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roxasends

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  1. X-Wing: · Wedge Antilles (29) Adaptability (Increase) (0) Proton Torpedoes (4) Targeting Astromech (2) Integrated Astromech (0) X-Wing: · Wes Janson (29) Veteran Instincts (1) Targeting Astromech (2) Integrated Astromech (0) X-Wing: · Luke Skywalker (28) Veteran Instincts (1) · R2-D2 (4) Integrated Astromech (0) Heres a rogue squadron build. Might not be much help but hopefully can push you in the right direction (imperial player here) but in my group of friends 3 are rebel players. Like you we all like the t-65s and would like to see them more. This is a list i was recently shown that he wants to try. Again i dont know much about but t-65s are jousting ships (im guessing) thats why you have targeting astro for after u k turn then wes to strip and all your ships attack first. And theyre all from rogue squadron haha
  2. Yea i do wanna try HLC but prockets is so fun to use lol
  3. This is not an accurate assessment. You can't make a decision based on one game! Mangler is a poor choice on a 3 attack ship. It does not really increase your offensive power by a significant enough amount to justify the 4 points you spend on it. I would stick with the hull upgrade if I were you. The longer a ship lives, the more it shoots and therefore, the more damage it deals over time. So for that reason, I would leave your list as is since the hull upgrade I believe is much more valuable than a 'mangler' on Vess. Besides, I have a feeling you weren't taking enough advantage of Vessery's ability if your friend thought he wasn't dangerous enough, because honestly, I have NEVER heard anyone say that about Vessery (his ability almost guarantees he does damage every time he shoots!) noo youre right lol thank you for reinforcing my decision for hull upgrade cause everyone was recommending to take it out but the defender needs some survivability so im sticking with that and i want the initiative bid so yea thanks for all the help guys this will be the final build im gonna go with ill just be practicing up until the tourny Colonel Vessery — TIE Defender 35 Veteran Instincts 1 Hull Upgrade 3 Ship Total: 39 "Omega Leader" — TIE/fo Fighter 21 Juke 2 Comm Relay 3 Ship Total: 26 The Inquisitor — TIE Advanced Prototype 25 Push the Limit 3 Proton Rockets 3 Autothrusters 2 TIE/v1 1 Ship Total: 34
  4. So i played tested it, and it was REALLY REALLY FUN haha only had the chance for one game tho and it was against dash rendar and a ghost. it was pretty deadly against that list since ghost wasnt that much of a threatening ship only lost omega leader due to positioning and trying to kill a 3 health dash but rolled bad with inquisitor and omega wasnt in range with the defender so just have to fly better. ohh yea my friend said that the defender was not much of a threat and was just pretty much a tank. so ive changed the list to have mangler cannon because like you(wurms) said that first joust if I can put it in range 3 i will have advantage so yea i will be playing more tomorrow. Colonel Vessery — TIE Defender 35 Veteran Instincts 1 Mangler Cannon 4 Ship Total: 39 "Omega Leader" — TIE/fo Fighter 21 Juke 2 Comm Relay 3 Ship Total: 26 The Inquisitor — TIE Advanced Prototype 25 Push the Limit 3 Proton Rockets 3 Autothrusters 2 TIE/v1 1 Ship Total: 35
  5. I revamped the list to take in your suggestions!! Colonel Vessery — TIE Defender 35 Veteran Instincts 1 Hull Upgrade 3 Ship Total: 39 "Omega Leader" — TIE/fo Fighter 21 Juke 2 Comm Relay 3 Ship Total: 26 The Inquisitor — TIE Advanced Prototype 25 Push the Limit 3 Cluster Missiles 4 Autothrusters 2 TIE/v1 1 Ship Total: 35 I put in the hull upgrade instead of mk. II Another option that I intend to try is switch Cluster Missiles to Proton Rockets that way i Colonel Vessery — TIE Defender 35 Veteran Instincts 1 Twin Ion Engine Mk. II 1 Ship Total: 37 "Omega Leader" — TIE/fo Fighter 21 Juke 2 Comm Relay 3 Ship Total: 26 The Inquisitor — TIE Advanced Prototype 25 Push the Limit 3 Cluster Missiles 4 Autothrusters 2 TIE/v1 1 Ship Total: 35 Went with hull upgrade for more surviability this looks so fun to play right now haha we'll how it does when I play test it.
  6. yea I could switch omega ace to omega leader with comm and juke and would have to play test the 2 ties since i like having two blockers
  7. Hey guys my friends and I are headed to a local tournament near our place and I just wanted some insight and advice on what I can do to improve my list. Basing my list around a Tie Defender cause its my favorite ship. I have experience flying a defender however I came into the game recently and have always proxied the imperial veteran titles against casual play at home. Really my first time playing a defender with HLC. so heres the list i came up with: Tie Adv. Prototype: The Inquisitor (25) Push The Limit (3) Autothrusters (2) TIE/v1 (1) TIE Defender: Colonel Vessery (35) Veteran Instincts (1) HLC (7) Hull upgrade (3) Omega Ace (20) PTL (3) So my thoughts are I've minimized the weaknesses of defender (arc dodgers) by adding an arc dodger of my own (would love soontir or vader but pts :/) and with access to both omega ace's and inquisitor's TLs, vessery should be getting his passive every shot. Im a fan of Omega ace since I ran him at the same local tournament that I will be headed to. He was mostly ignored because they focused vader and palp while he lines up guaranteed 2 crits every time he attacks. Took down 2 palp aces and a decimator build that day. Anyways i would appreciate any feedback
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