-
Content Count
1,648 -
Joined
-
Last visited
Posts posted by kempokid
-
-
4 minutes ago, Asturonethorius said:Ok now that I'm pretty sure I'm going to fly the above list, whats the best way to fly this, as far as rock, debris placement, set up, etc?
You have to just try a bunch of different things, because you can never count on where your opponent will place their rocks/ships.
You're way overthinking this game. Game experience is the most important aspect. Try this list out. And if it works, great. If it doesn't, fly it again. And again. And again.
-
6 hours ago, Trubble said:Rey's an 8 so your spending the A wings evades before they shoot, so why Juke?
This^^ a Swarm Leader and two GSP's with Juke will only really work if you give them Snap Shot. They move, evade, defender moves and you hit them with a two-dice attack, turning one evade into focus before they take any actions/collect tokens.
I would consider replacing Juke or PTL with Snap Shot to make this list more efficient. And it's hella fun to fly.
-
I'm not an Imperial flyer, so I've just been casually playing this list against friends who play mostly Rebels:
(99)
"Duchess" (29) - TIE Striker
Expertise (4), Adaptive Ailerons (0), Lightweight Frame (2)"Quickdraw" (41) - TIE/SF Fighter
Expertise (4), Fire Control System (2), Sensor Cluster (2), Special Ops Training (0), Shield Upgrade (4)"Omega Leader" (29) - TIE/FO Fighter
Juke (2), Comm Relay (3), Stealth Device (3)If you can get them to focus on Quickdraw, you can light them up pretty good with the other two, and have Omega Leader for the end game.
Like I said, it's mostly for fun, but QuickDraw can deal some major damage, especially if you can line up a range one attack with the rear arc, and use the title to get two shots off as much as possible.
-
8 minutes ago, Karhedron said:Looks very solid, I haven't picked up Sabine's Tie yet but I have been interested in trying out a very similar list to this.
Not sure Miranda really needs Rey. I normally put her on if Miranda is packing Homing Missiles or plasma torps. The extra Focus tokens are handy but nothing special. I would be tempted by Sabine or Tactician. Sabine with the Conner Nets is easy money. The Tactician might be handy given the prevalence of Attanni and /x7 Defenders in the meta at the moment.
Otherwise, go for it!
I'd have to agree that Sabine will effectively double the damage done by the Connor nets. Two damages and two ions is brutal for any ship that hits it.
But, I understand stacking focuses to maximize your TLT, which is a full-game benefit to Sabine's two potential damage points benefit.
-
37 minutes ago, Asturonethorius said:Instead of trying to be all no such thing as better, best list,decks,builds, game mechanically, and its skill that matters, not list, builds, decks, etc, and that they are all good, and all that BS, Kume, By Yah stuff, and instead of trying to debate, argue, convince, persuade others of that, instead please go somewhere else
You're not going to get what you want because it's literally impossible, therefore pointless to argue the way you hope us to. This entire game is designed around it being impossible to have a best list. That's why the makers post frequent FAQs and new waves to break the trend. There is an argument for and against every list. That's just the way this game is, and we can't make an assumption about everything (skill level, etc).
The approach you're taking to spark a discussion isn't going to be very effective.
Han Silo and Phanto Fiend reacted to this -
3 minutes ago, Analogkid said:Thoughts on 2xTLT with light Dash in the current meta?
Dash Rendar (52) - YT-2400
Lone Wolf (2), Heavy Laser Cannon (7), Rey (2), Outrider (5)Gold Squadron Pilot (24) - Y-Wing
Twin Laser Turret (6)Gold Squadron Pilot (24) - Y-Wing
Twin Laser Turret (6)Throw the titles on the Y-Wings. It takes more focused/experience flying, but you could deal an additional hit per Y-Wing per round.
-
10 minutes ago, Kleeg005 said:Who stands up to help them out?
Solidly second tier ships, the 'Viper and the 'Spray. Using those two, and whatever third S&V ship you like, what do you do? What's your list? How are you going to fly them?
Depending on which Viper pilot you use, you're not going to have a lot of points to pump into the Firespray.
Heres what I got:
(100)
Prince Xizor (36) - StarViper
Push The Limit (3), Autothrusters (2)Mandalorian Mercenary (38) - Firespray-31
Veteran Instincts (1), Tail Gunner (2)Serissu (26) - M3-A "Scyk" Interceptor
Snap Shot (2), "Heavy Scyk" Interceptor (2), Flechette Cannon (2) -
33 minutes ago, Muppetfluffer said:Skip hera/jyn and get recon on lothal for jancombo+focus?
might wanna consider to put Jan on Tiefighter.
That's an idea. However, I'll just be honest and say I've gotten too comfortable having Hera on the Ghost. I'm a bit dependent on it.
As for RecSpec, one good thing about Jyn is the Ghost can take an evade action, and still get focus tokens sent its way. Jan gives me a second evade. So instead of two focus tokens from recspec, I could have a focus and two evades.
RecSpec is more reliable than Jyn, but the Ghost having two focuses (without Jarrus) is also a gamble if you're not rolling defense dice.
-
(100)
Lothal Rebel (46) - VCX-100
Fire Control System (2), Dorsal Turret (3), Hera Syndulla (1), Finn (5)Heff Tobber (32) - U-Wing
Sensor Jammer (4), Jan Ors (2), Jyn Erso (2)Ahsoka Tano (22) - TIE Fighter
Veteran Instincts (1), Sabine's Masterpiece (1), Captured TIE (1), EMP Device (2)I'm thinking about something like this, where Ahsoka can ionize a threat on the board and have Heff just stop in front of the ionized ships to send a focus/evade to the Ghost. The Ghost can evade each round, while collecting a focus/evade from Jan/Jyn. Finn maximizes the Ghost's power attack, and have Hera there for those tricky situations.
-
2 hours ago, nitrobenz said:Definitely drop Rey down, with that many dice more than two blanks would be pretty common. How about Cassian instead? Fire Control for TL and Rey crew for focus, there's actually 9 points to play with there...
I was trying to find a way to deliver maximum number of dice. And I found it!
(100)
"Zeb" Orrelios (13) - TIE Fighter
Ahsoka Tano (19) - TIE Fighter
Veteran Instincts (1), Sabine's Masterpiece (1)Jan Ors (38) - HWK-290
Swarm Tactics (2), Ion Cannon Turret (5), Recon Specialist (3), Moldy Crow (3)Ezra Bridger (30) - Attack Shuttle
Swarm Leader (3), Finn (5), Targeting Computer (2)So, Ezra has a target lock at range One. That's 4 + Jan's ability 1 + Finn's 1 + Swarm Leader 2 = 8 dice. And Swarm Tactics will allow Ezra to shoot first since he's most likely going to die very very soon after this once per blue moon shot.
-
16 minutes ago, jmswood said:I like the idea of versatile ships; kite with the turret or joust with the Rockets depending on your matchup. In the right game you could joust on the way in, TLT on the way out and never need to turn round (depending on the dial.)
I would be surprised if it had a K-Turn. If it does, maybe a 2 or 3. I agree, you don't really need to turn it around.
-
(attempt to make this thread a squad list post)
Lv. 2 Aggressor Pilot with TLT + Unguided Rockets + Lightweight Frame = 27 pts.
I think it'll keep your opponent honest. You should be able to steer them towards your other ships. Add it to something like:
Backdraft - Expertise, FCS, Primed Thrusters, Special Ops Title, and Lightweight Frame (36)
Maarek Stele - Exepertise, TIE/x7 (37)
-
5 minutes ago, gennataos said:Per the current FAQ (as of January, I think), you do get the second attack from the TLTs. I do like the idea of exploring other turrets, though, thanks,
Indeed you're right:
"If a VCX-100 is equipped with the Ghost title, has a docked Attack Shuttle equipped with the Phantom title, and performs an attack with a Twin Laser Turret at the end of the Combat phase, that ship can perform the second attack with Twin Laser Turret "
-
10 minutes ago, jwilliamson12 said:I'm trying to think of ways for a Rebel to get 7. Rey at range one is 4 + Finn + Jan Ors pilot + Swarm Leader on Rey = 8. I'm thinking that's gotta be max damage. And you would need a target lock to have a chance with Finn.
And... even that won't work. Can't add all the necessary pieces to pull it off with 100 points:
(105)
Jan Ors (25) - HWK-290
Rey (53) - YT-1300
Swarm Leader (3), Finn (5)"Zeb" Orrelios (13) - TIE Fighter
Captain Rex (14) - TIE FighterI guess you could drop Rey to make it work but this isn't competitive as it is.
Edit: can only drop to Chewie to keep Swarm Leader and you're sitting at 102.
-
2 hours ago, nitrobenz said:Yeah, direct hit/major explosion is the only way to get 7 damage. Miscounted in my head, that's what I get for rushing my post :/
I'm trying to think of ways for a Rebel to get 7. Rey at range one is 4 + Finn + Jan Ors pilot + Swarm Leader on Rey = 8. I'm thinking that's gotta be max damage. And you would need a target lock to have a chance with Finn.
-
7 minutes ago, StriderZessei said:How are you getting 7?
2 + 1 for the title + 1 range 1 + 1 Finn + 1 Norra's tl ability = 6.
Unless he's factoring in a direct hit, I only count 6 as well.
-
1 hour ago, gennataos said:I've bookmarked that sort of list, thanks for the recommendation!
What do you guys think about this tweak on Kanan/Biggs? Is it too cutesy and/or costly to get bombs on the Ghost? No one is going to want to get in the rear arc anyway, but it actually gives you option to drop the Phantom before most people do (when the Ghost blows up, which usually means the list lost). I'd usually put Rey as the second crew to store up those necessary focus tokens, then probably EU.
Kanan Jarrus (38)
Fire-Control System (2)
Twin Laser Turret (6)
Extra Munitions (2)
Sabine Wren (2)
Recon Specialist (3)
Ion Bombs (2)
Tactical Jammer (1)
Ghost (0)Biggs Darklighter (25)
R2-D6 (1)
Integrated Astromech (0)"Zeb" Orrelios (18)
"Chopper" (0)
Phantom (0)Total: 100
Nice idea with the Ghost to give you the added ship earlier than you would usually be able to. Keep in mind that while the Shuttle is docked, the TLT will only give you one attack at the end of combat, not two (unless there has been an FAQ clarification that I'm not aware of). Because of that, I usually find a different turret to put on the Ghost, especially since my plan is to use its primaries whenever possible. Using the Dorsal Turret might open up a spot for a better crew member on Zeb if you want to get him involved early.
-
Maybe a Ghost/Falcon build?
Lothal Rebel - FCS, Dorsal Turret, Hera, Zeb (42 total)
Rey - Expertise, Finn, Kanan, new Falcon title (58 total)
Fly straight up the middle and sling dice. You'll get hit back, but that's 29 health points on the board. FCS will let the Ghost evade to negate at least one hit. Switch out Kanan for Jan and drop the title if you don't care about the stress-less S-Loop.
-
Tie Striker has the better cards for overall use (Swarm Leader, Lightweight frame). Sabine's TIE pretty much only has uprades for the Rebel TIE.
I've flown both now, and they're both super fun. I'd say it depends on which faction you like best, or if you think lightweight frame could help your bomber, TIE S/F, etc.
-
27 minutes ago, Rolotamasi said:I like it - thematically it is awesome. One small change I would make is dorsal to autoblaster. I think it is better to catch those pesky aces behind you. Plus it frees up a point to but Hera on the Ghost. Who doesn't love multiple 5ks on a big ship, amiright?
It's always a good idea to find a way to put Hera on the Ghost. Zeb crew member goes really well with Chopper on the Ghost as well. I've found that the autoblaster won't give you full advantage of the additional turret shot because people will have an easier time avoiding its range. That's just been my experience with the Ghost.
Looks like fun though, that's for sure!
-
I've had mixed results with Quickdraw, Dutchess, and Omega Leader all fully decked out.
Worked well on one list, and not so well on the other. My goal with it is to have them spend attention on Quickdraw, and hopefully wound them enough to have Omega Leader finish off the scraps, with Dutchess zooming in and out of the battle whenever she's needed. The exact Build is:
99 Points:
Duchess - Expertise, Adaptive Ailerons, Lightweight Frame (29 total)
Quickdraw - Expertise, FCS, Sensor Cluster, Special Ops Training, Shield Upgrade (41 total)
Omega Leader - Juke, Comm Relay, Stealth Device (29 total)
-
I think as of right now, only the Firespray and ARC-170 have an auxiliary firing arc and a crew member slot to make use of tailgunner. I don't play scum, so I may be leaving one out.
-
-
It's a good ship. And if you ever want to get into Scum with Most Wanted, it makes a good scum support ship (Most Wanted comes with the Scum pilots for it). Jan Ors is great as well. High pilot skill with a good ability to support offensive ships.
I've been planning to run a Roark Garnet build alongside the Zeb TIE with the Captured TIE modification.

Roak vs. Torkil - HWK vs. HWK
in X-Wing Rules Questions
Posted · Edited by jwilliamson12
What happens when Rebel Roark and Scum Torkil attempt to use their abilities on the same ship? Does the initiative bid get the advantage? Or do they cancel each other out? Or, does Torkil use his ability at the end of Activation, only to have the ability overruled by Roark at the start of combat?
Roark Garnet - At the start of the Combat phase, choose 1 other friendly ship at Range 1-3. Until the end of the phase, treat that ship's pilot skill value as "12".
Torkil Mux - At the end of the Activation phase, choose 1 enemy ship at Range 1-2. Until the end of the Combat phase, treat that ship's pilot skill value as "0".