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About Jagos

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  1. I play against many Initiative 5 or 6 pilots, so turning arc tends to be crucial since they move after me. Grand Inquisitor helps a lot. Plus, force if I don't use him.
  2. I've been playing with Deciwhisper for quite a while now, and a certain combo does quite well. Hotshot and Juke is a good thing, but I pair it with Darth Vader and Grand Inquisitor. Although Vader and Inqy come up to steep 28 points, it enables me to not rely on initiative at all. Try it out, move first and then wait for opponent to reveail his dial, just to change firing arcs if needed. This combo effectively enables two actions on RAC per turn.
  3. I have played this: RAC, Darth Vader, The Grand Inquisitor, Shield Upgrade, Hotshot Gunner, Dauntless Whisper, Fifth Brother, Juke, Collision Detector They have synergies and hit like a ton of brocks. I've had much more wins than loses, only times I've really suffered was against TIE swarm and when Whisper really fails his green dice. With this list you don't actually care if you have the intiative or not, the list works just fine both ways.
  4. Ok, so if the opponent has lower Initiative than 5, which both of my ships do, I do a Grand Inquisitor action for picking arcs, then a blue maneuver to clear stress and then regular action for Reinforce. If the opponent has higher Initiative, I move, do action, and when opponent reveals his dial I choose if I want to turn the arcs, so I am sure I can shoot. Grand Inquisitor is amazing. As for the synergy, Vader removes the token or pushes the wound. If the opponent chooses to keep the focus, RAC shoots first, after which the focus token will be removed due to Hotshot Gunner. Whisper with Juke is then free to shoot at will as there is no focus left to mess with Juke. Usually a significant amount of damage will go through with this combo. If the opponent chooses to remove focus, both RAC and Whisper will get better shots. If the opponent has both focus and evade, Vader will choose to remove evade so that Hotshot Gunner will remove focus, leaving tokenless ship to defend against Whisper.
  5. I used to play Deciwhisper a lot in 1.0. I enjoyed it more than any other list, going through all the changes that hit TIE Phantoms in the mean time. With January changes I started building lists with RAC once more and came up with this: VT-49 Decimator, Rear Admiral Chiraneau Darth Vader, Grand Inquisitor, Dauntless, Hotshot Gunner, Shield Upgrade TIE Phantom, Whisper Fifth Brother, Collision Detector, Juke I have played one tournament with this list and I am participating in a 14 player league. So far I am 5-4 in the league and I went 4-0 at the tourney, losing in the top cut. I love the way the list is played. RAC with Grand Inquisitor is just silly. Almost a no brainer. You don't care about Initiative as you activate your action when last player reveals his dial. Or if the initiative is lower you activate it first and then do a blue maneuver. It almost always has two actions, and with a shield upgrade and reinforce it soaks up insane amounts of damage. Only problem I faced is that Whisper, more often than not, dies very quickly. Sometimes it is dice, sometimes I just cannot avoid focused fire, despite two evades, force and focus. Combo of Vader, Hotshot and Juke Whisper is great, but phantom sometimes just cannot survive long enough to use it multiple times I want to play an ace next to RAC, could you please give advice how to change the list to make it better?
  6. How about this? New Squadron (32) Onyx Squadron Scout (5) Juke (2) Dorsal Turret (6) Veteran Turret Gunner (5) Hull Upgrade Points 50 (32) Onyx Squadron Scout (5) Juke (2) Dorsal Turret (6) Veteran Turret Gunner (5) Hull Upgrade Points 50 (32) Onyx Squadron Scout (5) Juke (2) Dorsal Turret (6) Veteran Turret Gunner (5) Hull Upgrade Points 50 (32) Onyx Squadron Scout (5) Juke (2) Dorsal Turret (6) Veteran Turret Gunner (5) Hull Upgrade Points 50 Total points: 200
  7. (33) "Double Edge" (TIE Aggressor) (7) Proton Rockets (2) Dorsal Turret (6) Veteran Turret Gunner (6) Outmaneuver (6) Shield Upgrade Total points: 60
  8. And then, when the cards run out and all ships are still there, all that is left to say is UNNNNNLIMITTTED POWWWWAAAAAH!!!!!
  9. Oh really? 6 * gray squadron bomber, 4 * hull upgrade. When all cards are spent, it is possible that all are left one 1 wound and one is left on 2. What if that guy suffers only 1 unsaved hit? Where in rules does it state that you can use custom tokens? For the notice, this is meant to be funny.
  10. Ok, so I wanted to try something different than I used to fly. Two ships is my thing, but I guess in this meta FO suffers horribly with only two ships around. I came up with this list, hopefully it makes sense, so please rate or suggest changes, I am more than eager to listen. "Null" (31) Swarm Tactics (3) Advanced Optics (4) "Scorch" (35) Swarm Tactics (3) Advanced Optics (4) "Quickdraw" (45) Swarm Tactics (3) Cluster Missiles (5) Hotshot Gunner (7) Starkiller Base Pilot (56) Total: 196 Idea is for Quickdraw to target lock focusing targets, preferably most dangerous ones, to strip them of tokens. Swarm Tactics *3 does wonders, all ships shoot at PS7, so after stripping tokens rest of the list goes after one enemy ship, with Advanced Optics increasing odds of pushing damage through. I initially thought of equipping Upsilon with lots of upgrades, but to make it be a beast I have to spend 15+ points and I don't think it is worth it. I still have 4 points to spare (Biohexacrypt on Upsilon maybe?).
  11. Jagos

    Tavson + Gonk

    I thought so. If it is otherwise, I stand corrected.
  12. Jagos

    Tavson + Gonk

    Gonk is ok if you intend to stay in the corner. It is best used that way. Otherwise, as you say, it is not so good.
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