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Droidlover

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  1. (46) Colonel Jendon [Lambda-class T-4a Shuttle] (2) Tractor Beam (2) Electronic Baffle Points: 50 (38) Inquisitor [TIE Advanced v1] (3) Heightened Perception (7) Proton Rockets (2) Fire-Control System Points: 50 (38) Inquisitor [TIE Advanced v1] (3) Heightened Perception (7) Proton Rockets (2) Fire-Control System Points: 50 (38) Inquisitor [TIE Advanced v1] (3) Heightened Perception (7) Proton Rockets (2) Fire-Control System Points: 50 Total points: 200
  2. I have a fair amount of flying time with the V1, but never with SR. I have considered it though. Soontir is one I’ve never flown.
  3. CAC Conundrum. I’m at a loss as to which list to run and am looking for advice. Please let me know which list you like and why. Inquisitor’s Hammer (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 Total points: 200 Sabacc Swarm (44) "Pure Sabacc" [TIE/sk Striker] (9) Fifth Brother (6) Shield Upgrade (5) Juke Points: 64 (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (34) Planetary Sentinel [TIE/sk Striker] Points: 34 Total points: 200 Stele Strikers (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (42) "Duchess" [TIE/sk Striker] (2) Predator (5) Hull Upgrade Points: 49 (46) Maarek Stele [TIE Advanced x1] (2) Fire-Control System (1) Marksmanship Points: 49 Total points: 200 Stele Inquisition (46) Maarek Stele [TIE Advanced x1] (2) Fire-Control System (1) Marksmanship Points: 49 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 Total points: 199
  4. I’d drop both your black squadron aces for 3 academy. That gives you enough points to put hate on Vader. That makes Vader tougher, gives you another ship, and some i1 blockers at 199 points.
  5. I started 2.0 with scum and quickly moved to imperial.
  6. I’m looking at attending a small tournament Saturday that is hyperspace format. Not sure which list to bring. Thoughts? Striker Juke (42) "Duchess" [TIE/sk Striker] (6) Shield Upgrade (5) Juke Points: 53 (38) Black Squadron Scout [TIE/sk Striker] (6) Shield Upgrade (5) Juke Points: 49 (38) Black Squadron Scout [TIE/sk Striker] (6) Shield Upgrade (5) Juke Points: 49 (38) Black Squadron Scout [TIE/sk Striker] (6) Shield Upgrade (5) Juke Points: 49 Total points: 200 Stele Strikers (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (34) Planetary Sentinel [TIE/sk Striker] Points: 34 (42) "Duchess" [TIE/sk Striker] (2) Predator (5) Hull Upgrade Points: 49 (46) Maarek Stele [TIE Advanced x1] (2) Fire-Control System (1) Marksmanship Points: 49 Total points: 200
  7. What? Where is the info on this? How did I miss it?
  8. I’ve played this list twice now and it was very fun to fly (as I love these ships), but both times I lost due to the remaining ace in their lists. The first loss was to Blackout, and the second Anakin. I probably just need to focus on their ace first. The i3 is mitigated by heightened perception, allowing me to possibly initiative kill something. And the proton rockets forces my opponent to fly a little differently than he might otherwise want to. The force gives me options to modify dice if I use the focus. As all four ships are identical, my opponent doesn’t have a clear primary target. I thought about replacing one Inquisitor with Maarek sporting fire control system and marksmanship, but that would probably just make him the priority target and he’s not as defensive. Thoughts? Inquisitor’s Hammer (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 (38) Inquisitor [TIE Advanced v1] (7) Proton Rockets (2) Fire-Control System (3) Heightened Perception Points: 50 Total points: 200
  9. the List I was posting wasn’t hyperspace, so I’ll post it elsewhere.
  10. Something like this? (49) Major Vermeil [TIE Reaper] (1) Composure Points: 50 (47) Captain Feroph [TIE Reaper] (14) Darth Vader (1) Composure Points: 62 (41) Scarif Base Pilot [TIE Reaper] (3) ISB Slicer Points: 44 (41) Scarif Base Pilot [TIE Reaper] (3) ISB Slicer Points: 44 Total points: 200
  11. I absolutely love flying strikers and am just getting into flying Reapers. I was wondering what lists would be viable with four Reapers. Here is one of my brainstorms. Holy Hull (49) Major Vermeil [TIE Reaper] (14) Darth Vader (4) Shield Upgrade (1) Crack Shot Points: 68 (41) Scarif Base Pilot [TIE Reaper] (3) ISB Slicer Points: 44 (41) Scarif Base Pilot [TIE Reaper] (3) ISB Slicer Points: 44 (41) Scarif Base Pilot [TIE Reaper] (3) ISB Slicer Points: 44 Total points: 200
  12. Starting with two strikers on each side of the board and one in the middle is my default starting position. It tells my opponent nothing and lets me decide where the first engagement will take place. You are able to take two of them across the board fairly quickly while slow rolling with the others. If I see a joust that benefits me (usually 3 enemy ships), I take it. Otherwise I pull across my side and force them through obstacles.
  13. I’d be interested in a set of gas clouds. Do they come with strain markers too?
  14. I absolutely love the v1. I used it extensively in 1.0 and have started using it in 2.0. I’ve become fond of barons and inquisitors using cluster missiles. It doesn’t help at range three, but it has the potential to double the attacks of your ships. The action economy on these ships are great (as have been mentioned before). I love the mass amounts of barons you can field. Inquisitors have infinitely better options with that force point. Supernatural reflexes are incredible on them, but I also like instinctive aim with the clusters for when that target lock just happens to be on the wrong ship. With the knife fighting these things can do, those clusters are deadly when firing several a round.
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