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kempokid

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Posts posted by kempokid


  1. I'd check out list fortress to see top performing lists right now. But it also depends on if your tournament is Hyperspace or Extended. That makes a huge difference on what to prepare for. You definitely want to know that ahead of time. Also your timing is a bit weird as there's a points adjustment at the end of the month that'll likely change what's on top right now.

    As for CIS and Republic, they're still figuring things out a bit but the biggest threat the Republic has is Arc spam (three with a Jedi or four generics).Two Torrents and two Jedi have proven good too*. CIS uses swarms or double Influtrator mostly. 

    Welcome back to the game! Good luck.

    Link to listfortress.


  2. I thought the following list would make for a good training list on two things: Being selective on engagement (Fenn Rau), and playing more aggressive and setting the tempo (Boba Fett). Those are two pretty different objectives, but I think even with Boba the key is choosing the right time to get in close. They're pretty expensive, so it's hard to build them out and wingmates are selective. So I added Seevor, who delivers the most value for that points remaining, in my opinion. Here's the list: 

    Modified TIE/ln Fighter - •Captain Seevor - 30
        •Captain Seevor - Noisy Nuisance (30)

    Firespray-class Patrol Craft - •Boba Fett - 94
        •Boba Fett - Notorious Bounty Hunter (86)
            Perceptive Copilot (8)

    Fang Fighter - •Fenn Rau - 71
        •Fenn Rau - Skull Leader (68)
            Fearless (3)

    Total: 195/200

    View in the X-Wing Squad Builder


  3. Synced Consols across the board is pretty good. Seventh Fleet Gunner is pretty expensive to take on top of paying for the named pilots. I'd almost only consider taking them with the generics. You might be better served dropping them in exchange for Palp on one of the Arcs.

    I still think it's better overall to keep the Arcs with minimal upgrades to squeeze in a Jedi of your choosing (Windu, Obi, Ashoka). But, if helps give you ideas, here's my list of these three pilots by themselves:

    ARC-170 Starfighter - •“Jag” - 69
        •“Jag” - CT-55/11-9009 (49)
            •Chancellor Palpatine (14)
            R3 Astromech (3)
            Hull Upgrade (3)

    ARC-170 Starfighter - •“Sinker” - 60
        •“Sinker” - Wolfpack Veteran (54)
            R3 Astromech (3)
            Hull Upgrade (3)

    ARC-170 Starfighter - •“Wolffe” - 71
        •“Wolffe” - CC-3636 (51)
            Elusive (3)
            Perceptive Copilot (8)
            R3 Astromech (3)
            Hull Upgrade (3)
            •Clone Commander Cody (3)

    Total: 200/200

    View in the X-Wing Squad Builder


  4. 1 hour ago, Cav Scout said:

    You make a good point about simplifying the list. The reason I said tweaks were needed because I didn't use most of the upgrades I had so I was seeking more ship efficiency. Right now I only have two ARC-170s I bought on sale because I wanted to fly them as both Rebel and Republic. I would be open to purchasing a new ARC-170 when the time is right. Thanks for the advice.

    I was trying to configure my list which has Mace + 3 Arcs to see how effective I can be with just 2 Arcs. Again, probably investing too much into each ship, but this could also be fun. If you're worried about the bid against Rebel Beef or Phantoms you can drop one or both shield upgrades: 
     

    Delta-7 Aethersprite - •Mace Windu - 83
        •Mace Windu - Harsh Traditionalist (46)
            •R4-P17 (5)
            Supernatural Reflexes (16)
            Delta-7B (16)

    ARC-170 Starfighter - •“Sinker” - 58
        •“Sinker” - Wolfpack Veteran (54)
            Shield Upgrade (4)

    ARC-170 Starfighter - •“Wolffe” - 58
        •“Wolffe” - CC-3636 (51)
            Shield Upgrade (4)
            •Clone Commander Cody (3)

    Total: 199/200

    View in the X-Wing Squad Builder

     

    This is my original list that I won a  Hyperspace tournament with last month:
     

    ARC-170 Starfighter - •“Wolffe” - 54
        •“Wolffe” - CC-3636 (51)
            •Clone Commander Cody (3)

    ARC-170 Starfighter - 104th Battalion Pilot - 42
        104th Battalion Pilot - (42)

    ARC-170 Starfighter - 104th Battalion Pilot - 42
        104th Battalion Pilot - (42)

    Delta-7 Aethersprite - •Mace Windu - 62
        •Mace Windu - Harsh Traditionalist (46)
            Delta-7B (16)

    Total: 200/200

    View in the X-Wing Squad Builder


  5. Personally, I’d say three Arcs and a Jedi will be better than a loaded out Jedi and two Arcs. It’s just more effective for the points you’re investing in each ship.

    If you’re looking to make tweaks to this list, you can find better uses for the points than what you’re getting with Seasoned Navigator and synchronized console. Brilliant evasion is way too expensive for the likelihood you are to use it, but it’s a nice reassurance to have on your ace. So that’s a toss-up. It’d be better if you had 3 agility (personally I think it should scale by agility).

    I love Wollfe and use him in my primary Republic list, but I have Cody and other lower I ships with him to take advantage of the Strain Cody can pass. Not sure it’s an ideal setup here. So I think I’d go with the lower I Arcs and pair Sinker and Jag together:

    Delta-7 Aethersprite - •Anakin Skywalker - 80
        •Anakin Skywalker - Hero of the Republic (60)
            R4 Astromech (2)
            Delta-7B (18)

    ARC-170 Starfighter - •“Jag” - 56
        •“Jag” - CT-55/11-9009 (49)
            R3 Astromech (3)
            Shield Upgrade (4)

    ARC-170 Starfighter - •“Sinker” - 61
        •“Sinker” - Wolfpack Veteran (54)
            R3 Astromech (3)
            Shield Upgrade (4)

    Total: 197/200

    View in the X-Wing Squad Builder


  6. Just making sure you know, a conversion kit comes with the cards and cardboard to bring all the 1st edition ships into 2nd edition but doesn't include the ships themselves.

    It's not a bad investment to make, and then you can keep your eyes on the internet/game stores for when 1st edition stuff goes on sale. You can build up a collection pretty quickly over time. 

    But as stated above, a few X-Wings and a few Y-Wings you'll be good to go. U-Wings have been impressive, but to really benefit from it you'll need access the Leia crew card, which is in the convert kit or the new Falcon expansion coming in Wave IV. Either way, a Saw's Renegades pack will get you both an X-Wing and U-Wing and is already playable in 2e.


  7. 5 minutes ago, Rojek said:

    Hey, wasn't Atlanta this weekend? Totally missed it, busy this weekend. Any info on the results?

     

    Edit: Nevermind, I found the ListFortress link, I guess it's at Finals now? Any streams?

    It should be over by now. I started watching the finals a few hours ago, but had to leave home before the first engagement happened.


  8. Arcs are going to be able to take punches and the multiple firing arcs will help you keep shots on them. So 3 of them accompanied by a Jedi should be about as good as you’ll get with Republic. Mace would be good because he can regen his Force which is going to come in handy against Juke. Obi Wan could also help keep the Arcs around longer by helping them keep their focus tokens.


  9. 7 hours ago, gadwag said:

    I'm not quite sure what you're after, but it sounds like you're using the official x-wing app, which is terrible. I recommend that you try yet another squad builder 2.0 instead - it lets you print out your lists in full

    If you're on mobile, try LaunchBay Next - it's a good way to view lists on the go

    LaunchBay Next also has a good covert to PDF function, but yeah using it while playing is super handy with the calculator function.

    *to clarify for those who don’t use the app, the calculator is for determining half points at the end of games for tournament play. Not any sort of probability calculator for in-game decisions.


  10. My problem with the Defender is just... *sigh* You can have Fel with Predator, Hull upgrade, and shield upgrade with only two fewer hit points, a great dial, and access to double mods. And it's 69 points. Cheaper than a basic Defender with no upgrades. And even the shield and hull upgrades aren't 100% necessary on Fel.


  11. 6 hours ago, GreenDragoon said:

    I still have not tried it, but Mace and Sense seem to be a great match!

    He has 3 force, plus improved regeneration, plus is i4. This combination should be rather amazing. I would love to add r4 to get better knife fighting and make sure you have more options to stay close, but I have not found a list I like where all that fits.

    I’ve been flying a lot of Windu here lately. Need to try and fit Sense on him somehow. I have always had issues of blowing through force tokens with the i5’s and i’6 Ani due to FTC. But with Mace I often don’t use it since he’s not in as good of a spot to know how to reposition. 

     


  12. On the topic of gas clouds, I've been really surprised to see some people take them with their respective lists. I've been flying Arcs, and I love them since having a ton of medium ships isn't the easiest list to navigate.

    Some people have been taking them with Ace and/or small base reposition lists. Their logic is ducking behind them for the defensive bonuses, but what they're doing is allowing me to just drive right on top of them with minimal consequence and shoot them down.

    It'll be interesting to see if good players naturally drift away from them based on certain list types because of how important asteroids can be to some lists.


  13. 24 minutes ago, MikeEvans said:

    I'm completely fine with strain-dealing cards going up in price if strain lasts until it's cleared.  Also fine with reducing price of cards that let you take strain to accomplish something else.

    I'm fine with it staying as-is until we get a good look at how much it affects the current game. From what I've seen in tournaments since Wave 3, the affect is minimal at best. 

    I just ran Commander Cody on an Arc this weekend, and based on how much I was able to apply the strain and benefit from it, 3 points is almost a stretch.


  14. 7 hours ago, Animewarsdude said:

    Strain doesn't prevent you from taking an action only stress does. 

    Yeah, my bad. I’m just tied to the idea of “clearing stress” with a blue maneuver.  Edited my post 


  15. 9 hours ago, MikeEvans said:

    On a related note, I wonder why strain goes away after you defend from an attack.  "Ooh, my ship is under strain, feelsbadman... ok I just got shot at, ahhh I feel better now."  Doesn't make sense.  I feel like strain tokens should linger just like stress does.  I mean, yeah it would suck to be shot multiple times with a lingering strain token, but it's a red token... it's not supposed to be a picnic.  Stress limits your dial AND prevents actions that could conceivably be worth multiple hits on attack or defense.

    It may not be the most logical thing, but it's for game balance. If strain caused a ship to stay strained for an entire round, anything that deals it out should go up tremendously in cost. You could also choose not to shoot and force them into a blue maneuver which depending on the scenario is more effective than a shot.


  16. 1 hour ago, howard83 said:

    Anakin and Mace, both with Delta 7B, and level 2 generic ARC with Palp (and Veteran Tail Gunner as an option) is a lit of fun and very flexible with actions/force regen. 200 points with the tail gunner included.

    Don't bother with VTG on a generic. You may get to use it once per game. I'd keep the bid if you're taking Ani or go with R3 to give yourself options in who you can target/modify.


  17. 39 minutes ago, DerRitter said:

    Predictive shot (4 pts): uff bullseye and requires a force to activate. I could see it on Anakin or Kylo (high In double reposition), but first I need to not having used my force to mod the attack dice and even then I'm depleting my force charges for a very conditional effect.

     

    Mace Windu could be a candidate for this as well. The i4 makes it tougher to line up bullseye, but he usually is OK spending extra Force since he has a way to regen it without Hate.


  18. Republic for sure. I think people have caught on to the Han build and are dealing with it fairly easily. Unless you've practiced it a bunch, I'd stay away from it.

    I just ran a tournament with Wolffe, Mace, and two generic Arcs and did pretty well. I'd just run the R4 on both of the Jedi ships, but that's a personal preference. 


  19. 3 hours ago, ficklegreendice said:

    I can never get coordinate to look good on low I pilots (and given my love of memes, you better believe I've tried to make Arcatine a thing)
     

    difficulty in securing a TL and lack of evade just makes Sinker and synched (or sinked!) more attractive support options than coordinate, plus there's more arcs!

    Yeah, fair point on the low I coordinate. Perhaps I can go with Mace Windu instead to give me another i4 pilot, more Force tokens, and a slight bid. two 4's and two 2's is a nice balance. All three ships are pretty self-sufficient so I can break them up or keep them together.


  20. Edit: Jk I forgot to add Leia to the U-Wing. Kinda throws everything off.

    I think two of those Y-Wings are better than the Y and B. Swap out the K-Wing and X-Wing for the Two-Tubes bros to get some summery going. With what’s left, the only other thing you can squeeze in is a cheap Z-95 blocker:

    Z-95-AF4 Headhunter - Tala Squadron Pilot - 25
        Tala Squadron Pilot - (25)

    BTL-A4 Y-wing - Gray Squadron Bomber - 41
        Gray Squadron Bomber - (31)
            Ion Cannon Turret (4)
            Veteran Turret Gunner (6)

    BTL-A4 Y-wing - Gray Squadron Bomber - 41
        Gray Squadron Bomber - (31)
            Ion Cannon Turret (4)
            Veteran Turret Gunner (6)

    UT-60D U-wing - •Benthic Two Tubes - 47
        •Benthic Two Tubes - Cavern Angels Marksman (47)

    T-65 X-wing - •Edrio Two Tubes - 45
        •Edrio Two Tubes - Cavern Angels Veteran (45)

    Total: 199/200

    View in the X-Wing Squad Builder


  21. 1 hour ago, ficklegreendice said:

    Vtg is situational trash that triggers once per game against an obliging opponent :(

    its basically the minor benefit of first Ed special ops title but you gotta PAY for it!

    Cody is cheaper and has one of those neat abilities wherein not triggering is not a bad thing! He's also useful in one-on-one engagements, whereas VTG is literally worthless 

    so...no; never. I'd sooner go for a four point bid!

    Right now I’m thinking Wolffe with Elusive, R3, and Cody with two 104ths and Ashoka with Battle Meditation.


  22. 10 minutes ago, ficklegreendice said:

    Gonna have to try synchs later

    Mostly huge fan of Wolfee (action independent mods AND occasionally 3-die aux arc? **** yeah!) and Sinker

    Hadn't had much success with Jag; probably too focused on flying Sinker. Mainly used him to reduce dependency on Sinker for mods. 

    Used Cody instead of synchs (because **** green dice) but synchs may be interesting especially if there's no room for an Arc to move its fat *** around obstacles and still set up a shot. And, unlike 7th Gunner's disarm, you don't have to commit to support

     

    Arcsarcsarcs

     

    Would you opt for Cody on Wolffe over VTG? I know VTG is a great match for the pilot ability, but Cody can trigger way consistently.


  23. Also in the running is Triple Arcs with Ashoka support. Could drop either of the droids if I wanted a bid. 

    ARC-170 Starfighter - •“Wolffe” - 58
        •“Wolffe” - CC-3636 (51)
            R3 Astromech (3)
            Veteran Tail Gunner (4)

    ARC-170 Starfighter - 104th Battalion Pilot - 42
        104th Battalion Pilot - (42)

    ARC-170 Starfighter - 104th Battalion Pilot - 42
        104th Battalion Pilot - (42)

    Delta-7 Aethersprite - •Ahsoka Tano - 58
        •Ahsoka Tano - “Snips" (47)
            R4 Astromech (2)
            Battle Meditation (9)

    Total: 200/200

    View in the X-Wing Squad Builder

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