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Posts posted by Xavi17
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Have a question here. Take this list:
Major Vermeil (49)
Admiral Sloane (10)Planetary Sentinel (34)
Planetary Sentinel (34)
Planetary Sentinel (34)
Planetary Sentinel (34)
Total: 195
So I understand if the target is stressed, all the strikers may re-roll a red die, but the question is does the Tie Reaper also get to re-roll since Sloane is a crew on that ship?
I know in 1.0 Kanan crew still triggered when on the Millennium Falcon. The wording is the same here "a friendly ship" but did the rules in 2.0 change to prevent this from happening?
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In actuality, I believe Fenn Rau has only gotten 2 points more expensive (in 1.0) 4 points in 2.0
Considering now the protectorate has a built in Push the Limit, that essentially adds 3 pts (6 in 2.0).So Fenn is now in 1.0 - 28 + 3 (Built in PTL) + 1 (built in Title) = 32 or 64 in 2.0 terms.
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Scum aces is a list I've been trying to work with ever since the Protectorate was released. Now with a few more expansion packs, its definitely viable but extremely tricky to play.
http://lists.starwarsclubhouse.com/get_tourney_details?tourney_id=3933
I was able to take Thweek, Talonbane, and Fenn pretty far in the system open. It definitely has potential. The fun thing is that there's several different ways you can play it.
There are certain builds per ship that I deem as "STAPLES", meaning this is the default build to go to.
STAPLE FENN:
Fenn Rau (28)
Push the Limit (3)
Autothrusters (2)
Concord Dawn Protector (1)34 pts.
STAPLE TALONBANE:
Talonbane Cobra (28)
Veteran Instincts (1)
Cruise Missiles (3)
Glitterstim (2)
Guidance Chips (0)
Munitions Failsafe (1)
Hull Upgrade (3)
Vaksai (0)33 pts. Talonbane is quite customizable now and I would say that Hull Upgrade can be switched out for any modification of your choosing. The only thing that I'm personally pretty adamant about is cruise missiles. Talonbane + cruise missiles makes him an effective trap: 5 dice at any range as long as you line up your 4-straight properly.
STAPLE THWEEK:
Thweek (28)
Fire-Control System (2)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)30 pts. If you have the room, then put glitterstim.
Basically you can take any of these 2 staples and then add a "FILL" ship. Fill ships can be quite fun depending on the meta in your area. You can choose a bumpmaster, Y-wing, Kimolga, etc.
here's a few examples:
Kavil (24)
Veteran Instincts (1)
Twin Laser Turret (6)
R4 Agromech (2)33pts
Kavil (24) 2
Veteran Instincts (1)
Autoblaster Turret (2)
R4 Agromech (2)
Vectored Thrusters (2)31 pts
Contracted Scout (25)
Intimidation (2)
Intelligence Agent (1)
Feedback Array (2)
Anti-Pursuit Lasers (2)32 pts
Zuckuss (28)
Veteran Instincts (1)
Dengar (3)
Tractor Beam (1)
Mist Hunter (0)33 pts
Torani Kulda (27)
Veteran Instincts (1)
Harpoon Missiles (4)
Contraband Cybernetics (1)
Guidance Chips (0)33 pts
As long as you keep the "Fill" ship around 33 pts, then you can pretty much build 2 "Staple" ships around it. Try it out! It's definitely a lot of fun.
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The squad isnt bad, but I think Tel isnt doing anything. Also I think Zuckuss will die quickly so you have to find ways to keep him alive.
Zuckuss (28)
Veteran Instincts (1)
Dengar (3)
Sensor Jammer (4)
Tractor Beam (1)
Mist Hunter (0)Talonbane Cobra (28)
Veteran Instincts (1)
Cruise Missiles (3)
Glitterstim (2)
Guidance Chips (0)
Munitions Failsafe (1)
Vaksai (0)Contracted Scout (25)
Intimidation (2)
Intelligence Agent (1)
EMP Device (2)
Anti-Pursuit Lasers (2)Total: 100
View in Yet Another Squad Builder
Throw the jumpmaster into the fray ASAP. It's role is entirely there to disrupt your opponent. You can force a bump and deny actions, if that bumped ship shoots at Zuckuss, you have sensor jammer to help stop damage.
Talonbane is a good trap setup here with cruise missiles. Your goal is to line up a fast 4-straight and take a target lock action. They either fall into range 2-3 and you get a 5 dice attack with glitterstim, guidance chips, and cruise missiles or they fall into range 1 and get hit with 5 dice primary.
The G1-A is a very odd ship to fill into these gaps. I guess the best way in this setup is to do your best to keep him at range 3. Play him like sniper and consistently roll 4 hits with Dengar and a focus token.
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"Quickdraw" (29)
Veteran Instincts (1)
Fire-Control System (2)
Harpoon Missiles (4)
Advanced Optics (2)
Lightweight Frame (2)
Special Ops Training (0)The Inquisitor (25)
Push the Limit (3)
Harpoon Missiles (4)
Autothrusters (2)
TIE/v1 (1)"Countdown" (20)
Hull Upgrade (3)
Adaptive Ailerons (0)Total: 98
View in Yet Another Squad Builder
This Variant comes in at a 98 bid. Also you get the Harpoons on the Inquisitor since he can pace himself slowly. Pure Sabaac is cool and all but I think Countdown is the Pilot that really shines. You can use him as a blocker or as bait.
Put it this way, if you're playing against this, are you going to shoot at Quickdraw and get double tapped? Are you going to shoot at The Inquisitor who will have focus/evade/autothrusters? Or are you going to shoot at Countdown who will cancel your attack with his ability?
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Both lists are good in their own way,
as for the top list, here are some tweaks using Wes over Wedge. Either pilot is good. I'm just dishing out options. Vectored thrusters is good, but I think with good flying you wont be using them too much.
Wes Janson (29)
Veteran Instincts (1)
R3-A2 (2)
Integrated Astromech (0)Norra Wexley (29)
Expertise (4)
Nien Nunb (1)
R2-D2 (4)
Alliance Overhaul (0)Lowhhrick (28)
Selflessness (1)
Wookiee Commandos (1)Total: 100
View in Yet Another Squad Builder
As for the bottom list, it's definitely a fun Dash list to fly with Push the Limit. However if you're that worried about missiles, then countermeasures is your best bet. Also Poe with Intensity is very very good. Maybe this? :
Dash Rendar (36)
Push the Limit (3)
Heavy Laser Cannon (7)
Kanan Jarrus (3)
Countermeasures (3)
Outrider (5)Poe Dameron (PS9) (33)
Intensity (2)
R2-D2 (4)
Primed Thrusters (1)
Autothrusters (2)
Black One (1)Total: 100
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The Ion bomb being a control element is definitely something I like, however I think it'd be really surprising if you are able to land more than 1 a game.
For this reason, my 3rd build has bomblet generator but still keeps an Ion Bomb handy for that utility
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4 Lom is a good alternative crew for Boba. Range 1 with fearlessness and not being able to use your token while boba gets reroll and probably has a focus? You'll lay in the hurt.
I think Dampeners is good but in a pinch when you're at range 1 for Fearlessness, I believe glitterstim may be better. Fly in fast, take an evade action and pop glitterstim. It lets Boba soak up damage that would otherwise get into the hull with his re-rolls.
I've experimented with lists like this. May not be using Scyks but Y-Wings are good for getting damage in, not to mention they have a lot of health:
Boba Fett (Scum) (39)
Fearlessness (1)
4-LOM (1)
Glitterstim (2)
Engine Upgrade (4)Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)Total: 99
Alternatively, you can try this:
Boba Fett (Scum) (39)
Veteran Instincts (1)
4-LOM (1)
Cruise Missiles (3)
Glitterstim (2)
Extra Munitions (2)
Guidance Chips (0)
Slave I (0)Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)Syndicate Thug (18)
Twin Laser Turret (6)
R4 Agromech (2)Total: 100
This helps Boba punch damage in at long range and you can pace your speed by being at PS10
However back to your main build. I do like the 2 Scyks. Maybe something like this?
Boba Fett (Scum) (39)
Fearlessness (1)
4-LOM (1)
Glitterstim (2)
Bomblet Generator (3)
Ion Bombs (2)
Engine Upgrade (4)
Andrasta (0)Tansarii Point Veteran (17)
Crack Shot (1)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)Tansarii Point Veteran (17)
Crack Shot (1)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)Total: 100
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5 minutes ago, Tbetts94 said:Nice thoughts, I like the alpha strike potential there. If I drop Mindlink on Fenn I would probably drop it on all three and probably drop Inaldra. Mindlink loses its power when there are less and less ships.
Though that is true, Mindlink on 2 of the ships will still make the firespray deceptively hard to kill. All you need is an evade action, focus from mindlink, and maybe use glitterstim?
Though this alternative allows Fenn to be a late game ace regardless when the firespray goes down.
I see some players struggle when one of their mindlink feeders goes down, since they wont be able to focus-stack as easily. This might not be the case for you
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On 6/12/2017 at 7:25 PM, Tbetts94 said:Test (99)
Inaldra (14) - M3-A "Scyk" Interceptor
Attanni Mindlink (1), "Light Scyk" Interceptor (-2)Fenn Rau (32) - Protectorate Starfighter
Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)Kath Scarlet (53) - Firespray-31
Attanni Mindlink (1), Heavy Laser Cannon (7), Dengar (3), Andrasta (0), Engine Upgrade (4)I really want to run the Firespray at the upcoming store champ, I've already made Top 4 at last weekend's one, so just want a fun list that's Tier 2 and could probably get a 3-2 record maybe 4-1 if lucky.
Thoughts?
I have something similar to this but no HLC.
Instead I dropped HLC for Concussion missiles/Homing missles + Extra Munitions + Guidance Chips + Glitterstim
It drops me down to 98 points for a slightly better initiative bid for Fenn Rau. Also, I have PTL on Fenn over mindlink. Mindlink may be better.
Up to you though?
Fenn Rau (28)
Attanni Mindlink (1)
Autothrusters (2)
Concord Dawn Protector (1)Inaldra (15)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)Kath Scarlet (Scum) (38)
Attanni Mindlink (1)
Dengar (3)
Homing Missiles (5)
Glitterstim (2)
Extra Munitions (2)
Guidance Chips (0)
Slave I (0)Total: 97
View in Yet Another Squad Builder
Fenn Rau (28)
Push the Limit (3)
Autothrusters (2)
Concord Dawn Protector (1)Inaldra (15)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)Kath Scarlet (Scum) (38)
Attanni Mindlink (1)
Dengar (3)
Concussion Missiles (4)
Glitterstim (2)
Extra Munitions (2)
Guidance Chips (0)
Slave I (0)Total: 98
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This is what I believe:
There are 2-4 ideal ways FFG (maybe more) could fix ships that are "outdated"
1. Bring in a new set that will change/alter their points cost
2. Give them unique titles
3. Give them new pilots
4. FAQ/Errata what certain upgrades do
Now the 4th one is the one that FFG is one I consider "walking on thin ice". There is no complaint from me that pushing erratas through is bad, I actually think its a good thing. Also the fact that we have majorjuggler pushing through statistical analysis for us and FFG allows us to analyze what ships need/dont need help.
However with this 4th option that FFG chose to do, we now know that FFG is willing to do "patch fixes" to current upgrade cards. This now fuels other peoples minds hoping that their favorite ship will get an FAQ/Errata, thus fueling these forums with negativity and "fix this"/"fix that" posts.
One thing that I have noticed is that FFG has yet to alter a ship cost or what upgrades a ship can carry. Can you imagine how this forum will explode if that were to happen? Everyone will be chiming in their opinion saying that this ship should have this or that.
I'm having the most fun I've ever had now that im playing X wings. I'm one who came from playing Yu-Gi-Oh! competitively and trust me, I'd wish I found X-Wings much sooner. I did not like the fact that Yu-Gi-Oh/Konami would ban cards quarterly and pop out new card sets every 2 months. Literally had to spend $250+ every quarter to rebuild a new competitive deck. X-wings is life

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Was just gonna post this. He picks up his dial twice I think? As the x wing is moving, it's hard to see behind the upgrade text but I think he moves it then.
Dave Grant reacted to this -
Just now, Epixca said:But to clear stress, you need to do a green, in his case, 2s. Not good for chasing.
True, though you've got 2 other ships to deal damage with. not to mention that you want to take a flank approach in the first round of exchange. that way the greens can put you in a better position in the next turn
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4 minutes ago, Epixca said:My thought is, he doesn't do much modifying. You try to get into range 1 of the enemy ship by boosting, then what do you have? Nothing. That's why I like Expertise.
In my case I boost in, push the limit, and then focus/target lock.
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TLT is a bit of a problem, your only bet right now is to make that your #1 target and wipe it out first. Here's a suggestion:
Palob Godalhi (20)
Trick Shot (0)
Twin Laser Turret (6)
Dengar (3)
Cloaking Device (2)
Stygium Particle Accelerator (2)Fenn Rau (28)
Push the Limit (3)
Autothrusters (2)
Concord Dawn Protector (1)Guri (30)
A Score to Settle (0)
Autothrusters (2)Total: 99
View in Yet Another Squad Builder
Palob is going to be your "STUN" ship. His job is to steal as many tokens as possible before he dies, allowing Guri and Fenn to nail some damage. Take a cloak action if you feel you are going to get shot at by 2 or more ships. If you do not, shoot with TLT and you have Dengar for up to 2 free re-rolls on both TLT shots.
Guri can be built a little different, though autothrusters are almost necessary. Though Guri may go down a bit quickly, you might want to substitute her out for something else?
I run Fenn with push the limit. Push the limit can wiggle you out of bad positions or help with arc dodging.
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10 minutes ago, Epixca said:You seem to know what you're talking about. Mind helping me out over here?
What he means is that Fenn is a hybrid between a jouster and an arc-dodger.
Arc-dodging: You will be flying carefully with Fenn Rau during the first few rounds of fighting of the match. For example, if your opponent has 3 ships, sometimes you will have to sacrifice shooting in order to wiggle out of 2+ ships shooting at you, Fenn is only really survivable when he's being shot at by one ship. Two shots on him can start plinking damage on him. Fly carefully and fly smart.Jousting: Once one ship is off the board, you can usually start going in for some aggressive jousts (depending on what ships you have on the board too). Try not to joust without a focus token, even with the title, if a crit goes through it can really mess up Fenn.
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3 hours ago, Drakeheart said:If I may ask... why Biggs? I know he's a good damage soak, but that's really all he can do. Neither the B nor the Y really needs any additional tank. Without Wes to strip tokens, you'll need to swap Opportunist for something more conventional on Keyan, which looses a die on his attack, and his auto-stress to free his action for Barrel Rolling.
And would like to find a way to fit Braylen "StressArk" Stramm. The ARC is a way better platform than the Y-Wing, and while it doesn't have the plinking factor from TLT, adding in the rear arc more than makes up for the damage of TLT, I believe. Not to mention Stramm's ability to actually clear the stress R3 stacks on on his own.
Well yes biggs does seem to be in a slightly odd place, however even with the B-Wing and Arc being tanky, if 3 ships such as 3 defenders shoot at a B-wing or Arc, they can be killed quite easily. Biggs is mainly there for annoyance and to set up the initial shots. Once a target is ioned and stressed, biggs actually starts putting out damage if he survives of course.
I could put a TLT Y-Wing on there which would work fine.
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This is a good list, they are all very threatening ships in their own way. You cant really ignore one without getting punished the the other. I have something similar to yours, except its more centered to "stun" an opponent while yours hits harder than mine.
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)Braylen Stramm (25)
Gunner (5)
R3-A2 (2)
Alliance Overhaul (0)Ten Numb (31)
Veteran Instincts (1)
Fire-Control System (2)
Ion Cannon (3)
Bistan (2)
B-Wing/E2 (1)Total: 98
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good list inputs! These will hold their own. Unless you want to run an anti-meta list like this one.
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)Braylen Stramm (25)
Gunner (5)
R3-A2 (2)
Alliance Overhaul (0)Ten Numb (31)
Veteran Instincts (1)
Fire-Control System (2)
Ion Cannon (3)
Bistan (2)
B-Wing/E2 (1)Total: 98
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since the "meta" has been Defender heavy, you may need something that will guarantee damage through. This is what ive conjured up and has been scaring people silly haha.
Boba Fett (Scum) (39)Fearlessness (1)Autoblaster (5)Tail Gunner (2)Glitterstim (2)Engine Upgrade (4)Bossk (35)Fearlessness (1)Cluster Missiles (4)Dengar (3)4-LOM (1)Zuckuss (1)Inertial Dampeners (1)Guidance Chips (0)Total: 99 -
Here's a couple of suggestions, the thing is, i dont think talonbane has the action economy that i'd like, even with vectored thrusters, i feel he can get chipped away easily by TLT. If you are adamant about running the triple aces, i've been using this to great success.
Zuckuss (28)Veteran Instincts (1)Dengar (3)Tractor Beam (1)Mist Hunter (0)Kavil (24)Veteran Instincts (1)Twin Laser Turret (6)R4 Agromech (2)Fenn Rau (28)Push the Limit (3)Autothrusters (2)Concord Dawn Protector (1)In a defender-based meta in my area, having Kavil shoot first is so fun. 4 dice TLT, after the second shot, their focus and evade are wasted, sometimes even palpatine is wasted. Zuckuss shoots second and can lay quite the wallop, in most cases with his ability + dengar, its 4 hits every time. I always have Fenn shoot last, especially if he's at range one on the same target as the other two. My list packs quite the punch and i dont have many problems vs Defenders. I also can handle rebel regen due to the immense firepower on one ship.Alternatively, ive also been using this list with manaroo to great succession:Manaroo (27)Adaptability (0)Recon Specialist (3)Feedback Array (2)Fenn Rau (28)Push the Limit (3)Autothrusters (2)Concord Dawn Protector (1)Kavil (24)Veteran Instincts (1)Twin Laser Turret (6)R4 Agromech (2)Total: 99 -
This is what i've got going. The G1-A is a love/hate for me currently. He does his job then dies or does half his job, then dies
Zuckuss (28)Veteran Instincts (1)Dengar (3)Tractor Beam (1)Mist Hunter (0)Kavil (24)Veteran Instincts (1)Twin Laser Turret (6)R4 Agromech (2)Fenn Rau (28)Push the Limit (3)Autothrusters (2)Concord Dawn Protector (1)Total: 100 -
that seems okay, though manaroo does nothing but supply focus tokens correct? Why not be able to supply tokens, put out damage, and DENY actions?
Manaroo (27)Attanni Mindlink (1)Intelligence Agent (1)Feedback Array (2)Anti-Pursuit Lasers (2)Total: 33I call her "bumparoo" its 1 point less than your current manaroo. You still pass a focus due to mindlink from talonbane, so now you're free to barrel roll as your action causing a block. Blocking denies actions and allows Fenn and Talonbane to live longer since they're getting shot at by unmodified dice!

Another friendly ship vs a friendly ship (Admiral Sloane)
in X-Wing Rules Questions
Posted
Thanks all!