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j_man_04

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  1. Yeah, you get to lock after a special attack only I believe, so it’s not going to help Jango in this build. Suppressive gunner may not be a bad alternative, to take away some sting of return shots or to keep your tri fighters from taking tough shots. I’d throw CC on the firespray too. I also can’t imagine why you wouldn’t squeeze in the config in the tri fighters. It’s one point and makes your opening setup very unpredictable.
  2. I’d prefer not to test the squad deleting lol. But the settings have a bug report function.
  3. Don’t sleep on the new thermal detonators.
  4. The official app is completely buggy and I always run into problems with it. YASB 2.0 or LaunchBay Next app are just simply better and well-maintained.
  5. It’s a free, community-built tool to help tinker with lists. Will prepare you for a high level event? Not really. Is it still a valid and useful tool for players? Absolutely. So maybe try the whole “if you don’t have anything nice to say” thing because people dedicate a lot of time to create and maintain this app for the community.
  6. I’ve been curious about something involving the new sync’d cannons. While, yes the config wants a lock and the cannons want the calculate, I think you can be flexible having both options. I’d probably want to deny range bonus over two extra-modded shots at range 3, but I’d take the lock at R1. Since you can’t fit 4, give two tractors and have them take locks to set up the others. I dunno. Gotta do some math before I’m confident in this: (41) Blue Squadron Pilot [A/SF-01 B-wing] (3) Tractor Beam (2) Stabilized S-foils (2) Passive Sensors Points: 48 (41) Blue Squadron Pilot [A/SF-01 B-wing] (3) Tractor Beam (2) Stabilized S-foils (2) Passive Sensors Points: 48 (41) Blue Squadron Pilot [A/SF-01 B-wing] (6) Synced Laser Cannons (2) Stabilized S-foils (2) Passive Sensors Points: 51 (41) Blue Squadron Pilot [A/SF-01 B-wing] (6) Synced Laser Cannons (2) Stabilized S-foils (2) Passive Sensors Points: 51 Total points: 198
  7. Stumbled upon this thread from a while ago and wanted to post a new version of this concept. Fearless on Ketsu to maximize damage output. Tobias helps me set up the initial engagement to better tractor stuff into rocks. Boba is Boba. I think it would be fun fly but I doubt it compares to other Boba +1 lists like Nym, Bossk, Guri, or Fenn. Still, if you're looking for a Ketsu build then maybe this could do something? Ketsu Onyo (67) Fearless (3) Tobias Beckett (2) Shadow Caster (1) Ship total: 73 Half Points: 37 Threshold: 5 Boba Fett (86) Lone Wolf (5) Maul (12) Seismic Charges (3) Contraband Cybernetics (2) Hull Upgrade (5) Slave I (5) Ship total: 118 Half Points: 59 Threshold: 6 Total: 191 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z126X121W62WWWW160Y103X124WWW48W71W92W164W161W&sn=Unnamed Squadron&obs=
  8. I feel there’s some kind of control element missing. A big part of what makes the Aggressor list so good is Sloane tossing out the stresses and the benefit of attacking stressed ships. So not sure how to get that into this list. Maybe sacrifice the Syncs and Wolfpack strategy here to get an ion turret or two for that control element.
  9. Generic Arc-170 will probably get you more mileage than a no-upgrade ani. Fives is probably better than wolfpack in a non-low-I swarm list. Allows you to bank some focuses and take rotate/reinforce without sacrificing some of your offense.
  10. My take on this idea is just cram in as many ships as you can: (43) Commander Malarus [Xi-class Light Shuttle] (2) Fanatical Points: 45 (25) Epsilon Squadron Cadet [TIE/fo Fighter] Points: 25 (25) Epsilon Squadron Cadet [TIE/fo Fighter] Points: 25 (25) Epsilon Squadron Cadet [TIE/fo Fighter] Points: 25 (25) Epsilon Squadron Cadet [TIE/fo Fighter] Points: 25 (53) "Holo" [TIE/ba Interceptor] (2) Proud Tradition Points: 55 Total points: 200
  11. Yeah misspoke, I meant i start burning them in the first round even if I’m not taking shots
  12. I’d vote Terex. Passing out a jam at up to R3 against a proton wielding Dengar or Kylo could save one of your ships. When I play Malarus with Terex I burn all three calcs in the first round just to have that option. I find it’s not worth holding onto them because she usually dies in the first two-three rounds of engagement if you can’t keep her out of range. and the third option is ATP on all the FO’s for token stacking.
  13. Not sure you’re looking to fly multiples, but this made top cut last weekend at Ryloth. Running one of these seems like a good route. I’d keep them at or below 50. (34) Baktoid Drone [HMP Droid Gunship] (3) Repulsorlift Stabilizers (Inactive) (3) Concussion Bombs (6) Concussion Missiles (4) Cluster Missiles Points: 50 (34) Baktoid Drone [HMP Droid Gunship] (3) Repulsorlift Stabilizers (Inactive) (3) Concussion Bombs (6) Concussion Missiles (4) Cluster Missiles Points: 50 (34) Baktoid Drone [HMP Droid Gunship] (3) Repulsorlift Stabilizers (Inactive) (3) Concussion Bombs (6) Concussion Missiles (4) Cluster Missiles Points: 50 (34) Baktoid Drone [HMP Droid Gunship] (3) Repulsorlift Stabilizers (Inactive) (5) DRK-1 Probe Droids (3) Ion Missiles (4) Cluster Missiles Points: 49 Total points: 199
  14. This is interesting. I like the idea of passing a focus or rotate over to a reinforced warthog.
  15. Oooof I gotta think Fives has more upside than a hull upgrade for the same cost. With such few shields you’ll pile on some crits and moving that focus on him will help plenty when you’re having to clear crits or take a reinforce. As for R4-Ps, there are definitely games where I don’t get to use both or even one charge on a single Arc but the ones that do use it are fantastic. A 4-k that can be followed up by a blue three bank is clutch. Or using that white 4 straight to get out of trouble. Even if you don’t get to use all the charges, it’s an extra something your opponent has to think about when trying to anticipate your movements.
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