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dman busta

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  1. Trying to find a new ace build to bring to a local tournament next week. I've had a lot of fun with these ships, but not sure how great they will all synergize together. Looking for thoughts on how to fill out remaining points. It's an all offensive show with this build that hopes to burn a ship down quickly before breaking formation and doing it's own thing. TIE Striker: · "Pure Sabacc" (22) Veteran Instincts (1) Lightweight Frame (2) Adaptive ailerons (0) TIE/sf Fighter: · "Quickdraw" (29) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE Phantom: · "Whisper" (32) Veteran Instincts (1) Fire Control System (2) Advanced Cloaking Device (4) -- TOTAL ------- 97p. -- Any advice is appreciated. Thanks!
  2. I've been practicing with a hot shot RAC build too. I initially went with vader as as crew and adapted up to a 9, but someone on the forum suggested predator on RAC and it has been a big difference. You want to miss at all costs on the first shot, so predator helps to whiff and make sure the attack misses. Edit- forgot to mention I ended up running with an inquisitor partner for this build. Allows inqy to fire on a tokenless defenDer. And both are fairly high pilots.
  3. I can see what you're saying about predator. So how about a whole new partner? I love flying the inquisitor. So how about this? TIE Avanced Prototype: · The Inquisitor (25) Push The Limit (3) Auto thrusters (2) TIE/v1 (1) VT-49 Decimator: · Rear Admiral Chiraneau (46) Predator (3) Engine Upgrade (4) Gunner (5) · Kylo Ren (3) Hotshot Co-pilot (4) · Dauntless (2) -- TOTAL ------- 98p. -- I get predator on RAC for reroll and their pilot levels match. I have some free points leftover. Not sure what else to pack. I do worry I'll miss out on beating others in pilot skill, but I will just have to make sure I pilot skill 0 the highest pilot on the field round 1.
  4. I knew I was missing something here. I have another week or so to practice, but predator or lone wolf vader seems like my ept of choice on him. Without dauntless on, it seems I will want to avoid the bump and just arc dodge instead? I had been practicing to cause a bump and avoid taking too much fire in 1 turn. Kylo will help with that if I can force a blinded crit though I suppose. If anyone that flies it has some advice on positioning them or on their typical game plan they use, I'm all ears. Gonna skulk around the combat stories part of the forum for posts too. Thanks!
  5. So I thought I was gonna go the Palp route, but with the nerf, I'm all in on the RAC gunner hotshot combo. How does this look and where can you see the trouble I may run into? Ive never run RAC this way, so not sure I need dauntless. I need to keep him above vader to strip tokens, but I am reluctant to drag vader down and cut out his chance to move late and arc dodge. Any help is of course always appreciated. Thanks! VT-49 Decimator: · Rear Admiral Chiraneau (46) Veteran Instincts (1) · Kylo Ren (3) Hotshot Co-pilot (4) Gunner (5) · Dauntless (2) TIE Advanced: · Darth Vader (29) · Lone Wolf (2) Proton Rockets (3) Engine Upgrade (4) TIE/x1 (0) Advanced Targeting Computer (1) -- TOTAL ------- 100p. --
  6. Thank you all for the input. I am leaning more towards flying palp merely from having experience flying with him already. I like the idea of kylo on board as well. That is a different take and one that I will have to try. I will have to get in some table time with the gunner combo before I feel comfortable with it, but it is definitely a strong suggestion I have heard locally too. Especially with all the token stacking going on with mindlink and the defenders free evade. I have until the end of the month to send in my list so I will be flying both of these builds in the mean time.
  7. Hey everyone. I'll be playing in a statewide tournament this month and wanted to get some feedback on a build I've been trying out. Maybe you all will see a different option than I have built so far. Here is the list. TIE Advanced: · Darth Vader (29) Adaptability (Increase) (0) Proton Rockets (3) Engine Upgrade (4) TIE/x1 (0) Advanced Targeting Computer (1) VT-49 Decimator: · Rear Admiral Chiraneau (46) Adaptability (Increase) (0) Engine Upgrade (4) · Emperor Palpatine (8) · Rebel Captive (3) · Dauntless (2) -- TOTAL ------- 100p. -- I found that I need to get as high of pilot skill as possible to move last. A lot of mindlink fenn skulking around, as well as defenders in my area. Is the captive the right call? Proton rockets for a big shot? Start completely over? (Hopefully not!) Thanks for any input you give. I appreciate it.
  8. I am no pro scum player by any means. But this looks fun based on you having most wanted. Not sure if you have all the parts, but you can mix and match on them. Y-Wing: · Kavil (24) Plasma Torpedoes (3) Extra Munitions (2) Dorsal Turret (3) Unhinged Astromech (1) Firespray-31: · Boba Fett (39) Fearlessness (1) Tail Gunner (2) Glitterstim (2) Z-95 Headhunter: · N'dru Suhlak (17) · Lone Wolf (2) Cluster Missiles (4) Guidance Chips (0) -- TOTAL ------- 100p. -- Suhlak has a fun ability, just keep him from the others and he pack a wallop. Two 4 dice clusters with chips and a reroll from lone wolf is gonna be fun. Hopefully it all lands otherwise he will go up in smoke in a hurry when the other side sees what you're about to do.
  9. As someone who has tried desperately to make their imperial firespray more than a dust collector, Boba is just not worth the points in an imperial list. I love the scum ability, just never get to use it myself since I have yet to spend on many scum ships. If they don't mind scum joining a different faction, (maybe that faction paid a lot for a bounty hunter for a special mission?), I say fly casual with it and have fun!
  10. Unfortunately you can't mix the faction pilots. So for your build you have to swap the boba for the imperial one. His ability is less than stellar too...
  11. Inquisitor is basically a 3 attack ship with that ability of his.
  12. dman busta

    Happy Friday

    Happy Friday. My vote goes to the Falcon. It was the first ship I picked up after a core set. The nostalgia factor...
  13. I'm always tempted to run ptl on the decimator but I'm terrified of the lack of greens on the dial. I'm quite partial to using expose as my EPT. Unless you're trying to miss on the first throw to activate vader twice with the gunner?
  14. Thank you guys for the feedback. I only ever play 1 other player as there is no where to play in town, and he nornally runs some scum or rebel builds with some 3 ship synergy. Since it's just us we normally run some different builds to keep it interesting. I agree. Imperial firespray definitely seems to be lacking, especially at that point cost. I like the missile idea. The latest idea I played was Firespray-31: · Krassis Trelix (36) Concussion Missiles (4) Guidance Chips (0) · Agent Kallus (2) · Slave I (0) Extra Munitions (2) 44 points but some incredibly accurate missiles. It suffered from the rear firing arc issue as mentioned though. And it was lacking good synergy with other ships. Still, I had fun with it. Palp aces are boring compared to the shenanigans the scum runs, so it's nice to mix it up.
  15. As a new player that has been exclusively empire builds, it's weird to say it, but the starviper has been my best purchase. Getting 2 auto thrusters and an accuracy corrector... Palp and the interceptors are unstoppable now
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