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Everyday Ace

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  1. I have build two lists with Regen-Luke which I like. especially the Millienium-Lando and Regen-Luke is great Luke Skywalker (62) Supernatural Reflexes (24) R2-D2 (5) Servomotor S-Foils (0) Jan Ors (43) Moldy Crow (18) Ten Numb (48) OR Thane Kyrell (48) Total: 200 Luke Skywalker (62) Supernatural Reflexes (24) R2-D2 (5) Spare Parts Canisters (4) Servomotor S-Foils (0) Lando Calrissian (80) Nien Nunb (5) Jyn Erso (2) Shield Upgrade (4) Hull Upgrade (3) Millienium Falcon (6) Total: 195
  2. Regen-Luke is very strong. If you can get your opponent to shoot at him a lot and use force and regen to keep him alive without losing the others, then you will win the long game, but if your opponent goes after Thane first, then you might find yourself in trouble, so you must play this list defensively. The Wedge list is strong in a different way. It focuses on offence. Let Lando hand Wedge TLs, so he allways got at least two TL-targets to choose from and thus becomes unpredictable. Wedge maneuvering last and attacking with TL and sometimes even focus is a beast. Thane following up with his ability can be devastating. This is a hit first and hit hard list, which must win the game in the early stages, because your suvivability is not the best, so this is for the aggressive player. Which are you? defensive-Luke? or aggressive Wedge?
  3. I would go for Regen-Luke with R2-D2 and include Thane, with is a good damage dealer because of his abillity and you will also have the the benefit of all initiative 5 pilots, so you can move and shoot in any order you like. And Luke with R2-D2 is just iconic Lando Calrissian (80) Nien Nunb (5) Ship total: 85 Half Points: 43 Thane Kyrell (48) Servomotor S-Foils (0) Ship total: 48 Half Points: 24 Luke Skywalker (62) R2-D2 (5) Servomotor S-Foils (0) Ship total: 67 Half Points: 34 Total: 200
  4. I would run the rebel build, but I would change some things. I think the R2 Astromech is a waste of points. You do not need your 2-turns to be blue and thats the only thing you get. Nine Numb on the other hand changes 4 moves on Lando and will sometime mean you get a free action for one of your ships and that can be really important. Futhermore it will be harder for your opponent to get Lando to bump and thereby remove Landos extra action. I will also not take Leia because I do not think she is as good as the alternative. Lastly I would take R3 Astromech for Wedge. Wedge will normally either barrell-roll or focus to either get in or out of a fire-arc or attack or defend. This means that he seldom takes a TL. Wedge TL action willl often be Landos extra action and it gets even better if Lando can give Wedge two actions and thereby two targets. But what about all the points saved? I would use them as a bid, because with two initiative 5 and one intiative 6 ship you will benefit a lot from moving last and much more then having Leia and the R2s. With a 9 point bid you will be able to get the initiative in most games and that without losing anything important in your list. So I would build the list like this Lando Calrissian (80) Nien Nunb (5) Ship total: 85 Half Points: 43 Thane Kyrell (48) Servomotor S-Foils (0) Ship total: 48 Half Points: 24 Wedge Antilles (55) R3 Astromech (3) Servomotor S-Foils (0) Ship total: 58 Half Points: 29 Total: 191
  5. As a basis I would buy Servants of Strife Squadron Pack Vulture-class Droid Fighter Expansion AND EITHER Sith Infiltrator Expansion Pack OR 2 Hyena-class Droid Bomber Expansion Pack With this you can make a lot of fun builds
  6. I would refit Boba with the following Boba (85), Perceptive Copilot (8), Fearless (3) : 96 points
  7. I have this Dengar loadout Dengar (56) Greedo (1) Contraband Cybernetics (3) Punishing One (8) and as a talent I would like to take one of the following: Expert Handling (6), Predator (2), Fearless (3), Outmaneuver (6) and as an astromech one of these: R5-P8 (4), R2 (4), R3 (3) or R5 Astromech (4) But which is the better talent and the better astromech? and why? Dengars role in my strategy will be to survive to the end and battle the opposing ace The remaining points will be used on Kihraxz Fighters and headhunters to make up the bulk of my force thank you for any advice
  8. I would take Outmaneuver with Graz , Predator on both Talonbane and Fenn, drop Afterburners on Talonbane and downgrade from shield to hull upgrade for a bigger bid (46) Graz [Kihraxz Fighter] (5) Cloaking Device (3) Contraband Cybernetics (6) Afterburners (6) Outmaneuver Points: 66 (50) Talonbane Cobra [Kihraxz Fighter] (2) Predator (3) Contraband Cybernetics (5) Hull Upgrade Points: 60 (68) Fenn Rau [Fang Fighter] (2) Predator Points: 70 Total points: 196
  9. My thematic take on this would be Guri [StarViper-class Attack Platform] (64), Crack shot (1): 65 Talonbane Cobra [Kihraxz Fighter] (50), Crack shot (1): 51 Black Sun Soldier [Z-95-AF4 Headhunter] (27), Crack shot (1): 28 Black Sun Soldier [Z-95-AF4 Headhunter] (27), Crack shot (1): 28 Black Sun Soldier [Z-95-AF4 Headhunter] (27), Crack shot (1): 28 Total points: 200 I like that both Guri and Talonbane are Init 5. Of cause a bit would be nice, but I rather have the five crack shots. Another option could be: Guri [StarViper-class Attack Platform] (64), Advanced Sensors (10), Crack shot (1): 75 Talonbane Cobra [Kihraxz Fighter] (50), Crack shot (1): 51 Binayre Pirate [Z-95-AF4 Headhunter] (24): 24 Binayre Pirate [Z-95-AF4 Headhunter] (24): 24 Binayre Pirate [Z-95-AF4 Headhunter] (24): 24 Total points: 198
  10. I like the list, but I would exchance Chewbacca for Crack Shot and HLC on Ten
  11. I wil allways equip them with either tractor beam or HLC (or mabey try Homing or Cluster Missiles. Have not tried that yet). I prefere to keep them cheap, so pilotwise I would choose Cartel Spacer or Sunny Bounder or a Tansarii to get Crack Shot. I fly them as flankers and try to keep then at range 3 because they die quickly if hit.
  12. I have played this list, which I call "First-Strike Rebels", three times and won every time With Luke firing at Init 7 and Wedge at Init 6 (6 point bid) you kill one small ship in the first engagement and if you attack a medium or large ship, it most times will be killed by Thane. Luke -Protons, S-foils, Heightened Perception - 74 Wedge -Protons, S-foils, Crack Shot - 62 Thane -Protons, S-foils, Crack Shot - 58 194 points
  13. Thank you I got that wrong. Then Genesis Red is not so importent and I must find another way to boost offence. How about this? Firespray - Boba Fett (80), Marksman(1), 0-0-0(3), Marauder(3), Proton Bombs(5) - 92Kihraxz - Graz (47), Outmaneuver(6) - 53Kihraxz - Talonbane Cobra(50), Fearless(3) - 53 198 points
  14. Thanks for the advice The reason I am not considering Han gunner is because I only have the core set and the scum conversion set from 2.0. The reason for including a M3-A Interceptor is Genesis Reds ability to strip tokens and thereby boost my offence, so I will not downgrade it to a generic. I think 0-0-0 and Marksman is the best option on Boba and Crack Shot on Genesis Red? An alternative could be Proton Bombs on Boba? What do you guys think?
  15. Hi guys I am going to my first 2.0 tournament and want to fly a simple scum list, so I have made this list Firespray - Boba Fett (80) M3-A - Genesis Red (35) Kihraxz - Cartel Marauder (40) Kihraxz - Cartel Marauder (40) I am thinking what upgrades are the best to buy for the remaining 5 points. Should I put 0-0-0 or Marauder title on Boba? Elusive on Genesis Red? Or mabey Predator, Crack Shot, Marksman or Trick Shot on them. Any suggestions are welcome. My tactic is to joust with the Kihraxzs and Boba and have Genesis Red flanking. What do you think of the list?
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