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Wretch

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Everything posted by Wretch

  1. Why are flechette cannons not part of more builds? They are cheap, do damage and stress. They can't stack stress like stressbot but they also don't have a negative affect. They aren't range dependent like tactician, but the stress from FC is contingent upon damage and not automatic like stressbot and tactician. I would think a FC equipped B wing with FCS would pair well with a stresshog to drown a target in stress, assuming the B has the higher PS. Am I missing something? Maybe something like this (a homage to Paul Heaver's championship list): Blue Squadron Pilot (22) Fire-Control System (2) Flechette Cannon (2) Gold Squadron Pilot (18) Ion Cannon Turret (5) R3-A2 (2) BTL-A4 Y-Wing (0) Poe Dameron (31) Veteran Instincts (1) R5-P9 (3) Autothrusters (2) Bandit Squadron Pilot (12) Total: 100 View in Yet Another Squad Builder ​
  2. I have been looking at using Kyle with Poe to help Poe if he gets blocked or if I need to use a different action but I didn't want to put all of my eggs in one basket so I am looking at Garvin. I typically like 4 ship builds and I have only used wedge in the past. I wanted to get peoples opinions on whether this is a viable list. Poe Dameron (31) Veteran Instincts (1) R5-P9 (3) Autothrusters (2) Garven Dreis (26) R2-D2 (1) Integrated Astromech (0) Kyle Katarn (21) Twin Laser Turret (6) Jan Ors (2) Moldy Crow (3) Total: 99 View in Yet Another Squad Builder ​
  3. I have been thinking about something like this. If Poe gets blocked the other ships can give him the focus he needs or Poe can use other actions he can still get a focus. Poe Dameron (31) Veteran Instincts (1) R5-P9 (3) Autothrusters (2) Garven Dreis (26) R2-D2 (4) Integrated Astromech (0) Kyle Katarn (21) Twin Laser Turret (6) Jan Ors (2) Moldy Crow (3) ​
  4. I've been looking at Jan with Wired and Kyle crew. Jan Ors (25) Wired (1) Twin Laser Turret (6) Kyle Katarn (3) Moldy Crow (3) Total: 38
  5. I still think 4 b-wings are better off with FCS. Its a point less allowing the possibility of E2 + tactician (or Jan or even a pair of intel agents), and it gives you better damage output over the course of a game than accuracy corrector will. And that's because 4 dice at R1----using accuracy corrector for 2 gauaranteed hits is garbage on 4 dice. TL + focus on the other hand is terrifying. Not to completely go off topic but I have been toying with AC plus autoblaster build on Bs. Autoblaster on a b-wing is terrible unless you back it up with some control elements. You need ion/stress dealing to force opponents into predictable flight patterns so you can get R1 on them. Othrewise you won't get to use the autoblaster. Also, its really only effective against a small number of ship types----aggressors and stealthed interceptors hate it, but against anyting with only 1 or 2 agility (i.e. most ships), you are better off using your 4 dice primary attack (which FCS makes even more powerful whereas accuracy corrector does not). Amazingly this is what I was looking at. Gray Squadron Pilot (20) Ion Cannon Turret (5) R3-A2 (2) BTL-A4 Y-Wing (0) Blue Squadron Pilot (22) Accuracy Corrector (3) Autoblaster (5) Blue Squadron Pilot (22) Accuracy Corrector (3) Autoblaster (5) Bandit Squadron Pilot (12) Total: 99 View in Yet Another Squad Builder
  6. I still think 4 b-wings are better off with FCS. Its a point less allowing the possibility of E2 + tactician (or Jan or even a pair of intel agents), and it gives you better damage output over the course of a game than accuracy corrector will. And that's because 4 dice at R1----using accuracy corrector for 2 gauaranteed hits is garbage on 4 dice. TL + focus on the other hand is terrifying. Not to completely go off topic but I have been toying with AC plus autoblaster build on Bs.
  7. I travel for work a fair ammount and i spend a lot of time in hotels, so i was thinking that while i am travelling i might try to find some local tournaments to play in. Right now I play with a group of local friends and it would be a great chance to play more and learn the rules better. I am certain we are messing up quite a bit in how we interpret the rules. Here is my challenge, help me build a competivie list that i can easily pack in carry on luggage. I have at least one of every ship, except the Tantive, Raider, Decimator, and Hound's Tooth. I have the yt 1300, yt 2400, firespray, shuttle, aggressor, scyk, special k, star viper, e wing, k wing, Punisher, tie bomber, defender, phantom, tie advanced, 3 tie fighters, 3 Interceptor , 3 y wing, 4 x wing, 2 a wing, 3 z 95 and 3 b wing. I also have the standard and FA starters, scum starter, imperial aces, rebel aces, and the transport. The model count includes the expansions, so for example I have the z 95 expansion, and the scum starter giving me 3 z 95s. My idea is to have to carry as few models and cards as possible. I have looked at 4 B, 4 Y with TLT, and some of the more common 2 ship builds like dash and Corran Then the question is how to pack it some the miniatures stay safe while traveling. My battle foam case would be my carry on so that's out.
  8. I think it's intended to be rebel only, but that idea would make b wings better too. Probably better just to say e wing only but imagine bb 8 with PTL Corran w/ and EU, BR, evade, PTL, focus, stress, green Move, clear stress, TL or boost to range 1, shoot, TL, shoot.
  9. This the other Ethan build I was looking at. I just thought the Dash build was more out of the box. Pre maneuver action, reveal green, BB-8 BR, PTL action, stress, clear stress. Pretty action efficient. Etahn A'baht (32) Push the Limit (3) Advanced Sensors (3) BB-8 (2) Bandit Squadron Pilot (12) Bandit Squadron Pilot (12) Bandit Squadron Pilot (12) Bandit Squadron Pilot (12) Bandit Squadron Pilot (12) Total: 100 View in Yet Another Squad Builder ​
  10. The FO talk is making me think about playing with this: Rexler Brath (37) Veteran Instincts (1) Heavy Laser Cannon (7) Twin Ion Engine Mk. II (1) Soontir Fel (27) Push the Limit (3) Stealth Device (3) Autothrusters (2) Royal Guard TIE (0) "Epsilon Leader" (19) Total: 100 View in Yet Another Squad Builder E Leader clears Soontir's stress at the start of combat from PTL meaning Soontir's not limited to green maneuvers the turn after using PTL.
  11. I don't think Ten helps the ion cannon because the card read receives 1 damage not receives 1 hit, there is no "boom" to change with calculation. "If this attack hits, the defender suffers 1 damage and receives 1 ion token. Then cancel all dice results."
  12. So this thread has inspired me to look at other options with the E wing. I know the super Dash Corran combo is popular but what about with Etahn. Something like this: Etahn A'baht (32) Push the Limit (3) Fire-Control System (2) R2-D2 (4) Dash Rendar (36) Push the Limit (3) Heavy Laser Cannon (7) Kyle Katarn (3) Engine Upgrade (4) Outrider (5) Total: 99 View in Yet Another Squad Builder or Etahn A'baht (32) Push the Limit (3) Sensor Jammer (4) R2-D2 (4) Dash Rendar (36) Predator (3) Heavy Laser Cannon (7) Jan Ors (2) Engine Upgrade (4) Outrider (5) Total: 100 View in Yet Another Squad Builder Unless I am wrong in my understanding of how Etahn works, this combo would make the HLC like a 4 dice Mangler and still have the annoying survivablity of Corran and a 1 point initiative bid. You could replace the FCS with Advanced sensors if you want or drop the HLC on Dash to a Mangler and add a sensor jammer to Etahn to help his defense. Thoughts, ideas?
  13. Wretch

    24 points rebels

    I have been looking at 25ish point generics, here is the list minus the x wings (too many options with astromechs). It should be easy to trim a point off of one of them. I guess the question is, what role do you want the ship to play? Green Squadron Pilot (19) Juke (2) Chardaan Refit (-2) Predator (3) Autothrusters (2) A-Wing Test Pilot (0) Blue Squadron Pilot (22) Advanced Sensors (3) Rebel Operative (16) Twin Laser Turret (6) Recon Specialist (3) Knave Squadron Pilot (27) Gold Squadron Pilot (18) Twin Laser Turret (6) R2 Astromech (1) Total: 126 View in Yet Another Squad Builder ​
  14. When you compare the E generics to the Generic Advanced the E has a similar action bar, same total durability (hull + shield), the E has lower PS and similar damage output when an Advanced has the AC equipped. The E has a slightly better dial and access to astromechs. Both Advanced are 6 points less than their E wing counterpart. The E is enormously over costed if we use the Advanced as a baseline. The challenge is Horn is good so how do you fix the generics without making Horn OP? Tempest Squadron Pilot (21) Accuracy Corrector (0) TIE/x1 (0) Storm Squadron Pilot (23) Accuracy Corrector (0) TIE/x1 (0) Total: 44 View in Yet Another Squad Builder Knave Squadron Pilot (27) Blackmoon Squadron Pilot (29) Total: 56 View in Yet Another Squad Builder
  15. I have been thinking Blue Ace and BB-8 might be fun. BR then boost.
  16. That completely ignores his pilot ability, though. And is 8 points of fairly bad upgrade for a B-Wing. Ten + Mangler is fun. Ten + Calculation + Ion Cannon is fun. That is devious.
  17. I looked at AC but once you change the result with AC you can't modify those results with Mangler. https://community.fantasyflightgames.com/topic/191190-ten-numb-ac-mangler-interaction/
  18. I have been toying with the idea of unavoidable damage rebel builds. I have several versions of B wings with Autoblaster and AC. While working through those ideas I rediscovered Ten. Is this build viable or is Ten just too many points (45) in such an easily focused down ship like the B wing? I could drop C-3PO on Ten and upgrade Dash to a HLC, but I wanted to add a bit of endurance to Ten and C-3PO seemed to be the best way. I also am looking at FCS over AS on Ten and changing his EPT to VI to deal with high PS arc dodgers like Soontir Fel. Ten Numb (31) Predator (3) Advanced Sensors (3) "Mangler" Cannon (4) C-3PO (3) B-Wing/E2 (1) Dash Rendar (36) Push the Limit (3) "Mangler" Cannon (4) Kyle Katarn (3) Engine Upgrade (4) Outrider (5) Total: 100 View in Yet Another Squad Builder or Ten Numb (31) Veteran Instincts (1) Fire-Control System (2) "Mangler" Cannon (4) C-3PO (3) B-Wing/E2 (1) Dash Rendar (36) Push the Limit (3) Heavy Laser Cannon (7) Kyle Katarn (3) Engine Upgrade (4) Outrider (5) Total: 100 View in Yet Another Squad Builder
  19. I have been playing with B wings with AC and autoblaster when this combo occurred to me. I want to confirm my understanding of the interaction. Roll attack, cancel results, add 2 hits (ac), convert a hit to a crit (mangled) ,crit is unavoidable (Ten Numb ability). Is this correct? Ten Numb (31) Accuracy Corrector (3) "Mangler" Cannon (4) Total: 38 View in Yet Another Squad Builder ​
  20. I would actually drop LR and put predator on Palob, leaving 1 point for an upgrade or initiative bid. No need for LR with a turret, but I was being true to the OP. LR can actually be really clutch on a HWK with a turret. You don't need to reverse direction often but being able to do what amounts to a 1 S-loop or a 1 K-Turn could be huge. Especially since you can do it even while stressed. LR also helps to get something with Autothrusters in arc. I hadn't thought about the AT but I think predator will get more use with the TLT but Palob shouldn't be short of focus tokens with that build so predator might not be that valuable. I have thought about opportunist with Palob's team mates, but never played it.
  21. I would actually drop LR and put predator on Palob, leaving 1 point for an upgrade or initiative bid. No need for LR with a turret, but I was being true to the OP.
  22. What about this: Palob Godalhi (20) Lightning Reflexes (1) Twin Laser Turret (6) Recon Specialist (3) Moldy Crow (3) Mandalorian Mercenary (35) Push the Limit (3) K4 Security Droid (3) Engine Upgrade (4) N'Dru Suhlak (17) Lone Wolf (2) Total: 97 View in Yet Another Squad Builder With 3 points to spend on your illicit upgrade of choice.
  23. What were your upgrades? VI on Vessery makes Super Dash infinitely more manageable. Was Vader using Advanced Targeting Computer? The TIE Advanced not being able to spend the TL on the attack in order to add a crit makes Vessery much better since that TL will almost always be there -- meaning he's going to get a re-roll almost automatically. At the very least always put VI on Vessery because he then moves after Dash (assuming PtL Dash; he also ties PS with VI Bro Bots, Luke, Rear Admiral and a host of other ships) and can then Barrel Roll or Boost to maintain arc / get into Range 1. VI is becoming less important due to the influx of low-PS TLT carriers and other, move-viable swarmy ships, but on Vessery it is almost always his best upgrade. I've yet to run him with Crackshot or some of the newer 1 point EPTs, but really -- in a build like yours, go with VI. Mind to post your full list? I put deadeye on Vessery so I could use it to fire the missiles with Vader's TL triggering Vessery's ability to get rerolls on the cluster missile. Vader had AC, ATC would have been better. Colonel Vessery (35) Deadeye (1) Heavy Laser Cannon (7) Cluster Missiles (4) Twin Ion Engine Mk. II (1) Darth Vader (29) Veteran Instincts (1) Accuracy Corrector (0) Engine Upgrade (4) TIE/x1 (0) "Dark Curse" (16) Twin Ion Engine Mk. II (1) Total: 99 View in Yet Another Squad Builder
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