Jump to content

Ohnoeszz

Members
  • Content Count

    183
  • Joined

  • Last visited

Posts posted by Ohnoeszz


  1. I wanted to make a counter list with Boba and this is what I came up with:

     

    Fett You (100/100)
    =========================
    Firespray-31: Emon Azzameen (36 + 23)
        + Heavy Laser Cannon (7)
        + Cad Bane (2)
        + Cluster Mines (4)
        + Burnout SLAM (1)
        + Slave I (0)
        + Experimental Interface (3)
        + Cluster Mines (4)
        + Extra Munitions (2)
    Scurrg H-6 Bomber: Captain Nym (30 + 11)
        + Veteran Instincts (1)
        + Autoblaster Turret (2)
        + Extra Munitions (2)
        + Homing Missiles (5)
        + Boba Fett (1)
        + Guidance Chips (0)

     

    Emon is meant to drop damage on the enemy. Nym is meant to eliminate the enemies strong point with Boba. You hit titles or TLT off the ghost. You hit the hlc off dash. You hit the Palp off of Palp.

     

    You could lighten Emon to upgrade towards TLT but autoblaster answers a weakness in aces and I like Emon bristling with weaponry.


  2. As wurms alluded to, what happened was what you should expect in doing that.  Generally speaking you want to maintain time on target with your most powerful weapons (in this case your front arc).

     

    You do want to use the asteroids, but how is determined largely by what you are facing.  Let's say they line up along an edge to joust. Rather than line up head on, line up to the other side of the first asteroid.  As each ship goes straight forward, eventually, it must turn towards the enemy to maintain arc. For you, you turn your ship towards the board edge. For them, they must turn toward the asteroids surrounding you. On subsequent turns those asteroids will block certain moves - potentially giving you a leg up on the opponent.

    Additionally your bank to engage puts your s/fs in position on subsequent turns to segnor either towards your opponent's spawn or the board edge... Both options are fairly safe from the enemy and provide great pursuit arcs either down the edge or into the middle of the board. 

     

    It is around this time that your opponent will be navigating the asteroids and the avenues they have blocked may give you positional superiority.

     

    For S/Fs that would be the idea of drawing the enemy through a asteroid field. They need to fly at you. If you are in the asteroids at engagement, they will have to turn into the asteroids to shoot you. Now there are tons of permutations to this general strategy but that is the start.

     

    Backdraft aside, you don't want to be using your rear arc except out of necessity.


  3. SCUM

    Trandoshan Slaver

    Thread Tracers

    Jabba the Hutt

    Operations Specialist

    Feedback Array

    4x Binyare Pirate

    Hotshot Blaster

     

    IMPERIAL

    Quickdraw

    Swarm Leader

    Cruise Missile

    Guidance Chips

    Spec Ops Title

    Targeting Synchronizer

    3x Sienar Test Pilot (tie adv. proto)

    Cruise Missile

    Tie/v1

    Guidance Chips

     

    REBEL

    Ello Asty

    Veteran Instincts

    R2-D2

    Integrated Astromech

    Targeting Synchronizer

    Jake Ferrell

    Intensity

    Veteran Instincts

    Cruise Missile

    Guidance Chips

    A-wing Test Pilot

    2x Bandit Squadron Pilot

    Harpoon Missile

    Guidance Chips

     


  4. Yes, I think it is the healthiest I've seen it be.

     

    Z-95 swarm is viable (recent regional runner up). 2 ship lists are viable (and everywhere). 4 ship rebels (recent regional top 4) or 4 ship Scum (recent regional winner) or 4 ship imperial (quick poon) is viable. Bombs are viable (crimson specialist made a top 8). Palp Aces are viable (won a regional).

     

    I can't think of a specific archetype that hasn't shown well in some form recently. Sure some specific ships or pilots are subpar but that is to be expected. 


  5. I've read some good reviews of them. They seem solid though unspectacular. I think that hits the mark in terms of design for this type of ship.

     

    I remember there being a good thread or blog that had a battle report of using them.


  6. First off, thank you thank you thank you!!! I used to use squad benchmark a lot before it stopped updating.

     

    Secondarily, I installed on my android and I am also getting the red text command prompt and some bugginess. Is that to be expected on the platform?


  7. 2 hours ago, BlodVargarna said:

    @wurms another great post. 

    How would you recommend dealing with Miranda and Nym if you are running a 2 ship list, specifically Poe (non regen) and Chewie?

    I've practiced too long with this list to change  lists for Saturday, so what I’m looking for is an idea about engagement. Chewie can last about 2 rounds to the combined fire of those ships, Poe about 1.  (I’ve gotten some experience with Nymiranda on Vassal but never in the wild). 

     

    You'll need Poe to shed the locks on the approach. I'm guessing you are using bb-8, VI, black 1, autos, and optics. This means you need to fly right around the falcon. Don't boost the Falcon in past the bombs. Place the Falcon to block their escape similar to how Yorr was placed. You need to decide which ship you will target on this joust and focus it until the end. It probably needs to be Miranda so she can regen in the endgame.

     

    That only works if they joust in a tight formation. If they take their time and split up they should be able set up some kiting with Miranda which will pressure your Poe to leave Chewy.

     

    If they have clusters on Miranda the matchup gets a lot worse for you as Miranda can really punish you without a lock.

     

    I'd expect most good players to bail on the joust upon seeing your ability to drop locks. You'll have an extended game of bombing TLT kites (which will be easy for them if you attach Poe to a PS 5 Chewy) until Poe drifts too far from Chewy to shed his lock. They can and should wait you out until this happens. Countermeasures could help when you need to split but you only have so many points and black one already pulls that weight against most lists. In this sort of game their ability to set bombs and hold them will pay off. All they need to do to win is take 7 health off Chewy and not lose a ship.  A smart player will exploit this and you will find yourself fighting time as much as anything. In a long kiting game.... You cannot kill Miranda. She will slam away when needed and regen when possible. Nym must be your target as all your damage will stick and you can potentially win on time by killing Nym and keeping both other ships alive.

     

    My advice is to bait the joust but be ready for the long game and hope they make mistakes. Most people make multiple mistakes every game. Their most likely mistake will be to joust and use missiles like they normally do. If they avoid this pitfall, their next likely mistake is to split their ships poorly - leaving one of them with subpar movement choices, either exposing a ship or taking one away from the action due to obstacles and/or positioning.


  8. 1 hour ago, gennataos said:

    I really don't think you can take much from that Joel/AC final.  Monday morning quarterbacking, I think AC had a bad version of the list, set up wrong and engaged entirely too fast.  You don't need slam bombing with this list, which frees up Miranda's mod slot for LRS.  There's also an argument for LRS over chips on Nym.  Lastly, bomblet on Nym...just...no.  

    I don't have answers to solve it, but this list is nowhere near optimized and people aren't playing it very well.  It's done so well because it's easy mode.  It's only going to get worse.

     

     

    While I appreciate all talk of piloting strategy... This.

     

    A lot of the potential piloting solutions require your opponent to be overaggressive and overconfident in the list.  Furthermore the list has many small variations which makes it difficult to nail down the list to practice against. Autoblaster Nym and TLT Nym can be very different in the long game.

     

    The ability for the list to blink off a ship with its alpha requires a more nuanced approach which is then easily punished by TLT and Bombs.

     

    I think we are approaching the unfortunate state of needing to counter this through list-building rather than flying.  That is the definition of meta warping. I'd expect to see an uptick in VCX-100s and Poe as people look to tank the alpha or shed the locks and disable the missile launch.


  9. 37 minutes ago, Knave Squawk said:

    Are you sure the initial statement is true? A lot of the streams showed Nym + Miranda but a quick glance at regional winners for the last few months looks like Imperial Aces are dominant, especially Quickdraw and Vader. There was a lot of PS11 QD flying around, who can move out of the way of drop on reveal and Genius / Trajectory bombs. 

    PIttsburgh Regional - Palp Aces (Duncan)

    Cesena, Emilia-Romagna (Italy) - Dash / Nym

    Dutch Nationals - Palp Aces

    Fresno Regional - Palp Aces (Palpoons)

    Austin Regional - QD + Gunboats

    Cardiff - Nym/Miranda

    Grosseto / Toscana / Italy Regional - Vader / Gunboat / QD

    Salt Lake City - Dash / Poe

    Tricity Regionals - Fenn Rau / Kulda / Thweek

    Calgary - Nym/Miranda

    Linkoping - Vader / QD / Pure Sabacc

     

    Some of these were before the discovery of Tragedy Simulator (which is what I think the name of the list should be).

     

    Aside from that I think there is an overwhelming feeling that Vader and Quickdraw as well as other Imperial elements offer a certain level of counterplay and interaction that Tragedy Simulator does not. 

     

    This list drastically increases the tankiness necessary to joust while providing that needed tankiness.

     

    I've yet to see someone show me a list that comfortably approaches it while being meta viable.  It makes for short games with limited options.


  10. 1 hour ago, Hoffburger said:

    A list winning something in X-Wing isn't evidence of it being correct. We are explicitly talking about the most dominant build, which, if you look at the overall meta across all tournaments and don't just look at who got lucky enough to win, you would see that Proton Nym and Bomblet Miranda is superior to Bomblet Nym and EI Miranda.

    Is the latter good enough to take to tournaments? Absolutely, but if you wanted that ever so slightly more optimal build; you'd go with the former.

     

    Yea, there's no basis for what your saying. Assuming there is a preponderance of those lists in tournaments, that is still not a good reason to declare them better. It's theoretical which build is better but outright dismissing EI Miranda getting to the top is silly.


  11. A little while ago, my friend and I had a thought exercise to make a list that featured Unkar Plutt. We succeeded but Jostero is a key piece in the list as well:

     

    Unkar Plutt 

    Proximity Mines

    Spacetug Tractor Array

    Cikatro Vizago

    Cloaking Device

    Pattern Analyzer

     

    Sol Sixxa

    Deadeye

    Extra Munitions

    Harpoon Missile

    Autoblaster

    Bomblet Generator

    Long Range Scanners

    Cad Bane

    Proximity Mines

     

    Jostero

    Deadeye

    Harpoon Missiles

    Guidance Chips

    Munitions Failsafe

    Vectored Thrusters

    Vaksai

    Scavenger Crane

     

    You can set up some truly devastating Jostero shots.

     

    Unkar typically uses cikatro to switche cloaking device out for scavenger crane after cloaking - thus making him a 4 agility, tractor beaming, bomber. Pattern Analyzer gives him the ability to sloop and bombers drop or reverse and bombers drop. You could even decloak, sloop, drop a bomb if you think it will trigger a Jostero shot.

     

    Scavenger cranes allow both Jostero and Unkar to reload their missiles and bombs respectively.

     

    Cad Bane helps the proxies do damage and trigger jostero.

     

    My friend also dropped vectored thrusters from Jostero to upgrade proxy mines on sixxa to Conner nets (a lot of reach with Sixxa's ability and works really nice with his autoblaster turret) that give guaranteed Jostero triggers and slow a ship down allowing you to turn in behind them or bomb/tractor with unkar. He said once he got the hang of piloting the list, the thrusters were unnecessary and the Conner nets added another dimension.

     

    He also said he tried expertise Jostero and preferred the spike damage from Harpoon/chips.

     

    I haven't flown the list but I've watched Unkar be an utter terror to the small base missile carriers that are everywhere right now.  Spending multiple missiles to shoot him down gives Sixxa and Jostero space/time to flank and ignoring Unkar tends to be a death sentence as your ships get tractored onto rocks or into the wrong position, then subsequently bombed.

     

    I don't think this list is too different from yours but it has a greater focus on triggering Jostero. Sixxa is very similar to Emon in bombing capability but provides a small base (better to fit into bombing spots) and a turret to punish those who slip past your bombs. Deadeye, harpoon, and Long range scanners (could be chips if you want) also provides a more powerful in arc shot than Emon.


  12. 7 hours ago, RampancyTW said:

    Is this really a problem?

    Nym is pretty horrific at trading damage for his points if he's carting around 13 points of bomb tech.  A Miranda/Nym list will be unlikely to PS kill anything at PS8 or higher.  I feel like this is not a particularly crazy list to have to account for relative to the rest of the field.

    This is straight-up less damage output than 3nuQD, for example.  Cool, you got 1 nu or QD off the board.  Enjoy your 3v1 with whichever single ship survived the opening salvo.

    Poe + anything laughs maniacally at LRS.

    CM large based ships giggle a little and blast Nym into oblivion

    PalpLo thinks it's adorable that you brought 1agi ships into combat.

    So you eat a Proton bomb.  Not ideal.  But this list is no different for preparation than anyother list.

     

    This is tacked on to a list that already features two of the games premier kites.

     

    They don't have to engage with harpoons. They can fly away or past you and plink away whenever the joust is unfavorable.  If you chase, you run yourself through bombs and will take TLT - that's a tough damage race against regen.  If you veer off, you've very likely given them a positioning advantage to abuse with TLT.

     

    Looking at that quick poon matchup... Miranda will not get caught in multiple ps2 arcs when she has the ability to slam.  Nym can drop a bomb early and hold it while repositioning and trying to bait the enemy into being kited. Alternatively, they can choose to try and PS kill a Nu while range controlling the others - a seismic leaves 6hp to missile through with full mods on 5 dice and 4 dice... 3/4 evades for the Nu still leaves it dead.

     

    Poe hates bombs and he doesn't like tlt. Miranda can fairly easily cluster mine non-bb-8 Poe.

     

    CM large bases get pecked to death by TLT. They are also very easy to bomb.

     

    Kylo.... Has a lot of what you want against them with his ability to reposition  pre-maneuver to avoid bombs and autothrust away TLT.... But they can straight joust him with missiles and force him to peel off. They can also litter the field with bombs and area control Kylo.

     

    I can't stress enough that this list only jousts when it wants to. It has all the tools to be as patient as it wants and set up the engagement to its liking.


  13. I think we've needed something like this for some time.

     

    My idea was to have a 0 point modification - Linked Targeting Systems - limited to Tie Fighters (and perhaps a couple other imperial ships like interceptors and bombers) that gives an offensive re-roll for each ship with the same modification that has fired at the same target this turn.

     

    This reinforces the tactic of swarming single targets. Fluffwise, each ship firing affects the flight path of the target and makes them more predictable.

     

    I also really like Major Jugglers idea and I think the two could coincide.


  14. I'm going to ignore list options for the time being and just talk about piloting....

     

    1 - You need to approach from an angle rather than head on.  It is a bad situation if you come straight at him and give him the option of trajectory simming without genius.

     

    2 - Some lists need to stick close together, but if yours doesn't splitting up and closing on Nym from different angles should give you good shots and keep you from getting more than 1 crit per bomb.

     

    3 - Eat the crits and hit back harder. If he is flying towards you and launching bombs, come in as fast as you can and unload all your firepower. Scurrgs go down hard to concentrated fire and you can win by accepting a hit to raze it.

     

    Was there any turret on the ship? If yes, it is more difficult to focus down due to the possibility of being ps kited, but it is an even juicier target pointwise. What are/were you using against it?


  15. Debris gambit can get you 1 evade more than your evade action on these ships. For it to do that, you will need to place the ship in between two asteroids. Your opponent is very likely to understand this and will refrain from jousting into that setup unless they can PS kill Omega Ace.

     

    I don't think debris gambit and swarm leader is a good combo as gambit will restrict your swarms movement greatly in order to use it.  My experience with kill box swarms is that they struggle when having to turn through obstacles.

     

    That being said, I like the rest of it....

×
×
  • Create New...