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kempokid

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Posts posted by kempokid


  1. I think I would focus on Poe first. He's got the better mobility between the two, and if you can take care of him without losing too much, you can overwhelm Norra without her being able to regen.

    But both are such strong fighters you should be able to position yourself well and adapt to whichever one your opponent attempts to target.


  2. K-Wing/Sabine Fun (100)

    Warden Squadron Pilot (39) - K-Wing
    Autoblaster Turret (2), Extra Munitions (2), Cassian Andor (2), Conner Net (4), Cluster Mines (4), Advanced SLAM (2)

    Ahsoka Tano (24) - TIE Fighter
    Veteran Instincts (1), Sabine's Masterpiece (1), Captured TIE (1), Sabine Wren (2), EMP Device (2)

    Heff Tobber (37) - U-Wing
    Sensor Jammer (4), Seismic Torpedo (2), Jan Ors (2), Jyn Erso (2), Pivot Wing (0), Hull Upgrade (3)

     

    I thought I would load some action-based cards in Heff since he'll have two chances to perform action without taking away his action during activation.


  3. 20 minutes ago, FrogTrigger said:

    my understanding of this is that since he has the token he can turn one focus icon into a damage, then discard the token to also add a damage through Wired, correct

    I'm also not sure you have the right understanding of Wired, which states "when attacking or defending, if you are stressed, you may reroll one or more of your focus results."

    that card only applies to Tycho. Poe can't draw off that ability. Poe can keep his focus to turn one focus to a hit. Odds are you won't roll more than one focus on a three-dice roll. If you do, spend the token to turn both (or all three) into hits. Always take the assurance and what will land you the most hits. Also don't forget to add integrated astromech to Poe.


  4. Norra/Jan (100)

    Norra Wexley (39) - ARC-170
    Expertise (4), Tail Gunner (2), R2-D2 (4), Alliance Overhaul (0)

    Jan Ors (35) - HWK-290
    Adrenaline Rush (1), Twin Laser Turret (6), Kanan Jarrus (3)

    Ahsoka Tano (26) - TIE Fighter
    Veteran Instincts (1), Sabine's Masterpiece (1), Captured TIE (1), Sabine Wren (2), EMP Device (2), Ion Bombs (2)

    Idea is to draw attention towards the HWK and maximize the added focus/additional dice given to Norra from Jan. Ahsoka is there to be a distraction and cause a little havoc.

    I could downgrade the HWKs turret to either add the title or upgrade the elite talent.


  5. 21 hours ago, jmswood said:

    So what I got out of this is: "if you can't beat 'em, join 'em."

    Every castle/fortress has an exploitable weakness. Yours starts with assuming other ships have to make passes, and assuming every opponent will fly the way you want them to. 

    Eventually you will face an opponent with the right tools and tactics, and then you need to be certain this list can handle an engagement without fortressing. My prediction: it can't. The B-wings will sucumb to focus fire; the U-wing is easily outmaneuvered.

    I've been watching regionals matches. The lists winning games with fortresses aren't built to fortress. They are built to win, and they can fortress if it suits them. This is an important distinction. One you should consider if you want to incorporate fortressing in your list. 

     

    The problem with B's has always been their low mobility and low agility. Any ship with 3+ dice will sit at range 3 and pick apart their shields one round after another. B-Wings are in-your-face fighter. Weaken your opponent and maybe trade a B-Wing for something your opponent finds valuable. That's the only way I've been able to win with them, anyways.


  6. 15 hours ago, Funkula said:

    So here are my thoughts, followed by a list that incorporates them.

    1. I don't think Pattern Analyzer is being used to its fullest. Zeta's ability requires him to not be stressed on his attack, which undermines a major use of PA (avoiding the consequence of a red maneuver).

    2. I also don't think Sensor Cluster does much. If you're going to use Comm Relay in conjunction with Swarm Leader, I think you're better off running it on as many support ships as you can.

    3. In order to support PA, I recommend swapping Epsilon Pilot for Epsilon Leader. That way you can execute a group red maneuver, still get an action to focus with the lead ship, have two evades banked from previous turns, and wipe the stress before shooting.

    4. I changed Duchess for Pure Sabacc because I prefer him, but it can be changed back if you feel the flexibility improves your Striker's maneuverability.

    Imperial test bed (99)

    "Zeta Leader" (25) - TIE/FO Fighter
    Swarm Leader (3), Pattern Analyzer (2)

    "Omega Leader" (26) - TIE/FO Fighter
    Juke (2), Comm Relay (3)

    "Epsilon Leader" (22) - TIE/FO Fighter
    Comm Relay (3)

    "Pure Sabacc" (26) - TIE Striker
    Expertise (4), Adaptive Ailerons (0)

    Thanks for the advice! I really appreciate it. I've upgraded to Epsilon Leader. I must have overlooked his ability. Pairs great with Zeta.

    I'm going to keep Dutchess for now to allow me to get used to the Adaptive Ailerons card. I want to test it out and have the ability to not take the maneuver if I get stuck in the wrong place. I also decided to be a little more defensive and put the lightweight frame on Dutchess. I should be playing this list today. I'll report back.


  7. I typically don't fly Imperials, so I was looking for some feedback with this list:

     (100)

    "Zeta Leader" (25) - TIE/FO Fighter
    Swarm Leader (3), Pattern Analyzer (2)

    "Omega Leader" (29) - TIE/FO Fighter
    Juke (2), Comm Relay (3), Stealth Device (3)

    Epsilon Squadron Pilot (17) - TIE/FO Fighter
    Sensor Cluster (2)

    "Duchess" (29) - TIE Striker
    Expertise (4), Adaptive Ailerons (0), Lightweight Frame (2)

    The idea is to keep the F/Os together. Omega shoots first to keep advantage of Juke before giving the evade to Zeta who pulls another evade from Epsilon to get 5-6 attack dice depending on range.

    Dutchess will be my flanker to boost in when needed. Was thinking about taking lightweight frames off and putting Targeting Computer on to take better advantage of Expertise.


  8. Sabine's TIE is great, but you don't have enough bombers to fully benefit from it at this point.

    I think the ARC-170 is one of the most versatile ships the Rebels have. You can make it do so many different things.

    If you want another big ship, The Ghost is undeniably fun to fly and comes with good crew members and upgrades.

    The K-Wing is becoming essential as well because of bombs and TLTs. It's a beast.

    If you like flying the A-Wing I recommend getting Rebel Aces with comes with some good upgrades for it.

    If you're interested in the Y-Wing you might have to look at getting Most Wanted along with it.

    Based on what you have, I would prioritize like this:

    1. Arc-170
    2. K-Wing
    3. Y-Wing & Most Wanted
    4. Ghost (if you want a big ship)
    5. Rebel Aces
    6. Sabine's TIE

  9. My favorite list:

    Biggs Bs (100)

    Blue Squadron Pilot (22) - B-Wing


    Blue Squadron Pilot (24) - B-Wing
    Fire Control System (2)

    Blue Squadron Pilot (25) - B-Wing
    B-Wing/E2 (1), Jan Ors (2)

    Biggs Darklighter (29) - X-Wing
    R2-D2 (4), Integrated Astromech (0)

    If you want to go pre-Rebel Aces, drop the Jan crew and add another FCS.

    Fly them in formation and take out the biggest threat on the board first while you're still protecting the B-Wings thanks to Biggs.


  10. My local store held a Legacy Tournament yesterday: Only Waves 1-3 pilots and upgrades allowed.

    My List (99 Points):

    • Blue Squadron Pilot (B-Wing) - FCS (24)
    • Blue Squadron Pilot (B-Wing) - FCS (24)
    • Blue Squadron Pilot (B-Wing) (22)
    • Biggs Darklighter (X-Wing) - R2-D2 (29)

    I played a total of four games.

    Game #1 - Lamnda w/ Vader crew, 4 TIEs

    I felt a bit bad about this one. The guy had the worst dice luck I've ever seen. He had Howlrunner and didn't land a single hit with any of his rerolls. I won this game when the time limit was exceeded. I took off 72 points and he took out one of my B-Wings, 24 points. I didn't approach this one all that well but got lucky with some hot dice rolling and the misfortunes of my opponent. However, the game was a nice tune-up for the rest of the games and I got a good look at how to lay out my astroids and keep my B's in formation. 

    Result: Won on Points Reaming (time limit)

    Game #2 - 4 Interceptors (including Fel)

    All of his Interceptors had stealth devices. Fel had PTL, obviously, and one of his Interceptors had Veteran Instincts. The other two were base-level. Let's break this down: 3 B's and an X-wing equals 12 attack points and 5 defense points total. Four Interceptors equals 12 attack points and 16 defense points (including stealth devices). Needless to say, it was mismatch. Interceptors have way better mobility and evasion. I managed to kill one Interceptor, but he tore me to shreds. I regret not trying to break up the formation because he focus-fired on my B's and picked them off one at a time. Biggs died in the first round of combat, so R2 was useless. Lesson learned: don't take the swarm head-on.

    Result: Lost Pretty Bad. (My 99 to his 24)

    Game #3 - Tycho, Dutch, and Biggs

    So, this was a fun list to play against, but it wasn't very competitive. I think he had too many secondaries that would have been better spent elsewhere. Understandable, with the wave limitation. He flew Tycho straight at me because it had assault missiles (clearly planning to face a lot of TIE swarms, which there weren't any). I decided just to take it head-on so I could at least kill Tycho quickly. He blanked with the missiles, and Tycho felt the wrath of my 3 B's (this is the one game where Biggs was out of my formation. He joined the fight later). After Tycho was dead, I concentrated on Biggs, then made my way to Dutch, who held on for a really long time thanks to his Ion Turret.

    Result: Win (His 100 points to my 0)

    Game #4 - Han & Wedge

    This was a straight up dogfight. My opponent sent Han straight after my B's, and did quite a bit of damage. With a bit of fortune, I landed a Direct Hit and then a Stunned Pilot. I kept blocking him with my B's to increase the damage and finally took Han Down. I traded a B-Wing and some health for his biggest ship. At that point, I had one B down to its hull points, Biggs with two damage and a shield (thanks, R2), and a healthy B. I turned all of that attention to Wedge and it was a matter of time until Wedge was gone. Biggs managed to draw a hit away from my banged up B-Wing, who returned a Range 1 shot that stripped Wedge's shields. Had Wedge been involved in the combat earlier (he was floating him away from everything until Han went down), I probably would have lost. Also, he had PTL on Wedge, which I don't think works because Wedge doesn't have enough green to shed the stress, which made his maneuvering predictable.

    Result: Win (His 100 points to my 53)

    Overal Record: 3-1.

    Not bad for my second tournament. Though there were definitely more skilled opponents there that I wasn't paired with, I thought I had a good showing. B-Wings pack a lot of heat and can take a beating. When Biggs hung around for more than the first few rounds of combat, it justified adding him as a distraction while the B-Wings did their thing. My feelings are mixed with R2-D2, but with the limited options in this tournament, I couldn't really spend those points anywhere else to get the same result.


  11. 2 hours ago, intoxicatedALF said:

    In combination with Autoblaster turret on a VCX it can be amazing. More so with the phantom docked. Just get in R1 and you have 4 auto unblockable hits. Just costs a bit for what it is... probably not very competitive due to the short range. 

    As a frequent Ghost flyer, I can say this is true in principle. However, I've had trouble taking advantage of the combo as nobody is crazy enough to get caught in range 1 of you. If you use a U-Wing as a blocker you might fare well. Otherwise, FCS is great for the rerolls might get you more hits than AC.


  12. 1 hour ago, starrider117 said:

    I have had some success with this combo. With both being at pilot skill 8 it can help you with coordinating your two ships. Jyn Jan can help either ship around as well.

    U Rey (100)

    Cassian Andor (38) - U-Wing
    Veteran Instincts (1), Fire Control System (2), Jan Ors (2), Jyn Erso (2), Pivot Wing (0), Engine Upgrade (4)

    Rey (62) - YT-1300
    Expertise (4), Kanan Jarrus (3), Finn (5), Millennium Falcon (1), Engine Upgrade (4)

     
     

    Just curious: if you have Expertise, why do you have Jyn as a crew member on Cassian? Seems like you wouldn't be able to do anything with the Focus you're sending to Rey. You're only rolling one green die. Also, without PTL on Cassian, I don't see how Kanan helps as a crew member on Rey. The U wing only has one red maneuver.

    EDIT: I see now you have Jan, which would give Rey an evade, so that would be nice. Still not sure that's the best way to use Jan/Jyn, but it should sustain Rey a bit.


  13. 2 hours ago, intoxicatedALF said:

    That's an idea, since Ezra thrives from stress. I've still got a week to test so I'll give this a go. Thanks!

    Pull the Target Lock to get an automatic crit, or use the rear arc to get an automatic crit. May help you save a focus for defense. Match made in heaven! Also see the appeal of KK in your build as well.


  14. One of my builds has a Captured TIE with Jyn because it will be in Range 1 often without the risk of being shot at. It should trigger Jyn as often as you need it to. That build matches Zeb and the HWK pilot that gives a friendly ship PS 12. Jyn supplies Moldy Crow with all the focuses it needs, and I have an T-70 as a flanker. Haven't had a chance to play it yet, but I'm hoping it's effective.

    If anything, you should have a lot of fun with this list. The Captured TIE is so naturally paired with the K-Wing.


  15. I would make room to upgrade your TIE to have EMP device. Ionize your opponents so Miranda/WSP can sweep in and lay out the bombs. They'll helplessly fly into them.

    Your Miranda is a little too beefy for me. Makes for an obvious target that, if taken down, you won't have the firepower to do much.

    I like the Waren Squadron build a little better since it's nice to have a bomber move first and you'll be able to with the lower pilot ability.


  16. Right, so I could use something like a Connor net or cluster mines since they are actions, as long as I'm not stressed.

    Thats going to make it really difficult to line up in sequence. What do you guys think? Is it worth putting Sabine with a bomb on the TIE or would it be better served to use the TIE to ionize and have Sabine on a K-Wing or Ghost?


  17. I've seen some older posts regarding this topic, and I thought it was pretty clear-cut: when you're ionized to perform a 1-straight maneuver and don't reveal your dial. 

    However, the Suppressive Fire blog post regarding Sabine's TIE shows an example of using the EMP Device, then dropping a bomb next round, even though the EMP device leaves your own ship ionized.

    I can't imagine they would make the mistake on this rule and demonstrating an improper use. Because if you can drop bombs while ionized, that makes the EMP device all the more valuable.


  18. HWK-290 pilot Roark Garnet's ability states: 

    "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."

    Would I be able to fly Roark with a TIE to maximize the Captured TIE upgrade?

    "enemy ships with a pilot skill value lower than yours cannot declare you as the target of an attack..."

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