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Whippoorwills

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Everything posted by Whippoorwills

  1. QFT But a fully kitted Soontir is so much fun to play
  2. And you want that Imperial Aces and StarViper to maximize Soontir Fel from the Interceptor expansion, so you get the Title, Push the Limit and Autothrusters
  3. 1) You set the dial when you say you want to deploy Ghost 2) Q: Can the Phantom perform a K-turn when undocking? The undocking rules specify "rear guides of the docked ship" which leads me to believe that it cannot do a K-turn when undocking. Thanks! 3. Take the docked ship and place it at the opposite end of the template, sliding the rear guides of the docked ship into the opposite end of the template. This counts as a maneuver. If this maneuver causes the docked ship to overlap an obstacle or another ship, it follows the normal rules for overlapping. If this causes a situation in which the docked ship cannot be placed in the play area, the docked ship is destroyed. A: The use of the language of “rear guides” is the same language used when explaining how to execute a maneuver. Some maneuvers (such as Koiogran turns) break this rule and use the front guides instead. A deploying ship can choose any maneuver on their dial.
  4. I've played this list and won more matches than I've lost. It works really well against Imp. aces. I might reconsider dropping Expert Handling and Ion Projector for something else, say Predator on Oicunn or engine upgrade. Kath Scarlet — Firespray-31 38 Marksmanship 3 Gunner 5 Ship Total: 46 Captain Oicunn — VT-49 Decimator 42 Expert Handling 2 Tactician 2 Mara Jade 3 Rebel Captive 3 Ion Projector 2 Ship Total: 54
  5. How come noone mentioned Experimental Interface on Deathrain. Boost drop bomb and barrel roll for one stress is quite awsome
  6. How do you utilise expert handling as I've only built a ramming decimator once before, and it was a bit hit and miss (no pun intended). I've mostly used to to block enemyships so I get to use of the Ion Projector. It's quite easy to bump enemy ships to death if they trigger the ION projector and I bump them. An intelligance agent might be a good complement though and some other ships to clean up the pieces. I've run Kath with Marksmanship and gunner to this list to deal even more stress.
  7. I would say the first, prockets is good at stripping shields on a B-wing Buf if you're using Palp then Wampa is a good B-wing killier giving a damage through the shields
  8. Well, the Inquisitor is really good at range 3, get 3 attack dice and full use of the Autothrusters if they shoot back. The general rule with TAP (Tie Advanced Prototype) and Interceptor is to use their full mobility (e.g. barrel roll and boost) which you can do with Push the limit. They clear stress pretty well, so the stress you recieve is not to worry about. The biggest problem with playing imperial aces when you're new to the game is that they're really unforgiving. There's not a whole lot of room for mistakes since they can't take a lot of beating that rebel ships can. I would recommend that you read the Earn your wings thread here which gives a good example on how the ships behave. And don't be discouraged if you loose... I've lost so many game and still love the game.
  9. I would put your list to something like this: New Squadron (100) The Inquisitor — TIE Advanced Prototype 25 Push the Limit 3 Proton Rockets 3 Autothrusters 2 TIE/v1 1 Ship Total: 34 "Whisper" — TIE Phantom 32 Veteran Instincts 1 Fire-Control System 2 Agent Kallus 2 Advanced Cloaking Device 4 Ship Total: 41 Royal Guard Pilot — TIE Interceptor 22 Push the Limit 3 Ship Total: 25
  10. I haven't really calculated the points, but Push the Limit and Autothrusters are kind of mandatory for Interceptors and TAP, becuase you really want to be able to Arc-dodge and two actions really let's you do that. Whisper would love to have Veteran Instincs to be able to shoot first and Advanced cloaking device to cloak after shooting to get those two extra defense dice.
  11. I'd say go with Kallus on Whisper is you have him. Solid choice and works really well against one of those pesky enenmy aces.
  12. I have a Ramming stress Decimator Captain Oicunn — VT-49 Decimator 42 Expert Handling 2 Tactician 2 Mara Jade 3 Rebel Captive 3 Ion Projector 2 Ship Total: 54
  13. OL without Juke, seems wrong somehow Juke and Comm relay is such a good combo on OL.
  14. Stress is quite a killer for that list, since stress equals no actions and no focus is a bad thing for them. I've flown this list against it with great success: Kath Scarlet — Firespray-31 38 Marksmanship 3 Gunner 5 Ship Total: 46 Captain Oicunn — VT-49 Decimator 42 Expert Handling 2 Tactician 2 Mara Jade 3 Rebel Captive 3 Ion Projector 2 Ship Total: 54
  15. Since the imperial Aces are far more agile than B-wings, keep at range 3 and snipe them down... they don't have many green dice and with AT and range bonus on your aces they should be relative untouchable. Slow moving ships with barrel roll shouldn't be a problem with the aces for them to block your movement. Jousting against B-wings with aces is nigh impossible.
  16. I shred both a palp ace and ghost ABT/AC list quite recently with this list: Stress (100) Kath Scarlet — Firespray-31 38 Marksmanship 3 Gunner 5 Ship Total: 46 Captain Oicunn — VT-49 Decimator 42 Expert Handling 2 Tactician 2 Mara Jade 3 Rebel Captive 3 Ion Projector 2 Ship Total: 54
  17. I know the feeling, I experienced the exact same thing when I started playing. My problem was that I thought it was better for me to be able to shoot at the opponent and at the same time allowing them to shoot at me, and jousting against rebels with loads of shields is not a very viable option. Since then I've learned the hard way that it's better to move and none will be able to shoot to come back for another fly by and since Empire ships is far more agile one should be to reposition for a shot at them without worrying about them shooting back. It's better to arc dodge than getting that focus/evade token. This is a very helpful guide to movement too, knowing where your ship will be is essential: https://community.fantasyflightgames.com/topic/110115-earning-your-wings-a-guide-for-understanding-movment/
  18. Palp + Wampa? Some ships with great maneuverability, i.e. Soontir Fell or Vader with EU and Title, Whisper to shred those shileds. Perhaps some stress to make the B-wings less maneuverable and more predictable.
  19. I flew this list at our SC, and did pretty well, I came 8/23. I'm still quite a newbie on X-wing, only played for some months... Fly HR, OL and Wampa in formation and Whisper alone trying to flank your opponent. Whisper and friends (99) "Whisper" — TIE Phantom 32 Veteran Instincts 1 Fire-Control System 2 Agent Kallus 2 Advanced Cloaking Device 4 Ship Total: 41 "Wampa" — TIE Fighter 14 Ship Total: 14 "Omega Leader" — TIE/fo Fighter 21 Juke 2 Comm Relay 3 Ship Total: 26 "Howlrunner" — TIE Fighter 18 Ship Total: 18
  20. I would recommend that you put Gunner on Whisper aswell, since I don't think you have Agent Kallus and cut one Academy Pilot. There might be an idea to kit Rexlar with something aswell, maybe expose and stealth device. I thought something like this. I've made the list with what you've written that you have. "Whisper" — TIE Phantom 32 Veteran Instincts 1 Fire-Control System 2 Gunner 5 Advanced Cloaking Device 4 Ship Total: 44 Rexler Brath — TIE Defender 37 Expose 4 Stealth Device 3 Ship Total: 44 Academy Pilot — TIE Fighter 12 Ship Total: 12
  21. I agree. Title and Juke is a good combo for those pilots. Most likely 2 hits and deny one evade with juke, the problem might be their PS and wanting to use the evade when being shot at
  22. Scum and VIllany is a complete separate faction. There are 3 now. Rebel/Resistance, Imperial/First Order and Scum and Villany. I don't play S&V myself, so I can't really say how good they really are, but from what I've seen they can be a formidable opponent. They use some ships used by other faction, Y-wings from Rebels and Slave1 from Empire as long with some unique ships of their own. You can have an Ace-list with them or swarm which ever you choose. The attack/defence is quite balanced I think. Agile ships have more defence dies and less agile ships have shields instead. I think the organized playing scene is quite good, I can't really say in general but here in Sweden it's good. There are unique prizes for top placements and attending organized plays. Usually alterantive art of some card and acrylic tokens and such. FFG just announced that they're taking the next step in their organized play aswell, see more here: https://www.fantasyflightgames.com/en/news/2016/3/15/the-next-step-in-organized-play/ I hope it helps. It's an awsome game
  23. I've got an SC coming up and I'm considering 2 lists, though I haven't decided yet. I've recently bought an Gozanti and got a Decimator for my birthday. So here's the lists: "Whisper" — TIE Phantom 32 Veteran Instincts 1 Fire-Control System 2 Agent Kallus 2 Advanced Cloaking Device 4 Ship Total: 41 "Wampa" — TIE Fighter 14 Ship Total: 14 "Omega Leader" — TIE/fo Fighter 21 Juke 2 Comm Relay 3 Ship Total: 26 "Howlrunner" — TIE Fighter 18 Ship Total: 18 List 2: Rear Admiral Chiraneau — VT-49 Decimator 46 Veteran Instincts 1 Ysanne Isard 4 Rebel Captive 3 Engine Upgrade 4 Ship Total: 58 "Whisper" — TIE Phantom 32 Veteran Instincts 1 Fire-Control System 2 Agent Kallus 2 Advanced Cloaking Device 4 Ship Total: 41 Not sure if Kallus is better on Whisper or get Moff Jarrod on the Decimator instead.
  24. The problem is that you won't be able to arc-dodge since you want so spend your action on taking an evade action so you can use juke, without com-relay there isn't much synergy. Perhaps 4 ships with com-relay + juke and howlrunner will be more worthwile? I haven't tried to so I can't really say.
  25. I would suggest Push the limit instead of Cloaking Device on Soontir, since then can do two actions and gain a focus. Really good when arc-dodging Other than that there's not much room to make adjustments if that's the ship you want to fly with
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