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Hotziggety

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  1. Just wondering if, at this point, there is any reason to think that Kylo Ren's ability will change for the Tie Silencer in 2.0? Or if we have reason to believe that pilots on different vessels could have different abilities? Seemed like the ability he had on the upsilon shuttle didn't really work for the tie Silencer platform.
  2. I share your love for Quickdraw and the Tie/sf. I run a list with three of them: Quickdraw, Backdraft and a Zeta Specialist.
  3. Selected Restrictions: no regen no primary turrets no secondary turrets no bombs no ordinance no large base ships no ship above PS9 no ship above 6 HP no 180 front arcs no palp crew no kylo crew no rebel fenn no re-enforce no advanced sensors no countermeasures Looks Like “Star Wars” The List 99PTS = QuickDraw - Expertise, FCS, Lightweight Frame, Title. Backdraft - Expertise, FCS, Lightweight Frame, Title. Zeta Leader - FCS, Lightweight Frame Title.
  4. First of all, thanks for all the feedback. I am still in the early learning stages of the game and appreciate the help on which "plays" are more and less suited for my squad. @Quadjumper King - I do think I need to incorporate bating into my strategy more and I am going to work on that. Thanks for the tip. @skotothalamos - Yeah, I think that's what Stay on the Leader seemed to be on about in his article where he was talking about using this strategy with the tie/sf. I think I just need more experience in reading that sort of thing. @wurms - You are right. The first time I tried it I thought to myself "well of course your flank just got served on a platter." I guess I was just trying to figure out what play/series of moves @Stay On The Leader was implememting, as reported in his article, to reasonable success. @Force Majeure - I like this. The description and picture **** me to understand your suggestion much easier too. Going to try this on Saturday. Thanks. @Sekac - Ok, glad to here you refer to it as a jousting squad. That's how I was running them at first. But then I kept seeing people track about how their aren't great at jousting. That's why when I read the blog on an alternative strategy to jousting with tie/sf I decided to give it a go. I guess I should try to remember that in certain matchups it will be fine to just joust with them. @Ohnoeszz - Thanks for the insight into how and when to use rocks to my advantage. I will be thinking about that now when I am attempting to do such a thing and I am sure it will help me use the rocks more effectively. Once again, thanks for all the feedback everyone. And for those that are curious. Here is my list: TIE/sf Fighter: · "Backdraft" (27) Expertise (4) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE/sf Fighter: · "Quickdraw" (29) Expertise (4) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE/sf Fighter: Zeta Specialist (23) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) -- TOTAL ------- 99p. --
  5. I run a triple tie/sf squad and have been attempting to enter the asteroid group (that I have been building near-ish to the edge of the play field) with my enemy behind, in order to drag them across the rocks. I tried another member's strategy (Stay On the Leader) of heading right at the opponent for the first move to indicate a joust, but then doing a slight turn into the rocks to try and drag the opponent in with me. After I turn into the rocks, however, my ships are simply turned away from the joust and the opponent has all their guns on me... It didn't work so well for me. So I am wondering if anyone else has tried to do something similar but with success and if so, what have you done differently?
  6. @SabineKey do you mind sharing your First Order Aces list? Do you fly them in formation for the first while?
  7. I was wondering if anyone had any insight on what some good strategies were with the triple tie/sf. So far I have typically been flying in formation and trying to line up the initial engagement. I attempt to line it up so that afterwards I can just slow roll a 1 speed maneuver with the team and catch one of the opposing ships in all three of the rear arcs for unrequited shots. Then I turn around and repeat. Is this a reasonable way to fly them?
  8. I have been trying out triple tie/sf as well. I feel like I have settled on one of two lists List A: TIE/sf Fighter: Omega Specialist (25) Expertise (4) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE/sf Fighter: Omega Specialist (25) Expertise (4) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE/sf Fighter: Omega Specialist (25) Expertise (4) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) -- TOTAL ------- 99p. -- List B: TIE/sf Fighter: · "Backdraft" (27) Expertise (4) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE/sf Fighter: · "Quickdraw" (29) Expertise (4) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE/sf Fighter: Zeta Specialist (23) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) -- TOTAL ------- 99p. -- Both lists utilize Expertise in place of the suggested intensity/debris gambit and Advanced Optics. I feel like expertise allows you to use your focus token (presumably acquired via focus action) on defense like an evade token. However, I feel like expertise will allow for more scenarios where you both have a modified attack and modified defense than intensity/debris gambit would provide. Additionally, Expertise could occasionally allow for the modification of an attack out of both the front and rear arc, if such a situation was to present itself (admittedly this would be rare).
  9. TIE/sf Fighter: · "Backdraft" (27) Veteran Instincts (1) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE/sf Fighter: · "Quickdraw" (29) Expertise (4) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) TIE/sf Fighter: Omega Specialist (25) Draw Their Fire (1) Fire Control System (2) Lightweight Frame (2) Special Ops Training (0) -- TOTAL ------- 99p. --
  10. I am really interested in trying out this list too. I am thinking it will be an improvement on the list I was trying before ("stay on the leader's" slaughterhouse), since the slaughterhouse list doesn't seem to be able to compete in the PS race right now. And, as noted by others, this Omega list seems to be able to withstand some early heavy fire if needed.
  11. The list I plan on trying for a few weeks is this: Tie Silencer (Kylo) 35 PTL 3 Autothrusters 2 FCS 2 Threat Tracker 3 First Order Vanguard 2 Ship total = 47 Decimator (RAC) 46 VI 1 Engine Upgrade 4 Inspiring Recruit 1 Ship Total = 52 List Total = 99 I like the silencer build here because if you are out of position you can PTL before combat to get back into position. Alternatively, if your positioning is fine, then you can fire first, then when the ship activates you can use Ptl and Threat Tracker to hopefully dodge. Thirdly, if they have a higher PS, you can use Threat Tracker and PTL to dodge as many arcs as possible and still be able to focus. Seems to have a decent amount of flexibility. Will see how it goes.
  12. If the tech upgrade Threat Tracker is triggered when the opponent's ship activates during combat and you use the ability to perform a free barrel roll and you have boost in your action bar, can you then use PTL to boost as well? (Assuming you also have the Elite PTL skill).
  13. Thanks for sharing your report. I have been trying triple defenders lately too. I just need to determine whether to run triple tie/D or tie/x7.
  14. Hotziggety

    X-Wing: Mobile

    Yep, I would buy it (and everything for it).
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