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Xavi17

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Posts posted by Xavi17


  1. This is a goofy list I came up with this morning.

     

    Boba Fett, Attani Mindlink, Slave 1, Long Range Scanners = 40

    Fenn Rau, Attani Mindlink, Autothrusters, Title = 32

    Palob Godalhi, Attani Mindlink, TLT = 27

    99

     

    You've got a point for some crew or illicit upgrades if you want.  That Boba is pretty light, but he can enter combat with Focus/TL/Evade, and he gets offensive and defensive re-rolls up close.

     

    Thats pretty intersting, though i havent really liked attini mindlink all that match.

    Ran a few tests with the build and so far, the plasma torpedoes are a bit better


  2. I have a similar idea, but using Zuckuss instead of Kavil:

     

    Palob's Scummy Aces:

     

    Palob w/ adaptability, TLT, dengar, slicer tools & engine upgrade = 34

    Fenn w/ PTL, title & autothrusters = 34

    Zuckuss w/ crack shot, FCS & slicer tools = 32

    100

     

    Zuckuss ends up being a little cheaper than Kavil and deals as much, if not more damage (although he needs arc, so Kavil is a little easier to use).  He also gets slicer tools too.

     

    However, I think your 2nd list is very similar all told.  Personally, I'd put vectored thrusters on Palob too instead of an initiative bid (I know, sounds like blasphemy when running a PS 9 ace, but its pretty important to maximize Palob's effectiveness).  You could drop the blaster turret to a dorsal turret if you really want a tiny initiative bid...

     

    Hmm good point on putting vectored on Palob.. I might do some rethinking

     
    I hadn't even though of G-1A Starfighter

  3. So i've been trying to stray away from the Fenn + Manaroo builds. Here are my 2 options:

     

    1.

    Kavil (24)
    Push the Limit (3)
    Blaster Turret (4)
    Plasma Torpedoes (3)
    Unhinged Astromech (1)
    Guidance Chips (0)
     
    Fenn Rau (28)
    Push the Limit (3)
    Autothrusters (2)
    Concord Dawn Protector (1)
     
    Palob Godalhi (20)
    Adaptability (0)
    Twin Laser Turret (6)
    Dengar (3)
    Black Market Slicer Tools (1)
     
    Total: 99
     
     
     
    ALTERNATIVELY
     
    2. 
    Kavil (24)
    Push the Limit (3)
    Blaster Turret (4)
    Unhinged Astromech (1)
    Vectored Thrusters (2)
     
    Fenn Rau (28)
    Push the Limit (3)
    Autothrusters (2)
    Concord Dawn Protector (1)
     
    Palob Godalhi (20)
    Adaptability (0)
    Twin Laser Turret (6)
    Dengar (3)
    Black Market Slicer Tools (1)
     
    Total: 98

    Both lists seem fun, having kavil nearly 4 dice every turn as well as palob stealing tokens can be pretty devastating. Fenn is just icing on the cake.
     
    Any thoughts/inputs?

  4. @rr2r

     

    Dont worry, you'll be fine

     

    Firesprays being swept under the rug actually helps you out. A lot of people dont know how to fly against them and you can take advantage of the opportunity. Im no seasoned player, in fact, i just got into x wings in April.

    I absolutely love the Firespray and I took it to a tournament not too long ago here:
     

    http://lists.starwarsclubhouse.com/get_tourney_details?tourney_id=1700

     

     

    I ended up placing top 8, finishing in 6th place! Not too shabby for my first tournament and only playing the game for a month.

     

     

     

    what helped me the most was the fact that i was the only firespray out there. A lot of the people here at this venue were veterans of the game, but I did catch quite a few people off guard because you simply dont see firesprays.

     

    My Z-95s blocked really well, the Y-Wing was just consistant damage every turn. what came out to be deadly was having my Z's block ahead of Kath and then performing a hard 2/3 with Kath. Often times i lined up the rear arc at range 1. Thats 5 dice with Dengar's rerolls plus a focus token. Not many ships can walk away from that! 

     

    Practice and have fun! :)


  5. The thing about Firesprays is that they're a pretty solid Swiss Army Knife. They're decently good at everything, but not outstanding in one particular area. This puts them in a really odd spot. Dual Firesprays is going to be tough, but honestly I personally think that if you trick them out to be "anti-meta" they can be quite scary.

     

     

    Kath Scarlet (Scum) (38)
    Veteran Instincts (1)
    Dengar (3)
    Glitterstim (2)
    Engine Upgrade (4)
     
    Boba Fett (Scum) (39)
    Veteran Instincts (1)
    4-LOM (1)
    Homing Missiles (5)
    Glitterstim (2)
    Extra Munitions (2)
    Guidance Chips (0)
    Slave I (0)
     
    Total: 98
     
     
     
    This is my current anti-meta list.
     
    1. Going against Whisper? No problem, you have 98 points for initiative bid and Boba is Pilot Skill 10. Homing missles for those pesky Imperial Evade tokens and 4-Lom to lock the focus token down. All they have is Palp. Boba frequently hits 4.
    2. Going against Defenders? No problem for the same reason as #1
    3. Triple Imperial Aces? (Ex: Vader, Inquisitor, Soontir) Boba and Kath are both very scary on their own. The aces are very low hp and must avoid boba's token lockdown, while trying to avoid kath at the same time. This fight usually comes down to flying
     
     
    ...on the way to work, ill be back... haha

  6. Good list, though i have one thing to input.

     

    Engine upgrade on bossk is only really good for the first 1-2 exchanges isnt it?

     

    after that, you have a pile of stress tokens from zuckuss. 

     

    so after the first battle exchange, if you happen to use engine upgrade to get into closer range, Engine Upgrade doesnt really do much does it? 

     

     

    this is what ive got:

     

    Boba Fett (Scum) — Firespray-31 39

    Veteran Instincts 1

    Gunner 5

    Glitterstim 2

    Engine Upgrade 4

    Ship Total: 51    

     

    Bossk — YV-666 35

    Veteran Instincts 1

    "Mangler" Cannon 4

    4-LOM 1

    Zuckuss 1

    Dengar 3

    Inertial Dampeners 1

    Ship Total: 46


  7. not sure if you mean its a "fix", i think its just another option

     

    Ive been running

     

    Kath Scarlet

    * Veteran Instinct

    * Dengar

    * Glitterstim

    * Engine Upgrade

     

    So far its gotten me the best results. 

     

     

    Things to take note:

     - I run high Pilot Skill in order to take shots at Whispers before they can re-cloak

     - The boost allows you to line up with the rear arc. Its a near necessity. That last boost helps also helps with turning around quickly to re-engage in the fight.

     - The boost eats up your action, giving you 0 dice modifications on an attack. However, this is cancelled out with Dengar. With so many unique pilots, its 2 re-rolls.

     

     

    Key notes:

     - If you run the Tail Gunner, if you use your boost, it'll be a 4-dice (assuming range 2) unmodified attack roll

     - For example purposes, you'll be shooting at a Whipser/Soontir/Vader all with 2 evade dice (-1 from tail gunner) with modifications focus/evade tokens.

     - 4 unmodified red dice vs 2 modified green dice... propability wise, i dont think this is in Kath's favor.



    this is my understanding and how im going about this new card. any other input from my perspective is greatly appreciated!


  8. Been having success with these 2 builds.

     

    VERSION 1 (100pts)

     

    Kath Scarlet (Scum) — Firespray-31     38
    Veteran Instincts     1
    Dengar     3
    Engine Upgrade     4
    Ship Total: 46
         
    Binayre Pirate — Z-95 Headhunter     12
    Feedback Array     2
    Ship Total: 14
         
    Binayre Pirate — Z-95 Headhunter     12
    Feedback Array     2
    Ship Total: 14
         
    Syndicate Thug — Y-Wing     18
    Twin Laser Turret     6
    R4 Agromech     2
    Ship Total: 26

     

    VERSION 2 (98 pts)

     

    Kath Scarlet (Scum) — Firespray-31     38
    Veteran Instincts     1
    Dengar     3
    Glitterstim     2
    Engine Upgrade     4
    Ship Total: 48
         
    Binayre Pirate — Z-95 Headhunter     12
    Ship Total: 12
         
    Binayre Pirate — Z-95 Headhunter     12
    Ship Total: 12
         
    Syndicate Thug — Y-Wing     18
    Twin Laser Turret     6
    R4 Agromech     2
    Ship Total: 26

     

     

     

     

    Having an event this saturday. Been play testing both these builds and im having good results. Having the boost + dengar + range one being 5 dice out of the rear arc, which i have no problem positioning for.

    my current struggle is between the 2 builds. The feedback arrays are nice when clumping up and blocking ACEs. Any input is greatly appreciated!


  9. Thanks for the reply! the biggest problem is guri moving first because of the low PS. I have experimented with this build:

     

     

    Palob Godalhi — HWK-290 20 Blaster Turret 4 Recon Specialist 3 Moldy Crow 3 Ship Total: 30    

    Prince Xizor — StarViper 31 Veteran Instincts 1 Sensor Jammer 4 Autothrusters 2 Virago 1 Ship Total: 39    

    Kavil — Y-Wing 24 Crack Shot 1 Blaster Turret 4 R4 Agromech 2 Ship Total: 31

     

     

     

    thanks blade_mecurial! Ill try something like that out and see how it goes :)


  10. So a couple of friends and I are playing and we've been playing almost every day. I've also looked into tournaments and i'm becoming very familiar as to what is "meta", considering my friends run it as well. 

     

    Now I do have a "meta" build but I want to run something a little out of the ordinary but still be competative. I mostly own scum ships so this is what i came up with:

     

    Guri — StarViper 30 Predator 3 Fire-Control System 2 Cloaking Device 2 Virago 1 Ship Total: 38     Kavil — Y-Wing 24 Veteran Instincts 1 Blaster Turret 4 R4 Agromech 2 Ship Total: 31     Palob Godalhi — HWK-290 20 Adaptability 0 Blaster Turret 4 Dengar 3 Moldy Crow 3 Ship Total: 30

     

     

    Any input is greatly appreciated! 

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