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Everything posted by Moneyball
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Baa -- I checked out your list and it's definitely spurned some ideas. Good work.
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The thought with Blount and failsafe is that even if the missiles miss, the card isn't wasted. It does 1 to everything in the area and you can do it the next turn as well. I totally get what you're saying about the gimmick, though. I felt like John Madden when I made this list, "All you gotten do is shoot the opponents' ships before he shoots yours!" That, I think, is the biggest downfall of the list. If Dash goes down, or if the opponent can withstand two turns of the offense, they're going to smoke it. It'll probably be a list I run for fun. I don't think it's going to win any tournaments, though.
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So, I just theory-crafted a list at work today, and I wanted to see what everyone thought. I know the meta right now is typically 2-ship builds or 1 power ship and a handful of dirt cheap jousters. So I'm not sure if a three-ship/all-named pilots list could be competitive. This seems to synergize well, so I thought I'd run it by everyone. Dash Rendar (nothing new here, typical SuperDash): 55 pts. PtL Mangler Cannon Outrider Kyle Katarn EU Airen Cracken: 20 pts. Veteran Instincts Lieutenant Blount: 25 pts. Wingman Assault Missiles Munitions Failsafe Super Dash is pretty straightforward. Push the Limit for 2 actions. Engine Upgrade gives him boost. Kyle Katarn gives him a free focus for losing a stress. And a Mangler on 360. Probably nothing new to most players. Airen Cracken with VI makes things interesting by giving Dash a third action at the start of combat. Imagine first turn Boosting and Barrel Rolling with Dash. He's stressed and does a green maneuver second turn to set up for the first engagement. He gets an auto-focus from Kyle. For his two actions, he boosts and barrel rolls. Then as combat starts, Cracken gives him a free target lock. Blount's packing assault missles coupled with munitions failsafe, so even when he misses, he can't miss. Wingman polishes it all off by removing a stress from Dash if he gets doubled up (which in turn gives him a total of 2 free focus tokens from Kyle). My initial thoughts here is that this is devastating action-management. But I'm concerned that there may not be enough guns on the table. What do you guys think?
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To the OP: There's a list that I'm dying to run that's very similar to this except that it uses Boba instead of Kath. Boba Fett: 49 PTS. PtL K4 Sec Droid EU IG-88B: 51 PTS. Predator FCS HLC Inertial Dampeners Autothrusters The idea here is to get Boba up in the front line, hopefully drawing as much aggro from the opponent as possible. Then keep the aggressor at range 2-3 and pick off the enemies one by one. I haven't play tested it yet, but that's the idea.
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Gotcha. Thanks for the clarification.
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To be clear, you said exactly what I implied, which is why I didn't bother with implication: As far as the stress commentary, it's only an issue if Kavil is double-stressed. To use Agromech correctly, you're mainly sticking to greens, and occasionally, whites. If he's got a stress, he goes green. If he doesn't, he can go white. Considering the stress givers like tactician, flachette weapons, and the stuff you mentioned, most of that is going to be directed at the true threat on this list -- Boba. It is crucial for an ion-equipped Kavil to run Agromech because if he doesn't, he can often miss with his weapon in the first place, which of course makes him completely useless. Paul1 -- Trust the original list. It's solid.
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I might be wrong here, but I thought you can't use a secondary weapon in your auxilliary firing arc. Is that true?
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Meynolt -- I have a soft spot for DMS as well. But with Boba in the fleet, feedbacks are the better choice. Boba must be close to be effective and you don't need suicide bombers taking out your best ship.
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I forgot to post a suggestion: Replace n'Dru with a mangler Cartel Spacer. It'll cost you 1 point more, but it's just as deadly and it doesn't lose combat effectiveness when in close proximity to friendly ships.
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Boba & n'Dru's proximity bonuses conflict. In theory, it sounds great, as you can bring Boba to close range and keep n'Dru far away. But if they take it to n'Dru's face (which they should), you're forced to either bring Boba and negate n'Dru or negate Boba's range 1 bonus and let n'Dru die. Neither is a good choice.
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Rebirth of autoblasters? (Scum Boba and IG)
Moneyball replied to Thagg's topic in X-Wing Squad Lists
Scyks are far better off with Manglers. Mangler's still effective at range 3 and it gets an auto-crit. If you want the list to stay the same with a Mangler swap, you could use the six points you save and equip Stealth devices on the Scyks. If you keep those Scyks at range 3, they're defending at five dice (until they get hit). -
Your Fat Han list is pretty interesting, but I'm not sure if it's optimal for tournament play. Wingman/Wingman/Lando/Experimental Interface seems like a point-heavy combo that isn't efficient. I love Lando in friendly matches. He's a lot of fun to mess with, but from what I've heard, he can be a waste of an action in a crucial moment in a tournament setting. Between the three upgrades you've built around him, you're spending 10 points on a card that might let you down in a sticky situation. If you're dead set on using EI and putting stress on Han, I think Kyle Katarn is a much better crew choice as he gives you free focus every time you remove a stress token. Sure, there's no chance for an evade, like there is with Lando, but the focus token is free and guaranteed. There's also Nien Numb who's cheaper. He doesn't give you any special actions, but he can remove stress so that you can take more actions. Nien and Kyle both are more efficient choices because they eliminate the need for EI and give you a slot to throw on and Engine Upgrade. Again, I think the list would be super fun in a friendly match, but it's built around a gimmick that will likely cause a loss or two in a tournament.
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Baaa -- That's not correct. Rolling a focus has nothing to do with the Agromech. To use Agromech, you merely need to take a Focus action, and spend that focus token at any point in the turn. Then, you get a free TL. So, it enables Kavil to take two actions per turn. That's why it's so incredible. Unhinged is decent, but I typically only use it on a Y-Wing that I BTL, because it makes it easier to line up a shot within your firing arc. Paul1 -- Your list looks fantastic. I think you'll have success with it. Something you might try is experimenting with Dead Man's Switch on the Pirates. It's something I like to mess with quite a bit. Headhunters are fantastic shooters, but doubling them up as suicide bombers does wonders to your opponent's psyche. Suddenly, the opponent must shoot 14 Point ships as their top priority, while you're laying into them with Boba and Kavil. The list is great as is, but that might be something to experiment with.
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Granted, I'm a new player to X-Wing as well, but it seems pretty obvious that many Imp builds require higher skill because some of those builds run lots of ships. For example, doing a Howl Runner/TIE swarm can mean having five or six ships that must fly in tight formation, which means lots of bumps/lost actions for inexperienced players. However, there are exceptions to this. Imps can still run great lists with a low ship count, especially when you consider running Whisper, a Decimator, or Soontir Fel. The flip side of TIE swarm is that yes, it takes a higher skill level to master, but it's also something that every player should experience to take their game to the next level. Formation flying is something that any good player needs to learn.
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Here's a list that Paul Heaver put together. I'll be trying it out soon. Guri - PTL, Virago, Autothrusters, Inertial Dampeners, Advanced Sensors 3x Cartel Spacers - Heavy Skyk, Mangler Cannon
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With Corran, I tend to go R2-D2. I use him as a drive by double-tapper. Get in, double tap and then fly the heck out. If you pull a green, you can regen a shield, giving you longevity to pull your rip and runs. R7-D1 is an alternate (cheaper) choice -- if you use it correctly, you can chain target locks and barrel roll right outside the enemy's firing arc. But more important than droid selection, in my mind, is your system upgrade. I always run either FCS or Advanced Sensors. FCS makes your drive bys even deadlier (and it eliminates the need for R7-D1). Advanced sensors gives you maximum maneuverability -- crucial when you're lining up a shot on an enemy and also dodging out of their arc. In summary, when upgrading Corran, I would always start with his system upgrade first. Then worry about your automech second. FCS and Advanced Sensors are both far more valuable than a better droid.
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I'm with StevenO on this one. The only time I don't run Mangler on a Skyk is when I decide to use an ion cannon. Three dice at range 1-3 with an auto-crit is basically a no brainer.
