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Everything posted by kempokid
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Has anyone tried flying Hera with Cassian on the Ghost? My goal is to ensure as many range one shots as possible, so even if I don't guess the correct bearing and speed, if it's a green maneuver, I can still adjust my dial. Is that overkill?
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From my experience playing and watching, you can win with almost any list if you have experience/comfort with it. A few good dice rolls help too. But when you find a list with good symmetry, it makes the game fun win or lose.
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I'm just really comfortable flying the Arc. I've used it almost exclusively since it was released. I thought it might be fun to be a little unpredictable and try my luck with some bold red maneuvers. But yeah, I may have to rethink this a bit. Stick with Heff and maybe Poe but add a Y-wing or another T-70 for Braylen.
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Thanks. I also saw your post on a different thread about using Cassian with Jyn/Jan, Expertiese, and FCS. That's a great combo that's reflectively affordable for a large-base ship.
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I've been tinkering with different U-Wing lists. Thought I'd try to pair it with ships Im most comfortable flying, but I'm worried there's not enough symmetry. Any help is appreciated: U-Wing List (100) Heff Tobber (30) - U-Wing Fire Control System (2), Flechette Torpedoes (2), "Zeb" Orrelios (1), Inspiring Recruit (1), Pivot Wing (0) Poe Dameron (38) - T-70 X-Wing Push The Limit (3), BB-8 (2), Weapons Guidance (2), Integrated Astromech (0) Braylen Stramm (32) - ARC-170 Hera Syndulla (1), R2-D2 (4), Alliance Overhaul (0), Vectored Thrusters (2)
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I've almost given up on Biggs now that TLTs are everywhere and his ability has been modified a bit. A player can choose to use a secondary weapon instead of being forced to use a primary on Biggs. That can make a big difference in approach. R2 can't seem to help all that much because Biggs will take more damage than R2 can fix.
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Ha! I didn't see that. That's a fun autocorrect. I should name this list "The Lethal Rebels" based on the amount of dice you get to sling.
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Definitely to power her own. I'm not sure how it could be used to help the Ghost, unless it's to clear tokens to leave the Ghost's attacks unmodified. Heh. Silly question. I don't play ARCs enough, and I thought she could also spend her TL to boost a friendly ship's attack. My bad. What, you mean you don't have every pilot's ability memorized word-for-word? Cmon man. I love her ability but I have to remember to PTL every turn to use Ezra. Even if it's for a barrel roll.
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Definitely to power her own. I'm not sure how it could be used to help the Ghost, unless it's to clear tokens to leave the Ghost's attacks unmodified.
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That's my one hesitation for the autoblaster turret. It keeps the enemy honest, but takes away the Ghost title bonus to an extent. As for the intelligence agent on the Shuttle, it's only one point that I can't put anywhere else unless I put it on the Ghost instead of Chopper. I'll deploy the Shuttle late in the game, so it could be beneficial to have the ability to see a maneuver that could help me close out a win. Definite pros and cons for both lists. It's funny how changing the turret has such major effects on how to fly this list. Part of what I love about the game.
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So maybe I go with that combo to sustain the life of my Ghost as opposed to dealing more damage fast. That changes the philosophy of this list a bit. I'll have to give this a try.
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Interesting idea with the Accuracy Corrector. Almost guarantees 4 hits with the Ghost title (pending evade tokens). I'll have to do the math to see if it's better to do that or to have re-rolls with the primary weapon.
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I have had a lot of success with one particular Rebel list: Lothal* Rebel (40 total) - Fire Control System - Dorsal Turret - Hera Syndulla - "Chopper" - Ghost title "Zeb" Orrelios (18) - Phantom title Norra Wexley (41 total) - PTL - Ezra Bridger - R2-D2 - Alliance Overhaul title - Vectored Thrusters Any glaring issues with this list, or is there a counter that I would have difficulty with? I have also been thinking about changing the dorsal turret for an autoblaster turret and adding Intelligence agent on the Attack Shuttle. That may keep people from approaching the Ghost Range 1. Any thoughts are appreciated!
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This list is almost identical to one a guy used to win a local competition a few months ago. It's brutal to play against.
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Is it worth buying the Decimator?
kempokid replied to ImperialCaptain2017's topic in X-Wing Squad Lists
It's a competitive ship. If you're a beginner to the game in general, you will have trouble flying on a large base. I'm a Rebel player and it took me a while to adjust to the Ghost's size. But yeah, it's really nice if you're able to draw all their attention to it and use other ships to take advantage. -
I just purchased "Most Wanted," and it's the only thing from the Scum faction I own. I mainly wanted to utilize the Headhunters with their low point cost, but I'm wondering what else I can do with the stuff that comes with Most Wanted. I do have the HWK and Rebel Y-Wing already so I can make a 100 point Scum list using those ships in addition to the z-95s. I'm also looking for ways to mix in the Scum pilots with Rebels. Does the Autoblaster Turret work well with the Ghost? I'm not sure I can justify it over Dorsal/Ion given its Range 1 limitation. Here is the first list I put together: Kanan Jarrus (49) - FCS - Ion Cannon Turret - RecSpec - Hera - Ghost Title Zeb (18) - Phantom Title Binayre Pirate (18) - Ion Pulse Missiles - "Hot Shot Blaster" Binayre Pirate (15) - Adv. Homing Missiles
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Wexley and Rey. Wexley and blount and cracken
kempokid replied to jman277's topic in X-Wing Squad Lists
The most success I've had with Nora has been with Ezra and R2D2. I haven't flown the Arc with vectored thrusters along with BB8, but if you've had success with it, go for it. I love flying the Ghost and Arc together, but it seems like you've built your Falcon to be similar to my Ghost build. It should be a lot of fun to fly. Good luck! -
Awesome, everyone. Based on feedback, here is an updated list. I like the idea of vectored thrusters, and Predator makes sense with TLT, but decided to keep a PS3 A-wing with an upgrade instead of the Prototype. My unlimited supply of focus tokens should be enough to make TLT land hits. U-Wing- Copy (100) Cassian Andor (42) - U-Wing Push The Limit (3), Sensor Jammer (4), Jyn Erso (2), Ezra Bridger (3), Pivot Wing (0), Hull Upgrade (3) Jan Ors (39) - HWK-290 Twin Laser Turret (6), Kyle Katarn (3), Moldy Crow (3), Vectored Thrusters (2) Green Squadron Pilot (19) - A-Wing Juke (2), Chardaan Refit (-2)
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Thanks! I've never used Stealth Device before, so I appreciate the warning. In retrospect, I can see how it's better intended to make a tough-to-hit target even more evasive. It's so easy to modify dice that you're right, a 2-agility ship will lose it pretty quickly, especially without an evade action. As the first comment suggested, I'll spend those points on a Hull Upgrade instead. I should be playing a game tomorrow, and I may give this list a test run. I'll be sure to report back!
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Also, it seems like having the stealth device with the U-Wing expansion is more about the cross-sale with the TIE Striker. Put one on Countdown and he can negate all dice, take a damage, and keep the stealth device going.
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Thanks! Valid point. The additional dice I thought would be nice since for Jyn to work you need to be in the line of fire. However, I see how the hull upgrade is a guaranteed thing and stealth isn't. Especially considering how easy it is to modify dice these days. I think I'll make the switch to increase hull.
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I'm thinking Jan and Cassian's abilities play off each other really well. Here is what I'm thinking: U-Wing (100) Cassian Andor (42) - U-Wing Push The Limit (3), Sensor Jammer (4), Jyn Erso (2), Ezra Bridger (3), Pivot Wing (0), Stealth Device (3) Jan Ors (40) - HWK-290 Twin Laser Turret (6), Kyle Katarn (3), Moldy Crow (3), Stealth Device (3) Green Squadron Pilot (18) - A-Wing Adrenaline Rush (1), Chardaan Refit (-2) Jyn sends focus tokens to Jan, who stores them ip to use next round with the TLT. Jan gives Cassian an extra attack die and the added stress is removed off Jan at the start of activation. What do y'all make of this kind of combo?
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I had an issue with my stand. Decided to glue a magnet to the base and a small washer to the stand. Works perfectly now. The trick is finding a small enough magnet to not interfere with the pilot templates since those have to be switched in and out.
