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About Dunderwood

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  1. I felt like Zaris ability was very useful to me in the hyperspace trial I won woth 5A last year, largely because of how agressive she could be against lower init pilots. I ran Tali/Greer/Zari/Green/Blue, no optics on Tali, crack on Tali/Greer. I'm probably taking 5A to fort worth, but not sure what flavor. I dont think Ill have a chance to practice with the new pilots, but they seem worth adding anyway. I think zizi and optics greer are the only pieces that are certain. Beyond that I'm not certain on pushing for more optics, or higher init. You can get Tali/Zizi/Greer/Zari/Ronith if youre willing to drop optics on both I5s. You can get more optics if you swap in some Blues. Its an interesting conundrum, and I dont know that Ill have an answer anytime soon.
  2. Making it a red linked action off a white boost or barrel roll would fix most of the worst offenders. Soontir can already evade then boost, letting him boost then evade isnt all that different. Making it an action prevents adv sensor shenanigans. Fenn could boost evade, but then cant focus.
  3. I took 5As to the south Orlando trial this weekend. Ended up winning (3rd after swiss). I dropped optics on Tali to get a green instead of a blue, which put me at 198. I hit lots of swarms, not a whole lot of aces. No opponents with less than 4 ships. I generally opened with the PS1 on the inside of a corner lane, with the green and Zari to the outside. Greer and Tali set up on the opposite corner. The blue always 3 hards toward the center, with the other groups turning or heading up the side depending on the opponents deployment. 90% of the time opponents go for Tali/Greer which gives Zari and the green a pretty free run at their side. Zari can be wonderfully agressive given her ability to still focus on a bump. Blue Squadron Recruit (33) Heroic (1) Advanced Optics (4) Ship total: 38 Half Points: 19 Threshold: 2 Green Squadron Expert (35) Heroic (1) Advanced Optics (4) Ship total: 40 Half Points: 20 Threshold: 2 Greer Sonnel (36) Crack Shot (1) Heroic (1) Advanced Optics (4) Ship total: 42 Half Points: 21 Threshold: 2 Zari Bangel (35) Heroic (1) Advanced Optics (4) Ship total: 40 Half Points: 20 Threshold: 2 Tallissan Lintra (36) Crack Shot (1) Heroic (1) Ship total: 38 Half Points: 19 Threshold: 2 Total: 198 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Resistance&d=v8ZhZ200Z301X172WW186Y300X172WWW186Y270X116W172WW186Y271X172WWW186Y240X116W172WW&sn=5A PS3s&obs=
  4. Boost plus barrel roll at I6 is pretty darn good. How often was Vader played in 1e without engine upgrade? Soontir pays for having access to both.
  5. Would 3PO work? If the card refers specifically to the die rolled being an evade, then adding an evade might not satisfy it.
  6. The upward triangle by the charges on Dace's pilot card would seem to indicate that he regains one per turn.
  7. Top 4 in Tulsa included 2 nym/Miranda in a mirror match (not certain it was an exact mirror, didn't look at all the upgrades). Other top 4 table was Poe/Lowhhrick/Fenn vs Kylo Vader Academy. I lost to Poe/Lowhhrick/Fenn in the top 8, I was flying QD/Quis/Yorr.
  8. When an enemy ship inside your firing arc at Range 1-3 becomes the active ship during the Combat Phase, if you are not stressed you may receive one stress token. If you do, that ship cannot spend tokens to modify its dice when attacking this round. In what situation could a ship use a reinforce token while it's attacking? I can't think of any, so I don't see any situation where Rebel Fenn could affect a reinforce token.
  9. Marek and Rexlar are sleepers here, but they might benefit from being in the same squad as someone being optimized rather than being optimized themselves. Their abilities rely on landing damage on hull, and having a partner who can strip shields with blanks is pretty handy. Having played palp Soontir Marek for awhile, I'm interested in seeing what a squad with a Krennik/Vader reaper looks like instead of a palp shuttle. The defense goes down without palp, but I feel like the offense goes way up.
  10. Unless there were two Kimogilas in T16 at Glendale, the list was Thweek, Dalan, Torani. Standard FCS, Auto, titles on thweek, Vi and harpoon on both Kimos. LRS on Torani, Chips on Dalan. Ended up at 97 pts, not sure if there were other upgrades on the Kimogilas.
  11. Regarding glendale, there was definitely a double Kimo plus Thweek list in the top 16. Only three Imperials, one of which lost in the 16/17 play-in game (there were 17 players with 5 or more wins after day 1). In what was assuredly a rebel conspiracy, the other two Imperials were matched up in the round of 16. I had Yorr/QD/Quis and lost to Don Childers with the gunboats and aggressor (2x deadeye rho, LRS nu, tlt+lightweight agressor). Poe/dash and ghost+1 were probably the two most common archetypes, but there was quite a bit of variety.
  12. Heaver's on to the final, where he'll face Biggs/Lowrick/Miranda.
  13. Not sure many folks show up on Tuesday, Wednesday is the most popular night. Store is open from 5-11pm, and there's probably the most people there between 6:30 and 10ish. Friday and weekends occasionally see groups, but that's more hit and miss. If you were around till next saturday, they're having a little Wave 11 event, where you have to include a wave 11 pilot and upgrade in your list.
  14. Generally, the idea of cloaking Whisper on the first turn is that decloak+maneuver gives you way more options than just a maneuver. Even if you know you just want to charge in, having a choice of decloak left and bank right, or vise versa, means you opponent is a little less certain where Whisper is going to end up. Having that little bit of an angle can also help you barrel roll out of arcs when playing against lower pilot skill ships.
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