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Danomight

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  1. Dang is there any way they *haven't* screwed over the JM5K chassis in 2.0. Thanks for the correction!
  2. Thank you as always for your work! I suggest that those who have the means and who use this app regularly support FlyCasual on Patreon. Two Jumpmaster-related bugs: 1) Fearless does not work on any of the Jumpmasters with title equipped. I haven't tested Fearless on them without the title. 2) Once Tel is placed back on the board after having been destroyed, none of the cards on her work and enemy ships are unable to target her.
  3. So Pinpoint Tractor Array triggers "after you execute a maneuver". Since it does not specify "fully execute", does that mean it triggers even if you partially execute the maneuver? Edit: another question: can you gain a tractor token to rotate your mobile arc to the same position it was already at?
  4. The Feethan Autopilot with Soulless One is 10 (TEN!) points cheaper than O-66, is tankier, and also has the native calculate action for use with TA-175. Its pilot skill, small base, and dial also make it much more suited to flying with vultures. I need more convincing that O-66 is viable. This word of the Dooku + 6 vultures list doing well intrigues me however.
  5. In my playtesting I'm finding it hard to get value out of Sear's ability. Is there a way you guys are flying to line up more bullseye arcs? Almost seems to me like saving points with a Feethan Autopilot (which also provides another calculate token to the shared pool) or upgrading to Wat is more beneficial.
  6. You gotta upgrade Patrol Leader to Oicunn - his ability is just fantastic and can help your deci live a lot longer if you can bump and take a reinforce with the Dauntless Title. He can set up shots for himself and the swarm too if he takes Intimidation and bumps. Every good miniswarm needs Howlrunner as suggested by xanatos too. With these things in mind, I submit: Captain Oicunn (74) Intimidation (3) Fifth Brother (9) Dauntless (4) Ship total: 90 Half Points: 45 Threshold: 8 "Howlrunner" (40) Crack Shot (1) Ship total: 41 Half Points: 21 Threshold: 2 Academy Pilot (23) Ship total: 23 Half Points: 12 Threshold: 2 Academy Pilot (23) Ship total: 23 Half Points: 12 Threshold: 2 Academy Pilot (23) Ship total: 23 Half Points: 12 Threshold: 2 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z215X122WWWWW82WWW147Y217X116WY229XY229XY229X&sn=Unnamed Squadron&obs=
  7. Ric Olié (42) R4 Astromech (2) Ship total: 44 Half Points: 22 Threshold: 3 "Sinker" (54) Ship total: 54 Half Points: 27 Threshold: 5 Gold Squadron Trooper (25) Ship total: 25 Half Points: 13 Threshold: 3 Gold Squadron Trooper (25) Ship total: 25 Half Points: 13 Threshold: 3 Gold Squadron Trooper (25) Ship total: 25 Half Points: 13 Threshold: 3 Gold Squadron Trooper (25) Ship total: 25 Half Points: 13 Threshold: 3 Total: 198 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z333XWW5WY280XWWWWY321XWY321XWY321XWY321XW&sn=Unnamed Squadron&obs=
  8. Early CIS meta was double Infiltrators but the points adjustment hit that list extremely hard. Now I think their best option is massed bombers and drones with ordnance set up by probe droids and tactical relays. My opinions on CIS: - Probe droids are very good and let you threaten ships at of any pilot skill with ordnance that isn't as vulnerable to dice variance. - Bumping your droids up to PS3 from PS1 is worth it (especially with the Sinker Swarm running around these days) - DBS-404 is good enough to be an auto-include imo. Run him naked since he's probably going to die in early game (but trade above his point cost on damage). - Grievous is a popular pocket ace - A lot of people like using DFS-311 as a cheap blocker and support ship who can pass off calculate tokens - Landing/Grappling Struts are great. Drag your opponent through the rocks on the initial approach and you'll get a huge benefit from them for the minimal investment. Note that when you are on an obstacle with the struts activated you get +1 for obstruction on defense but your opponent does not. - The tactical relay Kraken gives you a ton of tokens to work with which is really effective with the droids' token sharing ability - Infiltrators get focused down quickly with the exception of Dooku with title who has cloaking shenanigans. Maul is usually run with Hate and can crank out a ton of damage. Count Dooku (63) Heightened Perception (3) Perceptive Copilot (8) General Grievous (3) DRK-1 Probe Droids (5) Hull Upgrade (3) Scimitar (4) Kraken (10) Ship total: 99 Half Points: 50 Threshold: 6 DBS-404 (30) Landing Struts (1) Ship total: 31 Half Points: 16 Threshold: 3 Separatist Bomber (29) Proton Torpedoes (13) Landing Struts (1) Ship total: 43 Half Points: 22 Threshold: 3 Separatist Drone (21) Energy-Shell Charges (5) Grappling Struts (1) Ship total: 27 Half Points: 14 Threshold: 2 Total: 200
  9. Techno Union Bomber (26) Energy-Shell Charges (5) DRK-1 Probe Droids (5) Ship total: 36 Half Points: 18 Threshold: 3 Captain Sear (39) TA-175 (5) Ship total: 44 Half Points: 22 Threshold: 3 Trade Federation Drone (19) Energy-Shell Charges (5) Ship total: 24 Half Points: 12 Threshold: 2 Trade Federation Drone (19) Energy-Shell Charges (5) Ship total: 24 Half Points: 12 Threshold: 2 Trade Federation Drone (19) Energy-Shell Charges (5) Ship total: 24 Half Points: 12 Threshold: 2 Trade Federation Drone (19) Energy-Shell Charges (5) Ship total: 24 Half Points: 12 Threshold: 2 Trade Federation Drone (19) Energy-Shell Charges (5) Ship total: 24 Half Points: 12 Threshold: 2 Total: 200
  10. I think the Probe Droids are still really good just don't put them on 404 since he's an easy target and self-damages.
  11. I would do: Title on Dengar Predator on Fenn Trickshot and Perceptive Copilot on Han It looks great in theory but I have trouble getting value out of Han and Dengar's dial is just so bad.
  12. Scum is in a tough place in hyperspace right now. The nerfs that made our hyperspace set pieces more expensive hurt really badly. Switching to CIS until things get more viable - which could be a while given that FFG is probably more committed to fleshing out the new factions than to giving Scum some new toys.
  13. Thanks very much for this release! Is there any chance we can get Energy Shell Charges implemented as soon as possible? Most people looking to practice CIS lists will need them.
  14. Do my eyes deceive me or is there no K2SO in that fan of Resistance crew cards. D: They can't possibly be omitting him again??
  15. A lot of people talking about this but I just don't see it putting out enough damage. If you're boosting into evade every turn you have no mods at all on offense. Granted when you miss you can take a shot with Jamming beam and try to strip a token but I don't see that being enough, especially against higher agi ships.
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