Autothrusters 2
    Total 26
     
    Blue Squadron Novice 24
    Autothrusters 2
    Total 26
     
    bandit squadron pilot 12
     
    Any tweaks or ideas or am I insane for even wanting to try this?

  4. Looks like I spoke too soon.  I traded a guy for some B-wings but they won't get to me in time and I only have two, so I'll have to save this list for another day.  Thanks for the suggestions though on Keyan. I'll give those a try. 


  5. I'm not a huge fan of tlt on Kavil. I feel like it is a waste of his ability because in the end whether you roll the 3 red or 4 you max out at two damage if both shots hit. I like pairing him with the blaster turret and r4/agromech so you have a modifier for your shot. Your mileage may vary though


  6. So I have a store tournament coming up this weekend, and wanted to try a list I haven't flown yet.  I know there are lots of stress lists out there, but this is what I came up with.

     

     

     

    Blue Squadron Pilot -22

    Fire Control System - 2

    Flechette Cannon - 2

    B-wing/E2 - 1

    Tactician - 2

    29 points total

     

    Blue Squadron Pilot -22

    Fire Control System - 2

    Flechette Cannon - 2

    B-wing/E2 - 1

    Tactician - 2

    29 points total

     

    Keyan Farlander - 29

    Push the Limit - 3

    Advanced Sensors -3 

    Heavy Laser Cannon - 7

    Total - 42

     

     

    I figure to use the flechette cannon's early on for the range bonus, hopefully hit that sweet spot at range two and have something loaded up with stress.  Once that happens switch back to primary weapons and blast away at ships that will be predictable because they can't shed all the stress or have no actions.  Keyan will just do Keyan things. 

    I'm sure this isn't completely original, but in checking a few pages in the forums didn't see anything right away so any critiques would be welcomed.

     

    Thanks. 

     


  7. It looks like it would be pretty fun, but I think you're a bit short on firepower.  Two 3 dice attacks will struggle to take down high-health attackers, and high Agility targets with Autothrusters are likewise going to be an issue.

     

    From personal experience running this list, all of the above is correct.   Pushing the limit to get off a target lock and focused shot gives you a little bit of offensive punch, but makes your next turn predictable, and if you get blocked or can't take actions it reduces your offense a lot.    


  8. Ran the list as stated in the initial post have it the shield upgrade for the last 4 points. Went 1-2. First match I was very rusty from lack of playing and it cost me a lot. I misjudged ranges for firing, landed on asteroids, and pretty much got dominated inside 30 minutes. Second match went perfect, between the 5 attack missile and the b wing follow up I cleaned up shop. Last match faced off against three b wings. I was able to take his Keyan off the table, but he correctly targeted my Cracken and then other B wing so I was left with Miranda vs his other b wings.

    All in all it was fun, and helped knock the rustboff, stay tuned for further adventures of dumb squadrons in the future.


  9. So I've created a new list, going to run it at a tournament this Friday.  I haven't played in over a month and a half or so due to a cruddy work schedule so I haven't really dealt with a lot of the new meta from wave 7 and the core set so I don't know if this list is viable or as stupid as the other lists I make.   I'm figuring two 5 dice attacks from the Homing missiles, plus I'll have a focus and target lock thanks to Cracken passing an action could potentially do some damage.  That followed up with the B wing cannon shot should be enough to hurt most lists. 

     

     

     

    Miranda Doni 29

    Extra Munitions 2

    Homing Missiles - 5

    TLT - 6

     

    Blue Squadron Pilot 22

    HLC 7

    FCS 2

     

    Airen Cracken 19

    Concussion Missiles 4

     

    As is the list is 96 points, I'm also debating three other options - give Miranda engine upgrade, give Miranda a recon specialist so I can focus on both tlt shots/use for defense, or give Miranda Chewbacca as a crew card to give her more regen power.   Anyway just looking for some feedback to see if this has any chance or if there are any tweaks anyone can think of.

     

    Thanks


  10. Howdy,

     

    So tomorrow will be playing at my first store tournament since wave 7 and the new core set have been introduced.  Haven't had much flight time lately, but have two ideas for builds I'd like to try.  I've always been a fan of the Y-Wing and with the twin laser turret I'm fielding at least two of them in either list.

     

    List 1 - 100 points

    Kavil

    Marksmanship - weird looking choice I know but some people in the meta like using sensor jammer and I figure this should help combat that.

    Autoblaster turret

     

    Syndicate Thug

    Twin laser turret

    Unhinged astromech

     

    Syndicate Thug

    Twin laser turret

    Unhinged astromech

     

    N'dru Shulak

    Concussion missiles

     

    List 2 - 98 points

    Gold Squadron pilot x 2

    Twin laser turret

    r2 astromech

     

    Blue Squadron Pilot x2

    FCS

     

    Also considering subbing accuracy corrector onto the blues for more consistent damage and to combat the looming sensor jammer threat. 

     

    Any thoughts on which to go with, or tweaks that could be made would be greatly appreciated.

     

    Thanks!


  11. Too bad Rexlar shoots before Redline. It would be nice for Redline to strip the shields off the target so Rexlar can bite into hull and hopefully be able to flip some crits.

     

    I'd honestly go with a Tie Advanced w/ ATC for some crit action. Mareek Steele comes to mind.

     

    I would but I don't have a Raider yet, once I pick one up sky's the limit on crit producing builds. 


  12. I made the mistake of buying two Star Vipers cause I thought hey this thing looks cool and I've barely flown one in a list let alone two, so I won't make the same mistake again.  From now on one each of ships when a new wave starts, then after flying it around or deciding if I need more upgrades might buy more.


  13. This Friday going to be playing at a store tournament and since the Wave 7 ships and stuff will be legal I was thinking of breaking out a list that looks like this:

     

     

    Redline (40) TIE Punisher (27),

    Fire-Control System (2),

    Extra Munitions (2),

    Plasma Torpedoes (3),

    Cluster Missiles (4),

    Autothrusters (2)

     
    Rexler Brath (48) TIE Defender (37),
    Heavy Laser Cannon (7),
    Push the Limit (3),
    Twin Ion Engine Mk. II
     
     
    (1) Academy Pilot (12)
     
     
    Rexler's ability will hopefully get some more use since I can target lock and focus.  Stress should be easier to clear with the extra greens from the twin ion engine. 
     
    Meanwhile Redline after getting a target lock will keep spawning them, start pairing them with a focus token and do a lot of damage
     
     
    Academy pilot cause I had 12 points left and he makes good filler for bumping etc.
     
    The other thought was to take fcs and plasmas off Redline replace them with accuracy corrector and a seismic.  This way once my ordinance is gone I have a guaranteed two hits off my primary, and the bombs will do what bombs do.
     
    Anyway thoughts, tweaks, cake recipes... I'll take em all.

     

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