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DerekDeath

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  1. So I may be fighting a loosing battle here, but I am thinking about what to take to a regional at the end of the month and I would love to bring my man Boba the Fett! I have had some good results recently with fast boosting large bases on the tables as they are great at avoiding harpoon jousts by leapfrogging into range 1. So here we go: Boba Fett (Scum) — Firespray-31 39 Push the Limit 3 Maul 3 Bomblet Generator 3 Engine Upgrade 4 Andrasta 0 Ship Total: 52 Asajj Ventress — Lancer-class Pursuit Craft 37 Push the Limit 3 Latts Razzi 2 Glitterstim 2 Engine Upgrade 4 Ship Total: 48 Asajj is a fairly typical build, just with the engine upgrade. Boba has push the limit for the action economy and Maul to hopefully remove the stress and keep the dial open. Both ships should be quite tanky with boba getting defensive re-rolls at range one and both should hit hard. They can both token up with evade and focus and can get passive modifications to push damage through (may be convinced to run lone wolf on asajj but I think they would prefer to stick together) Is it worth taking to a high level event?
  2. Posted these on reddit last week, but they are relevant here Royal Guard - Crew - Imperial Only - 4 Points Your ships action bar gains the reinforce action Sith Acolyte - Crew - Imperial Only - 2 Points When attacking a stressed enemy, roll one additional attack die. If your attack doesn’t hit, remove one stress token from the enemy Snoke - Crew - Imperial Only - 5 Points At the start of the game, assign one force link token to one of your ships, and one force link token to an enemy ship. For the duration of the game, both ships share each others pilot abilities. To the highest bidder - Illicit Upgrade - 2 Points / 4 Points / 6 Points / 8 Points Remove faction restrictions from this ship. You may not equip faction specific upgrades. The first time this ship is destroyed, do not remove from play. The opposing player may discard any number of upgrades on active (e.g. not destroyed) ships up to or exceeding the points value of this card. If they do, this ship is assigned facedown damage cards until one hull is remaining, and from the next turn is under the control of the opposing player and until the end of the game counts as an enemy ship. If the opposing player does not discard enough upgrades to reach or exceed the value of this card, remove the ship from play.
  3. This is a really solid list, one thing the tractor beam is great for is helping with range control to get enemies where you want them for the Rhos, as they aren't the most manoeuvrable ships! I really like running asymmetrical gunboats, as they can be hard countered by some lists so having different builds gives you some flexibility, so maybe swap the ion cannon one for a deadeye harpoon or PTL Harpoon Rho? The only other thing I have found is lightning reflexes on the HLC Rho can work really well to give you more time on target, especially when jousting alongside the defender. Love all the options you get with gunboats!
  4. I have been using Tie/Ds a lot recently and keep thinking about this same problem, they die too quick! I like the idea of using the rage EPT for the double modded shots and the focus for defence. May not be able to use it every turn if you are against a stress giving list but it sure packs a punch. There is a ton of green on Ryad with the mk2 engine and combined with inspiring recruit on a shuttle, could work. As @blade_mercurial says too, they are both equally threatening so there wont be an obvious target priority Colonel Vessery — TIE Defender 35 Expertise 4 Ion Cannon 3 Twin Ion Engine Mk. II 1 TIE/D 0 Ship Total: 43 Countess Ryad — TIE Defender 34 Rage 1 Ion Cannon 3 Twin Ion Engine Mk. II 1 TIE/D 0 Ship Total: 39 Scimitar Squadron Pilot — TIE Bomber 16 Inspiring Recruit 1 Intelligence Agent 1 TIE Shuttle 0 Ship Total: 18
  5. Good catch, never really used much SLAM to be honest! I really like the PTL Rhos too, though I am thinking I could scratch the advanced SLAMs on them for guidance chips for a bit extra modding, then keep the EU and harpoons on Vader. I still recon I might try out Squad Leader, see how it goes. Would totally pay for itself if I can just get one extra target lock > harpoon shot I wouldn't have otherwise been able to take Darth Vader — TIE Advanced 29 Squad Leader 2 Harpoon Missiles 4 Advanced Targeting Computer 1 Engine Upgrade 4 TIE/x1 0 Ship Total: 40 Rho Squadron Veteran — Alpha-class Star Wing 21 Push the Limit 3 Harpoon Missiles 4 Guidance Chips 0 Os-1 Arsenal Loadout 2 Ship Total: 30 Rho Squadron Veteran — Alpha-class Star Wing 21 Push the Limit 3 Harpoon Missiles 4 Guidance Chips 0 Os-1 Arsenal Loadout 2 Ship Total: 30
  6. So I am going to a store tournament this weekend as have been writing lists with my two new shiny gunboats in, and had a dig through some of my lesser used cards and found squad leader! Squad leader on vader can allow the one gunboat to potentially SLAM reposition and get an extra action at PS9, or snag a target lock once other ships have moved into range (covering some of the main weaknesses of the boats is my thinking). Deadeye is there for flexibility. Do you think this list is too gimmicky or will it work well? What would you change? Darth Vader — TIE Advanced 29 Squad Leader 2 Harpoon Missiles 4 Advanced Targeting Computer 1 Engine Upgrade 4 TIE/x1 0 Ship Total: 40 Rho Squadron Veteran — Alpha-class Star Wing 21 Deadeye 1 Harpoon Missiles 4 Advanced SLAM 2 Os-1 Arsenal Loadout 2 Ship Total: 30 Rho Squadron Veteran — Alpha-class Star Wing 21 Deadeye 1 Harpoon Missiles 4 Advanced SLAM 2 Os-1 Arsenal Loadout 2 Ship Total: 30
  7. What do you guys think is the best/ most viable source of ion for an imperial? Is it best with a cheap dedicated carrier, or put on more expensive ships as part of a toolkit? The two options that I am looking at are: Nu Squadron Pilot — Alpha-class Star Wing: Ion Cannon, XG-1 Assault Configuration (22) Sienar Specialist — TIE Aggressor: Ion Cannon Turret (22) Cheap and effective, but I am open to better suggestions!
  8. DerekDeath

    TIE/D

    I think there may be something to be said for Jamming Beams on the Tie/D. 1pt means you can keep the cost of the ship down. The jam token will carry over turns until being removed with a focus / evade / target lock, which means you can effectively run a lower PS ship without the same issues as the tractor beam. Do you think it's worth taking over another cannon?
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