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kempokid

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Everything posted by kempokid

  1. At range 3, it will have five evade dice, up to six if it's obstructed (unless it's the TLT swarm build). It's definitely a glass cannon if something gets in close, though. Now that I'm looking at it, I can go with autothrusters and have a point left over for the v1 title, which gives me an evade with a target lock.
  2. We have store tournaments from time to time. We have a pretty competitive scene here. Several of the regulars go to all the regional and world tournaments. Two of them finished top 10 at Hoth. I'm not quite on their level, but I go against them from time to time. I also just play casually with friends and co-workers at work. If I'm flying Imps, it's definitely a casual game because I'm a Rebel player and I've never had as much time (and money!) to invest into Imperials.
  3. I think that list can handle Rebel aces well because they'll be maxed out at 2-3 ship and I can sit at range three and throw five dice. But a TLT Swarm will rip it apart. I've had success with the top one, and I'm leaning towards it because of my familiarity, I'm but worried it won't last.
  4. I'm playing a casual game tomorrow, and was going back and forth on a few Imperial lists. Opponent typically flies y-wing spam or Rebel ace lists. Primary Imp List (97) "Duchess" (29) - TIE Striker Expertise (4), Adaptive Ailerons (0), Lightweight Frame (2) "Quickdraw" (39) - TIE/SF Fighter Expertise (4), Fire Control System (2), Sensor Cluster (2), Special Ops Training (0), Lightweight Frame (2) "Omega Leader" (29) - TIE/FO Fighter Juke (2), Comm Relay (3), Stealth Device (3) Snap Shootin' (100) Major Rhymer (37) - TIE Bomber Snap Shot (2), Assault Missiles (5), Extra Munitions (2), Lightweight Frame (2) Omega Squadron Pilot (19) - TIE/FO Fighter Snap Shot (2) Omega Squadron Pilot (19) - TIE/FO Fighter Snap Shot (2) Zeta Specialist (25) - TIE/SF Fighter Fire Control System (2) title (0) No Fancy Name (100) The Inquisitor (32) - TIE Adv. Prototype Swarm Leader (3), Stealth Device (3) Epsilon Squadron Pilot (15) - TIE/FO Fighter Epsilon Squadron Pilot (15) - TIE/FO Fighter Bounty Hunter (39) - Firespray-31 Tail Gunner (2), Engine Upgrade (4)
  5. Bravo on putting this list together. Great efficiency and point value. Looks like a ton of fun to fly.
  6. My experience has been the lower, the better. So most elite upgrades start around 5 PS.
  7. To follow-up on this, I gave in and bought both expansions. You win again, FFG! Really looking forward to flying this pair. Thanks for all the input, everyone.
  8. The shuttle is basically nonexistent while it's docked. You can't use any pilot abilities or upgrade cards you've placed on it while it is docked. While docked, the Ghost's special arc can be used as a primary firing arc, and if you have a turret on the Ghost, you gain an additional turret attack and the End of the Combat phase. As @thespaceinvader said, TLTs in combat and again at the end of the combat phase give you 4 total attacks that will do up to 4 damage. It's always beneficial to use its primary attack if possible during the first round of combat because of its 4 red dice. Add Fire Control System to it, and you have a target lock ready for your additional turret shot.
  9. I haven't been able to get a hold of autothrusters yet. I guess the StarViper could be fun, but I'm not into buying expansions just for the cards. If I'm playing casual, my opponents will definitely let me proxy it. But that frees up a point to upgrade my Z-95: (99) Ketsu Onyo (51) - Lancer-class Pursuit Craft Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2) Old Teroch (31) - Protectorate Starfighter Veteran Instincts (1), Concord Dawn Protector (1), Autothrusters (2) Kaa'to Leeachos (18) Veteran Instincts (1), EMP Device (2) Two 9's and 7 is pretty good for the point cost. I could drop EMP Device for a stronger initiative bid. Or switch to Black Market Slicer Tools for a 98 point bid.
  10. If a small ship can tractor beam a small ship, then I could see how a large ship to tractor beam a large one. Like @Cpt Hellcat said, make it large ship only. I'm not sure how many large ships will take this modification instead of engine upgrade or Gync. I like @wurms idea as well. Just give me something for investing points into something with a tractor beam. It's really the only thing that something is immune to.
  11. B-Wings. I like a slow, methodical game, and flying a few in formation can pack a mean punch.
  12. Yeah, this is a pretty nice way to go about it. I understand how it looks overpowering to be able to move a large ship, but I think it evens out with you having to give up two attacks and make room for two tractor beams (unless you're Ketsu).
  13. Keeping all the millions of pieces organized and ready for games/tournaments. The set-up takes at least 15 minutes unless you keep your different lists organized and put away together. People who get overly pissed off if you accidently bump or move your ship wrong. The rules state there is a slight margin of human error (not that anyone should take advantage that rule). And I'll join on the Kylo Ren hate. Especially when he's cruising with Palp.
  14. I don't necessarily want it to work like an ion token. Like you mentioned, ion tokens are removed after you resolve their effect. Tractor beam tokens are removed during the End phase. I don't think it would be fair for a large ship to go around with one less agility until you get a second token on it to resolve the effect. This modification would let you lower the agility with the first tractor beam, but you would only be able to move it after the second tractor beam token is applied. This means you have to get two tractor beam tokens during one round of combat if you want to move the opponent's ship.
  15. This is what triggered my thought to make a post. At least ions can do something vs. large base ship, even if it is a different approach. For tractor beams to be 100% useless vs. a good number of ships makes me nervous to consistently fly a ship like the Shadow Caster, despite how awesome the abilities are if you are able to make it work.
  16. A Scyk wouldn't be able to do it alone though. It would take two tractor beam tokens to move it. Would be unthematic to have two Scyks with tractor beams move a Decimator?
  17. Because it would be powerful, that's why I see it needing to come at a point cost and take up a modification slot. Outside of Ketsu, it would be difficult for a ship to apply two tokens in one round, so you're making the decision to find ways to add two tractor beam tokens on a large ship, then be able to capitalize on it.
  18. I've been sold to put Expertise on anything that has FCS, but I'm not sure you have the points for expensive EPTs on this list.
  19. I didn't know where to put this, but I was just curious what others thought of this idea: Modificaton card (4): your tractor beam tokens may be assigned to large ships. The second time a large ship receives a tractor token, the opposing player may choose to perform a boost or barrel roll action. 4 points is pretty steep for a modification slot, but I think it's fair if you get to reposition a large ship.
  20. Thanks for the input. I can upgrade my Z-95 pilot to beat out 1's and 2's, then add thread chasers to help my other two ships with their attack since 2 dice doesn't do much. (98) Ketsu Onyo (51) - Lancer-class Pursuit Craft Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2) Old Teroch (31) - Protectorate Starfighter Veteran Instincts (1), Concord Dawn Protector (1), Stealth Device (3) Black Sun Soldier (16) - Z-95 Headhunter XX-23 S-Thread Tracers (1), EMP Device (2)
  21. Does this make good use of upgrades/symmetry? Gave the pirate an EMP to set up the initial attack. Glitterstem frees me up to use my action to rotate the firing arc. 97 is also a strong initive bid. I could see autothrusters on Old Teroch, but I'm going with what I have available right now. (97) Ketsu Onyo (51) - Lancer-class Pursuit Craft Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Shadow Caster (3), Gyroscopic Targeting (2) Old Teroch (32) - Protectorate Starfighter Veteran Instincts (1), Concord Dawn Protector (1), Shield Upgrade (4) Binayre Pirate (14) - Z-95 Headhunter EMP Device (2)
  22. Running a few alongside the new Chewie could be fun. When they crash and burn, have him and Finn/Gunner go to work.
  23. Thanks for the recommendation. From Ketsu's ability, to the mobile arc, to the dial, this ship looks like too much fun. I may have to fit the protectorate in the budget (lol x-wing and a budget) to fly them together. In the meantime, I may fly Ketsu with Torkil Mux to ensure she's the top ace during the Combat Phase.
  24. I suppose you're right. Only a Sith deals in absolutes. I'll put it this way: I haven't encountered a time, that I know of, where it made more sense to reroll a focus result when I had a focus token.
  25. If I have the ability to change a focus to a hit, and I roll a focus, I'm leaving that thing alone.
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