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Everything posted by Danomight

  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.
  16. Danomight

    They're up!!!

    Complete rundown for Scum (my main faction) Iggy A 70 to 68 Iggy B 70 to 66 Iggy C 70 to 65 Iggy D 70 to 65 Kavil 42 to 43 Drea 40 to 42 Hired Gun 33 to 34 Crymorah Goon 32 to 31 YT-1300 All unchanged Lando 26 to 29 L3-37 22 to 26 Outer Rim Pioneer 24 to 28 Fang Fighter Unchanged Boba 80 to 86 All other firespray unchanged 4LOM Unchanged Zuckuss 47 to 45 Gand Findsman 43 to 41 Palob 38 to 40 Mux 36 to 38 Bonearm 36 to 35 Spice Runner unchanged Dengar 64 to 58 Manaroo 56 to 47 Tel 60 to 50 Contracted Scout 52 to 46 Kihraxz unchanged Asajj 84 to 76 Ketsu 74 to 70 Sabine 68 to 64 Hunter 64 to 60 Kimogila unchanged Serissu 43 to 40 Quinn 35 to 34 Laetin 35 to 33 Genesis Red 35 to 34 Point Veteran 33 to 32 Inaldra 32 to 31 Sunny 31 to 30 Spacer 29 to 28 Mining Guild Tie Unchanged Zuvio 33 to 35 Plank 31 to 34 Plutt 30 to 33 Gunrunner 28 to 32 Nym 52 to 48 Sol Sixxa 49 to 46 Revenant 46 to 45 Guri 62 to 63 Other vipers unchanged Bossk 70 to 66 Moralo 72 to 70 Latts 66 to 61 Slaver 58 to 56 Z95 Unchanged Genius 0 to 2 Other Astros unchanged 0-0-0 3 to 5 4-Lom 3 to 2 Vizago 2 to 1 Maul 13 to 11 Zuckuss 3 to 2 Jabba 8 to 6 Other crew unchanged Han Gunner 4 to 12 Other gunners unchanged Fearless EPT unchanged IG 2000 2 to 1 Andrasta 6 to 4 Marauder 3 to 6 Slave I 5 to 2 Moldy Crow 12 to 18 All other titles unchanged
  17. Grievous with an arc dodge dependent ability at PS4? Does this seem awful to anyone else?
  18. Issue I'm having is that the game crashes every time Ketsu tries to resolve her ability at range 0.
  19. Four ship rebel is plenty strong. Luke/Wedge/Jan/AP5 was the top list in swiss in Aussie nationals. Apart from those four pilots, Norra, Thane, and Sabine are also good options for mixing into a Rebel salad. I think the reason why Rebels have been featured less prominently in top cuts is that rebel players making the transition from 1.0 to 2.0 were too used to playing lists with huge health pools (5X, 4 Gunships), damage mitigation (Ghost/Fenn), and regen (Miranda, Poe, etc). People are beginning to realize though that good old-fashioned 4-ship rebel synergy builds are really good again in 2.0.
  20. I need Squad Benchmark 2.0 in my life so badly. I wonder if some crowdfunding would help the devs move forward?
  21. I like it - if you don't have room to boost or just don't need to you can calculate and then have a stack of tokens for defense and offense. Also gives you defensive tokens vs PS6 since Han doesn't give the focus until Boba engages. Edit: also, you can use the coordinate from L337 to stack Boba up with a calculate action - especially if you realize Boba is gonna bump.
  22. It's a buggy mess unfortunately but the look and feel are good so it should be usable once they fix it.
  23. Honestly this looks very smartly put together and is similar to a list I'm working on. I love the amount of area you can threaten with bombs between the drop options of Emon and Sol. You can use bombs to threaten swarms and the quadjumper to menace aces. One thing I realized when I was outfitting my Scurrg Bomber is that Genius allows you to drop a "BOMB" after fully executing a maneuver. Proximity Mines are classified as a "MINE", so my understanding is (someone correct me if I'm wrong) you cannot drop them with Genius. The wording for Genius would read "drop a DEVICE" if it was meant to apply to both bombs and mines. This makes Proximity mines much more limited as the target must put itself behind Sol to get hit. Also note that Trajectory Simulator only works in the System Phase so you cannot Genius into Traj Sym. If you could move and then Genius drop Prox Mines, Sol would be a great ace counter here but as it is you're depending on the Quadjumper to tractor beam aces. That being the case, I would get rid of the feedback/static discharge shenanigans in favor of giving the quad more ways to get tractor beams onto aces. Cloaking Device can give your quad a nice boost (from the decloak) of speed and repositioning to get to aces and Contraband Cybernetics can let you do a reverse or sloop move and still do the spacetug tractor action. I think your list would do great against swarms and give you a chance vs aces but you could struggle against high health, high firepower lists. That's why the list I'm working on swaps Emon for Boba and leaves the bombing to the Scurrg.
  24. What are the different ways you've tried kitting out Bossk in this list?
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