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Ohnoeszz

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Posts posted by Ohnoeszz


  1. I dont think the list wants Biggs.

     

    Jess's ability makes her a difficult target to crack and swarm leader with juke As provide firepower to beat anything that tries to joust jess. You should be free to play a more threatening ship. Either a TLT carrier or, as I'm trying, Hera in the shuttle with VI, navigator and autoblaster turret. Hera gives you a good endgame ship against anything that isnt a turret while the other ships should be able to raze a turret.


  2. Quickdraw:

    - Stay on Target

    - Fire Control System

    - lightweight frame

    - Title

    - Pattern Analyzer

     

    High pilot skill with repositioning in stay on target + barrel roll. You can either take lightweight frame or ion engine to increase options after stay on target. FCS works nicely with his ability to keep your extra attacks modified, but you could choose baffle to trigger the pilot ability off stay on target (I don't think you want to be giving health off him on purpose though).

     

    Yes it costs 35+.... Defender territory. It stacks up with defenders capably. I'd much rather face Ryad than this.  Stay on target at ps9 protects it better than any token stack could, especially since you aren't trying to create scenarios where it arc-dodges everything. You want it taking a shot from 1 ship.

     

    Your opponent is left with the option of committing their fire-power to QDraw or ignoring him entirely to deal with the other ships of you list. Anything in between reeks of jousting Dengar. With that understanding, you can play QDraw back a bit at first and once your opponent commits to another ship be hyper-aggressive with him.


  3. Is there any way to give initiative in the simulator?

     

    Found the answer one page back.... No.

     

    If there is a simple way to add this I think it helps the sim a lot. Didnt the original give any tied initiative to squad 1? That could be an easy solution.


  4. 100 point T-70 list:

    Jess Pava - R2-D6, Expertise, Integrated Astromech

    Blue Ace - Plasma Torpedo, R2 Astromech, GuidanceChips, Primed Thrusters

    Snap Wexley - Daredevil, R2-D2, Autothrusters, Primed Thrusters

     

    Snap can easily be made into one of your typical Poes, but he is extremely fun as is (being able to 3-bank, 1-bank, and 1-turn all in the same turn would be fun for a new player and doesn't come with the learning curve of a bb-8, ptl build).

    Blue Ace is also a fun ship.

    Jess is probably the best ship of the three and expertise should leave her free to boost every turn and keep up with the other two.

     

    This list should give the new player access to a variety of strategic play, but nothing too daunting. It's not a bad list as someone gets used to piloting it either. Tell the player to be aggressive, rush the other player with big moves and boosts while attacking as a group.


  5. I would highly recommend Eaden Vrill with intelligence agent and anti-pursuit laser (I also like to add smuggling compartment for feedback array but that's extra). You could replace Andor with this ship and use the extra 2 points for the feedback.

     

    Stramm provides him a 3 power attack and Vrill bumps like a champion lining up shots for your other ships and limiting opposition actions/movement. Farlander should be able to clear stress on his own with his ability and recruit. Stramm can handle his own stress and gunner makes other die mods far less important.

     

    I use attack shuttle Hera with VI, navigator and ion turret instead of Farlander but Keyan seems to fit as well.


  6. I think he's simply been underrated.

     

    Stress mechanics are pretty good on their own. Punishing one is a 12 point title. Play Eaden with a stress-inducing ship and you have a cheap, quality, 10 health, 3 power turret with barrel roll and a good dial.

    I've used this list with good success:

    • Braylen Stramm - R3-A2 + Gunner + Alliance Overhaul
    • Eaden Vrill - Intelligence Agent + Anti-Pursuit Lasers + Smuggling Compartment + Feedback Array
    • Hera Syndlla (Attack Shuttle) - Veteran Instincts + Navigator + Ion Turret

     

    Stramm and Eaden are both PS 3 so Stramm can stress before Vrill shoots. Intel agent and APL is very strong on a large based ship with 1 turns and barrel roll. You can often lock your dial to move in between their best options and use intel agent to see which direction you need to barrel roll for a block. Feedback array works nicely on a blocker as you can use it at combat against a ship that bumped you and is the final piece to make Vrill a nightmare for the aces that would otherwise outfly Stramm. Hera is an ace at PS 9 that can adjust its movement to get heavy hitting shots at range one or ion shots as it skirts the battle. Ion and stress plays well together and the other ships ability to limit or dictate your opponents movement leaves Hera with a lot of offensive opportunity.

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