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Everything posted by TheDoctor084

  1. I don't think it really matters if it has the plus or not. The rules reference states that upgrade cards with a force capacity printed on them increases the ships force capacity by that amount.
  2. Just throwing this observation out, but I messed around with a swarm that ran DFS-081. It helped me time the drone deaths better to maximize TV-175 triggers. I don't think Ill run DFS-081 with the swarm going forward, but if I were to mass Hyenas I would definitely consider including it. Supporting a squadron of Bombardment Drones could be really good. Droids are very crit prone and 081 lets those bombards get the most mileage of it's hull on the approach.
  3. I think it's mostly that last seasons push to highly durable ships pushed bombs to the bottom of the meta. I've run variants of the Vader/Fel/Deathrain list from Deathrain's Blog. My experience was that the bombs did damage, but never enough to make a significant dent. If the meta shifts back to agile, lightweight aces I think bombs will see a resurgence.
  4. I prefer having Howlrunner any time I have more than two Academy TIEs. Every time I've tried running a Sloane swarm in the past my opponent ignores the TIEs and dives on the Sloane bus. Having Howlrunner present makes the TIEs a threat even without Sloane. If they dive Sloane the TIEs can still do some heavy lifting. If they go to take Howlrunner off the board, then Sloane activates. It creates a dynamic where the opponent can't just ignore the TIEs and take Sloane out before she can proc.
  5. Tinkering with my list a bit I really agree this might be the way to go for the Sloane bus. I'm thinking something like this myself: RAC + Sloane + Shield Upgrade + Ruthless (89) Howlrunner (40) Academy Pilot (23) Academy Pilot (23) Academy Pilot (23) Total: 198
  6. Going down to Patrol Leader creates room to take Howlrunner. Howlrunner gives the TIEs teeth before Sloane is active. That way they can't just ignore your TIEs. If they dive past the TIEs to destroy Sloane the TIEs still have chance to save the day. If they dive on Howlrunner or the TIEs then you're procing Sloane. If you stay with Oicunn I think hotshot and maybe the proton bombs aren't good here. I'm not a big fan of diving in with the Sloane bus since it makes it an easier target, but you could drop hotshot and bombs for something like Kallus or 5th Brother. That sets you up with passive attack mods so you reinforce without sacrificing offensive power. You could even go up to Intimidation over Ruthless to boost the attack power of the group. Either way make sure to lead with the TIEs. If you bring the decimator in to dive on a target to early they're going to hard swap to take out Sloane. I personally think with a Sloane list it needs to present something that's an equal or greater threat than Sloane. Otherwise they will ignore the squad to remove the real threat.
  7. The curse of low initiative pilot spam. I'm not sure what to do about it either. CIS is fun to play casually, but they're a one trick pony competitively. I'm hoping the Hyenas bring something to the table that really helps them out or it'll just continue to be the faction of Infiltrators.
  8. Is it one of each (1 stress/1 strain) on a blue maneuver? Or does all strain clear on a blue? I think it's one of each, unless an effect changes that.
  9. The squad builder hasn't had the min-max rule applied to it since it's release if i recall correctly. You can also have a list that has only 1 ship in it, which isn't allowed either. There hasn't been any question about the legality of that since the app released. A legal squad is 2-8 ships of the same faction, until the rule is changed in the Tournament Regulations.
  10. TIE/interceptor i4 Ability - 1 charge: You may spend 1 charge token to reroll any number of defense dice.
  11. The Empire is my continued focus. No shields, all guts.
  12. So I played the above and went 3-1. My only loss was to 6 Y-wings by 4 points. Having so much force available let me constantly mod rolls. The only change I'll be making is to drop Homing Missiles to add Seismic Charges to Duchess.
  13. I'm going to try this tomorrow: Lambda-class T-4a Shuttle - Omicron Group Pilot - 56 Omicron Group Pilot - (43) •Emperor Palpatine (13) TIE/sk Striker - •“Duchess” - 63 •“Duchess” - Urbane Ace (42) Elusive (3) Shield Upgrade (6) •Fifth Brother (12) TIE Advanced x1 - •Darth Vader - 76 •Darth Vader - Black Leader (70) Fire-Control System (3) Homing Missiles (3) Total: 195/200 View in the X-Wing Squad Builder Palp is still good, but he requires a lot more building around him. I like the Duchess build as she's very maneuverable and gains the extra force off Fifth Brother, helping mitigate having 2 greens. The homing missiles on Vader are to give him a bit more kick at range 3 or land that killing blow.
  14. 31 points gets you Seyn with Marksmanship. She does a lot of work and can set Rexlar up to activate his pilot ability on the second engagement. That leaves 7 points to use as a bid or Seismic Charges + bid.
  15. My experience with 3+ TIE/ln is that you need Howlrunner. Her reroll is just too important with a high concentration of TIE/ln. Without a way to trigger rerolls on the TIEs you spend most of your time not hitting outside of Seyn's powerful ability. Del Meeko has a nice ability, but I think it works better in the TIE/ln ace squadron. Del in all likelihood won't be active in the first engagement and that really weakens his ability. My suggestion would be to swamp Iden for Howlrunner, if you're set on running the damage trio. I'd also recommend swapping the Crack Shot to Marksmanship. Still locked to the bullseye arc, but being able to convert a hit to a crit guarantees you can deal that one facedown damage card. It's also vital to remember that Seyn's ability is a dice modification, so you need to decide if you're going to cancel your attack before the defender rolls any dice. TIE/ln Fighter - •Del Meeko - 30 •Del Meeko - Inferno Three (30) TIE/ln Fighter - •Gideon Hask - 30 •Gideon Hask - Inferno Two (30) TIE/ln Fighter - •Seyn Marana - 31 •Seyn Marana - Inferno Four (30) Marksmanship (1) TIE/ln Fighter - •“Howlrunner” - 40 •“Howlrunner” - Obsidian Leader (40) TIE/ph Phantom - •“Whisper” - 66 •“Whisper” - Soft-Spoken Slayer (52) •Darth Vader (14) Total: 197/200
  16. Instant bookmark. I love reading your stuff @Biophysical. It's always well thought out and very informative.
  17. I'm going to be trying something like this at my league this weekend. I think the Mynock's might have talked about it a little. TIE/in Interceptor - Alpha Squadron Pilot - 34 Alpha Squadron Pilot - (34) TIE/sk Striker - Planetary Sentinel - 37 Planetary Sentinel - (34) Seismic Charges (3) TIE/sk Striker - Planetary Sentinel - 37 Planetary Sentinel - (34) Seismic Charges (3) TIE Reaper - •“Vizier” - 58 •“Vizier” - Ruthless Tactician (45) •Admiral Sloane (10) Hull Upgrade (3) TIE/in Interceptor - Alpha Squadron Pilot - 34 Alpha Squadron Pilot - (34) Total: 200/200 View in the X-Wing Squad Builder I didn't think about TIE/sa and Sloane. That might be worth some experimentation...
  18. The VIs are a meta call as a lot of players go for PS10/11. Running AO on QD is definitely QD living her best life. It opens up her red moves and barrel rolls, while keeping her shots consistent.
  19. I'm planning on running this for store champs: Scariff Base Pilot (30) ISB Slicer (2) Director Krennic (5) Advanced Ailerons (0) Multi-spectral Camoflage (1) Darth Vader (35) Veteran Instincts (1) TIE/x1 (0) Engine Upgrade (4) Advanced Targeting Computer (1) Quickdraw (34) Veteran Instincts (1) Fire-control System (2) Special Ops Training (0) Lightweight Frame (2) After playing some practice games with it, ISB Slicer is very powerful. I was originally running Kylo, but being able to strip target locks, and therefore shutdown or slow the rate harpoons were being shot at me, really gave my aces room to do their thing. MSC did a lot of work as well. It gave me some room to run the Reaper in ahead of QD/Vader to do it's jamming while being more resistant to target locks on the approach. I prefer keeping them in a loose formation. With SBP stripping target locks or soaking shots from the point position set the other two up for damaging attack runs. Vader being able to feed target locks to SBP to use later in the round proved easier than I thought it would. The Reaper is extremly agile and allows you to easily set up the jams at the right moment really played well.
  20. Jam tokens that assigned to a ship with no token to remove stick to the ship until it gains one of those tokens.
  21. I'd love card packs to update the old ships. Barring that, as FFG seems loathe to release just cards, I'd be satisfied with a set along the lines of Most Wanted. Give it a Y-wing and an X-wing (or some other ship) and updates for the several ships that need to be modernized. Rinse and repeat for Imperials. Honestly, I'd gladly take on the cost of another couple models in an "upgrade" kit like that for use in Epic, etc... anyways.
  22. When someone brings up "The Meta" they're talking about the kinds of lists that are flown. Each local meta is a littlr different from the forumsame meta that gets discussed on here.
  23. TheDoctor084

    Happy Friday

    This duder is my favorite list right now. It's fun to fly and has a decent chance of picking up some bonus points in my local league. Colonel Vessery — TIE Defender 35 Veteran Instincts 1 Ion Cannon 3 TIE/D 0 Ship Total: 39 "Deathfire" — TIE Bomber 17 Extra Munitions 2 Plasma Torpedoes 3 Cluster Mines 4 Long-Range Scanners 0 Ship Total: 26 "Backdraft" — TIE/sf Fighter 27 Veteran Instincts 1 Fire-Control System 2 Sensor Cluster 2 Lightweight Frame 2 Special Ops Training 0 Ship Total: 34
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