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player2035000

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Posts posted by player2035000


  1.  

    Rather then the usual hardcore/competition lists I have decided to start playing "ummmmm what are you doing" type list. I would love other people to post a few fun lists e.g my HWK Swarm

     

    5x

    Spice Runner

    HWK-290

    Saboteur

    Feedback Array

     
     

     

     

      If you replace your Saboteur with Bombardier you'd have yourself a real "winner".


  2. I've been experimenting with her a lot, and so has a friend of mine. My favorite build for her is this:

    Manaroo (27)

    Attanni Mindlink (1)

    K4 Security Droid (3)

    Unhinged Astromech (1)

    This gets her a free target lock on most turns, and Attanni Mindlink gives her a fun trick: if she gets a focus token in the Activation phase, then donates her tokens at the start of the Combat phase to someone else who has Attanni Mindlink, then she gets back a focus token.

    I'm seriously contemplating taking a list that plays with that trick to Regionals soon.

     

     

    This is similar to how I run her.  The only difference is that I add an Ion Projector because I tend to do a lot of blocking with her.


  3. I have had some recent success with this list:

     

    Rear Admiral Chiraneau + Gunner

    The Inquisitor + Adaptability + TIE/v1

    Valen Rudor + Adaptability + TIE/v1

     

    This version of RAC is one of the easiest ever to fly.  He does a good job of dishing out damage (with Gunner to increase your odds of doing damage each turn).  While *ideally* you would want him at range 1-2 of your targets its not mandatory.  Just make sure you bring 3 pieces of debris (as opposed to asteroids) so he can still shoot even if you pilot him poorly.

     

    The other two ships are just decent to add.  Inquisitor adds good firepower and Valen has great survival skills.  Both get the title to increase their overall survivability.

     

    In summary, the single best tip for Decimator is: use debris, not asteroids.

     


  4.  

    I think Carnor, if flown well, can be an important part of countering Jumpmasters. Wave 8 does seem to be the ordinance meta wave. Be curious to see what people do with Defenders and TIE Shuttles once Imp Vets hits.

    When are we getting imperial veterans? when that comes out i will be running double defenders with predator, ion cannon, and title. then a stress bomber with intel agent and mara jade. imperials are going to be op when that comes out.

     

     

    Well, the website says Imp Veterans will be out in the first quarter of 2016... so we can expect it in the next couple of days!

     

    (Once you finish laughing, read on.)

     

    The Upcoming Products page lists it as "At the Printer".  That means its still 3-4 months away at the soonest.  Once it changes to "On the Boat" we'll have 2-3 months... if we are lucky.  I don't know why the article says first quarter of 2016 when it was written in December and anyone even vaguely acquainted with FFG knows it was more likely to be third, or even the fourth quarter.


  5. I ran 5x Mangler Sycks in the Mesa Regionals last weekend.  My record was a sad 2-4.

     

    Round 1 - I totally destroyed a Boba Fet and an IG-2000.  Boba died in the second round of firing after receiving a couple of Direct Hits.  IG followed shortly after.  My offensive dice were on fire, my defensive dice were okay enough.

     

    Round 2 - I lost in a rather close battle against scum Boba and Kath.  I never rolled a single evade the entire battle (had a couple of focused evades, but not nearly enough) and my red dice were fairly pathetic also.  Boba still almost died... he had one hull left and Kath had no shields and 1 harmless crit.

     

    Round 3 - Another loss.  Can't remember the list now... but I know it didn't have a Boba.  I do remember that I rolled almost no hits and another very poor round of green dice.

     

    Round 4 - Another Boba and Kath list.  Red and green dice fired on all cylinders.  Boba died in the second round of firing and Kath lived 2 more turns.  I think I only lost 1 ship there.

     

    Round 5 and 6 - I don't recall the lists now... I was already in a haze from too much gaming.  But I know that it was all bad dice for both of them.

     

    Conclusion - This list is 100% dice.  At PS2 you need to have at least 4 ships survive the first round of combat so they can return the heavy alpha strike.  The only games I won were the ones were all 5 ships survived the first round.  I had a couple close games where only 1 ship died in first round.  The other 2 games I lost 2 ships before firing and usually lost the game 2 rounds later.

     

    This is just my opinion based on experience.  But I think I'm done playing these guys for now.

     

     


  6. I've had a few games with the following list now:

     

    Soontor Fel + PtL + Autothrusters

    Delta Squadron + Mangler Cannon  (x2)

     

    It seem's very good.  Against an A-Wing swarm I didn't lose a ship.  Against a scum Boba + 3 friends I didn't even take damage until it was just down to Boba himself, although I did eventually lose a Defender before Boba finally bought it.

     

    I'm so tempted to switch out Fel's Autothrusters for a Targeting Computer... but even though the extra offense would be helpful, I think his resilience is more important.  As long as he's a alive he's a huge threat and it keeps some pressure off the Defenders.

     

    So far all the games I've played have went *really* long... well over the 75 minutes of a Regionals round.


  7. The only thing I can add is that their low pilot skill is to your advantage.  They will most likely be placing their entire team before you... so you can place your entire team on the other side of the map.  The idea is that you need to make them turn and navigate the asteroids which is not always easy to do.

     

    Once they are amongst the asteroids they will many issues... they will often not be able to maintain formations, the ability to barrel roll becomes more restricted, etc.

     

    I like Tvboy's tactic of giving them a target that can entice them up part of the map and then cut and run, leaving them no choice but to turn and face rocks.


  8. Played 2 games tonight with the 113 version of the list.  Lost both.

     

    The first game was ridiculous.  I basically lost in turn 2.  My opponent had 4 phantoms with Stygiums.  He killed 3 of the 4 Cartels in one attack (it didn't help I rolled almost all blanks... but still).  I surrendered.

     

    The second game he played 4 x-wings: Luke, Wes, Wedge, and Biggs.  I killed Biggs and Luke, and Wedge had one hull left.  I surrendered when I had one Cartel left.  The game was pretty close.  I could have killed Biggs a couple of attacks earlier but had some bad luck on the dice... and Luke lived a turn longer due to some more unlucky rolls.  Had those gone my way Wedge would have died for sure and I would have probably had 2 Cartels and the Y-Wing at that point against Wes.

     

    There is some potential to running the 100 point 5 cartel/mangler list.  Clearly not against Phantoms... but I think their reasonable performance against the x-wings shows some spunk and warrants some game time.  I suspect they will do pretty well against many lists.


  9. We have a 113 point tournament coming up this weekend that I'm actually not going to make it to, but an acquaintance of mine wants to tests his list.  So I'm bringing a variation of my above idea to a store tonight to play him with:

     

    4 x Cartel + Heavy Scyk + Mangler

    1 Kavil Y-Wing + Predator + Ion Turret + Unhinged Astromech

     

    I actually have a 5th Cartel in my box in case anyone else comes with a 100 point list and I can give it whirl

     

    No matter what the outcome it should be a fun evening.


  10. I've been tinkering with this build:

     

    Soontor Fel + PtL + Autothrusters

    Delta Squadron + Mangler Cannon  (x2)

     

    I've only played a couple games with it but is seems to be a winner.  Soontir is also adjustable for your local meta... if you fly against fewer turrets then you can switch the Autothrusters for a Targeting Computer and he becomes more deadly.

     

    The Mangler Cannon's are not to be trifled with.  Their ability is nice, but where I've really appreciated them is the range 3 shots where my opponent doesn't get the extra green dice.


  11. Heya, AlphaSquid.

     

    James Tomassoni started a Facebook group for Conquest people in the Phoenix area.  (You may already be a member there under a different name since this message is a week old, but this might be useful for others seeing this post.)

     

    The name of the group is "Phoenix 40K Conquest LCG".

     

    As of now the group has 27 members and James started the group a few days after Worlds. :)  Makes finding games so easy!

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