Jump to content

SheepRebel

Members
  • Content Count

    22
  • Joined

  • Last visited

Everything posted by SheepRebel

  1. The efficient use of the TLs is that Norra uses one for rerolls and one to add an eyeball. Wither Shara should keep the other as defence or spend it on rerolls on her own shot is very circumstantial (If the locked enemy is higher PS, you get to do both). Using a TL from Shara to reroll only one die from a friendly ship instead of all of her own is not efficient. IMO, the key to Norra & Shara is keeping the moving parts to a minimum, too many handshakes and between three ships to boot is just too hard to make work in real life. Which is why I have serious doubts about Fenn as the third ship. And I dont think Wingman is the way to go, as having to stay within R1 and not R2 complicates things even further (also, it is not efficient when you have R2-D2 as previously mentioned). I am tinkering with another option for the third ship: Arvel Crynyd, Chardaan refit, A-wing test pilot, Intimidation (23 pt total). Good as a blocker, distraction, fast flanker, and compliments the hard hit of the ARCs well but it is not essential. And there are actually many things he can go hunt on his own, especially if the attention is devoted to the ARCs.
  2. @SpiderMana you are right in that it is not legal to use two TLs to add two eyeball result. But the reason is not because of card effects, which is a different thing than spending tokens. However, you CAN spend the same type of token more than once during an attack, but NOT for the same effect (FAQ p7). So you can spend one TL to add the eyeball and the other for rerolling.
  3. @hawk32: yeah, I realized that when I used a squad builder. And that pretty much takes the fun away ;( @DInaU: Rigged Cargo could work as a second bomb, although Sabine doesn´t do anything for it.
  4. I am working on this idea about using TFA Han´s deployment ability with bombing, by Sabine crew. The lack of a torpedo slot for Extra Munitions made it a short party, but now Bomblet Generator can fix that. The question is, what else to kit him with and what else to fly. My best idea so far is PtL and Kanan on Han, for the full modded 3 red 360, simple and effective. The TfA title can be fun with bombs, but I think the evade comes in handy when he is in a tight spot. Something like: Han Solo (TFA), PtL, Sabine, Kanan, Bomblet Generator, Evade Title: 58pts Then I´ll want another bomb carrier to get the most out of Sabine, and hopefully force opponents into a tunnel of hurt. Miranda allways comes to mind, something like TLT, Cluster Mines, Extra Munitions: 41 pts Leaving a 1 point bid (initiative is nice to place Han last knowing where everyone else are). Is there a better Han setup in this list than PtL and Kanan? (I have so far come up with nothing). Is there a better alternative than Miranda? How much a priority would you make the bid?
  5. I am working on this idea about using TFA Han´s deployment ability with bombing, by Sabine crew. The lack of a torpedo slot for Extra Munitions made it a short party, but now Bomblet Generator can fix that. The question is, what else to kit him with and what else to fly. My best idea so far is PtL and Kanan on Han, for the full modded 3 red 360, simple and effective. The TfA title can be fun with bombs, but I think the evade comes in handy when he is in a tight spot. Something like: Han Solo (TFA), PtL, Sabine, Kanan, Bomblet Generator, Evade Title: 58pts Then I´ll want another bomb carrier to get the most out of Sabine, and hopefully force opponents into a tunnel of hurt. Miranda allways comes to mind, something like TLT, Cluster Mines, Extra Munitions: 41 pts Leaving a 1 point bid (initiative is nice to place Han last knowing where everyone else are). Is there a better Han setup in this list than PtL and Kanan? (I have so far come up with nothing). Is there a better alternative than Miranda? How much a priority would you make the bid?
  6. As you said, the cost is the issue. And there are still so many better options for 44 points to put in that list. B-wings suffer from the same cost effectiveness issue that T-65 do: They are not bad as such, there are just many better options for the same points, for various reasons.
  7. I did quite a bit of B wing flying but have to say its based more on love of the ship than actual performance. Generally, the dial is the issue. Specifically, the named pilots become too expensive with the upgrades they need. Nera might be the exception as she has 360 torps, compensating for the dial issues. Try to compare this to Keyan, even a lean one, brute force and durability for points in mind: Chopper (Ghost), FCS, Hera Syndulla, "Zeb" Orrellios: 41 points. 4 red dice (5 at range 1), 5K turn, doesnt need actions, will block + stress + shoot you w/ 5 red if in arc, 16 hull+shield total. As pointed out in an earlier post, I will second that the best B wing build is BSqP w/FCS at 24 points. Even more so in a pair of two (I never tried a formation of 4 but would expect most lists to out fly them easily and the terrible dial makes it hopeless to regain even the resemblance of a formation). The strongest argument against those to B's are two Y-Wing GSqP w/TLT at excactly the same cost. My favorite filler next to Dash is Miranda w/TLT and whatever you fancy, second choice being two Y-wing GSqP w/TLT. That is, if you are going for effectiveness. It is a list that really doesnt require much flying skill and relies mostly on math (consistency).
  8. I love using the Y as well, and often fly two. I never did formation flying with them, as they allmost allways have Twin Laser Turrets. Gold sq and TLT is one of the most cost effective things you can field. You could get hold of a K wing, that gives you 2 TLT cards. The K is a good bombing platform, and Y with Ion works well with that, bombing ships you know where are the next turn is even more fun. The Ys are also good for supporting a YT-1300 or YT-2400, mostly with the TLT option and not so much the Ion. Outside competitive play, dont forget that Ys have torpedo slots, Horton salm works well with torps, but you really should have Guidance chips. Maybe when playing for fun, its ok to proxy and not own the cards?
  9. Yeah, I made a Biggs list as well, but didnt post it as, well, you know.... I find the double tap is not worth it. Minimum 18 pts for that, its the price of a Gold sq. Y-Wing. I'd rather put the TLT on that instead. What I think people often forget is that it puts all the more concentrated fire on the Ghost, insted of having multiple targets; and risk of loosing it if the Ghost goes down before the shuttle is deployed. Finn, I agree on his awesomeness, just dont have the points. Except that I could take the rockets of Airen, but then Rey has to go....
  10. Im working on different Ghost builds, all based on Kanan. Now I need fresh eyes on them to see pros and cons I didnt. Ghost N Support VCX-100: Kanan Jarrus, FCS, Recon specialist, Tactical Jammer (44) HWK-290: Kyle Katarn, Trick shot, TLT, Jan Ors (29) Y-Wing: Gold sq pilot, TLT, M9-G8 Fat Ghost VCX-100: Kanan Jarrus, FCS, Recon specialist, Rey, Auto blaster turret, Tactical Jammer (48) Z-95: Airen Cracken, VI, Concussion missiles, Guidance chips Y-Wing: Gold sq pilot, TLT, M9-G8 Obviously, both versions lean towards a slightly defensive, or at lest cautious, approach, especially the latter where Rey should bank as many tokens as possible before engaging. And both want the small base ships taking cover behind the Ghost to get that extra green.
  11. Well, I prefer Kanan to Hera and see them flown differently, but here are some of my favorites. An obvious choice (valid in most rebel lists) is a Y-Wing gold sq, TLT, droid of choice (24+). Could also be the stress hog variant (26). Z-95 Airen Cracken, Homing missiles, VI, Guidance chips (25). HWK-290 Kyle Katarn, TLT, Trick shot, Jyn Erso (27). T-65 X-Wing Tarn Mison, R7 Astromech/M9-G8, Integrated Astromech (25/26). Or a two ship distraction: Tie Sabine Wren, A Score to Settle (15). Z-95 Bandit (12). Remember, PS9 shoots at Ahsoka; bombs and some other stuff that doesnt need to target her wotks fine.
  12. Ion, when it happens, let you know where the enemy ship will be next turn. Non Ion ordnance lets you bite big chunks out of the enemy asses. What do you prefer to pay points to get one shots of? Lists based on ordnance need all the right upgrades, like Guidance chips and Extra munitions.
  13. One idea (my 7 year old sons regular list): Poe (PS8), R5-P9, Lone Wolf, IA Gold Sq pilot, TLT Another idea: YT-1300 Chewbacca, Rage, Inspiring Recruit, Kanan Jarrus, Title (Either) Z-95 Bandit Im sure Lothal Rebel can be a horror to behold at 60 pts, but dont have a list top of my head.
  14. That 27 pts Tie build is just horrendously expensive on 3 hull no shields. That would be my biggest concern.
  15. I experimented with this, but decided it was mostly a way of annoying friends to death 2 B-Wing Blue Squadron, Ion cannon 2 Y-Wing Gold squadron, TLT Fly along one side, Ys on the inside and Bs on the outside. Y B Y B K-turn when you run out of space, go back along the same side. Never loose patience, let them come to you. Blocking kills you, though. And stress when you wanna K turn ruins some of the fun. The idea is to minimize the effect of my bad dials and take away the advantage of speed and good dials.
  16. Your second Miranda build is self contradictory IMO. Miranda and TLT are such synergy with her pilot ability they shouldbe stabled together. If you are dropping bombs, her pilot ability makes no diff and her PS only slightly. So why more and just take a Warden? If you shoot ordnance, you paid a lot of points for one (two) shot upgrades, and dont want to roll less dice and regen but burn shields and roll more dice. This advocates keeping her cheap as she burns fast; so no bombs. Ordnance is directed forward, bombs backwards. They want, from a positional standpoint, the opposite and work against eachother. In general, I think most people oversee the fact that the cheapest pilot option drops bombs just as well as the most expensive, unless they have a bomb related pilot ability. And most people overthink Dash; the thing with Dash is, you dont need to think, you dont even need to point. All he need is Outrider and a gun, everything else is variations to personal taste (actually, I might put Sabine on Dash, for surprise and R1 option, remember that the +1 damage works on everyones bombs).
  17. I am no tourney rat myself (yet), but I dare say Rey with Finn crew is probably the most competitive. And see a lot of action for that reason. There are variations over that base. Usually with the new title, to keep the enemy in arc, often EU for the same reason as well as improve R1 chances. Sometimes with Expertise (though Segnors loop shuts that down, and stress sensitive is a tough life theese days). I saw a you tube vid where Ray w/ Finn was backed by a fat (?) HWK; chewie crew and hull upgrade plus TLT.
  18. I don´t see the idea of the two Tie in the list. Chewie (Falcon in general) want Kanan crew bad, you MUST clear double stress to keep raging. Limited to greens, you are predictable and throw away the Falcons main asset being one of the best dials in the game. I would swap Gunner for Kanan, focus and rerolls will do it. There are far too many points invested in very fragile Ties that do quite limited damage. Ahsoka will not gain nothing from passing an action to Chewie when he is raging, as he will be stressed at the beginning of combat. And Airen Cracken will do it for free at PS8, if you want that function. Her ability is wasted. Overall, the damage output from those two Tie are the same as 2*12=24 points basic Imps; you pay 24+22=46. My point: you pay 22 points more for those Tie, what is it exactly you get here that is worth that? I see nothing
  19. I think there is very little damage output from the two A-Wings considering their exorbitant pts cost. All the actions in the world will not not kill anything on its own. For the A-Wing to really do it, I would look for offensive mods that increase the damage potential; maybe outmaneuver or opportunist.
  20. I had two games trying this out, won both but against triple imp aces I really should win no sweat with this list (great matchup). Deployed along one side, Ys closest the edge and Bs on the side, screening. Then, when closing on the opposite end, I just K turned everything. It works decently, but as soon as someone can block and live I will be in trouble Ion cannons are not worth it, I agree. FCS for sure. The improves green on the Y wings is all but reduntant, even after K turning they just go strait so I should put that to better use. So 4 points become free.
  21. I decided to go for a rebel 4 ship build attempting to achieve something at least semi competitive. Will it hold its own? What could improve it? Should I go for different ships, and if so, what? Gld Sq. Pilot (Y-Wing), TLT, R2 (25pts) Gld Sq. Pilot (Y-Wing), TLT, R2 (25pts) Blue Sq. Pilot (B-Wing), Ion Cannon (25pts) Blue Sq. Pilot (B-Wing), Ion Cannon (25pts) Total 100pts Obviously, I need to outfly my opponent or he will tear me a new one. I thought about Advanced Sensors instead of the Ion cannons. Pros and cons as well as other alternatives are most welcome. Swapping one Y for a HWK 290 Rebel Op. With TLT and the two Ion Cannons could allow for one B upgraded to Farlander with Rage. I have serious doubts on that though, the 32 hull and shields is one of the things this build has going for it. But being rather limited when going to the upgrade store is a fun (and frustrating) challenge.
×
×
  • Create New...