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Stubby

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Everything posted by Stubby

  1. Ok, thanks. (Wish they would Bold “after”)
  2. Not saying your logic is wrong, but since Snap Shot doesn’t say “immediately” then the actual attack would not happen until the next aftermath step. That would typically be after the ship attacks in that phase. So, Snap Shot triggers the Bonus Attack. But that subsequent Bonus attack won’t be resolved until the Aftermath step of his normal attack for the round
  3. Does this bonus attack happen immediately once triggered or during the aftermath step of the normal attack phase? per the rules reference: “If a card instructs a ship to perform a bonus attack, it performs an additional attack during the Aftermath step.”
  4. You are correct, but if you are already stressed and reveal a red maneuver then I still don’t see how this card prevents you from having to go 2 straight white.
  5. Fair enough. What I thought it would do is allow you to start unstressed, reveal red maneuver, get stress token from contraband, execute red maneuver, perform action, gain second stress token. Basically I thought it allowed you to perform a red maneuver and action at the cost of 2 stress. (Which seems pretty crappy but logical)
  6. It overrides the rule that you can’t execute red maneuvers or perform actions while stressed, but how does it override the rule that says “if a stressed ship reveals a red maneuver...”? These seem like two different rules to me.
  7. Sorry if this has been answered but I couldn’t find one. If I am stressed then reveal a red maneuver I don’t see how this card overrides forcing me to move s 2 white. What am I missing?
  8. So…if you take Saturation Salvo, Cruise Missile and Munitions Failsafe… Cruise Missile says: Attack (Target Lock): Discard this card to perform this attack. You may roll additional attack dice equal to the speed of the maneuver you executed this round, to a max of 5 add dice. I don’t have to actually Spend the target lock. I don’t have to actually roll additional dice (the Cruise Missile starts at 1 attack dice) So I can fire at a locked target, pretty much auto miss due to only having 1 attack dice and then saturation salvo kicks in on everything that is only defense dice 2 or less near the defender. Munitions failsafe saves the missile for the next turn; and since I still have an unspent lock I can repeat. I could take four Black Sun Aces with Vaksai, Saturation Salvo, Cruise Missile, Munitions Failsafe, Guidance Chip (when you actually do want to hit), Inertial dampners all for 100pts. Hmm…
  9. 2xWarden Squadron Pilot, Advanced SLAM, Conner Net, Proximity Mines, Extra Munitions, Intelligence Agent (or Bombardier) Blue Squadron Pilot, B-Wing/E2, Sabine Wren, Ion Bomb, Extra Munitions, Trajectory Simulator thoughts?
  10. 4 ships all at PS 5 with Attanni Minlink. Sarco races around dropping bombs and focusing (hopefully keeping at 3 Defence dice). 100 pts Sarco Plank (18), Cad Bane (2), Bomblet Generator (3), Attanni Mindlink (1) 2 x Black Sun Ace (23), Vaskai Title (0), XX-23 Thread Tracers (0), Munitions Failsafe (0), Guidance Chips (0), Vectored Thrusters (1), Gliterstim (1), Attanni Mindlink (0) Black Sun Assasin (28), Star Viper Mk II title (-3), Attanni Mindlink (1) thoughts?
  11. How has this build been working for you? I want to try this but swap the RecSpec with Andrasta title and bomblet generator.
  12. Is there any merit to Sabine Wren in attack shuttle, captain Rex crew, Intensity EPT? 25 pts.
  13. You thinking (100pts): Trandishan Slaver, Jabba the Hutt 3X Cartel Marauders, Vaksai, Hot shot Blaster, Munitions Failsafe
  14. Lieutenant Dormitz with Hyperwave Com Scanner allows friendly ships to set up within range 2 of him. He can place at PS6. I was thinking would this be an option to play Kir Kanos? Hyperwave Com Scanner would could give him an evade at the start of the game. Dormitz could Coordinate Action to give him a focus (or Boost straight) and Then Kir Kanos could focus or Target Lock. He should be in range to shoot and use his Evade to add a hit result. Also throughout the game that Coordinate Action could really support Kir Kanos. Good idea or pointless?
  15. Inaldra, light Scyk, Swarm Leader 2x Cartel Spacers, light Scyk 40pts Indra can throw 4 dice with rerolls if she still has a shield. Put in Super Dengar for the remainder 60 pts.
  16. How about Commander Alozen (25), TIEx1(0), Swarm Leader(3), Advanced Targeting Computer(1) Night Beast(15) Winged Gundark(15) All have PS5. Alozen and Gundark have special abilities that work at range 1 of the enemy. If you can get to range 1 of an enemy with Alozen you can focus, get a free target lock and use the swarm leader to get 5 attacks (potentially adding 1 more with ATC) If you have points you could try to fit in a Kylo Ren carrier to take advantage of the crits.
  17. Palob Godhali (20), Attanni Mindlink (1), Cikatro Vizago (0), Illicit Cloaking Device (2), Pulse Ray Shield (2) Inaldra (15), Attanni Mindlink (1), “Light” Scyk Title (-2) Fenn Rau (28), Attanni Mindlink (1), Concord Dawn Protector(1), Autothrusters (2) Talonbane Cobra (28), Attanni Mindlink (1), Vectored Thrusters 100pts Fenn Rau (28), Fearlessness (1), Concord Dawn Protector(1), Autothrusters (2) Concord Dawn Ace (23), Fearlessness (1), Concord Dawn Protector(1), Autothrusters (2) Mandalorian Mercenary (35), Expert Handling (2), Tail Gunner (2), Slave 1 (0), Long Range Scanners (0), Arc Caster (2) 100 pts
  18. Stubby

    Scyk Article Bro

    Is this right? 20 pts Spice Runner (16), Illicit Cloaking Device (2), Pulsed Ray Shield (2), Cikatro Vizago (0) Swap out cloaking device for Feedback Array (2). You have 4 defence and can fly in and feedback array, get ion token and loose a shield then at the end phased get another ion token and get the shield back. Next turn you are ionized but then both ion tokens are removed and you can immediately do it again.
  19. I was using two inspiring recruits
  20. Inspired by another thread, I wanted to make a Kylo list. I could use some refinement. Kylo Ren (PS6) (34), Rage (1), Electronic Baffle(1), Pattern Analyzer(2), Inspiring Recruit x 2(1&1), Experimental Interface (3) Backdraft (PS7) (27), Lightweight Frame (2), Special Ops Training (0), Fire Control System (2) Omega Ace (PS 7) (20), Push the Limit (3), Pattern Analyzer (2) 99 pts Kylo can perform a green maneuver, Coordinate Action, Experimental Interface into Rage for a total of 3 stress then Pattern Analyzer will remove all 3 stress in combination with the Inspiring Recruits. Kylo would use that Coordinate Action on Omega Ace so he can Focus and Target Lock in the same turn and turn all his attack dice to Crits (which should work nicely with Kylo’s ability). Backdraft can cause crits out of his rear which also work nicely with Kylo. I am not sure about the PTL on Omega Ace or what to do for an EPT on Backdraft. Any help is appreciated.
  21. 43 pts: Kylo Ren, Rage, Electronic Baffle, Pattern Analyzer, Inspiring Recruit x 2, Experimental Interface. So I can perform a green maneuver, Coordinate Action, Experimental Interface into Rage for a total of 3 stress then Pattern Analyzer will remove all 3 stress in combination with the Inspiring Recruits? Does that sound right? Cool, thanks for the info!
  22. There must be a way to pair Opportunist with Hotshot copilot, RIGHT? How about: Bossk (35), Veteran Instincts (1), Hot Shot Copilot(4) Tansarri Point Veteran(17), Opportunist(4), Heavy Scyk(2), Heavy Laser Cannon(7) Tansarri Point Veteran(17), Opportunist(4), Heavy Scyk(2), Heavy Laser Cannon(7) 100 pts Bossk strips tokens and the Scyks shoot attack 5 HLC at long range.
  23. How about: Captain Kagi (27), Hotshot Copilot (4) Countess Ryad(34), TIEX7(-2), Juke (2) Colonel Vessery(35), TIEX7(-2), Juke (2) 100 PTS
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