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Everything posted by Zucch10

  1. So I had this idea for a while back and just need a 4th bomber to make it happen. I think it’s quite a lot to handle and probably edges out the 5 tie-fighter version by being able to link actions and having a ton of extra health. Give it a try if you want something you can bulldoze across the board and make your opponents cry salty salty tears. Sloan Bombers (76) Rear Admiral Chiraneau [VT-49 Decimator] (9) Admiral Sloane (2) Hull Upgrade (1) Ruthless (4) Dauntless Points: 92 (27) Scimitar Squadron Pilot [TIE/sa Bomber] Points: 27 (27) Scimitar Squadron Pilot [TIE/sa Bomber] Points: 27 (27) Scimitar Squadron Pilot [TIE/sa Bomber] Points: 27 (27) Scimitar Squadron Pilot [TIE/sa Bomber] Points: 27 Total points: 200
  2. Even outside of the Pre move making it fast it’s a different skill to judge the order of moves. I ran into a situation where my initial thought was a straight into a three bank but I figured a one bank into a three straight would get me closer, and it cost me a turn on a gas cloud. Luckily I’d dialed in a move on my defender that would have worked regardless of coordinating but still it could have been bad times.
  3. Just want to report in that I recently flew the palp reaper/2x saber/onyx defender version of this archetype and oh man it was a blast. Was against a somewhat janky Assaj/bossk/nom list but still, by the time I had wiped out bossk and had mostly chewn through assaj when we called it I had only taken 3 hits total, 2 to the reaper and one to a range 3 shot into an interceptor (of course) personally the reaper is a lot to handle, and I honestly think I like the Vader version more to make it more of a threat rather than a support ship.
  4. Rac with Sloan, title, ruthless and 5x academies. Vipers are a lot less scary when double stressed, and Sloan makes them think twice about the linked since triple stress is even worse.
  5. (76) Rear Admiral Chiraneau [VT-49 Decimator] (9) Admiral Sloane (1) Ruthless (4) Dauntless Points: 90 (22) Academy Pilot [TIE/ln Fighter] Points: 22 (22) Academy Pilot [TIE/ln Fighter] Points: 22 (22) Academy Pilot [TIE/ln Fighter] Points: 22 (22) Academy Pilot [TIE/ln Fighter] Points: 22 (22) Academy Pilot [TIE/ln Fighter] Points: 22 Total points: 200 Will never not recommend this list. Rac doesn’t need a bunch of upgrades when people have 5x ties to worry about. It’s an absolutely demoralizing list to fly against.
  6. Super awesome and congrats! Ive been running the rac/5x academies version of Sloan much to the frustration of our local league. Glad to see a Sloan swarm do work out there!
  7. Zucch10


    I’m up and down on that idea. On one hand out PSing swarms and having that crack to shove damage through is pretty great. On the other a recent game had 2 of my modded ties pop to unmodded shots and while yes double stressing two ships is a good thing it’s certainly harder to punch damage through with 7 dice rather than 9. Personally I lean into thinking of them kinda like vultures where more = better but the upsides to losing a ship can be clutch
  8. Zucch10


    Imperial Pacification Force (76) Rear Admiral Chiraneau [VT-49 Decimator] (9) Admiral Sloane (1) Ruthless (4) Dauntless Points: 90 (22) Academy Pilot [TIE/ln Fighter] Points: 22 (22) Academy Pilot [TIE/ln Fighter] Points: 22 (22) Academy Pilot [TIE/ln Fighter] Points: 22 (22) Academy Pilot [TIE/ln Fighter] Points: 22 (22) Academy Pilot [TIE/ln Fighter] Points: 22 Total points: 200 Been running this lately and it’s an absolute bear to deal with. 10/10 will always recommend.
  9. If your sinking an extra 10 points into her for the title... in which case I’m still shooting quick first
  10. I still don’t understand the defenders of phasma. She’s bad. There’s no reason to shoot her she’s no more of a threat than a generic SF so... just ignore her. If she’s flying alongside QuickDraw just shoot down QuickDraw he can only fire back once per turn why wouldn’t you burn that down first anyway? In the middle of a swarm what is she doing that matters? You aren’t doing a swarm tactics chain with her so just kill the swarm.
  11. If a world where 5x As with 2 reds and 4 health are so amazing is wrong then I never want to be right. Also seen the list chewed up by Y wings so currently believing this is still the best timeline.
  12. I ran kestel with barrage/ruthless and double edge with barrage/ruthless/ion turret with 2x barrage scimitars and a barrage ruthless Jonas. Was pretty **** good to tell the truth, only got kestal to trigger once but she pushed 3 damage through to boba and while I never got double edge to trigger his ion turret did take out boba range one. i feel they’re very good for what they offer.
  13. 1. In 2.0 the point limit for a standard game is 200. This is double from what was allowed in 1.0 2. Landing on debris means that you take a stress token after the checknpilot stress step and then roll an attack die. On a critical result you suffer one critical damage. Having the stress token generally means you cannot perform an action. Additional dice on defense does depend on the closest point to closest point intersecting and obstacle. 3. Not correct, see above 4. No you didnt miss anything, it is a useless upgrade without the lambda taking crew like director krennic to gain the target lock action. 5. Each ship can only perform one of an action each turn, so if you perform the focus action you can’t focus again. For night beast his extra action is only ever focus, so you’ll always want to evade or barrel roll before performing your free focus.
  14. Zucch10

    Reapers and Strikers

    Personally I’m waffling between 3x strikers plus a yorr lambda or a scariff base pilot. Yorr seems stronger on paper letting you coordinate with tactical officer and pull adrenaline rush style maneuvers turn after turn with electronic baffle and inspiring recruit while opening Dutchess to VI and sabacc to crack shot. The scariff base pilot means your taking adrenaline rush with dutchess and sabacc, but does have that sweet dial plus advanced ailerons.
  15. Zucch10

    E-wing strong

    Yeah, through a single trade I received 7 E Wings. Down to 6 now through a trade but still.
  16. Imperial for life. No matter how much I did enjoy flying things like poetensity my heart will always be with gunboats, defenders, phantoms, and punishers. At least until FO returns.
  17. First night of custom rules league - first week is PS 5 cap, each following week is capped at +/- 1d6, with a roll of a 6 meaning we play some off the wall special game like Mario kart. So first game I’m flying 4x Mangler Gunboats vs Guri, Sunny Bounder and Drea Renthal. Was one of the most glorious games I’ve ever played, and that’s vs a TLT carrier and essentially a PTL ace.
  18. Knew it’d be jank, will move things around and see how it goes. also, remember with boost coordinate I’m still getting use out of black one at ps11
  19. So I’ve been messing around with new stuff, played a Poe/wedge/fenn rebel 11s list that I picked up from here and it was fun, but wasn’t as great as I wanted it to be. Really liked having coordinate, but wasn’t able to fit in regen poe. So I messed around, went outside the box and put this together. (98) •Fenn Rau (28) - Sheathipede-class Shuttle Veteran Instincts (1), Hotshot Co-pilot (4), •M9-G8 (3) •Poe Dameron (41) - T-70 X-Wing Determination (1), •R2-D2 (4), Advanced Optics (2), •Black One (1), Autothrusters (2) •Roark Garnet (29) - HWK-290 Twin Laser Turret (6), •Nien Nunb (1), •Moldy Crow (3) Moldy crow isn’t need, but is a decent point filler. Figured I needed Roark to be fast to keep up with Poe to keep him at PS 12. Originally had weapons engineer on fenn, but I didn’t feel the reroll was needed on a TLT carrier as opposed to an X-Wing, so hotshot for stripping tokens. Could still go with intensity on poe to make him tankier, but I figured flat out negating blinded pilot would have its uses. so... am I crazy for wanting to give this a shot? Worried about damage output but I figure with the amount of negation in the list it’s more of a death by a thousand cuts scenario.
  20. @Magnus Grendel @SabineKey Actually with some some thought and new releases, considering this pairing (100) •Kath Scarlett (40) - Firespray-31 •A Score To Settle (0), •Agent Kallus (2), •Slave I (0), Long-Range Scanners (0) •Test Pilot "Blackout" (39) - TIE Silencer Trick Shot (0), Advanced Sensors (3), Primed Thrusters (1), •First Order Vanguard (2), Autothrusters (2) •"Countdown" (21) - TIE Striker Adaptive Ailerons (0), Twin Ion Engine Mk. II (1)
  21. Yeah I know, don’t think it’s worth fielding 2 since lone wolf and kallus are unique. You really need those green mods and generally take an evade every turn just to have it punch at its weight.
  22. (100) •Kath Scarlett (50) - Firespray-31 •Lone Wolf (2), Harpoon Missiles (4), Ion Bombs (2), •Agent Kallus (2), •Slave I (0), Long-Range Scanners (0), Extra Munitions (2) Sienar Specialist (25) - TIE Aggressor Twin Laser Turret (6), Lightweight Frame (2) Sienar Specialist (25) - TIE Aggressor Twin Laser Turret (6), Lightweight Frame (2) TLTs to stay at range, while kath comes up the middle and flies past to mostly use the back arc.
  23. I actually had some luck with imperial kath with a lone wolf and agent kallus. Its a lot of health and greens to run through with that much greed modification, Moreso vs two ship lists. nowhere near time walk asajj but still a different play style for imperial
  24. First order test pilot, PTL, AdvSensors, AdvOptics, Autothrusters. Never imagined there could be so much green in the galaxy. Also, out PS every generic save the glaive squadron and royal guard.
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