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JamieSpace

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About JamieSpace

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  • Birthday 08/02/1989

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    Brighton, UK
  1. I had theory crafted something similar... I have no idea if its any good tbh, I really hadn't looked at the ARC much. Guess you push Ghost in their face and fly biggs and Thane close together behind Lothal Rebel (35) Fire-Control System (2) Autoblaster Turret (2) "Zeb" Orrelios (1) Hera Syndulla (1) Tactical Jammer (1) Biggs Darklighter (25) R4-D6 (1) Integrated Astromech (0) Thane Kyrell (26) Tail Gunner (2) R7-T1 (3) Alliance Overhaul (0) Total: 99 Zeb could probably be replaced with something better once more rebel crew come out
  2. I wanted to try this out for a while: Patrol Leader (40) Darth Vader (3) Intelligence Agent (1) Delta Squadron Pilot (30) TIE/x7 (-2) Delta Squadron Pilot (30) TIE/x7 (-2) Total: 100 Might not be brilliant but should be fun. Pretty tanky
  3. A better squad? Maarek Stele (TIE Defender) (35) Juke (2) TIE/x7 (-2) Countess Ryad (34) Push the Limit (3) Twin Ion Engine Mk. II (1) TIE/x7 (-2) Omicron Group Pilot (21) Emperor Palpatine (8) Total: 100 trying to warm my brain back up to list building and playing ships again
  4. Soo, you're planning to spend your action on getting a TL but then not use that TL and rely on naked Predator instead so Vessery can get his TL? That's... sub-optimal I think. There are many ships other than Stele which could give TL to Vessery without diminishing their own efficiency. And many ships other than Vessery that could accompany Stele without forcing him to play below his optimum. Ok I do understand that. Was thinking more the shuttle for locks. Its been a few months away not thinking about small plastic ships with a new baby... take it easy on me
  5. I still think this is a solid list: Maarek Stele (TIE Defender) (35) Predator (3) TIE/x7 (-2) Omicron Group Pilot (21) Emperor Palpatine (8) Colonel Vessery (35) Juke (2) TIE/x7 (-2) Total: 100 Got token stacking, Palp, a PS 7 defender with re rolls and target locks for Vessery.
  6. Predator Maarek with X7, Juke Vessery with X7 and a palp shuttle seems pretty tough to me (without playing it) Plenty of re rolls on attack, evades and focus token stacking with a Crit for Maarek if needed.... Just a very quick thought
  7. Hey man. Long time no see. I don't think I have looked at xwing for a few months so my advice is probably not worth much... but I agree with ArbitaryNerd I was flying a Chopper Ghost with two Red Sqd Vets like you have above and was enjoying it. Is it going to make the meta quake? probably not but its fun, dishes out some pain and gives your opponent some choices. I prefer FCS on the Ghost as it benefits your front gun more personally.
  8. Yup along my lines of thinking with a Palp Defender list. I had hull but I can see stealth with palp is a good shout
  9. This is the rub. Luckily for defenders they can take a bit of punishment, and hopefully a focus will keep you from getting too hurt that juke kicks. Its not going to happen every turn but does make the opponent think if they want to spend their focus on attack or not.
  10. From the other topic on Glaives x7: My first thought was Carnor with a couple of Juking Glaives. He's not necessary for them to trigger as people have stated but he's just so **** annoying plus the added benefit of not be able to use the evade tokens. He makes people fly differently Glaive Squadron Pilot (34) Juke (2) TIE/x7 (-2) Glaive Squadron Pilot (34) Juke (2) TIE/x7 (-2) Carnor Jax (26) Push the Limit (3) Autothrusters (2) Total: 99 shame you cant get a fully kitted out Carnor. Could add MKII engines on him but Int bid is prob worth it with all the 8s about. Could always go down the VI Carnor route too but that requires skill I don't have
  11. First thought was Carnor with a couple of Juking Glaives. He's not necessary for them to trigger as people have stated but he's just so **** annoying plus the added benefit of not using evade tokens to. He makes people fly differently Glaive Squadron Pilot (34) Juke (2) TIE/x7 (-2) Glaive Squadron Pilot (34) Juke (2) TIE/x7 (-2) Carnor Jax (26) Push the Limit (3) Autothrusters (2) Total: 99 shame you cant get a fully kitted out Carnor. Could add MKII engines on him but Int bid is prob worth it with all the 8s about. Could always go down the VI Carnor route too but that requires skill I don't have
  12. These are some nice lists! being Devils advocate here tho You can get: Delta Squadron Pilot (30) Twin Ion Engine Mk. II (1) TIE/x7 (-2) Delta Squadron Pilot (30) Twin Ion Engine Mk. II (1) TIE/x7 (-2) Colonel Vessery (35) Veteran Instincts (1) Ion Cannon (3) Hull Upgrade (3) TIE/D (0) Total: 100 Its basically the same list but your trading Rex's situational ability for a hull upgrade on Vessery. I know its dependent on the Deltas grabbing a target lock etc. Its just a thought.
  13. I think I'm right in thinking that the Ryad base token is on the back of the Glaive Sqd base token. Might be an issue in tournaments
  14. I quite like: Delta Squadron Pilot (30) Ion Cannon (3) TIE/D (0) Delta Squadron Pilot (30) Ion Cannon (3) TIE/D (0) Colonel Vessery (35) Veteran Instincts (1) TIE/x7 (-2) or Delta Squadron Pilot (30) TIE/x7 (-2) Delta Squadron Pilot (30) TIE/x7 (-2) Patrol Leader (40) Intelligence Agent (1) Darth Vader (3)
  15. Hey man, I have been messing around with Red Vets and this is the build I have for them now. I did have autos but they just didn't trigger enough for me so IA prob saved the same amount of damage (and possibly a nasty crit) I have been pairing them with a ghost but Keyan can do some work. I just worry he dies to quick to the likes of filthy Uboats and arc dodgers. The build on him is efficient tho
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