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dsh7718

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Everything posted by dsh7718

  1. I think your idea needs a bit of refinement. How about this list which is similar but adds more firepower and hit points. New Squadron (200) Tala Squadron Pilot — Z-95 Headhunter 25 Cluster Missiles 5 Ship Total: 30 Tala Squadron Pilot — Z-95 Headhunter 25 Cluster Missiles 5 Ship Total: 30 Tala Squadron Pilot — Z-95 Headhunter 25 Concussion Missiles 6 Ship Total: 31 Lieutenant Blount — Z-95 Headhunter 30 Swarm Tactics 3 Concussion Missiles 6 Ship Total: 39 Airen Cracken — Z-95 Headhunter 36 Swarm Tactics 3 Cluster Missiles 5 Ship Total: 44 Bandit Squadron Pilot — Z-95 Headhunter 23 Homing Missiles 3 Ship Total: 26 Swarm Tactics allows more high initiative shots. The cluster missile and concussions allow for some overlap of ranges.
  2. I like the idea of using two star vipers and a third ship. But Guri needs a bid to move last vs other Initiative 5 ships. I would drop Kad down to a zealous recruit to save points. Also the recruit can be a blocker for guri and dalan.
  3. I am not so sure tyco will do much damage in this build. Also it's very unlikely that he will targeted early so his defensive abilities will be wasted. I think lowrick would be a better fit in this list. Low can help keep Nora and Rex alive a bit longer to get some work done.
  4. I like it. Just drop cruse missle for harpoon and give the list a few dozen games to see if you like it. I can say that engine on nym is great and after a coordinate action can put some bombs into unexpected locations. I really like that about the list.
  5. That's a tough one. 33 points is not much for a good ace. How about this list that keeps your core idea. (100) •Cassian Andor (34) - U-Wing Trick Shot (0), Fire Control System (2), •R2-D2 (4), Inspiring Recruit (1), Pivot Wing (0) •Lowhhrick (36) - Auzituck Gunship Rage (1), •C-3PO (3), Inspiring Recruit(1), •Experimental Interface (3) •"Dutch" Vander (30) - Y-Wing Twin Laser Turret (6), Bomb Loadout (0), •"Chopper" (1), BTL-A4 Y-wing (0), Guidance Chips (0) lowhhrick provides much neede firepower and defensive mods for your other ships. Cassian clears lows stress. Dutch replaces Horton and has some regeration.
  6. How about this list. (98) •Corran Horn (51) - E-Wing Push The Limit (3), •R2-D2 (4), Fire Control System (2), Plasma Torpedoes (3), Engine Upgrade (4) •Etahn A'baht (47) - E-Wing Push The Limit (3), •R5-P9 (3), Fire Control System (2), Plasma Torpedoes (3), Engine Upgrade (4)
  7. Omega Leader with a score to settle is dirty. I like it. Advanced optics is good but you can also use com relay too.
  8. Might I suggest another build for your Han. (100) •Han Solo (60) - YT-1300 Push The Limit (3), •Kyle Katarn (3), •Kanan Jarrus (3), •Millennium Falcon (1), Engine Upgrade (4) •Lowhhrick (40) - Auzituck Gunship Predator (3), •C-3PO (3), •R2-D2 (4), Vectored Thrusters (2) I think this Han build will be better at dodging arcs and clearing stress. Boost focus and evade every turn is pretty good. Kanan opens up all white moves for Han. Lowhhrick will also be a nice tank that can help protect Han a bit.
  9. Looks like a fun control type of list. Although I think you can tweak it a bit to improve its effectiveness. How about this suggestion? (100) •"Quickdraw" (31) - TIE/SF Fighter Adaptability (0), Collision Detector (0), Primed Thrusters (1), Special Ops Training (0), Twin Ion Engine Mk. II (1) Nu Squadron Veteran (24) - Alpha-class Star Wing XG-1 Assault Configuration (1), Long-Range Scanners (0), Ion Cannon (3), Linked Battery (2) Nu Squadron Veteran (24) - Alpha-class Star Wing XG-1 Assault Configuration (1), Long-Range Scanners (0), Ion Cannon (3), Linked Battery (2) Nu Squadron Veteran (21) - Alpha-class Star Wing XG-1 Assault Configuration (1), Flechette Cannon (2) Linked batteries and long range scanners make your ion cannons more accurate and dangerous. I would like to have the points for another linked battery on the flechette cannon nu but there is no more points. Also no long range scanners on the flechette cannon nu because he needs to be able to target lock at close range because he doesn’t have linked batteries.
  10. How about this Poe build. (34) •Poe Dameron (34) - T-70 X-Wing Adaptability (0), Flight-Assist Astromech (1), Autothrusters (2) If you can dig up 2 points for advanced optics it would make Poe more effective.
  11. I would suggest a slight tweak with your upgrades. Predator on the Rho along with linked batteries is a bit too much. 5 points to reroll 2 dice is not so efficient. It’s nice to have rerolls but I think you can use the points better. Also you should drop saturation salvo. It’s too situational and you may never get use out of it. Also swarms are pretty rare now days and salvo is an anti swarm card. Here is my suggestion. (100) Rho Squadron Veteran (32) - Alpha-class Star Wing Crack Shot (1), XG-1 Assault Configuration (1), Heavy Laser Cannon (7), Linked Battery (2), Long Range Scanners (0) Rho Squadron Veteran (30) - Alpha-class Star Wing Deadeye (1), Proton Torpedoes (4), Cluster Missiles (4), Guidance Chips (0) •Colonel Vessery (38) - TIE Defender Expertise (4), TIE/x7 (-2), Twin Ion Engine Mk. II (1)
  12. Cool thanks guys. I will give the first list a try here soon. Thanks for the responses.
  13. Which list is better? (97) •Kylo Ren (47) - TIE Silencer Push The Limit (3), Advanced Sensors (3), Sensor Cluster (2), •First Order Vanguard (2), Autothrusters (2) Sienar Specialist (25) - TIE Aggressor Twin Laser Turret (6), Lightweight Frame (2) Sienar Specialist (25) - TIE Aggressor Twin Laser Turret (6), Lightweight Frame (2) or (100) •Kylo Ren (46) - TIE Silencer Push The Limit (3), Advanced Sensors (3), Primed Thrusters (1), •First Order Vanguard (2), Autothrusters (2) Onyx Squadron Escort (27) - TIE Aggressor Twin Laser Turret (6), Lightweight Frame (2) Onyx Squadron Escort (27) - TIE Aggressor Twin Laser Turret (6), Lightweight Frame (2) i am quite torn between these two lists. They both are very close but different.
  14. Nu Squadron Pilot — Alpha-class Star Wing18 Linked Battery2 Heavy Laser Cannon7 XG-1 Assault Configuration1 Ship Total: 28 Here is my take.
  15. Your list looks solid. Since you have a store tournament Saturday I think you should just fly this same list. It's not good to switch things up last minute. You will forget the new cards and abilities just because you have not used them. With your current list you will remember your cards and what they do. And the new FAQ makes some of your worse match ups much easier. You now don't have to worry about ordinance jump masters. Or advanced slam action bombs. Both very good things for imperials and your type of list. Good luck.
  16. So I have found a list from a certain podcast that looks like a cool and fun list to fly for a local league. And I have been looking for an excuse to put fell back on the table. The only problem is I don't have a upsilon shuttle yet so I am missing kylo crew. But I may get the ship soon if it looks viable. What do you guys think? (100) •Soontir Fel (35) - TIE Interceptor Push The Limit (3), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3) •Rear Admiral Chiraneau (65) - VT-49 Decimator Predator (3), Ion Bombs (2), •Kylo Ren (3), •Rebel Captive (3), •Ysanne Isard (4), Engine Upgrade (4) As a comparison, I made my own version of this list minus kylo crew. (100) •Soontir Fel (35) - TIE Interceptor Push The Limit (3), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3) •Rear Admiral Chiraneau (65) - VT-49 Decimator Expose (4), Inspiring Recruit (1), Gunner (5), •Rebel Captive (3), •Dauntless (2), Shield Upgrade (4) What at do you guys think?
  17. I had a fun idea about Kavil. Having synced turret on him gives me a four dice range 1 , 2 turret. With trick shot it can be five dice. Throw in a couple of scouts and call it good. What do you guys think? (100) •Kavil (31) - Y-Wing Trick Shot (0), Synced Turret (4), Unhinged Astromech (1), Vectored Thrusters (2) Contracted Scout (34) - JumpMaster 5000 Attanni Mindlink (1), Plasma Torpedoes (3), Extra Munitions (2), Intelligence Agent (1), R4 Agromech (2), Guidance Chips (0) Contracted Scout (35) - JumpMaster 5000 Attanni Mindlink (1), Proton Torpedoes (4), Extra Munitions (2), •Boba Fett (1), R4 Agromech (2), Guidance Chips (0)
  18. I vote for list B. Miranda is just the best ship out there right now. And with biggs protecting her you can deal some serious damage with bombs. The US Nationals final table had two mirandas. One on each side.
  19. I don't think you need to get intensity right now. Push the limit will be fine. It will allow you to do a bit different list which I will suggest. Jake Farrel - veteran instincts, cruse missle, a wing test pilot, auto thrusters, push the limit (33) Keyen Farlandar - rage, b wing E2, inspiring recruit (32) Nera Dantels - deadeye, fire control systems, extra munitions, proton torpedoes (35) This list will pile on the damage in a hurry. Which is what you need because you need to win fast if you play b wings. B wings can be focused down pretty fast with that one agility. Hope this helps.
  20. Well I played a game with this list and I lost 100 - 30. It was vs Dengar Capt. Nym. It took for ever to kill off my ships. Poor flying at one point led me to the loss of the wookie. And then the other ships slowly died a few turns later. Captain Nym was heavily damaged during the game. Only 2 hull left. Dengar had no shields and three hull left. Tactician was great on the wookie due to his 180 arc and I kept dengar stressed for several turns. Better formation flying by myself could have resulted in a closer game or even a win. These ships can take a beating and then regen the shields for another go. A very solid list that I will use again this week.
  21. As the name says. This list is quite durable and a pain to kill off. Also it's not quite the fair ship build either. A little different flavor of indestructible Biggs. What do you guys think? (99) Lowhhrick (33) - Auzituck Gunship Selflessness (1), Tactician (2), Jan Ors (2) Biggs Darklighter (28) - X-Wing R5-P9 (3), Integrated Astromech (0) Shara Bey (38) - ARC-170 Draw Their Fire (1), Jyn Erso (2), R2-D2 (4), Alliance Overhaul (0), Experimental Interface (3)
  22. As everyone else has given you list flying advice, I will give you some tournament advice. Stay hydrated. Bring water bottles or buy them from the store. People get so focused on playing the game they forget to drink water. Also bring a snack you can eat between rounds. Also don't load up on candy. It can really throw you off with its sugar crashes. If it's a long tournament like 5 or more games make sure to sit down as much as you can. You will be wiped out tired by the 4th game if you don't take care of your self. Hope this helps you and good luck in the tournament.
  23. When will the FAQ drop? Any ideas? I have a store championship I am attending on August 12th so hopefully after said event.
  24. So I have been thinking about a new wing man for dengar. And I thought, well lets see if Nym would be a good fit. So here is what I have. (100) Captain Nym (41) - Scurrg H-6 Bomber Veteran Instincts (1), Autoblaster Turret (2), Cruise Missiles (3), Bomblet Generator (3), Havoc (0), Guidance Chips (0), Fire Control System (2), "Genius" (0) Dengar (59) - JumpMaster 5000 Expertise (4), Extra Munitions (2), Proton Torpedoes (4), K4 Security Droid (3), Unhinged Astromech (1), Punishing One (12), Guidance Chips (0) Looks very nasty and dangerous to all foes. What do you guys think?
  25. I did have dengar in mind when I made this list. Average rolls should kill dengar in one round. Then I have a good shot at surviving return fire from both jump masters. Since I would have the bid at 97 points that makes dengar move first and means no locks for his ships in the first round of combat. So average rolls by the jumps without torpedoes means that fenn rau has a good chance to survive the first engagement. 3 dice primary from dengar and his revenge shot on fenn so another 3 dice shot probably does 2 or 3 damage to him. Tel without torpedoes would have to roll 2 hits or focus for a max of two hits. Fenn at range three would only need to roll two evades with 4 dice or one evade and one blank for auto thrusters to survive. Even if Fenn bites it I think the other two ships can handle tel by themselves. If Fenn does live then Tel would not last too long afterwards. This is a pretty good result vs the worlds winning list I think. The weakness of course would be against a K wing bomb list. Vs the bomb list I would have to play like an imperial triple aces list where I split deployment one ship on the far right, one in the middle and one on the far left. Which ever ship they go for turns and runs. The other ships then turn in and get pot shots where possible.
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