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Posts posted by kempokid
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Yeah I love having FCS on B-Wings. And I'm used to flying them so I would have fun with this list.
my idea with the A-Wings was to generate evades to be sacrificed for Swarm Leader. But perhaps that's not a good tactic for a 2-dice ship. Thanks for the idea!
just built this out. Threw Hera on one of the B's just for fun.
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A's and B's (100)
Prototype Pilot (15) - A-Wing
Chardaan Refit (-2)Prototype Pilot (15) - A-Wing
Chardaan Refit (-2)Blue Squadron Pilot (22) - B-Wing
Blue Squadron Pilot (22) - B-Wing
Ahsoka Tano (26) - TIE Fighter
Swarm Leader (3), Sabine's Masterpiece (1), Captured TIE (1), EMP Device (2)Idea is to fly the TIE and A-Wings toward the biggest threat, hit the EMP Device, and have the B-Wings come in and clean house. this is 98 points. I have room for a crew member on the TIE or FCS on one of the B's.
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Plus there are a million droids with similar letters. Almost like trying to differentiate the Tie f/o pilots.
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I don't have the rebel transport, so wasn't familiar with that card. I'm surprised I haven't encountered it before because that's a nice feature, especially if the pilot can combine an elite talent with a pilot ability.
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The only pilot I found with an Elite upgrade with the same Or lower PS than Biggs is Nera Dantels.
Biggs Darklighter (27) - X-Wing
R3 Astromech (2), Integrated Astromech (0)Kyle Katarn (33) - HWK-290
Twin Laser Turret (6), Recon Specialist (3), Moldy Crow (3)Nera Dantels (40) - B-Wing
Swarm Leader (3), Fire Control System (2), Proton Torpedoes (4), Extra Munitions (2), B-Wing/E2 (1), Jan Ors (2) -
I could see this list being too fragile for competitive play, but it at least guarantees Nora to capitalize on max dice rolls (5-7). And Jan would allow at least one of the A-Wings to focus/PTL evade and get two evades.
5 hours ago, wurms said:Norra needs a TL and a focus in order to capitalize on swarm leader. Rolling 5 dice and only getting 1 hit, sucks. And the more dice norra rolls, the less likely her ability kicks in since it would be better to reroll all the blanks.
Norra Wexley (29)
Push the Limit (3)
Recon Specialist (3)
R2-D2 (4)
Vectored Thrusters (2)
Alliance Overhaul (0)Thane Kyrell (26)
Jan Ors (2)
R2-D6 (1)
Swarm Leader (3)
Alliance Overhaul (0)Biggs Darklighter (25)
R3 Astromech (2)
Integrated Astromech (0)Total: 100
Just one problem with this list: Thane doesn't have an elite upgrade so I can't equip him with Searm leader. I like the idea of Biggs using R3 to supply the Swarm Leader with an evade. Definitely didn't think about that. Good idea as long as pilot levels allow it to happen.
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Just a list I put together while thinking of ways to use Swarm leader.
(100)
Green Squadron Pilot (21) - A-Wing
Push The Limit (3), Chardaan Refit (-2), A-Wing Test Pilot (0), Wired (1)Green Squadron Pilot (22) - A-Wing
Push The Limit (3), Chardaan Refit (-2), Vectored Thrusters (2)Norra Wexley (36) - ARC-170
Swarm Leader (3), Jan Ors (2), R5-K6 (2), Alliance Overhaul (0)"Zeb" Orrelios (21) - Attack Shuttle
Dorsal Turret (3)thebrettski reacted to this -
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I flew the Ghost/Attack Shuttle today. Ghost had Hera with Sabine and Connor net and extra munitions. I thought it was time to drop one of the Connor nets since I only had two or three rounds left. Wrong. Fel delivered a range one, four attack dice hit, including a crit. Of course, that was a direct hit. Ghost goes down, Attack Shuttle is forced to eject... right through the Connor net.
So the Attack Shuttle is damaged from the force eject, took a hit and two ions from the Connor Net, then was at Range three of a TIE fighter who still got to shoot. And.. landed two hits with me blanking my evades.
Worst luck I've ever had playing this game. But it was hilarious.
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Thanks, everyone. So we're all in ageeement? You don't have to have a ship in your firing arc/range of your turret? But, if you're on a rock or otherwise unable to perform an attack, it can't be used.
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4 hours ago, JD0GE said:I was kinda looking for some scum, I don't own a u wing
Gotcha. Just run a few Headhunters and a beefy Y-Wing or Xizor in the StarViper.
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With the upcoming Sabine's TIE expansion, the most intriguing card to me is the EMP device illicit upgrade.
I do have a question about the wording of this card, however. It states: "During the Combat phase, instead of performing any attacks, you may discard this card to assign 2 ion tokens to each ship at Range 1."
Does this mean you have to be able to perform an attack in order to assign the ion tokens? Or could you technically "perform an attack" on nobody if there isn't a ship in your firing arc?
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A HWK/Cassian build could be fun without being super competitive. You can play off Cassisn and Jan's abilities while Jyn sends focus tokens to the HWK to store onto.
Casein Andor
- PTL
- Sensor Jammer
- Jon Erso
- Ezra Bridger
- Pivot Wing title
- Hull Upgrade
Jan Ors
- TLT
- Kyle Katarn
- Moldy Crow title
- Hull Upgrade
Green Squadron Pilot
- Adrenaline Rush
- Chardaan Refit
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5 hours ago, MashedBROTATOES said:Do you think I should try Biggs with no upgrades and spent the points elsewhere?
You would need to at least add a droid to Biggs to add the free Integrated Astromech. That way he can take one more hit. The most common is R2D2 and R5D8. If you don't want to spend that much on a droid, put R2 Astromech or R5 Astromech (though this droid is too situational to rely on, but at least it gives you the astromech).
If you're switching to Biggs, I'd have Biggs, R2D2, Integrated Astromech. Add Sabine on Miranda (gives you a third bomb slot - I'd go cluster mines - AND another guaranteed hit for every bomb that detonates). You'll have a few more points to play around with after that. Possibly upgrade your ion bombs to something else.
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This would make for an entertaining game.
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6 hours ago, Ibexto said:We did this tournament style a couple of months ago and it was a lot of fun. Your Bigg's B's list should do fairly well. Good luck
Thanks! I actually competed in my first tourney last year using this list. It was a normal tournament that featured a good mix of everything. I was still new to the game, and this list isn't made for modern wave competition. I'm hoping to do better with the wave restrictions.
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19 minutes ago, gjnido said:If I give Wedge PTL, I loose the extra attack die. The idea is for Wedge to move behind an obstacle and get an extra die from Trick Shot. If his enemy shoots him back, he has an extra defense die from the obstacle. The next round he uses BB-8 to Barrel-roll before moving and avoid going over the obstacle.
The idea is completely valid, but I would be concerned it's too situational. How often can you pull off that shot? Meanwhile, PTL/BB-8 on Snap gives you 2-3 actions EVERY round as long as you stay stress-free.
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If I'm not mistaken, you could do the Straight 2 maneuver, which triggers BB-8, PTL target lock/focus, do the straight 2, then boost.
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Should work out ok. If I'm playing against that list, I'm going after Wedge first. I would maybe suggest putting R2D2 on Wedge to keep him around longer and PTL/BB-8 on Snap to maximize actions.
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My local store is hosting a legacy torunemt in a few weeks. Only ships and cards from Waves 1-3 (and "rebel scum") allowed.
I have two list ideas right now:
Biggs' B's (99)
Blue Squadron Pilot (24) - B-Wing
Fire Control System (2)Blue Squadron Pilot (24) - B-Wing
Fire Control System (2)Blue Squadron Pilot (22) - B-Wing
Biggs Darklighter (29) - X-Wing
R2-D2 (4)Or:
Legacy Elites (100)
Wedge Antilles (36) - X-Wing
Marksmanship (3), R2-D2 (4)Gold Squadron Pilot (24) - Y-Wing
Ion Cannon Turret (5), R2 Astromech (1)Horton Salm (40) - Y-Wing
Ion Cannon Turret (5), Proton Torpedoes (4), Proton Torpedoes (4), R5-K6 (2) -
31 minutes ago, biohunter21 said:Thank you so much! It is my fault i didnt read carefully.....
You'll find that in this game, cards are worded very, very specifically.
Study up on the order of things: planning phase, activation phase, revealing your dial, executing a maneuver. All of these wordings affect how cards are to be played. You'll get the hang of it.
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If at first you don't succeed, keep it up. I find myself abandoning lists too quickly. Bombing is difficult and it'll take some games under your belt to learn how to predict your opponents movements. But it's rewarding when you figure it out. If you have the cards, look at adding Cassian or Intelligence Agent to your K-wing to help you.
BleakSquadron reacted to this -
5 minutes ago, Rolotamasi said:Is it worth switch Zeb to the shuttle to try and get EM on Hera? I get the synergy with Heff but they can shoot you as well. Maybe that second mine would do more, especially with Cassian.
Yeah, maybe I just move Jyn out because honestly, the Ghost will hopefully be using the turret/accuracy corrector. Don't really need focus tokens for that and I don't have any green dice. The second mine would be much more beneficial.
Also, since Heff is my blocker, I would like to keep Zeb to return fire when applicable.
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Excellent. I currently have Heff to be a blocker. Here's what I got:
Heff Tobber (27) - U-Wing
"Zeb" Orrelios (1), Jyn Erso (2), Pivot Wing (0)Hera Syndulla (53) - VCX-100
Accuracy Corrector (3), Autoblaster Turret (2), Cassian Andor (2), Sabine Wren (2), Cluster Mines (4)Ezra Bridger (20) - Attack Shuttle

This list is great, I just suck at flying Ghosts
in X-Wing Squad Lists
Posted
Yeah, I have to agree with the majority here. The Attack Shuttle is best used at its minimum value (18) to add the rear firing arc and extra turret shot. It can be undocked later and be a nuisance for a depleted enemy fleet. And I don't care for the Autoblaster turret because it so rarely gets used to its fullest potential with the shuttle docked. It would be quite a rookie mistake to get caught range 1 with that combo when it's just as easy to fire at the Ghost from 2-3 range.
All that being said, if it's working for you, good. I don't see how, but always stick with what works.
Your opponents aren't playing the Ghost right if you're chasing after them in it. The Ghost will almost always be the largest point cost in a list, making it an obvious "deal with this first" target. Because once it's gone, you don't have enough firepower to do much of anything