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kempokid

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Posts posted by kempokid


  1. 4 hours ago, flooze said:

    Fair point. If you feel like it, putting trick shot on Lando can also work

    Tested it out tonight against that Jendon/Vynder/Vader list making the rounds and yikes. This is a really really tough list to fly. With time and practice it can be good, but I got crushed today. I’m going to put it on the table a few more times before I have to re-focus on Hyperspace. Hopefully with more practice I can make it work.


  2. 11 hours ago, Da_Brown_Bomber said:

    im not much of a guri player but i know she wants to reposition after other init5 enemy pilots... lots of these about right now... this makes a bid imp... suggest u drop fearless on guri and swap fcs for predator... still a little light on the bid but four pts lot better than one. rest looks solid.

    I thought the initiative battle was happening more at 4 than it was at 5.

    8 hours ago, flooze said:

    Guri (63)
    Predator (2)
    Advanced Sensors (10)

     Ketsu Onyo (70)
    Perceptive Copilot (8)
    Shadow Caster (6)

     Lando Calrissian (29)
    Tactical Officer (2)
    Total: 190

    This is pretty solid and a hefty bid. I suppose Maul is decent but with a coordinating ship the double focus + potential evade or lock should be adequate.

    I still think I’d want to include Fearless on Ketsu. 193 is still a decent bid and since she’ll be up close she can make use of it.


  3. Speaking of Ketsu, any thoughts on something like this? Maybe not a top list, but we’ve seen Ketsu and Guri have success. Does Guri need Adv Sensors or is FCS decent enough to be able to afford Lando?

    Escape Craft - •Lando Calrissian - 31
        •Lando Calrissian - Smooth-talking Gambler (29)
            Tactical Officer (2)

    StarViper-class Attack Platform - •Guri - 78
        •Guri - Prince Xizor’s Bodyguard (63)
            Fearless (3)
            Fire-Control System (2)
            •Virago (10)

    Lancer-class Pursuit Craft - •Ketsu Onyo - 90
        •Ketsu Onyo - Black Sun Contractor (70)
            Fearless (3)
            •Maul (11)
            •Shadow Caster (6)

    Total: 199/200

    View in the X-Wing Squad Builder


  4. 3 minutes ago, Hiemfire said:

    You've missed that it always has 1 fuse token (so doesn't detonate till the end of the next round's activation phase) when dropped or launched, takes up a Device and a Mod slot, and cannot be reloaded...

    And will probably cost a pretty penny.


  5. 4 hours ago, gamblertuba said:

    I think FFG needs to admit that new releases need a couple months in the wild as a beta test and simply schedule a price adjustment for all new expansions about 60 days after release.

    I think this is a really great idea. The one challenge I see is that new waves still need to be allowed in competitive tournaments to truly understand what needs to be adjusted (if anything). In System Opens and Hyperspace trials, we can see what they do against other top players and top lists. Otherwise, I'm not sure you'll get enough relevant data to justify any adjustments.  I'm sure there's a solution though.

    I could see the argument of not allowing new stuff at Worlds, but based on the current information, we should still have about 90 days between Wave IV release and Worlds. Should be enough time to make adjustments heading into Worlds. 


  6. 2 hours ago, ayedubbleyoo said:

    Scared of running Mace without R2! 

    It’s good to have but even with Mace’s ability you’re only taking 2-3 red maneuvers per game. Maybe more if you’re aggressive. It’s a tossup between it and Cody on Wollfe but Cody can really help take on high agility ships.


  7. 9 hours ago, admat said:

    I will be trying the following this weekend:

    - Mace (Delta-7B)
    - Wolffe (Clone Commander Cody)
    - 104th Battalion Pilot
    - 104th Battalion Pilot
    200 points

    Not only ARC-170s, I know, but 3 at least. I think it could be solid/fun.

    I won a Hyperspace tournament with this exact list. It’s a lot of fun and it’ll be my go-to for awhile assuming points change doesn’t kill it. 

    Though I’m considering switching Wollfe out for Ric Olie depending on points. 


  8. 5 minutes ago, ClassicalMoser said:

    Not that I'd terribly mind, but unlike the LAAT, Reaper, and Striker, I'm pretty sure those are solely atmospheric craft. They're more like repulsor tanks or swoop bikes than starfighters...

    The U-Wing was designed to be a troop-carrier and provide cover fire for ground forces, so there's a precedent in the game already for these types of ships. If it's the main function is to carry crew and support other ships, it can have a 2-die attack and limited or no access to secondary weapons. 


  9. In the off chance you’re choosing a UXY list because you only have Saw’s Renegades and a Y-Wing, here’s something to look at (assuming these cards are available to those expansions. I’m not 100% sure). 

    BTL-A4 Y-wing - •“Dutch” Vander - 51
        •“Dutch” Vander - Gold Leader (39)
            Ion Cannon Turret (4)
            R4 Astromech (2)
            Veteran Turret Gunner (6)

    T-65 X-wing - •Kullbee Sperado - 65
        •Kullbee Sperado - Enigmatic Gunslinger (48)
            Predator (2)
            Proton Torpedoes (12)
            R3 Astromech (3)
            Servomotor S-foils (Open) (0)

    UT-60D U-wing - •Saw Gerrera - 81
        •Saw Gerrera - Obsessive Outlaw (52)
            Elusive (3)
            Advanced Sensors (10)
            •Magva Yarro (8)
            Perceptive Copilot (8)
            Pivot Wing (Open) (0)

    Total: 197/200

    View in the X-Wing Squad Builder


  10. I’ve yet to give the Fang Fighters a fair chance. Whether it’s Fenn Rau with other Aces or two generics, I’ve just been reluctant to put anything without shields on the table. But I’m thinking of giving them a go soon.


  11. 2 hours ago, Tott said:

    Id agree with this statement, however, i think if we ever see a light side force regen ability so that you can spend /recover more than 1 force token per turn this will be a different story.

    Well, sure. Any card/ability has the potential to be good based on future combinations. But we haven’t seen it in the next two upcoming waves just yet though.

    Also Mace can regen two Forces in a turn, but CLT is still a bad choice for him given his initiative. 

    So if it’s going to take CLT, some other yet-to-be-released card/ability, and higher initiative, you might as well just take the Delta 7B.


  12. 7 minutes ago, wurms said:

    irst Order:

    Kylo Quickdraw Tavson, or Kylo double upsilon for first order.

    Yeah any combination of two of these three are solid. This is my preferred FO List:

    TIE/fo Fighter - •“Muse” - 38
        •“Muse” - Epsilon Leader (32)
            •Squad Leader (6)

    TIE/vn Silencer - •Kylo Ren - 90
        •Kylo Ren - Tormented Apprentice (76)
            Proton Rockets (7)
            Hate (3)
            Advanced Optics (4)

    TIE/sf Fighter - •“Quickdraw” - 65
        •“Quickdraw” - Defiant Duelist (45)
            Fanatical (2)
            Fire-Control System (2)
            Shield Upgrade (6)
            Special Forces Gunner (10)

    Total: 193/200

    View in the X-Wing Squad Builder


  13. 3 hours ago, Hiemfire said:

    Bradley Ho's build:

    Colonel Jendon + Emperor Palpatine
    Major Vynder + Fire-Control System + Proton Torpedoes + Adv. Proton Torpedoes + Advanced SLAM + Os-1 Arsenal Loadout
    Darth Vader + Fire-Control System + Afterburners

      

    Andrew Bunn's variant build:

    Soontir Fel + Lone Wolf + Stealth Device
    Colonel Jendon + Emperor Palpatine
    Major Vynder + Trick Shot + Fire-Control System + Proton Torpedoes + Adv. Proton Torpedoes + Advanced SLAM + Os-1 Arsenal Loadout

    Both are derived from the list Andrew Nuckol's (Curled Paw Creatives/ Birmingham Barons Podcast) won the Denver System Open with:

      

    Colonel Jendon + Emperor Palpatine
    Darth Vader + Fire-Control System + Afterburners
    Major Vynder + Trick Shot + Fire-Control System + Proton Torpedoes + Adv. Proton Torpedoes + Advanced SLAM + Os-1 Arsenal Loadout

    It's a suuuper fun list to fly. But gosh you gotta be careful on choosing your engagements. 


  14. Console on Obi-Wan should actually work OK. He's moving after the GST's so it should allow him to get a TL on targets they can't. Also, with no config he's only throwing 2 or 3 dice, which means he's not likely to land much and you'll have chances to use your shot to pass over the TL to better-positioned ships.

    That all being said, a 2-die primary ship handing a TL to other 2-die ships isn't adding much benefit unless you're playing aggressive with the GST's and plan to get them in R1 more often than Obi. A three-point bid isn't going to cut it most of the time so you may consider dropping Predictive Shot as well, though it does help Obi-Wan with at least some offensive advantage, assuming you have the Force charges to spare. 


  15. I originally supported it heavily over the Delta 7B for the higher I pilots when it first came out. My reasoning was that it should be easy to line up bullseye with high initiative and double repositioning. I don't think I'm wrong about that.

    However, I've found that even though it's not terribly difficult to line up bullseyes, it can cost way more Force than it's worth. Using one to reposition, and potentially another to change the added focus is a lot to ask. 


  16. 12 minutes ago, pakirby said:

    I switched some stuff around to get VTG

    Delta-7 Aethersprite - •Mace Windu - 83
        •Mace Windu - Harsh Traditionalist (46)
            •R4-P17 (5)
            Supernatural Reflexes (16)
            Delta-7B (16)

    ARC-170 Starfighter - •“Sinker” - 57
        •“Sinker” - Wolfpack Veteran (54)
            •Clone Commander Cody (3)

    ARC-170 Starfighter - •“Wolffe” - 59
        •“Wolffe” - CC-3636 (51)
            Shield Upgrade (4)
            Veteran Tail Gunner (4)

    Total: 199/200

    View in the X-Wing Squad Builder

    Put Cody on Wolffe and you’ll give both Mace and Sinker chances to benefit from the strain before it can be cleared. VTG is okay on Wolffe but I just can’t justify it for the average chances you’ll have to use it in a game. It’s maybe once or twice.


  17. 24 minutes ago, flooze said:

    I like the list. Toyed with the idea myself, but haven't played it. I decided against seevor, since he does not add anything synergistic. Being ini 3, his ability happens too late. 

    I played Lando instead and had quite some fun at our hyperspace trial a few weeks ago. Lando gives the opportunity to reinforce Boba before flying, neglecting the stress with a blue move. Also a pre move reposition on both other ships is good value. Finally, with his ability he can be tanks or even dish out fully modified. 

    Boba Fett (86)
    Trick Shot (2)
    Perceptive Copilot (8)
    Slave I (2)

    Fenn Rau (68)
    Predator (2)

    Lando Calrissian (29)
    Tactical Officer (2)
    Total: 199

    View in Yet Another Squad Builder 2.0

    Ha, I always forget about the escape craft as a stand-alone ship. The access to coordinate could be awesome in the event Boba or Fenn gets blocked. Probably a better value overall than Seevor. Thanks for the suggestion! Think I'll make that switch with Tac Officer and  keep it at that to give myself a small bid for Fenn. 

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