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ThePinkyBrains

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Everything posted by ThePinkyBrains

  1. ThePinkyBrains

    Wave 8 PSA

    Will expert handling maybe become a thing? I kinda like it on Vader, I've lost him to N'Dru Sulak a couple times, and expert handling would have helped. But then again, those tracer things are coming too
  2. I'm looking to incorporate some bomb tokens into my games, not really as a gimmick, but just to have as on option. Plus I am finding it really hard not to play empire, and want a reason to play scum. Bombs seem pretty scummy to me. So here goes: Emon Azzameen (36) Proximity Mines (3) Intelligence Agent (1) Extra Munitions (2) Slave I (0) Torkil Mux (19) Ion Cannon Turret (5) K4 Security Droid (3) Moldy Crow (3) Kaa'To Leeachos (15) Black Sun Soldier (13) Total: 100 View in Yet Another Squad Builder
  3. Oddly enough, I made a similar list not too long ago. This is how mine was different: N'Dru, VI, cluster missiles, glitterstim Drea, TLT, unhinged astro Torkil, Ion cannon turret, moldy crow Cartel marauder I only flew it once, and I put it away because 1) N'Dru is just not my style and 2) Drea ended up being harder to work than I initially assumed. I tend to be more swarmy. Also, the ion cannon is really helpful for the cartel marauder, it really helps him mitigate his poor pilot skill and block way more efficiently
  4. Thanks much for your reply. I think if I didn't have swarm tactics, I'd really consider swapping the astromechs. Stressing one and not the other on purpose, or barrel rolling Wedge would get me out of the neat little formation. Both of them with R2s helps for the turn after a k-turn a lot too. I do however really like the plasma torpedoes idea. I usually am shooting them at ps9, so the crit from protons isn't useful as an alpha strike, plus Esege has a focus for them anyway. With the 2 points plasma torpedoes frees up (I like the 99 point initiative bid), the only things I can really see are some of the cheaper bombs? Not sure where to go from there.
  5. I've won 4/5 games with this list, against players of varying skill levels. They fly very close together, with Esege usually sharing his focus and picking on lower agility ships with his tlt. Have I just been lucky, or am I actually on to something? Wedge Antilles (29) Swarm Tactics (2) Proton Torpedoes (4) R2 Astromech (1) Integrated Astromech (0) Rookie Pilot (21) Proton Torpedoes (4) R2 Astromech (1) Integrated Astromech (0) Esege Tuketu (28) Twin Laser Turret (6) Recon Specialist (3) Total: 99 View in Yet Another Squad Builder
  6. I've had good luck with: Vader, VI, title, ATC Howl runner, swarm tactics Academy Pilot x4 99 I second the 6 ships suggestion, the blocking is unreal. You could always drop swarm tactics and put something fancier on vader, or swap him for soontir. I personally think swarm tactics is really useful, as I often find myself in a situation where one TIE is bumped and the TIE behind it has a good range one shot. Or giving damaged TIEs an opportunity to shoot before they die.
  7. I may be late to this party, but isn't the build in the preview solid? Gonk is crew, R5-P8 is an astromech?
  8. I'm used to Imperial swarm lists. But at Store champs on Saturday I used Xisor w/ title, Adv. Sensors, Autothrusters & Predator, with 3 Binayre Pirates and Syndicate Thug w/ TLT. Xisor was amazing and so were the Zs. I'd be tempted next time to drop the Y and take 2 extra Zs instead. Well worth a go. I've done some fiddling on some army builders and I ended up with something similar to that. I thought that 3 Z95s, a turret, and and ace. Mine was something like Binayre Pirate x3 Hawk 290, tlt Talonbane Cobra, cobra stuff I'm glad to see that I might have been onto something, thanks for that. That is definitely a problem I have. With my tie fighters, I love using the 5 straight and getting in there right off the bat, with the ace skulking in the way back. Also straight 1s and soft 1 turns are nice, but so unfamiliar and not like the hard 1 turns. You would think that rebels would be simpler to fly since they are slower and frequently only have focus and target lock to choose from. Again, some really solid advice, exactly the kind I think I needed. I think I might try flying a lot of cheap un-upgraded ships to see how they move and what they need to be better Thanks everybody, this has been very helpful so far
  9. Yeah, that about sums up what I like. Good call Warpman. The Soontir/Dark Curse/Backstabber/3 Academies is nice because 1) there are six ships and 2) is has a nice mix of pilot skill, which makes games interesting imo Anyways, Z95s and A wings should be my go to guys for sorta swarminess? At first glance the M3As looked interesting since they are so similar to ties, but the internets scared me away from them. Edit: By the way, this is exactly the kind of advice I was looking for, thanks much
  10. A friend of mine beat up my scum with chewbacca and 2 green squad pilots. I was thinking maybe a wings because they have great dials, 3 agility, and the evade action, all things I have been sorely missing from the empire. I only have the individual A-wing so far though, but I may have to look into this. What kinds of builds would you do with that premise? As you should. Don't get me wrong, the empire is my favorite by far. I just want a more complete game experience, and some variety in gameplay. Plus I feel like I would probably find blocking annoying if my opponent did it every single game lol
  11. I had really good luck and a lot of fun with: Omicron Group Pilot (21) Emperor Palpatine (8) Darth Vader (29) Veteran Instincts (1) Advanced Targeting Computer (1) Engine Upgrade (4) TIE/x1 (0) Academy Pilot (12) Academy Pilot (12) Academy Pilot (12) Total: 100 View in Yet Another Squad Builder Blocking with the 3 academy pilots as needed makes vader more slippery and let's you use palpatine's dice for offense. Plus academy pilots are pretty self sufficient as is, so they don't necessarily need the palp help. Vader can totally be changed for flavor too.
  12. I started this game probably a year and a half ago, and played exclusively imperials until probably late November of last year. Since then, I have also gotten a few rebels. My problem is that I cannot be consistent with non imperials. I've only won a few times, which is not a big deal to me, but I usually don't have a whole lot of fun with them, which is a big deal to me. I can't figure out what makes the two other factions tick. I usually do pretty swarmy imperial lists, with at least 3-4 tie fighters. The general idea of a few lists that I use, and thoroughly enjoy, with empire are: Oicunn Decimator Academy pilot x4 Vader Academy pilot x3 Palp shuttle And my new favorite: Soontir, ptl, targeting computer Academy pilot x3 Backstabber Dark Curse I've tried to make 4 ship lists with scum, like: Cartel Marauder Torkil, moldy crow, blaster drea, tlt, btl4, unhinged n'dru, vi, cluster missiles, glitterstim But I just can't figure out how to fly them. Any tips for learning scum or rebels? Or maybe something I can fly similarly?
  13. Most people that I play against have 2 or 3 ships. My reason for wanting 4 is purely to outnumber them. I should note that I have a warped sense of the game, the first 6-7 months that I played I only used Empire, and only used 5-6 Tie fighters/interceptors and occasionally the Decimator (still with 3-4 ties). Transitioning to other factions has made it diificult to make a list that I like, especially the super expensive rebels.
  14. That's what I was thinking, especially since he has the boost in that list. I've run the second list before, but the whole time was wishing I had the other. His native two actions make it really tempting to use squad leader though
  15. I can't decide between: Darth Vader (29) Veteran Instincts (1) Advanced Targeting Computer (1) Engine Upgrade (4) TIE/x1 (0) Academy Pilot (12) Academy Pilot (12) Academy Pilot (12) Omicron Group Pilot (21) Emperor Palpatine (8) Total: 100 View in Yet Another Squad Builder Or Darth Vader (29) Squad Leader (2) Advanced Targeting Computer (1) Stealth Device (3) TIE/x1 (0) Academy Pilot (12) Academy Pilot (12) Academy Pilot (12) Omicron Group Pilot (21) Emperor Palpatine (8) Total: 100 View in Yet Another Squad Builder
  16. Oddly enough, I made a kinda similar-ish list. Well it has Kagi and Jax anyway. Captain Kagi (27) Sensor Jammer (4) Ion Cannon (3) Navigator (3) Carnor Jax (26) Push the Limit (3) Stealth Device (3) "Dark Curse" (16) Stealth Device (3) Academy Pilot (12) Total: 100 View in Yet Another Squad Builder The Academy Pilot is for blocking, and the rest hopefully stay alive lol
  17. I didn't mean to undermine your confidence, I just meant running things that you are comfortable with. I would say I'm comfortable with a list if I know it's general damage output, how I want it to fly it, and it's general weaknesses. Also, if you are familiar with what all the cards are (there aren't but so many, and you don't have to own them to know what they are), the synergy is usually pretty obvious. For example, 2 attack dice plus accuracy corrector is almost a no brainer. Just fiddle with list builders and you can definitely make something interesting.
  18. I would recommend flying something that you feel comfortable with, even if it isn't as good as it could be list-wise. When I first started, I tried to fly 5 TIEs and Darth Vader. I must have bumped every other time I moved, and my opponents just ate it up. Only recently I have been confident enough to fly 5 ships, and I'm still learning.
  19. On Saturday I participated in my first X-Wing tournament. It was small, with only 8 players, but I got three good games in with the same list, two with players that I hadn't met before. I started taking pictures, but the end of round 1 was close, and the whole round two was stressful as well. This is the list that I ran: Captain Oicunn (42) Intimidation (2) Mara Jade (3) Anti-Pursuit Lasers (2) Dauntless (2) Academy Pilot (12) Academy Pilot (12) Academy Pilot (12) Academy Pilot (12) I don't exactly remember the specifics of what my opponents ran, but I have general ideas. Game 1 was against a good friend from my LGS, and he ran something like: T-70 X-wing Blue Ace with BB-8, E-Wing Corran Horn with R2-D2 and fire control system, and a green squadron A-wing with chardaan refit There were definitely other upgrades in there, but that was the gist at least. Game 1 deployment: I knew my targets were the X-wing and the A-wing, since I would have a tough time with R2-D2 Corran. The next couple turns the ties crept forwards and the Decimator swung towards the middle, aiming for the A wing. One of the TIEs bit the dust pretty soon. The next turn, the rest of the TIEs did blocking moves so I ended up bumping the A wing: I lost another TIE from Corran shooting twice, but not before the two down facing ties plinked some shields off of Corran. The Decimator and the left TIE but the hurt on the blue ace, but he survived. Mara Jade did kick in, and made his next moves a little more predictable. Or so I thought: The blue ace is surprisingly maneuverable. I was expecting him to be pointed the other way. I managed to block the A wing, and I wasn't worried about Corran this round, but I landed on an asteroid with a TIE. I managed to kill the Blue Ace this turn, but the clumsy TIE took two damage from it first. Sadly, this is where the pictures of this game end. The last part of this game was a mad dash for me to kill his A wing and take as little damage to the Decimator as possible. The TIE on the asteroid blew up, and the other one failed to block the A wing. The A wing continued to elude my dice, and managed to survive. The game ended with all the TIEs dead, and barely half of the Decimator's damage dealt. Loss: 73-31 Game 2: I only got this one picture of the game, because my opponent was very confusing. I couldn't tell what he was doing with his tokens, and he insisted on just remembering he had stress half the time. I had to really pay attention. He ran something like: B-wing Ten Numb with veteran instincts, Nien Nunb, and a mangler cannon, a PS2 k wing with one of the turrets that wasn't a twin laser turret, and the moldy crow HWK Kyle Katarn with a recon specialist and some kind of turret. I deployed exactly the same as before, with the Decimator to my right and the TIE box in the middle. The B wing was to my left, with the HWK in the middle and the K wing kinda mid-right area. The Decimator moved straight up, and the TIEs went as slow as they could. The K wing came pretty close, but not quite in range. The next turn, the asteroids made the k-wing's move very predictable (a picture would be helpful here...) so the ties moved relatively straight to get in position. I guess right, and the k-wing moved into range of all 4 TIEs. The Decimator turned sharp, and acquired a long range target lock on the K wing. The HWK moved forward with its focus stack, and the B wing got in range of the top left TIE. He shot first, and managed to kill the top left tie between the B wing and K wing. The Decimator at range 3 plinked off a shield, and when it came time for the TIEs to shoot, suddenly he wasn't so sure they all could. Not seeking an argument, (it's just a game after all) I agreed to roll off to see if the "on the line" was in or not. It was. The K wing lost the rest of it's shields, and lost a hull. On the next turn one TIE blocked the K wing, and the other two K turned behind it. (I was pretty proud of this, I wish there was a picture). The K wing couldn't move, so the Decimator slammed straight forward into it, making it take another damage, and reducing it's agility to 0. Plus Mara Jade gave it some stress in the combat phase. The HWK and B wing were still somewhat far away, but they both were lined up for shots. I lost the TIE that blocked the K wing. The Decimator took some shields from the HWK, and the remaining two TIEs took the K wing down to one hull point. On the next turn, the TIES did green moves forward, the K wing was able to move away, and the Decimator gave chase. The B wing did some damage to the Decimator, while the HWK whiffed at a TIE fighter. The Decimator missed the K wing, and the K wing did a little more damage to the Decimator. One of the TIEs shot range 3 through an asteroid and managed to kill the K wing. The other one put the hurt on the HWK, and left it with 3 hull. The next turn was more about maneuvering, as I got ready to ram the HWK. One TIE blew himself up on an asteroid (I do that a lot) but I took another 2 hull off the HWK with the other TIE, taking a at least another hull on the Decimator in return. However, when the B wing was moving, it was going to hit the Decimator. I hate to call people cheaters, but I looked away for a second to my friend's game, and when I looked back it was just barely not touching my ship. I asked him about it, and he insisted that he cleared it. There was no way I could prove it, so I just kept playing. The B wing wasn't facing me, and he was stressed from Mara Jade, so I didn't think it was completely game changing. The next turn, I saw that I could easily ram the HWK and kill it. I flew the last TIE as far away as I could, since we were running out of time. I rammed the HWK and his B wing cleared his stress and got ready to turn around. I don't remember exactly how much it had, but the Decimator was not at half yet. The last few turns was me trying to run, but I wasn't able to escape. After a pretty miserable game, Loss: 61-60 I was next to his first game, and saw his last game, and they were both pretty similar. He wasn't very friendly, and wasn't very clear what he was doing half the time. He brought a debris cloud, but in one game conveniently decided that you can't shoot if you landed on one. Luckily his opponent that game called him on it. Not a good competitor, which is a shame, since every other person there was really laid back and nice. Anyways, the third game I played was really short. My opponent had an expensive star viper, and an expensive Hound's Tooth. I honestly don't remember anything they had. I deployed the same way as before. The Hound's Tooth deployed straight in front of me, while the star viper was all the way to my left. Everything converged on the Hound's tooth, and I was able to block it in place for the duration of the game. The combination of Mara Jade's stress and bumping denying him actions, made it hard for him to do much damage. He killed a TIE fighter and some really good rolls from the star viper took half of the Decimator's health, and I killed both of his ships. Again, I was able to block with one TIE, and K turn with two of them behind it. Pretty proud of the maneuver, so I'll try to get pictures of it at some point. Not that it is original, as I'm sure it's pretty standard, but I am finally getting the hang of it. He was a really good sport about it, and a nice opponent, but I was his third loss in a row. Win: 100-37 I came in 5th of 8th, which is better than I hoped! I was aiming for 7th, but I had a really good time. Sorry for the lack of pictures, but any feedback on my decisions at all would be greatly appreciated. Thanks for reading!
  20. Cool imperial players don't like to have fun then Boba Fett with a navigator and veteran instincts is a blast, or it was the one time I've tried it. I only got him last week
  21. The only Scum ships you can use Autothrusters on are the Starviper or Aggressor. But Guri and Boba with the right upgrades could be something you'd enjoy flying. Cheers Baaa Heh, actually, the first hypothetical list I made had both of them in it. The only Scum ships you can use Autothrusters ... [Emphasis added] That is indeed what I meant haha. I have a couple of imperial aces that have been eyeballing those autothrusters...
  22. Correct me if I'm wrong, but if you get stress from push the limit, you can't use his free barrel roll, right? With Turr, you push off of his free post-attack action. Push allows you to take an extra action (on your action bar) off of any action, not just those in the 'Action' step. Kinda like the opposite end of advanced sensors plus ptl. Thanks for the clarification
  23. After looking at it, I think one of the best scum purchases for an imperial player is the star viper, for the 2x autothrusters and accuracy corrector.
  24. Correct me if I'm wrong, but if you get stress from push the limit, you can't use his free barrel roll, right?
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