
lurq
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About lurq
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I've not had a chance to fly it yet. I was inspired by the super-defense Vennie list that is making the rounds with Resistance players.
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Love list #2 - I'm a big Bossk and Nashtah Pup fan. The reinforce action is amazing, and the ability to continually mitigate damage on a big klutzy ship is huge. I tend to be a little afraid of N'Drhu - I think Z's are just too squishy, and I've never seen him (her?) really shine. Seems like a trap.
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And sorry for the weird formatting...
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lurq started following Scummy Tanks
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What do y'all think about this? I get that it's not insanely competitive, but I like the idea of low-variance list that I know (relatively) how to fly. Sabine Wren (Scum) — Lancer-class Pursuit Craft64 Maul11 Ship Total: 75 Bossk — YV-666 Light Freighter66 Marksmanship1 Jamming Beam0 Hound’s Tooth1 Ship Total: 68 Nashtah Pup — Z-95-AF4 Headhunter6 Ship Total: 6 4-LOM — G-1A Starfighter49 Mist Hunter2 Jamming Beam0 Ship Total: 51
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I like it a lot - a few minor changes I might use: though Advanced Sensors on 4-Lom is awesome, I wonder if the points aren't better spent on some defense...? L3 might help get Lando free from stress faster; Zuckuss will allow 4-Lom to take a white/blue maneuver, jam up an opponent, then decide to stress once it's clear he/she/it? is within range 1. Lando Calrissian (Scum) — Customized YT-1300 Light Freighter 49 0-0-0 5 L3-37 4 BT-1 2 Lando’s Millennium Falcon 6 Ship Total: 66 Half Points: 33 Threshold: 6 4-LOM — G-1A Starfighter 49 Elusive 3 Zuckuss 2 Ship Total: 54 Half Points: 27 Threshold: 5 Asajj Ventress — Lancer-class Pursuit Craft 76 Hate 3 Ship Total: 79 Half Points: 40 Threshold: 5
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I've had fun with Deathfire w/Cluster Mines + Extra Munitions = 23 pts. Add a Lightweight Frame if you can spare the points. The ability to drop mines before you move - or move, then barrel roll, then drop mines gives you a ton of flexibility. 2nd to Zeta Leader w/Wired + Primed Thrusters. Jakku Gunrunner w/spacetug tractor + pattern analyzer is really fun.
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Title: Uselessness. Squad point cost: (0) TIE Punisher or Alpha-Class Star Wing only. You cannot use secondary weapons.
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haha - I'm seeing a great mental picture of a bunch of bored TIE pilots lining up their ships at the Mos Eisley emissions testing station, while at the back of the line a group of scruffy Scyk pilots are desperately trying to figure out how to cheat on the test...
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I'm glad someone's trying to get the fat Hutt to the table. I've been struggling to come up with a good build that maximizes his value - the best I can see is something like this. It's basically 4 turrets - Z-95's to block everyone into a hot shot kill zone (b/c they won't last long!), use Palob to strip tokens and generally be a pest, try to save the Trandoshan's hot shots for when someone gets behind him/her. Trandoshan Slaver - total 41 points - Jabba - Hot shot blaster - Engine Upgrade Palob Godalhi - total 29 points - Deadeye - Synced Turret - Cloaking Device - Stygium Binayre Pirates (x2) - total 15 points each - Hot shots or drop Palob + switch out the Slaver's hot shot for Burnout SLAM and add this ridiculousness for a 1 point bid and stress: Viktor Hel (total 30 points) - VI - Cloaking Device - Stygium - Stealth Device - Vectored Thrusters - Title
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Unfortunately, I think Cloaking Device is unique. Sorry - did not see that someone else already mentioned it. Not trying to pile on...
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Introducing Meta Man Thweek, The Tournament Bounty Hunter
lurq replied to D00kies's topic in X-Wing Squad Lists
I like the idea of utilizing bodyguard + keeping Thweek cheap. Depending on what someone else brings, Thweek could be gamechanging, or totally useless. And without the ability to evade (and without a good enough dial to truly be arc-dodgers), Starvipers die pretty quickly - though the crazy barrel roll should help. My concern is that IG-88B really wants Autothrusters for defense and Fire Control Systems for that 2nd shot - the HLC is going to be best at range 3. How about this? It's a different idea, but I think it might allow IG to avoid dangerous range 1 encounters, while still taking Inaldra's bonus. I added the stealth device to Inaldra - I think without her action, she'll need the additional green die. IG-88B (total 47 points) - A score to settle - HLC -FCS -Autothrusters Inaldra (total 26 points) - Bodyguard - Heavy Title - Mangler Cannon - Stealth Device Thweek (total 27 points) - Mk II Title - Autothrusters -
I had a pretty decent weekend flying this QD (+ Kenkirk) build: Quickdraw (total 36 points) Adaptability Accuracy Corrector Sensor Cluster Title Lightweight Frame Kenkirk (total 64 points) Lone Wolf Emperor Ysanne Isard Engine Upgrade Dauntless Title I know it's not the typical QD build, but having the AC was really, really helpful, so I could hold the focus for the evade (plus, I tried to always use Palp for QD defense). I also felt more free to avoid a red maneuver and take the weaker rear arc shot, knowing I could guarantee 2 hits every time. In hindsight, I'd drop the Dauntless title to add VI to QD, to protect against Nym.
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Unfortunately, A Score to Settle doesn't transfer from Youngster to the rest of the TIE's. Youngster's ability is only Elite's with an action attached - so Rage, Expose, etc.
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My favorite version of Zuckuss is Action Zuckuss (37 points): Zuckuss Push the Limit Advanced Sensors Outlaw Tech Title/Tractor Beam If you're careful, you can get double-actions quite a bit of the time. Outlaw Tech protects you a little with a focus on k-turns. Not super competitive, but I love anything I can Advanced Sensor/PTL/green manuever. You probably need to pair with something more resilient/slippery to really have this work. Attani could be a fit too, as Zuckuss is at least handing out a focus when he stresses everyone.
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Cool - thanks! Super helpful. VI on Duchess = great call; I like the TIE Shuttle options for added action economy too. A doom shuttle or Palpmobile is intriguing, but they are so hard to fly well... Of course, I picked up a TIE Aggressor, so... who knows, more list craft to consider...