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zixytro

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Posts posted by zixytro


  1. They still wouldn't be able to use the y or z's since they won't have the rebel pilots. If a new player wants to play rebel or imperial nothing changes much but for scum the core set doesn't really provide ships they can use. Maybe buying acrylic templates, dice and acrylic asteroids(they exist!) in addition to the most wanted expansion, a firespray and either a hawk, starviper, scyk or y wing. They can download the rule book online I think. That way it might be possible for the more crafty new players to play the game without the core set. Or did I forget an essential component of the game that is provided in the Core?


  2. Okay, so if you're really afraid of phantoms, you want a counter for that and turrets are the easy answer. You have that in the y's with ions but the range 1-2 limit is their weakness. You'll want to keep the B's back to catch anything that slips into that range 3 crack. Fly slow and spread their arcs. 

     

    The BH in the BOAAA list will be closest in effectiveness to a turret because of the rear arc but you have to make sure to position yourself either in front or behind the phantoms. It shouldn't be too hard with the firespray's dial, but in order to negate decloaks, don't go at a phantom straight. Angle the BH so most, if not all, the decloak and subsequent maneuver options are within arc. Additionally, the tie squadron will be useful for blocks and focusing down on a ship early. The shuttle might benefit from EU more than gunner since, if you can't turn around fast enough to get a shot, you can't use gunner anyway. Either way flying the shuttle slow is probably the best value you will get out of it. You could also, switch FCS for Rebel Captive, since it punishes your opponent for shooting at your 1 agility ship. Or Vader if you want a finisher. Also, flying the two large ships in and out of enemy arcs will prevent your opponent focusing down one of them. For example, if the phantom will have a shot on the BH no matter what, make sure the BH is out of the decimator's range. 

     

    These lists fly very differently than each other, but you will have success if you stick to basics-- fly slow, spread your arcs, block. Fly the ships you want to fly and have fun


  3. It seems like you don't really need the falcon title when you have Lando and its going to be hard cleaning stress from PTL for Chewie. Experimental interface is an alternative, but it's about the same as PTL except with fewer options.

    Keep in mind HLC on Dash won't be 360 degrees either,so, if you're just looking for more dice then Mangler cannon might be a good alternative. With the switch from HLC to Mangler you could put the falcon, PTL, Lando, 3po and ex-interface on Chewie. Although, I'm not sure if you'd get three actions from ptl and interface. I'll check that out now.

     

    I do like that build though! Great job :)

    The falcon title adds a lot of survivability to chewie. With ptl he can focus or tl AND evade in one turn, combined with lando and 3p0 that yt is staying on the board a lot longer than it should. And the 1300's dial isn't too bad for clearing stress, you just have to know when to use ptl in terms of what maneuvers you've set yourself up for next turn. Dash looks great tho.
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