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About Aurelio23

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  1. Are the Phase II clones made of the type of plastic that you can use plastic glue on?
  2. I can't believe that no one's mentioned the TIE Phantom. It's perfectly lean and oh so terribly mean.
  3. For 1v1, I don't think that it gets much better than Omega Leader, although operating at PS 8 would likely be a problem. It seems like setting the limit at 50 points for a single ship is steering towards a pretty specific sort of list-building.
  4. I really love the idea of Fenn being able to boost, barrel roll, and still get focus and target lock, but I take your point about AM giving Manaroo a stronger defense. With all of these changes, I'm down four point. What would you do with them?
  5. Not to say that you're wrong to not be excited - that's obviously subjective - but there is a common theme here: arcs. Each of the ships introduces a new concept for firing arcs. The Special Forces TIE and ARC-170 are the first small ships with auxiliary arcs and come with titles that treat them as more than just extra firing lanes. The Protectorate Starfighter is built like an arc dodger, but is specifically designed to reward jousting. The Shadow Caster introduces the mobile firing arc. This wave isn't a fluff bonanza like 8, but it introduces more mechanical variations, most of them based around manipulating arcs in ways that we've never seen before.
  6. Since the Wave 9 reveal, I've been puzzling over potential builds, and I've come up with something that seems like it could be a lot of fun: http://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!173:176,-1,-1,122,118,-1:-1:19:;212:18,-1:43:15:;125:176,135,173,128:-1:-1:&sn=Unnamed%20Squadron Manaces (98) Manaroo (27): Attani Mindlink (1), K4 Security Droid (3), Unhinged Astromech (1), Ion Projector (2) Fenn Rau (28): Push the Limit (3), Concord Dawn Protector (1), Autothrusters (2) Palog Godalhi (20): Attani Mindlink (1), Twin Laser Turret (6), 4-Lom (1), Glitterstim (2) The theme here is action manipulation. Manaroo and Attani Mindlink allow Fenn and Palob to go into almost every combat phase with target locks and at least one focus token each. Fenn in particular should be able to use both PTL actions to reposition while gaining both focus and target lock. Palob screws up enemy actions and deals consistent damage, Manaroo flies all over the place and messes with enemy formations, and Fenn provides the upfront muscle. There's a lot of synergy on paper and the squad shouldn't necessarily fall apart if any one of the pieces is taken out, even Manaroo. The problem here is that I've never flown any of the above ships. I don't have much experience with the acute asymmetry that characterizes many S&V lists (JM 15k notwithstanding), so maybe I'm missing something huge. I might be putting too many points into Palob, who'll likely go down quickly. Of course, I'll likely replace him with another Fang Fighter once more pilots are revealed (I love me my interceptors). Manaroo's built like a half-assed Bumpmaster: her PS is too high to move before most generics, I'm using K4 Security Droid instead of Intelligence Agent for the sake of action economy, and I'm leaving out Feedback Array to make sure that she can execute green maneuvers every turn. Okay, it sounds like I'm trying to talk myself out of this list, but my point is that I could use some outside opinions. Maybe there's a better way to kit Manaroo. Maybe there's a better third ship than Palob (I'm pretty set on Manaroo + Fenn + something). Thoughts and advice from you experienced S&V pilots would be greatly appreciated. Edit: Typed out the list
  7. I feel as though Guidance Chips would be more effective than Hull Upgrade on Miranda.
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