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eljms

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  1. I've wanted to try a jabba barge but haven't got around to it yet. Latts' ability is interesting because you have to spend the lock. Do you use it situationally? (you mentioned debris) What's the general thinking of when you're best to hang on to the lock for double mods v. tractor?
  2. A local player flies double jedi (Ani / Obi) with R2 and spare parts canisters. He's basically looking to take half points off something in your list and avoid giving up any points at all. There's definitely counter play, but it's a legitimate strategy and depending on what you've brought it can be hard to get shots on him at all. And if you do - he regens ...
  3. Yeah - this is fair. Cloaking them is an option but that's points for cloak, Cikatro and something to swap in so it adds up. Cloaking helps in one of two ways. Either making them less fragile, or helping them close quickly with the decloak.
  4. I have two currently - wouldn't be adverse to getting another. I've been pondering whether gunrunners may be super useful in splitting an opponent's wings. If I'm reading it right, tractoring results in a ship being forcibly split from the wing (even if it's not moved). That could be great for taking out a wing leader.
  5. Ok - so taking a couple of the suggestions: - Lean C-ROC - Letting the wings protect Serissu / Drea I'm at the following: Drea Renthal (49) Dorsal Turret (3) Veteran Turret Gunner (8) Veteran Wing Leader (2) Ship total: 62 Half Points: 31 Threshold: 4 Syndicate Smugglers (58) Point-Defense Battery (10) IG-88D (3) Damage Control Team (3) Ship total: 74 Half Points: 37 Threshold: 8 Serissu (40) Heavy Laser Cannon (4) Veteran Wing Leader (2) Ship total: 46 Half Points: 23 Threshold: 2 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Crymorah Goon (31) Ion Cannon Turret (5) Veteran Turret Gunner (8) Ship total: 44 Half Points: 22 Threshold: 4 Crymorah Goon (31) Ion Cannon Turret (5) Veteran Turret Gunner (8) Ship total: 44 Half Points: 22 Threshold: 4 Jakku Gunrunner (32) Ship total: 32 Half Points: 16 Threshold: 3 Jakku Gunrunner (32) Ship total: 32 Half Points: 16 Threshold: 3 Total: 430 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZeZ500Z86XW137WW90WWWWW259Y376XW272WW36W277WWWWWY132XWW10W259Y139XW10WY139XW10WY139XW10WY88X138WW90WWWWWY88X138WW90WWWWWY143XWWWWWY143XWWWWW&sn=Unnamed Squadron&obs= Current questions: What to do with the 70 points? Buy another y-wing! or M3-A. If I drop the gunrunners, I could introduce a Fang Fighter wing (I have 3) No obvious wing leader ability to exploit and I'd have to trim something even to get a higher initiative pilot Fly Han behind the C-ROC for lots of obstructed shots Does that work? Add something that drops bombs Nym? Have to trim something to get Emon I like the idea of a party bus but I think it would be too vulnerable against huge ship attacks (Turbo Laser Battery in particular) ???
  6. @Enigami - Thanks! That's certainly a lot more points efficient Are you ever tempted by bombardment specialists / IG-88D to potentially increase the range of a couple of those Point Defense Battery attacks (or just for linked actions and extra mods?) Something like this: Syndicate Smugglers (58) Point-Defense Battery (10) IG-88D (3) Bombardment Specialists (6) Tibanna Reserves (3) Ship total: 80 Half Points: 40 Threshold: 8
  7. Bombardment specialists helps here, spending calculates to increase range if necessary (although I would prefer to hold on to them for modifying attacks). Yeah - I'd been thinking of getting target locks at range and then focus for full mods originally. The TL to linked calculate action / IG-88D kind of renders that superfluous. Not sure I want Lando though. Hoping for three TLs, two calculates and Drea.
  8. @Bort, thanks for responding and helping me think this through. I had been planning to cloak Drea. Cikatro was there simply to move the cloaking device anywhere else so that I wasn't forced to decloak. Correct on the Serissu wing. I think it would be a particular threat to other huge ships because bullseye arc should be easier to get the HLCs going. On the C-ROC, the goal would be to try and get three target locks while still beyond range 3 (Boosted Scanners / Sensor Experts), and then unload the following round with a primary attack, two cluster missile attacks, which are potentially two attacks each (Corsair / Tubes) and the ion cannon attack (Merchant One). So maybe six attacks. The 180 degree front arc for missiles helping with this. Does this all stack up? Up to six attacks, right??!
  9. Christmas is around the corner and I'm looking forward to some new toys to play with. I've started trying to play around with epic lists for scum. I'd be interested what C-ROC builds people have been trying and also which wings people think work well. My first attempt is below. I'm worried that the C-ROC is too fat but I'm hoping it will get to go out in a blaze of fire over a round or two with loads of bonus attacks. It seems to me that Serissu and Drea are natural wing leaders. I only have three y-wings and four M3-As currently or I'd be tempted to ditch the gunrunners and just add to those two wings. Drea Renthal (49) Dorsal Turret (3) Cloaking Device (5) Veteran Wing Leader (2) Ship total: 59 Half Points: 30 Threshold: 4 Syndicate Smugglers (58) Ordnance Tubes (2) Cikatro Vizago (1) Perceptive Copilot (8) (hmm - IG-88D probably better ...) Bombardment Specialists (6) Boosted Scanners (8) Contraband Cybernetics (3) Merchant One (8) Corsair Refit (15) Ion Cannon Turret (5) Cluster Missiles (5) Sensor Experts (10) Ship total: 129 Half Points: 65 Threshold: 8 Serissu (40) Elusive (3) Stealth Device (8) Heavy Laser Cannon (4) Veteran Wing Leader (2) Ship total: 57 Half Points: 29 Threshold: 2 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Crymorah Goon (31) Ion Cannon Turret (5) Veteran Turret Gunner (8) Ship total: 44 Half Points: 22 Threshold: 4 Crymorah Goon (31) Ion Cannon Turret (5) Veteran Turret Gunner (8) Ship total: 44 Half Points: 22 Threshold: 4 Jakku Gunrunner (32) Ship total: 32 Half Points: 16 Threshold: 3 Jakku Gunrunner (32) Ship total: 32 Half Points: 16 Threshold: 3 Total: 493 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZeZ500Z86XW137WWWWW91WW259Y376XW271W25W54W275W283WW92W306W308WW138W98WW281WY132X119W166W10W259Y139XW10WY139XW10WY139XW10WY88X138WW90WWWWWY88X138WW90WWWWWY143XWWWWWY143XWWWWW&sn=Unnamed Squadron&obs= Questions: - Is the C-ROC too fat (i.e. is it going to die before ever getting to shoot? If so, should I invest in the 'Stalwart Captain' - assuming that means I still get to shoot??) - Is cloaking / Cikatro to protect Drea worth it? - Are Elusive / Stealth Device on Serissu worth it? (I'm assuming that passing off the damage to wing mates will make the Stealth Device last longer) - Any suggestions on alternatives to two Gunrunners?
  10. Again - I've not played yet so this is all conjecture from me, but I'd have thought that Howlrunner / Jonus aren't a lot more powerful than they are in standard games due to the limitations of the range 1 restriction, and also that they just become a priority target. Jendon could be handing out 20 target locks first round and there's nothing you can really do about it. Leia's going to be great for sure.
  11. In 1.0 Jabba was ridiculous in Epic. Double glitterstim for everyone ... In 2.0 he's charge based, can only help one ship at a time and there's a range restriction too. So personally, I don't think he's overpowered. It's the upgrades that can help your entire fleet that are going to be white hot. Drea for scum is potentially another one.
  12. I'm yet to play, epic stuff hopefully coming at Christmas if Santa got my note. I've been worried that Imperials may be super powered because of things like Sloane and Jendon, basically upgrades that scale well. Has anyone experienced this?
  13. Yeah, absolutely - and I know it won't happen very often. I've played my list and not used autoblasters once the whole game. In this instance my opponent messed up and ended up on a cloud.
  14. I've been flying Gavin, Braylen, Ten and Lt. Blount (B-wings with Marksmanship and Autoblasters). I got to shoot Vader through a cloud, with bullseye for the two auto-crits over lunch today. Is it the most competitive thing in the world? Probably not. Was it fun? Heck yeah
  15. Thanks everyone for the input. I flew Vynder (no EPT, +Advanced Slam - doh). Aces High was a lot of fun. Vynder worked out pretty well overall although I had trouble once my torpedoes were spent. Ideally I wanted to die so I could get the charges back quickly but I wasn't often a target once I'd given up first damage. Switching targets got complicated as I'd need to reload and take a new target lock which I can't do in the same turn. Points scoring targets were constantly changing and it was hard to adapt quickly enough. Also, SLAM is great, but not so great in a scrum, so I'd end up taking a couple of turns reloading and turning around before coming back in again.
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