Jump to content

kempokid

Members
  • Content Count

    1,648
  • Joined

  • Last visited

Everything posted by kempokid

  1. Ah, my bad. Re-reading it now: can cause the ship to overlap obstacles (but NOT other ships). Bummer.
  2. I'm looking at a scenario where I have Spacetug Tractor Array on Unkar Plutt. Can I use the Spacetug Tractor Array to barrel roll a ship into Unkar? The rules state you can cause ships to overlap, so I'm guessing it is possible. Then, at the end of activation, I would assign a second tractor beam token onto that ship based on his ability. I just want to verify before I try to pull this off in-game. Looks like a fun way to reduce a ship's agility for one of my flankers to close in and deal the real damage.
  3. Or give it the Ryad treatment: When you execute a Straight 2, 3, or 4 maneuver, and you are not stressed, you may rotate your ship 180 degrees. Then receive 1 stress token after the Check Pilot Stress step. Not quite as nimble, but allows it to get back in the fight much easier.
  4. A trio of high PS Defenders or Interceptors won't have much trouble against this. Sit at Range 3, away from the Dorsal, and peck at them until they explode. That would require high piloting skills, but it a good counter to this I think. It's viable, for sure though. And would be really fun if you're a Ghost fan.
  5. 3 B's & Biggs is my "Legacy" list. I used it in a standard store tournament and went 1-4. Used it again in a "Waves 1-3 only" tournament and went 3-1. My only loss was against 4 interceptors with shield upgrades. Never stood a chance. They just don't fit in the current state of the game at this point. I wonder if they can do something with the B-Wing prototype Hera flys in Rebels. Drop the cannon & torpedo slots for all green 1's and 2's or something.
  6. Yeah, based on Worlds, looks like mindlink is definitely effective. I would like to try something a little different, and VI with a strong initiative fits my overall strategy. I'm glad I can at least make improvements on the third ship. This thread has given me a lot of ideas.
  7. (100) Black Sun Ace (25) - Kihraxz Snap Shot (2) Black Sun Ace (25) - Kihraxz Snap Shot (2) Emon Azzameen (50) - Firespray-31 "Mangler" Cannon (4), Conner Net (4), Tail Gunner (2), Scavenger Crane (2), Slave I (0), Extra Munitions (2)
  8. Thanks for all these ideas. Definitely shows there is a better use of those points. The three above seem to fit what I'm like looking for the most. Fitting the ion turret will be the most challenging point-wise, but I can see how much Ketsu can benefit from an ioned ship.
  9. Thanks for the insight. Much appreciated. I was looking at Worlds results, and saw that the star fighter and Shadow Caster were the #2 and #3 most used Scum ships this past weekend. Not sure if any list with both made it to the top 16, but it certainly seems to be gaining popularity. N'dru is really a point filler. This list initially had double Glitterstim on Ketsu, and Kaa'to piloting the Z-95 instead. But I found that hoping for focus results didn't outweigh the stress that came with it. I figure this way I at least have all 9's and can choose the order of moving and shooting, which can come in handy. I'd like input on how those points could be better used. A Jakku Gunrunner with ion bombs, pattern analyzer, and Spacerug Tracor Array comes in at the same point total (19). Hoping to keep this list at 98 for a good initiative bid. EDIT: that actually comes to 21, so I'd have to drop Pa or tractor array.
  10. (98) Ketsu Onyo (49) - Lancer-class Pursuit Craft Veteran Instincts (1), K4 Security Droid (3), Rigged Cargo Chute (1), Black Market Slicer Tools (1), Shadow Caster (3), Gyroscopic Targeting (2) Old Teroch (30) - Protectorate Starfighter Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2) N'Dru Suhlak (19) - Z-95 Headhunter Veteran Instincts (1), Black Market Slicer Tools (1) I'm going to be using this list as much as possible, so I was hoping to get some insight on what lists I will have trouble with, and how I can best fly this list against its counters. Thanks!
  11. R2-D2 will serve Norra better than Biggs. Push the limit or Expertese are both great EPs for Norra. That's an essential slot for ships that can have one. Here's something I put together that builds out Norra and Sabine a bit more: (100) Norra Wexley (41) - ARC-170 Expertise (4), Tail Gunner (2), R2-D2 (4), Alliance Overhaul (0), Vectored Thrusters (2) Biggs Darklighter (26) - X-Wing R2 Astromech (1), Integrated Astromech (0) Sabine Wren (33) - Attack Shuttle Juke (2), Twin Laser Turret (6), Jan Ors (2), Targeting Computer (2) You could downgrade the turret or lose the targeting computer for a better Astromech for Biggs. But Jan on Sabine gives him an evade.
  12. I've played some casual games where people do double boosts and get initiative rules wrong. I hate pointing that stuff out because you it may push people away from the game. But little stuff like that makes a big difference.
  13. Oh, my bad. I only play scum FireSpray. Didn't realize she was a part of both factions. That being said, I'm not sure I see a need for the adv proton torpedoes unless you just had room for them. Engine Uprade always works well with the FireSpray.
  14. @MHamerR8 You might want to verify that you can run these ships together in your tournament. Kath is a scum pilot, and the starkiller base pilot is Imperial. Unless otherwise specified, your list will need to contain ships from the same faction.
  15. Those are pretty tricky questions, and all depends on matchup. Starting with TLTs: since it's a secondary weapon, they ignore range bonuses. If you keep your opponent at a distance, you run a better chance of landing both hits. It's possible the B-Wing can get in close and land 4 hits. But depending on the defender, it could evade two. So, a TLT Y-Wing at range three has a good enough potential to do as much damage as a B-Wing at range one. Also, a big component of TLTs is stripping tokens away from the defense. It could clear up better shot chances for your heavy hitters. As for shield vs. hull, there are pros and cons. Shields protect you from crits longer, and you can regen them with astomechs. But there are a lot of cards now that do damage straight to the hull. It really all comes down to a few things: familiarity with your list, action economy/ship synergy, and the matchup vs your opponent.
  16. Snap Shot on Wedge is interesting, but remember he'll me moving last, or close to it, so I'm not sure how many chances you'll get to use it. It's hard to close in on a high PS because you have to anticipate them moving. But, that is cool to match his ability with Snap Shot.
  17. It's really a combination of the two. They're easy to pinch, as in two ships come in from opposite directions, and fire at a distance. They do pack a punch, and their health keeps them on the table for a bit. They're really strong against slow-moving targets. Interceptors and Defenders will give you the most trouble.
  18. So, I read through the rulings on Scavenger Crane. It wasn't one I ever really understood. As fun as the red reverse one and boost would be, I think Scavenger Crane works much better with Zuvio. But probably on a list that includes some Z95 pirates.
  19. Competitively, I would say probably not. B-Wings are great offensive weapons, but there are so many Imperial ships that are just as strong and can dance all around them. I don't write this to discourage you, though. If you know the ships well enough you will definitely win some matches. B-Wings are my favorite. I flew them exclusively when I started. They just don't seem to hold up against newer waves.
  20. Not sure what the game plan would be. Depends on the opposition and how quick they can move. The Quads could keep up if I move them vertically and keep Asajj horizontal for a bit. Being it into the fight later. The only other large base scum ship I have is the FireSpray, which might could work with this list if I load it up with bombs.
  21. (100) Constable Zuvio (28) - Quadjumper Trick Shot (0), Bombardier (1), Ion Bombs (2), Primed Thrusters (1), Black Market Slicer Tools (1), Engine Upgrade (4) Unkar Plutt (23) - Quadjumper Ketsu Onyo (1), Weapons Guidance (2), Black Market Slicer Tools (1), Spacetug Tractor Array (2) Asajj Ventress (49) - Lancer-class Pursuit Craft Veteran Instincts (1), K4 Security Droid (3), Rigged Cargo Chute (1), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2) I was looking at a few options for Quadjumpers, and thought this could be fun. Reveal a reverse 1 straight with Zuvio, drop an ion bomb up 2 spaces, move back, then boost forward. You basically throw an ion bomb 2 forward from where you started. Unkar is just there for fun, and Asajj is there to be a big target. Again, I have no idea what I'm doing with these things. It's like they could be a little bit of everything.
  22. I think Luke should have some torps for thematic effect.
  23. It's a great Norra build, for sure. Maximizes actions. I like regen Norra with Rey because she is the obvious threat and should go down quick. Having regen keeps her alive longer. But I can definitely see this having success.
  24. I ran this list today against a Rebel build. I did decide to switch to BMST for the stronger initiative. Super fun. I'm very happy with my decision to purchase. That tractor token creates all sorts of problems.
  25. Fair point. I can see that. *Always* wasn't the right word. I tend to go for max damage, so I try to land as many dice as possible. That use case isn't something I have experienced. Thanks for the knowledge.
×
×
  • Create New...