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Heavyguard

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Everything posted by Heavyguard

  1. We could still see some of even the ones list there. Havoc is in the Wave 2 Armada releases and N1 is in the Journey to The Force Awakens Comic series apparently.
  2. I know its not how its being done but maybe they should have gone with Top Imperial player vs Top Rebel player in the top 2 match. I know myself having never played Rebels if I was forced to build a list I wouldn't really know where to start or how the play style differs from playing Imperials.
  3. I plan on trying out the following build shortly. Boba Fett (Scum) (39) Veteran Instincts (1) Proton Bombs (5) Tactician (2) Extra Munitions (2) Engine Upgrade (4) Slave I (0) Moralo Eval (34) Heavy Laser Cannon (7) Outlaw Tech or Tactician (2) Recon Specialist (3) Maneuvering Fins (1) Total: 100 I haven't played with Conner Net or Cluster Mines yet but using either of those would free up 1 point for ID or IA on Eval.
  4. With the free barrel roll and the Punisher's dial you should have no issues avoiding your own mines/bombs.
  5. I think it should get a point discount/ept addition similar to the A-wing but not more shields or boost. The T-65 is the old surplus model now, your not going to completely overhaul the frame and engines when your building these hot new T-70s on the old T-65 manufacturing line.
  6. Congrats to both of you. I'm happy to hear my list is still out there, causing chaos and despair. Proton Bombs are hilarious on a PS10 ship. Thanks for coming up with a great list! I've done Brobots and found the same issues that you mention in your posts so this is a good change up. Ya the Proton Bomb got 2 of the players who thought it was just a seismic charge and that the shield/hull loss was worth getting into a good firing position on Boba. Think I'm going to stick with playing around with it abit as well. Looking forward to trying out some of the new ordnance too on this build.
  7. I ran Sable's build over the weekend at a tournament and end up 3rd overall. Went 3-1 in 4 rounds and made the cut to the top 4 in 3rd place. Lost to 2nd which was the same guy I lost to in the swiss. In the 4 Swiss rounds the Proton did the follow; Killed a scum Z-95 with a direct hit while also giving a y-wing a pilot crit. Turned Col. Jendon in a PS0 while also hitting Darth Vader for a Direct hit. 3rd didnt get used due to hot dice wipping an Imperial triple 9s off the board in about 30mins. (Fel, Turr, Darth Vader) Killed Arvel with a direct hit and hitting Lando as well (forget the crit here) in the 2nd vs 3rd(me) match; Hit 2 y-wings and killed a Z-95 while hitting my IG-88B for a minor crit as well.
  8. no mass TLT Lists? I imagine they would give this list a lot of trouble. There was no lists with Twin Laser Turrets this weekend but wave 7 is also not available yet. Heavy guard was top after four rounds of Swiss and finished in first with some awesome extra prizes courtesy of the great store staff. The build isnt mine. I ended up in 3rd with a different build. Also TLT is not yet tournament legal as it has yet to be officially released.
  9. This took 1st place on this past weekend at a tournament I was at with a total of 20 players from various areas. Commander Kenkirk (44) Predator (3) Emperor Palpatine (8) Ysanne Isard (4) Engine Upgrade (4) Darth Vader (29) Predator (3) Advanced Targeting Computer (1) Engine Upgrade (4) TIE/x1 (0) Total: 100 Was really effective with the only build giving it any real trouble being Brobots ironically.
  10. I've run all 3 with; Title auto thrusters Stealth device With Fel and Jax having PtL and Turr having VI. I've found with multiple Interceptors as soon as 1 doesn't have SD he becomes target #1 quickly. Don't forget AT works at range 1 of turrebts(outside of firing arc) so Turr and Jax can easily maneuver into then out of arc at range 1.
  11. I'd suggest dropping the SD on Fel and TIE Mk2 on Vader for an EU on Vader.
  12. In the past the only issue I've found with have SD on Fel and not on Turr is that Turr then becomes the first to die quickly. Proton Rockets or Ion Pulse Missiles on Darth can give hit a hard hitting range 1 attack or ability to Ion a large base ship.
  13. Except Extra Munitions is not yet tournament legal till its release date.
  14. I'd say Gunner or Darth Vader given that both give you a guarantee of getting damage out of the RAC every turn. Darth Vader would also give you a 2 pt initiative bid against VI'd Brobots. Expose is great on the RAC you just got to remember that with Ysanne you DONT trigger EI/Expose until the start of the combat phase after Ysanne gives you the evade action. Heavyguard
  15. With the SD on Fel that makes sense, Turr becomes the weakest target to quickly get rid of. If your not facing many turrets then Turr should be easy to keep alive via boost/BR in then do the other out after his attack to keep him out of your opponents firing arcs. If your facing alot of other 9s then dropping the SD gets you AT on Turr and an IA on Whisper that can help you use her to block or decide if you want to uncloak or not.
  16. I've run the first list fairly well before, however I'd drop the SD on Fel and throw AT on Turr.
  17. The one done on Kickstarter has a Pre-order link now. Looks like $20 for a blank one, $40 for a printed one and $100 for 36x72 one. https://www.kickstarter.com/projects/gamersdoor/magnetic-war-mats-fix-the-slip?ref=nav_search.
  18. The website indicates it is a rotating shoulder mounted turret. Still, I wonder how a turret could be mounted in that position and actually fire 360 with the wing panels and cockpit in the way. The website lists it as one yes but it's just making educated guesses based on what was seen in the trailers. In the trailers it doesn't actually fire and can be seen pointed upward as well.
  19. I wonder if that 'shoulder' gun is a communications antenna. Neither tip appear to have paint on them similar to the turret lasers. Also the trailer images don't show the belly turret or shoulder gun/antenna. Maybe this is based on the Chrometrooper's personal ride?
  20. A local play regularly runs the below load out and took regionals here easily (vs both other turrents and in the final BBBBZ) Chewbacca (42) Predator (3) C-3PO (3) Recon Specialist (3) Millennium Falcon (1) "Leebo" (34) Predator (3) "Mangler" Cannon (4) Jan Ors (2) Outrider (5) Total: 100 He tried out Lando however he found it too unreliable to regularly use.
  21. Yes to this. Note with Battletech you can play it with the MWDA pre-painted miniatures. You can often find lots of them online for cheap or stuck in a back room of a FLGS. If you want a faster play run it with the Alpha Strike rules which is played out on terrain and not the Total Warfare rules which is setup for hex maps. Alpha Strike allows for much larger battles to be played out faster (12 v 12 in 2-4hrs) Also outside of the rules and minis the reference cards you can print off for free from http://www.masterunitlist.info/ And dont forget Battletech IS NOT WYSIWYG.
  22. They did the same for the new boost, barrel roll or decloaking off the map rule too. From Actions and Game Effects heading; Q: Can a ship decloak or perform a boost or barrel roll that would cause it to go outside the play area (and thus flee the battlefield)? A: No. A ship cannot decloak or perform a boost or barrel roll if this would cause its base to go outside the play area. From the Movement heading; Q: Can a ship decloak or use the barrel roll or boost actions to move outside the play area, then move back into the play area when it executes its maneuver? A: No. If the ship is outside the play area after decloaking or performing a barrel roll or boost action, it has fled the battlefield and is immediately destroyed.
  23. How about this; Emon Azzameen (36) Cluster Mines (4) Tactician (2) Ion Pulse Missiles (3) Inertial Dampeners (1) Extra Munitions (2) Slave I (0) Cartel Marauder (20) Glitterstim (2) Shield Upgrade (4) Cartel Marauder (20) Glitterstim (2) Shield Upgrade (4) Total: 100 Ion and Stress a fatty then hard bank 2 and drop the clusters(or can replace with Conner Net) right into the path of the fatty as he drifts forward into them. Extra munitions gives 2 shots with missiles and mines/net.
  24. I've done well with this build in the past coming in 4th in a 20 person tournament. Turr Phennir (25) Push the Limit (3) Autothrusters (2) Soontir Fel (27) Veteran Instincts (1) Autothrusters (2) "Whisper" (32) Veteran Instincts (1) Fire-Control System (2) Intelligence Agent (1) Advanced Cloaking Device (4) Total: 100
  25. Your 13 points short of the 100pt limit.
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