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  1. My current Advanced list is 3x TA + ACC + Fel. However, I was thinking of this as an alternative advanced build: Maarek Stele (27) Push the Limit (3) Advanced Targeting Computer (1) Twin Ion Engine Mk. II (1) TIE/x1 (0) Tempest Squadron Pilot (21) Accuracy Corrector (0) TIE/x1 (0) Patrol Leader (40) Rebel Captive (3) Ysanne Isard (4) Total: 100 View in Yet Another Squad Builder
  2. PILOTS Tempest Squadron Pilot (21) x 2 “Omega Ace” (23) TIE/fo Fighter (20), Push the Limit (3) Lieutenant Colzet (23) Academy Pilot (12) Competitive maybe?
  3. Except that it really isn't the equivalent - the majority of the damage potential, the primary attack, would be affected by the range 3 defence bonus, and having two attacks to make in a round prevents the Defender from modifying them as easily as a single HLC shot, as well as all but guaranteeing Rex's ability, already a 'when the planets align' event, comes into play even less. When even a modestly upgraded Defender can easily surpass 40pts, a saving of 4-5 points but a drastic reduction in damage compared to the HLC option doesn't help - when you're spending those kinds of points on a single, fairly fragile ship, it needs to be throwing out a LOT of damage to compensate. Personally, I think the long-overdue Defender fix could be as simple as a discount of 3/4 points on all cannons, or as complex as my personal ideas: 'Onyx Squadron Elite' Title - TIE Defender Only 0pts If your Pilot Skill is "5" or lower, increase your Pilot Skill by 2, and your upgrade bar gains one EPT icon. After executing a green manoeuvre, you may recover 1 shield. Linked Cannon System Cannon - TIE Defender Only. Limited. 1pt Your upgrade bar gains one Cannon icon. After performing a primary weapon attack, if the attack hits, you may apply any non-damage effects from an equipped Cannon upgrade card without cancelling attack dice. 'Fluff' for the Defender is the main inspiration for these abilities (a dangerous precedent, perhaps): -Allegedly the best pilots in the Imperial fleet, it seems thematically flawed that their generic PS values are lower when compared with the generics for every other ship besides the TIE Fighter and Interceptor. At the same time, I don't think a base PS10 would be reasonable, hence the restriction of this part of the card to the generic pilots. The addition of the EPT to the generics would help make them a lot more viable, also. -Repeatedly the Defender is described as being fast, while also having rapidly regenerating shields that did not overly tax propulsion. The second ability of the title follows this description, and addresses the Defenders comparative frailty in combat. Restricting this to green manoeuvres keeps shield regeneration in line with R2-D2 while also allowing the Defender to maintain speed, given that its 5-straight is natively green. -The linked cannon is listed as a standard configuration, so to my mind it makes sense to allow it to be equipped without 'using up' existing slots, and without spending many additional points over the cost of the cannon itself. It makes Flechette or Ion cannons a viable selection for Defenders, without affecting the Heavy Laser or Mangler choices, while also allowing them to do something unique - i.e. allowing them to do full damage with the 'control' cannons. Personally, I don't think adding Boost helps the Defender where it is most lacking, and I don't think it should have access to Autothrusters - it's not a very creative solution to the problem and would prevent the MKII Engine being used. What if the shield regen was on RED maneuvers? Since defenders have a lot of them, and it provides a trade off, and it gives a slightly different mechanic from r2.
  4. Unfortunately, I have, and it isn't always good. Mainly I'm referring to Soontir Fel, who often rolls blank, blank, focus, hit when I get that sweet range 1 shot lined up. For elite TIE advanced Pilots with Predator I see the damage being much more consistent. But I agree that the shuttle needs to be in the fight, because that shuttle isn't going to do anything for you in the end game. That's why I no longer take fel without targeting computer.
  5. jdubs

    Looking good!

    Tie advanced. Interceptor. Defender.
  6. I would even say you start out with 7-8 points more, because you want to have that system. To me thats the only real reason why to take a PS2 Punisher over a PS2 Bomber. And I think BR is even better on an ordnance craft. That saied, unless you could do the nasty AS Boost + Bomb trick. Besides that in my opinion BR is better for positioning and evading obstacles in your way. If you want to flank, boost is better then BR for your approach. But in combat, BR is so much better on low PS ships. From this point of view I pay 7 points for a FCS and 8 points for AS + the mandatory 2 points for EM, because you dont want to have a one trick pony which is that expensive. Look what the rebels get for about the same costs, speaking of a heavy hitter: Blue Squadron Pilot [Fire-Control System, Heavy Laser Cannon] (31) I feel like imperials are generally outmatched by rebels
  7. Please share thoughts and opinions thanks! 100 points PILOTS Cutlass Squadron Pilot (30) x 2 TIE Punisher (21), Fire-Control System (2), Extra Munitions (2), Homing Missiles (5) Academy Pilot (12) x 2 Backstabber (16)
  8. Tell me what you think of this 100 points Pilots ------ Cutlass Squadron Pilot [Advanced Sensors, Cluster Mines] (28) x 2 “Howlrunner” [Push the Limit, Hull Upgrade] (24) Dark Curse [shield Upgrade] (20)
  9. What about people who roll one die at a time? I hate that, but there is noting again it. It just makes the game last longer and burns time. I would say that is slow play. I once played a guy with soontier and he had 5 and 6 green dice. He rolled 1 at a time on everyone. It took like 5 minutes, because he would shake his dice for 30 seconds each time. It was crazy!!!! Why didn't you get the TO?
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