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Rolotamasi

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  1. Rolotamasi

    Dual Lancer list

    I think, even in 2.0 the title is best on Ketsu 🤷‍♂️ All the builders let you Here is my version, I think you still need Latts on Asajj and perceptive matches well with Sabine: New Squadron (76) Asajj Ventress (7) Latts Razzi (3) Hate (6) Shield Upgrade Points 92 (64) Sabine Wren (8) Perceptive Copilot (6) Shield Upgrade Points 78 (30) Captain Seevor Points 30 Total points: 200
  2. Rolotamasi

    Is it time to fear Tarkin?

    What about upping the action economy with Vizier? Plus using those locks on everyone’s (my😜) favorite 3 dice guns! New Squadron (45) "Vizier" (5) Director Krennic (6) Grand Moff Tarkin (4) Shield Upgrade Points 60 (34) Alpha Squadron Pilot Points 34 (34) Alpha Squadron Pilot Points 34 (34) Alpha Squadron Pilot Points 34 (34) Alpha Squadron Pilot Points 34 Total points: 196
  3. Rolotamasi

    Chopper - like its hot

    So I had an idea for a Fenn supportbug build: Fenn Rau (Sheathipede) (20) Veteran Instincts (1) Hotshot Co-pilot (4) "Chopper" (Astromech) (1) Guidance Chips (0) Phantom II (0) I am sure the Chopper/GC works as 1 free shield for the cost of an action. And I know in a pinch I can jettison the hotcop as well. The rules question here is: can I equip the title even if I am not docked? Looking for another "free shield" here. The text just references to things that happen when you are docked, not "you must be docked to equip this card". Unless I don't understand docking. Which is probably true. Edit: Side question - if I shunt VI do I drop to 9 or stay 11? I thought I remembered something when Thweek came out talking about if your PS changes mid game he keeps it or something. Also isn't there a precedent set with the old damage deck removing EPTs? I may be way off base here. But in a game where PS11 isn't a deal, or if I get dropped to PS 0 that card is another free shield.
  4. Rolotamasi

    FAA Corran

    I think that your Corran is trying to do too much there. I have a bit of change, leaving the heart of Corran in place. Corran Horn (35) Juke (2) Sensor Jammer (4) Flight-Assist Astromech (1) Hull Upgrade (3) I dropped the torp. Corran likes to double tap and run, especially with the FAA. No need for chips then. I was thinking EU, but I think you want evades based on your EPT so in this meta of bombs an extra hull is sorely needed on Corran. Fenn Rau (Sheathipede) (20) Adaptability (0) Hotshot Co-pilot (4) I think one of the best ways to make sensor jammer work is if the attacker doesn't have a focus to modify. In comes a cheap crew carrier, Fenn, to get hotcop in the action. Adaptability gives him 8 to help with target selection or 10 depending on the matchup. Lowhhrick (28) Selflessness (1) Wookiee Commandos (1) Not a lot of points left, but Lowhrick is never poorly spent points, run him with Fenn to keep the coordinating, hotshotting support bug alive. Total: 99 View in Yet Another Squad Builder If you want to keep the Corran build I have above but keep Nym in I worked this up: Captain Nym (Rebel) (30) Deadeye (1) Twin Laser Turret (6) Extra Munitions (2) Harpoon Missiles (4) Hotshot Co-pilot (4) Cluster Mines (4) Conner Net (4) Guidance Chips (0) So its heart is also the same with the 4 mines to discourage those who would chase after fragile Corran. But I still think hotshot is needed, so no title. This changes a few slots, and with out a system I think TLT is the way to go. I know you prefer autoblaster, but on this build I think TLT is better suited. Dead is weird, I know, but with 2 PS8s you may loose the PS bid a lot so they are almost like the PS4 Rhos, deadeye will help get those 2 harpoons off. And speaking of harpoons, yeah. Just yeah. Hopefully not too different than what you were thinking.
  5. Rolotamasi

    2017 Regionals Live Streams Threads

    Krayt Kup 3
  6. Rolotamasi

    Triple TIE/Ds

    I second this.
  7. Rolotamasi

    Twin Tie Defenders & Gunboat

    Also - in the flexibility range - if the ship with deadeye is lower PS when it completes its activation it may not be in TL range. Then when they higher ship moves into torp/missile range after their activation they can still get the ordinance off.
  8. Rolotamasi

    Twin Tie Defenders & Gunboat

    What about something like this: Glaive Squadron Pilot (34) Crack Shot (1) Linked Battery (2) Glaive Squadron Pilot (34) Crack Shot (1) Linked Battery (2) Rho Squadron Veteran (21) Deadeye (1) Harpoon Missiles (4) Guidance Chips (0) Total: 100 View in Yet Another Squad Builder I like the LB to give a soft predator for the Glaives. Plus still retain the crack to push the damage through. Comes in at 100, but no worries for a initiative with those PS ships, unless you see more Rhos.
  9. Rolotamasi

    Dubs 11 Poe-Han

    Did you miss countermeasures on the falcon? Would that have helped shave a TL or 2 and therefore maybe saved Han a few points of damage? Or was the boost too valuable?
  10. I know a lot of people really value the "Timewalk" Asajj (detailed below). She comes in at 48 so you still have room for the Thugs as you have loaded them out. Asajj Ventress (37) Lone Wolf (2) Latts Razzi (2) Glitterstim (2) Glitterstim (2) Countermeasures (3) Syndicate Thug (18) Twin Laser Turret (6) Unhinged Astromech (1) Syndicate Thug (18) Twin Laser Turret (6) Unhinged Astromech (1) Total: 98 View in Yet Another Squad Builder You could make the argument for swapping a glitterstim for a scavenger crane to bring back countermeasures, but that may just be a playstyle preference. There is still 2 points available to upgrade Lone Wolf to PTL, but I think its fine there. You could upgrade unhinged to R4 Agromechs to make the second (and following shots) better. No need to work in an initiative bid at this point.
  11. Rolotamasi

    Bombing Dual Firesprays

    What abut this idea: Boba Fett (Scum) (39) Veteran Instincts (1) Bomblet Generator (3) Cad Bane (2) Glitterstim (2) Engine Upgrade (4) Emon Azzameen (36) Proximity Mines (3) Unkar Plutt (1) Harpoon Missiles (4) Extra Munitions (2) Experimental Interface (3) Slave I (0) Total: 100 View in Yet Another Squad Builder Its a bit of an amalgamation of the ideas above. I changed up a bit. I f I have it right I can bump with Emon, take an action (and damage) with Unkar then EI off of that to drop a bomb on someone.
  12. So I know the old adage fly what you like, then you will get good at it. Unfortunately not everything you like is going to be good. I'm looking at you TIE Punishers. But on a specific level what to do with ole Soontir Fel? I like him. Much like Doctor Who, he was my first ship and will always be my favorite. But in this current meta I don't think he has a place. No shields. Only 3 hull. Sure I know you can outmaneuver the bombs, but a good simulated trajectory and not even Palp-able greens will save him. Then there is his PS. At 9 he was fine, but in today's age you almost need 11. He can do this, but then he has no reliable way to proc his ability. PTL has been stapled to every single Fel out there, I'm surprised FFG hasn't printed a cool double card ala R2D2 and integrated astromech. So, am I wrong? Is there room for PS11 Fel? Can his survive with his 35 point "staple" build? At 34 (with targeting computer instead of stealth device) he can fit in a triple harpoon list. But let's be honest, is it better than QD, prob not. Thoughts?
  13. Rolotamasi

    DasNym

    Wow - I totally overlooked that. I have HLC engrained in my mind I just assumed. I stand corrected, crane is good.
  14. Rolotamasi

    DasNym

    Agreed. The other option is to through the traj sim on Nym. That obviously changes your idea of auto damage those who get in his R1 bubble. My other suggestion is to re-think the crane. Dash hopes to live in R3 and that limits the effectiveness of that illicit. I have seen burnout slam used to good effect, albeit once. Maybe a glitterstim for that oh crap moment to pop both it and countermeasures. Just ideas, nothing mandatory.
  15. I like the double stim versions, and I know timewalk Asajj is a thing, but in the current meta, maybe the crane is better. It gives you at least one chance to get countermeasures back to try and shrug off another TL. It is the same price and may be worth a go. Here was my double lancer thought: Asajj Ventress (37) Attanni Mindlink (1) Latts Razzi (2) Glitterstim (2) Scavenger Crane (2) Countermeasures (3) Ketsu Onyo (38) Attanni Mindlink (1) Dengar (3) Glitterstim (2) Scavenger Crane (2) Countermeasures (3) Shadow Caster (3) Total: 99 View in Yet Another Squad Builder I went with the mindlink for action economy seeing as there is no reason to mess with PS if you can only get to 9 (what a weird statement that is). The crew do a lot of work on these ships. Ketsu is the hitter so Dengar makes sense. And, well the Asajj/Latts combo is stapled together at this point.
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