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Bobbs3k

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Everything posted by Bobbs3k

  1. Good point about clusters, I was more focused on the 5 dice concussion but two 4 dice can actually work out better, and still only at 99 points
  2. I know it has a zero on the dial, but its a nice failsafe if I pick a bad move or if my opponent sets up a bomb or something might help me avoid it for at least a turn, consider it like an insurance policy.
  3. So been messing around trying to come up with some builds that may work with the new ships, this is one I came up. The main idea is spamming Razzi's ability by having multiple target locks with weapons engineer and spaming them with K-4 Security droid. It's all theory right now but I'm thinking it might have something resembling potential. Anyway here it is: Tabalone Cobra (28) Crackshot (1) Glitterstim (2) N'Dru Shulak (17) Concussion Missile (4) Glitterstim (2) Lightning Reflexes (1) Latts Razzi (33) K-4 Security Droid (3) Weapons Engineer (3) Inertial Dampeners (1) Countermeasures (3) Any thoughts or feedback would be appreciated. Thanks!
  4. Thought about switching out Kyle but not really sure what else to put in for him. If anything either more zs with missiles, or maybe Horton for passing target locks. Another thought was concussion missiles so that I can double up the action pass in one round of combat.
  5. Non Meta List - 98 points A wing Prototype Pilot with Proton Rocket - 20 points A wing Prototype Pilot with Proton Rockets - 20 points Airen Cracken with Concussion Missiles, munitions failsafe, swarm tactics - 26 points Kyle Katarn - Calculation, Blaster Turret, Moldy Crow, Recon Specialist - 32 points The whole idea is that between the passed focus from Kyle and the extra action from Airen Cracken, that I get a proton rocket shot with focus and target lock from an A-wing that is boosted to level 8 because of swarm tactics. Twice! Because of the extra focuses Kyle will have I can afford a focus on calculation when needed and still be bale to focus any other hits up. Some mod ideas are to ditch the missiles and failsafe from Cracken and give him a hull upgrade and give Kyle a shield upgrade for longer survival odds. So far beaten a dual decimator list and a ig 88 and firespray list. Looking for any input that I can get. Thanks!
  6. Don't have a shuttle but the rebel captive idea is certainly intriguing. Might see if someone will let me borrow one. Thanks for the input
  7. So I've got three different builds that I'm looking to use at a tournament coming up, not sure which one to go with so I'll post the lists, and if anyone has any thoughts or ideas they would be greatly appreiciated. List 1. Empire - 100 points Kath Scarlett with VI, Mangler Canon, Engine Upgrade, and Tactician Soontir with PTL, Auto thrusters, stealth device and royal guard title Dark Curse List 2. 99 points Kath Scarlett with VI, Mangler Canon, Engine Upgrade, and Tactician Carnor Jax with PTL, Auto thrusters, stealth device and royal guard title Dark Curse List 3. Kath Scarlett with VI, Mangler Canon, Engine Upgrade, and K-4 Syndicate Thug with Ion cannon turret btl title card, r4 aggromech Syndicate Thug with Ion cannon turret btl title card, r4 aggromech The theory behind the two empire builds is using both tatician and Kath's pilot ability to stress the hell out of ships to either deny them actions, or to make their movements easier to predict since they'll want to go green. At range 2 either arc there is the potential to double stress an opponent, but front arc is even better since of the auto crit roll up. Then Soontir does Soontir type things or Carnor is around to deny tokens at range 1 hopefully screwing things up no matter where you are. Dark Curse well I had a small amount of points left, and I like his ability because it can make him harder to take out. the Carnor build gives me a better chance at initiave but other than that they've flown pretty well The idea behind the Scum build is that either front or back arc I'm firing at least 4 dice, K-4 is giving me the free target lock so I can either evade or focus depending on the situation. The Y-wings with the title card give me more chances to attack, and it's always fun to ion ships off the board or onto debris. The y-wings can be pretty tanky as well so while I sacrifice the manuevrbility of the Empire build I'm giving myself more hit points to work with and more fire power. The empire build is more annoying and harder to hit though.
  8. I think it's a good idea.... I wouldn't buy one myself, but I like it!
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