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Jpmawet

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About Jpmawet

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  1. Hanger bay time and I'm thinking of my second list literally just being a paritani hard counter. My main list will be rebels so it would have to be scum or imperial. Go!
  2. So ahsoka allows you to spend a focus to give a friend a free action at beginning of combat. Let's say I have 2 focus can I give two ships a free action at start of combat or give 1 ship 2 actions?
  3. some future theory crafting but 3 proton rocket awings with ahsoka in her tie with recspec... at the beginning of combat give 2 awings target lock/boost for some scary rockets.
  4. So I have been testing this list out for about a week or so and have had really good results.. Most importantly its forcing me to play better with maneuvers and bumping and such. I do kinda want to find room for Black on title on nien... Vessy is everywhere and a lot of the times I'm noticing the target locks he abuses are either long range scanners or given at PS 5-6... might be a thing to just remove them. Any ideas? (in a few months I am totally using Sabine's tie instead of an awing so there will be the 1 point) SNAP SWARM 100 points PILOTS Green Squadron Pilot (20) A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Crack Shot (1), Snap Shot (2) Green Squadron Pilot (20) A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Crack Shot (1), Snap Shot (2) Jess Pava (27) T-70 X-Wing (25), R2-D6 (1), Integrated Astromech (0), Crack Shot (1) Nien Nunb (33) T-70 X-Wing (29), R3-A2 (2), Snap Shot (2), Integrated Astromech (0) View | Tweak | Export as XWS
  5. So I have taken double jump and a bus to 5 local events now and won 4 and got second on the 5th. My main store is heavy emperial so I run feedback on both jumpers and find that this helps a lot. The key I find fling generally is to use the jumpers as a blocker/area control so the bus can get the most shots off. I try to get both missiles off first round of engagement then use the jumpers to block my opponents ships and a lot of the time block the slaver from moving too fast cause at this point he is already stressed. Theresa lot of different tricks and such but I found its all about ow you use the bus. It makes or breaks your games. One thing I've noticed about defenders is their super easy to predict. Block them for days.... Here's my current list U-Boats/Party Bus (100) Contracted Scout (34) - JumpMaster 5000 Deadeye (1), Extra Munitions (2), Plasma Torpedoes (3), Overclocked R4 (1), Feedback Array (2), Guidance Chips (0) Contracted Scout (32) - JumpMaster 5000 Deadeye (1), Plasma Torpedoes (3), Overclocked R4 (1), Feedback Array (2), Guidance Chips (0) Trandoshan Slaver (34) - YV-666 4-LOM (1), Zuckuss (1), Dengar (3)
  6. Evergreen squadron!!!! I may be biased though!
  7. Ever since the aces box was spoiled I have been running this following list with amazing success. At first I screwed around with inquisitor and others and found that forcing a target lock every turn wasn't that great. Plus I just feel Vader is better then inquisitor. Plus both Vader and omega leader like to have target locks they never use, thus vessery is happy as ever. Defender (99) Colonel Vessery (39) - TIE Defender Veteran Instincts (1), TIE/D (0), Ion Cannon (3) Darth Vader (34) - TIE Advanced Adaptability (0), TIE/x1 (0), Engine Upgrade (4), Advanced Targeting Computer (5) "Omega Leader" (26) - TIE/FO Fighter Juke (2), Comm Relay (3) Ion cannon always! If you get a shot off vs any small ship there's a good chance that ship is just dead next turn
  8. I've been doing amazingly well with this build Defender (99) Colonel Vessery (39) - TIE Defender Veteran Instincts (1), TIE/D (0), Ion Cannon (3) Darth Vader (34) - TIE Advanced Adaptability (0), TIE/x1 (0), Engine Upgrade (4), Advanced Targeting Computer (5) "Omega Leader" (26) - TIE/FO Fighter Juke (2), Comm Relay (3)
  9. So I've been screwing around with double ghost build. Here is where I'm stuck. I really want acuacy corrected, autoblaster, and Zeb in one ship and just kind find the points without gutting the other one. Here is what I want and the second list is what I concluded with. What y'all all think?? Also is there any double ghost builds you guys have done well with? Here is what I want..: I just feel if I take any upgrade off it just kills the ships... If only shuttle had a nameless pilot Double ghost (101) Lothal Rebel (40) - VCX-100 Fire Control System (2), Autoblaster Turret (2), Hera Syndulla (1), "Chopper" (0) Lothal Rebel (41) - VCX-100 Accuracy Corrector (3), Autoblaster Turret (2), "Zeb" Orrelios (1), Ghost (0) Ezra Bridger (20) - Attack Shuttle Adaptability (0), Phantom (0) The actual list as of now Double ghost (100) Lothal Rebel (40) - VCX-100 Fire Control System (2), Autoblaster Turret (2), Hera Syndulla (1), "Chopper" (0) Lothal Rebel (42) - VCX-100 Fire Control System (2), Autoblaster Turret (2), Han Solo (2), Intelligence Agent (1), Ghost (0) "Zeb" Orrelios (18) - Attack Shuttle Phantom (0)
  10. Falcon title states after you execute a 3 bank you may rotate the ship 180 and take a stress if you don't have one Kannon crew states after you execute a white maneuver you can remove a stress from a friendly ship in 1 space Can you run both and choose which way they stack? I.e. Flip a 180 with the falcon and then remove the stress with kannon because you preformed a white maneuver?
  11. Both questions are similar but different. Agent Kallus: does his ability only effect the ship he is on? Or does my fleet gain his ability. I have seen people use it both ways and need to know for sure Omega ace: when he target locks a ship does the no modifie dice affect this ship as it shoots and gets shot by omega ace or anyone in your squad? So if I target lock an xwing can this xwing then shoot at a different target such as Vader and still modify its dice and when Vader shoots back at the xwing can the xwing then modify its defense dice?
  12. So I played a couple games with this list so far and have done very well. The shuttle can either dock with the ghost and all the ghost to rampage around or provide a very maneuverable TLT. Super Ghost (100) Sabine Wren (32) - Attack Shuttle Predator (3), Twin Laser Turret (6), Tactician (2), Phantom (0) "Chopper" (48) - VCX-100 Fire Control System (2), Dorsal Turret (3), Hera Syndulla (1), Ezra Bridger (3), Ghost (0), Anti-Pursuit Lasers (2) Green Squadron Pilot (20) - A-Wing Adaptability (0), Chardaan Refit (-2), A-Wing Test Pilot (0), Autothrusters (2), Crack Shot (1)
  13. Trying out ideas for a new balanced scum idea. Not sold on 3 U-boats being able to hand everything in met even more so when the counter meta lists start showing. Balanced (100) Contracted Scout (34) - JumpMaster 5000 Deadeye (1), Proton Torpedoes (4), Extra Munitions (2), R4 Agromech (2), Guidance Chips (0) 4-LOM (32) - G-1A Starfighter Adaptability (0), Fire Control System (2), Zuckuss (1), Inertial Dampeners (1), Mist Hunter (0), Tractor Beam (1) Trandoshan Slaver (34) - YV-666 Boba Fett (1), Greedo (1), Dengar (3) Not sure exactly how to do it but something similar won a store event and is an interesting build. Going to try to make it viable
  14. Basically I haven't played in about 6 months. I played for about 2 weeks after wave7 where I pretty much just played kwings! Love me some k-wing So I sat down yesterday and tossed out a couple quick games with my good old favorite dash!!! I purchased a nifty ghost and played with him one game and found him cool. But the talk of the town is palp-aces and triple u-boats. I'm confident in my dash maneuvering that I am for sure taking him. But my 2nd **** is up for grabs... Here are here options I kinda like. Dash! (184) Dash Rendar (58) - YT-2400 Push The Limit (3), Heavy Laser Cannon (7), Kanan Jarrus (3), Outrider (5), Engine Upgrade (4) And the second ship will be one of these 4! Unless you have a better buildout. I own pretty much everything so there's no limit. Big blocking ship... Try something new lol "Chopper" (42) - VCX-100 Enhanced Scopes (1), Ezra Bridger (3), Hera Syndulla (1) Or I know how to fly Miranda, with the new missiles I can hit hard when i need to, slam out of taking 3 missiles from uboats, or fly in circles shooting away. Miranda Doni (42) - K-Wing Twin Laser Turret (6), Extra Munitions (2), Homing Missiles (5), Guidance Chips (0) Or More of a damage build. Pretty versatile. Have had a chance to play this ship twice so I feel confident a little bit Lothal Rebel (42) - VCX-100 Dorsal Turret (3), Hera Syndulla (1), Ezra Bridger (3) I'm looking to have fun and get back into competitive play. At least not be a pushover but knowing I'm not going to win lol.
  15. You PtL and then can use almost your entire dial to clear with a white. Really boosts Dash's ability to stay at range and jump around the board. Can Kanan target his own ship?
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