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About Mediocrevan

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  • Birthday May 1

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  1. I wouldn't bring gas clouds against nantex, it lets them just pinpoint through them and hide with no negative effect except making them harder to hit. If anything, bring debris, unlike gas clouds and asteroids, they cannot pinpoint off of them, and unlike either they don't give extra defensive bonuses to the nantex (as in the gas cloud auto thruster, or inability to shoot of the asteroids) and while the stress is negative to you as well, you can still shoot off of it. The nantex play is probably going to bring gas clouds so that they can dance around and through them without consequence, so debris is the better obstacle against them.
  2. I'll agree with this, I took torkil, seevor with torani and old T to the grand nationals at Nova 3 weeks ago, and made it as far as top 32 with them. Seevor and Torkil are a really good pair.
  3. you could do something like this: Crymorah Goon (31) Dorsal Turret (3) Veteran Turret Gunner (8) Electro-Proton Bomb (14) Ship total: 56 Half Points: 28 Threshold: 4 Captain Nym (48) Dorsal Turret (3) Veteran Turret Gunner (8) Ship total: 59 Half Points: 30 Threshold: 5 Torani Kulda (48) Marksmanship (1) Cluster Missiles (5) R5-TK (0) Munitions Failsafe (1) Ship total: 55 Half Points: 28 Threshold: 5 Captain Seevor (30) Ship total: 30 Half Points: 15 Threshold: 2 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z88X137WW90WW235WWY144XW137WW90WWWWY129X125WW98W9WW108Y247XW&sn=Unnamed Squadron&obs= this way the delivery system ( the y-wing) still has some bite to itself, and Nym himself also has some decent bite to come along, I fit torani and seevor in there cause I like that silly pairing, but you basically have 85 pts to play with so you can pretty much fit anything from 3 MG-ties to a naked boba fett. Though I personally would go with cheaper smaller ships that don't mind getting hit by that monster of a bomb, or can recover from it easily. The main point of this list is more to have decent guns outside of just the EPB's control piece. Though you get it in the middle of the board and then leave it there to scare people as long as nym is alive.
  4. So I may have found a really funny build with it, using Torani, R5-tk, clusters and munitions. I've been messing around on her wingmates, but in general I've been messing with a combination of Capt Seevor, A Zealot recruit, 4-LOM, Old T, or Palob, usually running Seevor the recruit/old T and 4-LOM/Palob. The basic gist of it is I TL whoever I choose to be the blocker, or whoever I want running in at R1. Then I line up the bullseye on Torani on the blocked ship/ or someone within range 1 of my TL'd friend, and fire the clusters into myself, munition it to go away, but then her ability kicks, and then I fire the 2nd into the enemy ship, after either stripping their green token, or if it's Palob/Old T as the blocker, doing a damage, to do a 3 dice attack and punch a 2nd damage through. In one game I actually was able to line up a r3 bullseye shot on an enemy, and then used the cluster to shoot two of my own ships to punch 2 damage through on that ship across the way.
  5. I've seen some people getting some actual success on the Tie Advanced X1s with passive sensors. Running something like tempest squads, or other lower PS ships. As it really allows the low ps ship to get the correct TL at the right time, giving it optimal shots from the Advanced Targeting Computer
  6. Here is my buddy's round 6 game at the system open on gold squadron
  7. He went 5 and 1 then lost first round of the cut due to time. I dunno what he calls it, but cluster torani on the right targets is real mean. It procs her ability twice, So she's the real muscle in the list, but the others carry their weight too.
  8. So one of the guys from my area made it to 'top 32' (actually top 18) at the denver system open with: Hired Gun (33) Dorsal Turret (2) Veteran Turret Gunner (6) R4 Astromech (2) Seismic Charges (3) Shield Upgrade (4) Ship total: 50 Half Points: 25 Threshold: 5 Jakku Gunrunner (32) Deadman's Switch (2) Ship total: 34 Half Points: 17 Threshold: 3 Captain Nym (48) Dorsal Turret (2) Veteran Turret Gunner (6) Ship total: 56 Half Points: 28 Threshold: 5 Torani Kulda (50) Cluster Missiles (5) Shield Upgrade (4) Ship total: 59 Half Points: 30 Threshold: 5 Total: 199
  9. I want to disagree with you there, because the new rule states : "A ship cannot attack a ship at range 0, even if the attack range would be range 1." And Rhymer's ability is: "While you perform a missile or torpedo attack, you may increase or decrease the range requirement by 1, to a limit of 0-3. " It does not give him the ability to make an attack at Range 0, just that his missiles and torpedoes can now be range 0, Unlike Arvel and Oicunn who both have: " You can perform primary attacks at range 0." As their abilities, which would supersede the new rule, unlike Rhymer's ability which just makes his ordinance (uselessly) range 0.
  10. It might be an unpopular opinion, but I think the Tie Bomber should loose it's 2nd missile slot, and the Tie Aggressor should be priced down to bomber levels. This will do a few things: 1. It'll more differentiate the bomber from the Punisher 2. It will give the Tie Aggressor a good role it can fill, in being the only cheap Barrage rocket carrier now 3. It will also make barrage rocket swarms a little less tanky, as it removes 1 hull per ship, thus nerfing that arch-type slightly. 4. It will also push the bomber closer to actually being a bomber again, as it takes away some of its ordinance capability, so making bombs a more attractive upgrade.
  11. I would like to point out, though, as it is kinda funny. One of the guys who's list didn't have it's configurations, actually went 3-0-1, the 1 is a skin which in the outryder cup means that he won/lost by less than 24 MoV. Also, the ruling was agreed up by all the team captains, so everyone had to abide.
  12. I want to point out that the Jumpmaster only has a front firing arc when it either has torpedoes or the arrow points that way. It doesn't have a native front arc otherwise, and combining that with its native red manuevers, it only able to rotate with linked actions, and no gunner slotfor Agile gunner, means it is extremely predictable.
  13. They also added in the Moldy Crow title for scum. K-wings got a gunner slot, and fixed some spelling errors like "Heff Tober"
  14. I agree, it's painful to see them like this. The contracted scout, which also lost it's EPT, is 2 pts less expensive than Scum Han base. And for those 2 pts you get a better initiative, pilot ability, dial, 2 more hull, 1 less defense dice, trade red barrel roll for red boost, white rotate (no linked actions, though), trade missile for torpedo, two crew slots, a gunner slot, and a bow-tie turret.
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