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About JRMan

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  1. Great point about FCS - never thought of that but really works well here. I thought of using a TIE F/O but they are a bit squishy. If your ace dies first round none of the swarm is going to be able to fire missiles.
  2. So now that we have a good missile that doesn't require the target lock to be discarded, one high PS ship with targeting synchronizer can provide the TL for a swarm of low PS missile carriers, eliminating the age-old problem of getting a TL with low PS. While thread tracers provided a potential solution, the fact that it doesn't do any damage itself and can potentially miss means it's less than perfect. I much prefer the targeting synchronizer option. Below are simple example lists for Rebels and Imperials. I just thought of this myself so can't say how good these lists are, but I feel like they could have the best alpha strike in the game. Anyone here have the same idea and try it out, or fly against it, and how did it work? Seems to me the biggest issue would be having your ace killed off first round before your swarm gets to fire. Poe Dameron (PS9) (33) Veteran Instincts (1) Targeting Synchronizer (3) Autothrusters (2) Black One (1) Bandit Squadron Pilot (12) Cruise Missiles (3) Guidance Chips (0) Bandit Squadron Pilot (12) Cruise Missiles (3) Guidance Chips (0) Bandit Squadron Pilot (12) Cruise Missiles (3) Guidance Chips (0) Bandit Squadron Pilot (12) Cruise Missiles (3) Guidance Chips (0) Total: 100 View in Yet Another Squad Builder "Quickdraw" (29) Veteran Instincts (1) Cruise Missiles (3) Targeting Synchronizer (3) Lightweight Frame (2) Special Ops Training (0) Sienar Test Pilot (16) Cruise Missiles (3) Guidance Chips (0) TIE/v1 (1) Sienar Test Pilot (16) Cruise Missiles (3) Guidance Chips (0) TIE/v1 (1) Sienar Test Pilot (16) Cruise Missiles (3) Guidance Chips (0) TIE/v1 (1) Total: 98 View in Yet Another Squad Builder
  3. Short Version - can you use "Genius" to drop a bomb after performing a boost action? Long Version - I was doing some tournament prep last night using Genius and an engine upgrade Nym. I boosted to get into bomb range and then dropped a bomblet. My opponent said I couldn't drop a bomb after boosting because I did an action, so I had gone past the "after performing a manoeuvre" stage to the "after performing an action stage." I feel like both come after the manoeuvre so I can choose the order. However I couldn't find a FAQ entry that confirmed one way or the other. So what's the answer and where can I find it in case it comes up again at the tournament this weekend?
  4. I know a lot of us would like to see the game's namesake viable again, hence the reason for so many "fix" threads. I have spent some time thinking about what I would like to see in a fix and I don't think it should be either a straight buff (like a points decrease or stats increase) or an attempt to turn it into something it's not (arc-dodger, etc.) by giving it more actions or upgrades. I think it should be something that encourages people to fly multiple T-65s in formation and provides a unique benefit. Since the biggest problem with them seems to be how quickly they blow up with the increasing amount of 4+ dice, fully modified attacks that are being fielded, I think the fix should be defensive in nature. Here is my latest idea: "Rogue Squadron Pilot" - title, T-65 X-Wing only When you are hit by an attack, each other "Rogue Squadron Pilot" at range 1 of you may suffer 1 of the uncanceled (hit) results instead of you. By spreading the damage around, this will actually allow you to joust (what the X-wing is made for) without the risk of losing 1-2 ships before they even get a shot off. Effectively it prevents your opponent from concentrating fire. To explain it thematically, you could say the pilots of Rogue Squadron were so dedicated to each other that they would put themselves between an enemy and their target to take fire off a squad mate that was in trouble. Of course they could only do this if they were nearby so it's restricted to range 1. I'm not a math-winger so not sure what the points value should be - I would think somewhere between 0-2. Any thoughts on this idea - would it be too good now that IA are out? Or still not enough to bring T-65's back in the meta?
  5. So I used to go by "JRMan" - now my name has been switched to the oh-so-original "Player1294480." I am assuming this has something to do with Asmodee assigning one sign in for all boards. Anyoneknow how to get my original handle back? NVM - I found out how to do it. Had to go to the Asmodee website to alter the profile.
  6. Sabine / Mux / Ketsu (99) Sabine Wren (Scum) — Lancer-class Pursuit Craft 35 Dengar 3 Glitterstim 2 Glitterstim 2 Gyroscopic Targeting 2 Shadow Caster 3 Ship Total: 47 Torkil Mux — HWK-290 19 Dorsal Turret 3 Latts Razzi 2 Moldy Crow 3 Ship Total: 27 Ruthless Freelancer — G-1A Starfighter 23 Ketsu Onyo 1 Collision Detector 0 Tractor Beam 1 Mist Hunter 0 Ship Total: 25 I have been having a lot of fun and success with the above list. There is some great synergy between the tractor beam from Sabine and Torkil's ability. The myst hunter with Ketsu riding shotgun means you can stack a couple tractor beam tokens and keep them there for next round. I take the largest asteroids and often can set up my first encounter to put an ace onto a rock after making him PS zero, thus removing their chance to attack. Glitterstim with Sabine's ability makes her really tough to take down. Most people who haven't faced the list before go after Sabine - next time around they realize how tough she is and go after Torkil first. Moldy Crow and Latts make it somewhat difficult to take down (for a hawk.) Looking for any ideas to improve this list. Specifically I am wondering if anybody has other ideas for making a hawk tough to kill and what to do with the last point (or 3 if I drop one glitterstim)- I am thinking of a BMST on the crow or G1A. Other than that, do you think countermeasures is better than gyroscopic targeting for Sabine - that with her ability and glitterstim would make her pretty much invincible for one round and I find I don't move the arc much.
  7. Countess Ryad + VI (33) Glaive Sq. + Adaptability (32) Stele + calculation (34) All decent PS7, move in any order you want. Ryad ability works great with X7. Strip shields with Ryad and Glaive before shooting with Stele to pick your crit. Can switch calculation to crack shot or juke. Other option is swarm tactics for Stele and drop Glaive to a delta. Gives you another 4 points to work with.
  8. Blount - VI, thread tracers Bandit squad - concussion missile, guidance chips x 5 Could this list be viable in the current meta? I think it would be pretty strong against most lists, biggest threat would be aces lists that could take out Blount before he can fire. Thinking maybe I should drop a missile and run that Z out front as a blocker to keep opponent at missile range and have a few points to keep Blount alive (shield upgrade?)
  9. Some info from the Regionals in Halifax, Canada last weekend. 6 players, 3 rebel / 3 imperial 3 rounds swiss and top 2 elimination First place was my imperial list made up of the following ships: ISD-2 GSD - 2 (x2) Raider - 1 Screed as admiral and no squadrons. Second was an ackbar list with the following: MC-80 assault AF2 CR-90 Han and YT-2400 as only squadrons Third was another ackbar list with the exact same ships but more squadrons. Not sure on the rest. The community is pretty small here (obviously) and everyone is pretty new to the game so there isn't any meta established. I think I was the newest player there as I had only played 4 games prior to the tourney. Not sure if a no-squadron list would work in a rhymerball meta.
  10. Just started Armada. Right now I have extra CR90, Neb and Gladiator. Imperials are a bit behind so I was considering buying a second VSD but it seems with the ISD out that it has fallen out of favor. I can proxy cards, so if the upgrades are the only reason I will probably pass. Is it worth buying for the ship itself, or should I just go second Gladiator?
  11. Jonus Scimitar + cluster x 3 Howlrunner Re-rolls for primaries and secondaries. Strong alpha strike and a lot of health to go through. Had a winning record when I played this list after release of bombers, not sure how it would do in current meta.
  12. Tempest Squadron Pilot — TIE Advanced 21 Accuracy Corrector Tempest Squadron Pilot — TIE Advanced 21 Accuracy Corrector Darth Vader — TIE Advanced 29 Advanced Targeting Computer 1 Maarek Stele — TIE Advanced 27 Advanced Targeting Computer 1 Thoughts on running Vader without EU? I really want to fit both him and Maarek into a list together but don't like flying fewer than 4 ships. Is it worth dropping a Tempest to Dark Curse or Backstabber to get EU for Vader?
  13. I would like to see a new title which encourages flying multiple T-65 and bring in some cool new effects / mechanics. Rogue Squadron Pilot Title, T-65 Only. You gain the one of the following abilities based on the number of other Rogue Squadron pilots at range 1: 1 - you may switch a focus to a hit result. 2 - you may switch a blank to a hit result. 3 - you may increase primary weapon value by 1. Not sure how you would edit to fit on a card. Or go simpler and just say something like "if there is another Rogue Squadron pilot at range 1 you may do ..." without separate effcts depending on the number.
  14. I can confirm the players didn't know eachother. Really the only thing that should have been differently is the player who was leaving should have informed the TO before pairings were done.
  15. Anyone know the math on Luke's ability? Assuming no defense tokens, is Luke better than 3 green dice?
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