Jump to content

CoffeeMinion

Members
  • Content Count

    472
  • Joined

  • Last visited

Everything posted by CoffeeMinion

  1. I'm skeptical of high-PS glass aces in general. Not that top-tier people can do work with them, but that I can. I suppose I've only flown one of my two E-wings once as well. I keep trying to come up with either bundles of cheap upgrades to slap on Knaves or Blackmoons, or some kind of list that would synergize with E'tahn.
  2. That sounds sooooo janky, I love it! Gotta try that. My mountain is now and always shall be Krassis. Imp Firespray FTW! Also Punishers... just think, someday there will be a proper fix, and then who's gonna be laughing, eh?! :-p
  3. You’re on, buddy! ^^ My gaming buddy has gotten into a bit of a Rey-Poe rut lately, though we’re starting to mix it up some by running 2x100-list games. So inevitably Beavis and Butthead are still there on the other side of the board, but at least there’s 100 points of something else too to help keep it interesting. As for the Imperial Firespray: Krassis is my absolute favorite ship in the game. I recognize the inherent absurdity of this, but flying him is fun and he makes me smile. And IMO he keeps getting better and better as more upgrades come out. Of course you want HLC for damage output, then Andrasta to get Bomblet Generator... I keep looking for the right crew, though. Seems like a lot could work but I haven’t found the perfect one yet. Maybe gonna try Tail Gunner sometime.
  4. I’m actually trying to make it a new year’s resolution to fly all my stuff this year. Like, *all* of it. Every upgrade and named pilot. Everything. Even stuff like Saboteur. Don’t know how far I’ll get, but that’s the idea. I’ll probably be seeking help with and (hopefully) reporting on some janky combos at some point. Anyway, back on topic: my Lambda and TIE Bomber and TIE Phantom come to mind. I’ve flown each of them once but other things always float to the top during list building.
  5. All right, after some consideration, I wonder if this would work. It keeps the same Asajj but drops Fenn to Intensity, which seems like it might work? Inaldra is there 0% for her ability and 100% to buff Asajj, both in life (by bumping her agility) and in death (by feeding Scavenger Crane). This leaves 3 points open, which could buy me the Lancer title, or a beefy bid. Unnamed Squadron (97) Fenn Rau — Protectorate Starfighter 28 Intensity 2 Autothrusters 2 Concord Dawn Protector 1 Ship Total: 33 Asajj Ventress — Lancer-class Pursuit Craft 37 Push the Limit 3 Latts Razzi 2 Glitterstim 2 Scavenger Crane 2 Countermeasures 3 Ship Total: 49 Inaldra — M3-A Interceptor 15 Bodyguard 2 "Light Scyk" Interceptor -2 Ship Total: 15 EDIT: I managed to score a game time with my buddy today and I'm going to give this a shot, 3-point bid and all. Fingers crossed... EDIT-EDIT: We had to call the game way early due to scheduling conflicts and some lengthy setup time, but we got to fly the first 3-4 turns and I got kind of a sense of how these guys work. My buddy flew this list: Unnamed Squadron (100) Rey — YT-1300 45 Veteran Instincts 1 Gunner 5 Hera Syndulla 1 Millennium Falcon (TFA) 1 Ship Total: 53 Keyan Farlander — B-Wing 29 Trick Shot 0 Fire-Control System 2 Kyle Katarn 3 B-Wing/E2 1 Ship Total: 35 Bandit Squadron Pilot — Z-95 Headhunter 12 Ship Total: 12 I started out by having Asajj and Inaldra break from the right of the board to the left, and Fenn break from left to right, crossing in the middle. My buddy very quickly fixated on Fenn as target number one, and sent Rey and Keyan after him hard, with the Z drifting up the middle. Fenn was in no hurry to engage, and tried to lead them on an asteroid chase via banks and boosts. Meanwhile, Inaldra dutifully fed Asajj her Bodyguard agility, and Asajj shrugged off initial fire from the Z and Rey. Sadly, on turn 3 Inaldra had to fly over an asteroid to stay with Asajj, and she lost her shield--then ate two crits from Rey despite rolling 5 greens (range 3 through asteroid... evaded hard the first shot, blanked hard on the gunner shot). Also that turn, Fenn ran out of board and got caught by Keyan and Rey (though the latter chose not to shoot him)--mercifully at range 3. Turn 4 was rough. The Z sped past Fenn, but Keyan set up a 2-K-turn that I should've anticipated with a 4K of my own, but it was not to be. I 5-straighted instead, then BR'd and popped Intensity for an Evade. That got me out of Keyan's arc, but Rey slow-rolled up to me and caught Fenn at the dreaded range 2. That Evade saved my bacon! Meanwhile, Asajj continued plinking from a distance. Overall I was pleased for the most part. I didn't like how fast Inaldra died, and might consider swapping her for Kaa'to for a difference of 2 points. I think I could've played Asajj more aggressively; I never had a reason to pop Measures or Glitter. My instinct to avoid Lone Wolf seemed to pay off, though, as token-stacked Asajj and friends made for a more fun play experience than before with the Lancer. So that was at least a moral victory. :-)
  6. Funny you should mention it: my first thought was actually to stick a Quad + Array in there. I balked because I've not yet run the one I picked up during the holidays, so I don't know how it really handles. There also aren't points to give it the Intel Agent and Primed Thrusters it probably ideally wants. Contrast with N'Dru, who should be throwing 4 dice every turn if he lurks on the sidelines and shoots people through rocks; he's like a discount damage dealer. If the Quad seems good enough at 17 points though, I could give it a whirl. What's its game plan, though? Run up the middle and hope to draw fire & maybe tractor one or two fools before it pops? EDIT: Aw fudge, I thought I had 2 copies of PTL but I don't. The most straightforward swap seems like Lone Wolf for Asajj's PTL, though LW can make for less-fun flying when you're trying to keep somebody supported...
  7. Thank you! Yes, I've been equally confused about the Protectorate, but I paid a lot less for it (Amazon Warehouse Deals FTW!) so figuring it out was lower on my mental priority list. :-p This makes some more sense now. Like I could never figure out why people seemed to staple Lancers and Protectorates together but I think I'm getting it: They're both very tanky if played right, but you have to focus on keeping the enemy at arm's length from both of them unless you're diving in for the kill. The ways that they do that might be different but the concept feels similar. You want to divide and conquer and take more of a plinky/harassing approach. Right? Taking a fully loaded Fenn and Asajj doesn't leave room for much, but one decent-PS harassment option occurs to me. Thoughts? Fenn Rau — Protectorate Starfighter 28 Push the Limit 3 Autothrusters 2 Concord Dawn Protector 1 Ship Total: 34 Asajj Ventress — Lancer-class Pursuit Craft 37 Push the Limit 3 Latts Razzi 2 Glitterstim 2 Scavenger Crane 2 Countermeasures 3 Ship Total: 49 N'Dru Suhlak — Z-95 Headhunter 17 Trick Shot 0 Ship Total: 17
  8. That does look pretty fun. What do you do with the mobile arc on Ketsu, though? Just keep it locked forward to make sure her ability triggers when you get to shoot? I’d ask the same question for all the Lancer pilots, I suppose... it seems like messing with the arc is necessary, but it either chews up your actions or if you use Gyroscopic, you end up having to commit at an awkward time.
  9. I appreciate the explanation! And the suggestion. I'm still a bit skeptical about getting Fenn to do work for me, but that actually sounds like a pretty decent Asajj. I like the idea of her being a hard-to-kill points fortress. It's just not what I expected. I also appreciate the earlier suggestion about using the evade action. I think half my problem with the Lancer is second-guessing what actions to take. Things like Gyroscopic Targeting and K4 and PTL make it easy to come out ahead in terms of action economy, but it never felt like it mattered all that much in terms of its performance. Having Glitter and Countermeasures (and the crane to refill them) should free me up to just lock the mobile arc to the side and Evade every turn. I find myself wanting to drop down to the generic and run with Burnout SLAM instead of Glitter, and throw Cad Bane with Cluster Mines into the mix... that sounds like pretty stupid fun. :-) But maybe this Asajj build will finally help open her up to being fun too...
  10. Thanks guys! This definitely gives me some starting points. I'm still kind of curious, though: what is the Lancer's overall "role" on the battlefield? Like both of you mentioned running her with Fenn Rau and someone else... so he's a super-PS ace and the other one carries missiles... but what should the Lancer be trying to do? (For what it's worth, the Protectorate is another ship that I can't seem to figure out. It's billed as a "fly straight into the enemy's teeth" sort of ship... but then in my experience thus far it gets shot down when I do that!) EDIT: What I mean is that the Lancer lacks some of the upgrade slots and other characteristics to fit into an obvious "role" in my head. It can't carry missiles or torps, and its lack of a canon means there's no way other than range 1 in arc to get it to 4 dice. But then it doesn't have a true PWT or turret either, so no 360, and I get confused about where I should point the mobile arc, and when to spend actions on moving it. Also it doesn't have bombs, and it seems too expensive and low on repositioning options to work as a blocker.
  11. Hey guys. Long-time lurker; infrequent poster. I don't get to play a lot and my skill level's pretty low, but I love the game. Anyway, I picked up a Lancer not long after it came out. I enjoy flying most ships whether I'm any good with them or not, but I've consistently struggled to have fun with dat Lancer. Seems like the ruddy thing ends up perma-dialed with a 3-turn through the middle of the board and Gyroscopic Targeting its mobile arc in some random direction where the enemy isn't. I'd like to find a couple Lancer builds that might help me find more fun than frustration with the thing. I don't care about 0wnz1ng the competition, though I find it baffling that the Lancer has indeed been near the top of the meta at times. EDIT: I think I've mostly flown Asajj with Predator or VI for Elite, GT/EI for Mod, and Gunner/Dengar for crew. I sometimes throw a BMST in the Illicit slot but I don't think I've ever gotten it off. Every once in a while I manage to Asajj-stress someone but it's never the amazing thing that people seem to make it out to be.
  12. I've had all 3 as favorites from time to time. I started out playing Rebels and I was too happy with the game mechanics to be bothered by how awful I was at flying them! Or list-building with them. Never felt like I could build a squad that I could fly competently. Eventually I tried Scum and fell in love with their alternately janky and OP weirdness. I never managed to git gud with them (and I can't fly half their ships for crap) but I loves me my G1As and Feedback Z95s. More recently I've been flying and loving Imps. Krassis is ridiculously fun to fly anytime, and I've slowly gotten not-terrible at blocking with Academies or Epsilon FOs. Gotta love the FO!
  13. I finally got my hands on a Tie Advanced Prototype, and foolishly handed it to my 5-year-old right before my first game with it. My little helper tried to put it on its base, but snapped the ship's peg receptacle thing right off, flush with the bottom of the ship's hull. I tried a quick fix using my old trusty Zap a Gap, but it didn't adhere to anything but my fingers. I've never sought to modify or mess with my ships before, but I could use some advice about what to do here. I'd at least like to get to fly the thing once. Thanks!
  14. CoffeeMinion

    Storage

    This is my philosophy. Granted, I don't get to play much, but I have a couple decent sized Planos for home storage, and a mini-toolbox with movement templates, dice, etc., and enough storage space for 100pts of stuff to bring to games.
  15. I think I just fell in love. Oh lord that's horrible. Kavil with ABT, fearlessness, R4 Agromech seems likely to be very strong... briefly. Sorry to be the crusher of dreams but Fearlessness needs you both to have each other in arc, Kavil ability only works when you are attacking a target outside of your firing arc. I think the point is that Kavil does his Kavil thing out of arc, and he does the Fearless thing in-arc. Either way, more Autoblaster goodness!
  16. Someone in my area coined "Space Andrew" for N'Dru. We call him Andy Selleck, and joke about how he's trying to impress his older brother.
  17. I use it on Vader. Now I'm nowhere near pro; it's usually just me and my one buddy playing. But it's great for that one moment in the game when the enemy you've target locked is making a bid to get out of arc, and suddenly you whip around and say hello...
  18. I like to run him with ATC, engine upgrade, and lightning reflexes. The latter helps him stay unpredictable while making it easier to keep your TLed target in your sights.
  19. I see a lot of utility in the Mist Hunter. It's not the most amazing ship, but Adaptibility ends up in just about every list I fly these days, and both pilot & crew Zuckuss are beasts. I need to try goofing around with the Tractor Beam one of these days, but right now this is the only way to get one.
×
×
  • Create New...