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Pash Horn

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  1. Here's a couple silly 35 point ships. Nera for 360 torpedo launching and intensity/PTL jake allows for some crazy token staking. Nera Dantels (26) Deadeye (1) Fire-Control System (2) Proton Torpedoes (4) Extra Munitions (2) Guidance Chips (0) Jake Farrell (24) Push the Limit (3) Harpoon Missiles (4) Intensity (2) Guidance Chips (0) A-Wing Test Pilot (0) Total: 68 View in Yet Another Squad Builder
  2. What about this. I find Howlrunner a mixed bag in the current meta of harpoons, splash damage and bombs. Flying swarms that don't have to be as close together seems to help a lot. I also really like Omega leader and ace becauese they can hit really hard. "Omega Leader" (21) Juke (2) Comm Relay (3) "Youngster" (15) Marksmanship (3) "Wampa" (14) "Dark Curse" (16) "Omega Ace" (20) Opportunist (4) Advanced Optics (2) Total: 100 View in Yet Another Squad Builder
  3. I plan on playing some 200 point team epic in a couple weeks. I've decided to set some silly conditions for myself. I want any list I run to have 1) 2 falcons and 2) a rebel transport. So far this is what I've come up with. Tips and recommendations wanted! Chewbacca (42) Trick Shot (0) Gunner (5) C-3PO (3) Engine Upgrade (4) Millennium Falcon (1) Resistance Sympathizer (38) Gunner (5) Rey (2) Engine Upgrade (4) GR-75 Medium Transport (30) Jan Ors (2) Courier Droid (0) Comms Booster (4) Comms Booster (4) EM Emitter (3) Jess Pava (25) Flight-Assist Astromech (1) Integrated Astromech (0) Red Squadron Veteran (26) Adaptability (0) Flight-Assist Astromech (1) Integrated Astromech (0) Total: 200 View in Yet Another Squad Builder
  4. I definitely see the benefit of going TLT over the auto blaster. And I really like that Sabine combination. Never thought of it. Does anyone know how Ezra/Maul crew interact? Do you get the stress from using Maul and then use Ezra to change the eye to a hit on the same attack?
  5. I've been trying for so long to figure out how to use Nera. I really like the idea of this build: Nera Dantels (26) Deadeye (1) Fire-Control System (2) Extra Munitions (2) Proton Torpedoes (4) Guidance Chips (0) A bubble of death with the protons just seems fun. And I like this over advanced protons because advanced protons just seem hard to trigger with a lower PS ship. I am stealing the idea for Ten Numb and an ion cannon. I like the flexibility of the guaranteed ion or pushing through a crit. Ten Numb (31) Veteran Instincts (1) Fire-Control System (2) Ion Cannon (3) Bistan (2) B-Wing/E2 (1) The question is what to do for a third ship. With 25 points left I don't know where to go. I could put in a stress ezra. Or I could put in a harpoon carrier. Thoughts?
  6. So I just got the Ghost and am trying to put together a Rebels TV show thematic list. What do folks think of this: Kanan Jarrus (38) Accuracy Corrector (3) Autoblaster Turret (2) Maul (3) Recon Specialist (3) Ghost (0) Ezra Bridger (20) "Chopper" (0) Phantom (0) "Zeb" Orrelios (TIE Fighter) (13) Sabine Wren (TIE Fighter) (15) Rage (1) Hera Syndulla (1) Sabine's Masterpiece (1) Total: 100 View in Yet Another Squad Builder
  7. When I try to design lists for beginners I have one goal: simplify decisions. I try and design strong ships with simple action decisions. That keeps it from getting confusing. I also try and design lists that hit hard. Even when losing it can be satisfying to push damage through. Something like this would fit that: Wedge Antilles (29) Veteran Instincts (1) Flight-Assist Astromech (1) Integrated Astromech (0) Chewbacca (42) Expertise (4) Gunner (5) Hotshot Co-pilot (4) Millennium Falcon (1) "Zeb" Orrelios (TIE Fighter) (13) Total: 100 View in Yet Another Squad Builder Wedge with FAA is easy to fly: if no arc, barrel roll or boost. And wedge can wreck low agility ships. I like this chewie with expertise/gunner/hotshot co-pilot because it strips tokens on a first shot and then can push damage through on second shots. And for actions just take evades to stay alive. And Zeb is in there for his love of rebels.
  8. I would recommend some sort of "reinforcements" mechanism. I would let each side keep some ships off the board at the start (say up to 250 points). Then after each round the team could decide to bring the ships onto the board. They would have to roll a dice to determine position (say 12 sided dice for each 1 foot section of player side). This would keep it from being a total furball where it's just a mess of ships. It would also speed up the start of the game because there wouldn't be so many ships on the board. And to keep the team from just saving the points off the board say that they must enter after 5/6 rounds.
  9. Yep. It is an issue. you could take Jan Ors off Ezra to give Norra vectored thrusters.
  10. What about this version of Ezra and Norra? Ezra can dish stress and help Norra/Poe token stack. And this is a very good regen Norra for late game if Poe eats it to the current world of harpoons and bombs. Ezra Bridger (Sheathipede) (17) Adaptability (0) Jan Ors (2) R3-A2 (2) Norra Wexley (29) Push the Limit (3) Rey (2) R2-D2 (4) Alliance Overhaul (0) Total: 100 View in Yet Another Squad Builder
  11. So I flew against a this list and had luck with Poe, Wedge, and Fenn: https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!0:27,-1,253:-1:20:;196:27,-1,148,254:39:15:;275:27,164,206:-1:-1:&sn=Unnamed Squadron&obs= Wedge Antilles (29) Veteran Instincts (1) Flight-Assist Astromech (1) Integrated Astromech (0) Poe Dameron (PS9) (33) Veteran Instincts (1) BB-8 (2) Advanced Optics (2) Autothrusters (2) Black One (1) Fenn Rau (Sheathipede) (20) Veteran Instincts (1) Hera Syndulla (1) M9-G8 (3) Total: 97 Poe strips TLs and Wedge with the reroll from M9 packs a punch. Ps11 is also key to move after and try and control range. I also made Nym fly through rocks. I think that is the most important piece. If they can't line up straight against you they have difficulty getting bombs off.
  12. What about this? Crimson Squadron Pilot — B/SF-17 Bomber 25 Minefield Mapper 0 Conner Net 4 Ordnance Silos 2 Ship Total: 31 Crimson Squadron Pilot — B/SF-17 Bomber 25 Minefield Mapper 0 Conner Net 4 Ordnance Silos 2 Ship Total: 31 Keyan Farlander — B-Wing 29 Push the Limit 3 Minefield Mapper 0 Sabine Wren 2 Proximity Mines 3 B-Wing/E2 1 Ship Total: 38 Conner nets give more guaranteed damage and ion control. And I always think Keyan is a solid pilot with PLT. I know it's less support for the bombers but it lets the b wing give out more damage.
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