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Chillmire

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About Chillmire

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  • Birthday 02/16/1993

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    isaacmcburney

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    Redcar, United Kingdom

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  1. Has anyone considered a two-hit wonder Krassis build? Krassis Trellix (36) Slave I (0) Extra Munitions (2) Guidance Chips (0) Homing Missiles (5) -43 I mean it's almost a budget Firespray.
  2. You cannot perform actions (not even free ones) while your ship is stressed. Dauntless lets you perform an action during the activation phase if you bump, but the ship takes a stress token. Ysanne Isard triggers in the combat phase (after the activation phase is over), so if you have a stress token on Oicunn already, you cannot use Isard's free action. It all makes sense now. Thanks for the tip!
  3. Thanks for all the tips guys! If he was using Chiraneau, then I could see your point, but on a PS 4 ship used primarily for blocking, he's not going to get very good value out of hot-shot co-pilot. Having said that, Ysanne Isard does not have good synergy with Dauntless (since if you use the title, you cannot activate Isard). Intel Agent is also not very useful here, because you cannot reposition with Oicunn anyway, so you can't really take advantage of the information it provides (well, maybe with your TIE strikers, but their Pilot Skill is not low, so its not going to be useful very often) Personally, I'd drop Intel Agent and Dauntless title to put Rebel Captive on Oicunn. Can you explain how Dauntless prevents you from activating Isard? Can you not perform more than one free action a turn or something? The Intel Agent was primarily for the Strikers' benefit I'll admit, mostly so that I can decide where to boost based on where his ships are going so as to avoid being blocked, but hindsight has hit me in the face and I've realised I don't really need to see the dial first unless I feel like blocking them instead. Is stress much of an issue to have around these days? I was under the impression it might not be too much of a bother with Isard on board to provide that evade anyway, but I suppose Black Market Slicers are troublesome these days. As far as I can tell there's very little Strikers have to defend against turrets. Lightweight Frame does help and it's certainly worth considering. Thanks for the suggestion! I'll give it a proper read. Would it be worth trying to shave points off here and there to give one or both of the Strikers Predator to help put damage through? For lack of a better mod, might Targeting Computer be worthwhile?
  4. So I recently got ahold of a couple of Strikers and by gum I love this ship. I've heard complaints that the dial is a bit unimpressive but having tested it out with Adaptive Ailerorileronsail I've realised that it doesn't even need to be impressive. One thing I agree with however is the underwhelming damage output, if only caused by the fact it doesn't have a Target Lock. I've tried to think of a few ways to remedy this, but this is the list that shone out to me the most; "Duchess" - TIE Striker (23) - Veteran Instincts (1) - Adaptive Ailerons (0) - Twin Ion Engine mkII (1) - 25 "Pure Sabacc" - TIE Striker (22) - Veteran Instincts (1) - Adaptive Ailerons (0) - Twin Ion Engine mkII (1) - 24 Captain Oicunn - VT-49 Decimator - Intimidation (2) - Ysanne Isard (4) - Intelligence Agent (1) - Dauntless (2) - 51 The idea is to use Oicunn to bump as much as possible and properly limit the defensive capabilities of any ship he manages to land on, and the Strikers can use the staggering amount of mobility they have to ensure they're getting shots off on the ship that Oicunn is bullying. Whether or not this will be remotely competitive or even a good idea in the slightest, I have no idea. But it looks like a fun list, and one that I'm really looking for feedback on! Thanks.
  5. Sorry if this has already been mentioned, but why not do something similar to the TIE Advanced's fix? Give the T-65 a title that either makes an astromech free or reduces its points cost. With most of them being 2 points that puts the generic at an average of 19 points, which seems like a good middle ground between the A Wing (17) and the B Wing (22) I'm not a competitive player by any stretch of the imagination but it seems like a sensible idea..?
  6. If the opening crawl for ANH is anything to go by, Thrawn is going to have a field day on these Rebels...
  7. During the time of Swtor, I think. The Mandalorian Bounty Hunter in the Deceived cinematic is Shae Vizsla so we can assume the Darksaber was taken then as it would correspond well with what Pre Vizsla says. But, I'm just making guesses here.
  8. She's rather expensive for a ship that needs to kill itself to work, but so far I've managed to avoid getting shot at almost entirely to get the most out of her ability. Again, might just be luck and people not knowing her dial. A much cheaper build I had for her was; Quickdraw - TIE/sf Fighter Rage Electronic Baffle Spec Ops Training Twin Ion Engines mk.II -32
  9. Hi everyone, it's been a while since I've last posted. Hope you're all doing well! Recently I've been playing out a bit of Quickdraw and trying to make the most of her. I've played about four games with her so far and as of yet she's been performing very admirably. I'm not sure if I'm doing it well/properly or if I'm just lucky, though I know some of the opponents I've taken it against are at the top of their game. Here's the score; "Quickdraw" - TIE/sf Fighter Push the Limit Spec Ops Training Electronic Baffle Shield Upgrade -37 Carnor Jax - TIE Interceptor Push the Limit Royal Guard TIE Stealth Device Autothrusters -34 Omega Leader - TIE/fo Fighter Juke Comm Relay -26 Total: 97 So far I've been playing her much in the way of an arc dodger, and it's a fairly self-destructive list. Carnor gets in to prevent any focus or evade rolls being made, and Quickdraw pulls some crazy maneuver that puts her where she wants to be and pushes for a double tap with Electronic Baffle. So far it's turned out pretty good and in my area it seems to be one of the rarer occasions she's made the stage and surprised a fair number of people, so it may just be a case of people not knowing how to deal with her. What do you think? What would be the idea list to run her next to, or your thoughts on an ideal build for her? Thanks!
  10. I've mused over 5x Green Squadron Pilots with Chardaan Refit, Test Pilot, Crack Shot and Juke for giggles.
  11. With all that in mind, I came up with another SF list to try. "Quickdraw" (TIE/sf) - 32 Rage Electronic Baffle Special Ops Training Twin Ion Engines mk.II Zeta Specialist (TIE/sf) - 27 Accuracy Corrector Special Ops Training Twin Ion Engines mk.II Zeta Specialist (TIE/sf) - 27 Accuracy Corrector Special Ops Training Twin Ion Engines mk.II Wampa (TIE Fighter) - 14 The option is there to drop Wampa and the two engines on the specialists for an Academy to boost the Zetas to Omegas depending on how many points the PS5 generic pops in it (hopefully 25)
  12. Since you're not too fussed on the initiative with them all being fairly low in terms of PS, might it be worth taking a Mangler Cannon on one of the scyks just to mix things up? When you're running four other ships I always feel that Lone Wolf is a bit of a risky move, because you can't be guaranteed to benefit from it until half your other ships are dead, which isn't too ideal - that said, that's just my experience of it and a better pilot could probably make a better show of it! Just for some extra staying power I'd almost consider taking Laetin A'shera with Ion Cannon and Stealth Device. She'll stick around a bit longer, probably, but doesn't hit as hard as N'dru does on the alpha strike. And don't forget those Guidance Chips on those Binyares
  13. Six guaranteed two attack hits if you're lucky! Baron seems like the best choice for me to, but the options are there.
  14. So I've been having some thoughts about the TIE/sf. I wanted to run a mini swarm of sorts (at least in terms of arcs) heavily inspired by the Storm Squadron spam. The idea is for the SFs to buzz around and be generally annoying while abusing the hell out of AC to get the most out of their dice. The only problem is I'm having issues figuring out what to fill the last 22 points with, so here goes. Any ideas/tips would be greatly appreciated! Zeta Specialist (TIE/sf) - 26 Accuracy Corrector Special Ops Training Zeta Specialist (TIE/sf) - 26 Accuracy Corrector Special Ops Training Zeta Specialist (TIE/sf) - 26 Accuracy Corrector Special Ops Training --- Scimitar Squadron Pilot (TIE Bomber) - 22 TIE Shuttle Twin Ion Engines mk.II Fleet Officer Systems Officer Exists only to buff the SFs, handing out focus tokens and target locks (just so I can try for crits over hits) but due to Accuracy Corrector, perhaps not the best option as the buffs may be wasted. OR Baron of the Empire (TIE Advanced Prototype) - 22 TIE/v1 Juke Arguably the best option for extra attack dice on the board and a generally difficult ship to put down. Juke adds some extra capability when it comes to actually punching through green dice. OR Avenger Squadron Pilot (TIE Interceptor) - 22 Autothrusters The Interceptor adds some extra dice to the table and works as a decent blocker if needs be with autothrusters to keep him alive in a pinch.
  15. I've been mulling over several bomber lists for a while, and in keeping with the OP I gave this a try. https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!143:36,126,-1,14,17,-1,-1:-1:25:;190:140,126,-1,17,-1,-1:-1:25:;51:170,126,-1,13,-1,-1:-1:25:&sn=More%20Missiles That being said, I'm more a fan of generic bombers over punishers. My typical bomber list is Jonus and three Gammas with concussion/cluster missiles.
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