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Unit34

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  1. Unit34

    Arc with 2 x E-wing escort

    I like the look of it. R3 should let you get locks on most if not all of the enemy ships outside of full swarm lists and then fire control system works really well at pushing through extra damage and it's great not to have to keep locking. Juke seems pretty awesome on them, I never really considered it but it would probably work well. It might be worth locking the same two or three ships with all of them too - my experience with just the two of them was whenever they split off to hit different targets they struggled. Together they hit harder if they fire at the same target and they are harder to approach without being in at least one of their arcs. Aces may give you trouble, but at the same time the E-wing dial is really good. With three you could use one to try blocking and the other two to put your arcs where the ace will end up. In my game against dash I used Gavin to block; we were along one board edge so Gavin did a straight 5 to get in close. My rogue stayed a little behind (can't remember the move... a straight 3 I think). The rogue ended up behind Gavin but there wasn't enough space between them for a large base in case Dash tried to get past Gavin so if Dash bumped he would be forced to stay ahead of Gavin (in his arc for the bonus). Dash ended up turning, but with the large bade still ended up having a corner of his base in both arcs. With three e-wings you could do something similar. Lead a little with one and hang the other two back a bit. Hope to block with the lead one and cover the area with the other two. It might be worth trying daredevil on the lead one - I think juke is a strong option, but if you try blocking and the enemy ship gets past your lead e-wing, you've got to do a speed 3 or 4 move to turn around - with daredevil you'd be able to turn a lot faster. You'd need to do a hard 2 (unless you have R4) in order to do it, but it's a faster turn that keeps your e-wing closer to the action if it doesn't get the block.
  2. Unit34

    Rebel ARC builds

    Norra is great. Her passive defensive ability is really good and makes her really hard to take down if you get her in close to the enemy. Give her an R5 (or R5-P8) astro so she can repair damage and a hull/shield upgrade and your 9 HP ARC essentially becomes a 12 HP ship (13 with R5-P8). I just flew her in a store event today. I had her with R5, trick shot and Leia with two E-wings as wingman (Gavin and a generic Rogue). Worked out really well.
  3. Unit34

    Arc with 2 x E-wing escort

    Store event was today. For anyone interested this is the final list I ended up bringing with me: Norra Wexley — ARC-170 Starfighter 55 Trick Shot 2 Leia Organa 2 R5 Astromech 4 Ship Total: 63 Half Points: 32 Threshold: 5 Gavin Darklighter — E-Wing 61 Daredevil 3 Fire-Control System 2 R4 Astromech 2 Ship Total: 68 Half Points: 34 Threshold: 3 Rogue Squadron Escort — E-Wing 56 Elusive 3 Fire-Control System 2 Ion Torpedoes 6 R4 Astromech 2 Ship Total: 69 Half Points: 35 Threshold: 3 Ended up in third place out of 12 players who attended with a record of 2-1. The list worked out really well. I ended up losing my first match because of some early errors on my part. I made a few mistakes with actions and maneuvers and forgot to use Gavin's ability a couple times. My second two games were much better and I scored 200-0 and 200-35 with my last opponent getting half points on the generic rogue pilot. I found the key to making this list work was keeping both E-wings on the same target and flying them in formation. As soon as one gets isolated it allows the enemy ships to pick them off. Formation flying isn't my strong point but I did reasonbly well keeping them together in my second and third games. Gavin with daredevil really helped, being able to hard 1 as a white move and then hard 1 boost for a 180 turn saved him and kept him on target a couple times. I also found lining Norra up for the first approach so she was shooting through a debris field worked well. She can get really close to them to trigger her trick shot ability and then on the next turn there's less risk flying through the debris than over an asteroid. Fire control system along with Gavin making my hits crits was a really deadly combo too. Between Norra landing a 4 dice attack with 4 natural hits, and Gavin and the rogue using fire control to land crits, I took out a fully kitted Dash on turn 3 of my last game (granted he kept blanking out with his green dice). Overall I really liked the way the list worked out.
  4. Unit34

    Rex, Echo, Reaper. Which version?

    Good to hear things worked out. One thing I hadn't even considered using Vizier for is using aces to block and then k-turn behind them. That's a brutal move. Stop their movement, negate their action and then get behind them for your own shot. I'm going to have to try pulling that off. Very cool way of using Vizier to block that allows him to target/block a second ship. Edit: Something I just noticed that might be fun to add in.... try throwing a jamming beam on Rexler. It costs 0 points now, so it won't affect your points total, but there's the odd time it may help you out. If your enemy gets a lock or has a token for a modded attack on either Rexler or Echo, the jamming beam may be worth using - it'll strip a token from a ship that may otherwise get a modded shot AND it appears to work with Rexler's ability - you don't need to spend any dice results and it doesn't matter to him that the results get cancelled; if your attack hits, you'll be able to prevent a modded shot against one of your ships and you can still flip a damage card. It's situational, but it doesn't cost anything to add in, and Rexler is one of the few places (the only place??) that jamming beam can still result in some damage.
  5. Unit34

    Rex, Echo, Reaper. Which version?

    You're not the only one. I completely discounted Vizier at first because I thought it was a red action. When I realized it was white, his value immediately spiked in my eyes.
  6. Unit34

    Rex, Echo, Reaper. Which version?

    Interested to see how this works. I'd never considered Tac officer on Vizier because I'd always viewed him as a budget friendly option for a white coordinate (saving on pilot and on needing TO), but spending the 2 points isn't that pricey to gain a little flexibility if you want to be able to coordinate after moving. Vizier is handy in that you can still coordinate when you dial in a red move like an S-loop because his ability works like an psuedo-advanced sensors for coordinate only. He has that over the other reaper pilots who just lose their actions after a red move. Reapers in general are nice in that they can keep up with Defenders/Phantoms/Interceptors/Strikers past the first two turns.
  7. Unit34

    Rex, Echo, Reaper. Which version?

    Fair point about outmaneuver and turrets. It is a little pricey and can be shut down pretty easily, especially if your local meta has a lot of turrets. To be honest I haven't entirely figured out the movement and stress management with reapers either. If you don't want one of the other reapers for their ability, but want a white coordinate, vizier is nice because he saves you points on the pilot and not needing tactics officer. The other bonus is that you get to coordinate between your aileron and movement which means if he is making a faster move that might put him out of coordinate range, he can still give an action. It's nice to hear someone else enjoy echo. Everyone always talks about whisper but echo has always been my favourite phantom and I don't know why more people don't use her.
  8. Unit34

    Rex, Echo, Reaper. Which version?

    I like echo with collision detector too. I think out maneuver works well on her too. If you stick with echo and rexler, and want to be able to coordinate, try throwing in vizier. He is cheaper and makes room for outmaneuver/collision detector and allows a white coordinate after his aileron move. Throw death troopers on to prevent enemies clearing stress near your ships. Rexler Brath — TIE/D Defender 82 Juke 5 Ship Total: 87 Half Points: 44 Threshold: 4 “Echo” — TIE/ph Phantom 50 Outmaneuver 6 Collision Detector 6 Ship Total: 62 Half Points: 31 Threshold: 3 “Vizier” — TIE Reaper 45 Death Troopers 6 Ship Total: 51 Half Points: 26 Threshold: 4
  9. Unit34

    Using statics to come up with the new Rebel meta

    I agree with you about R4 in general and I tend to like it over R3, however I'm sure it doesn't make his hard 1s blue. R4 is constant; once it is equipped your speed 1 and 2 basic maneuvers decrease in difficulty, making your hard 1 white. When you trigger Leia, she allows you to treat red maneuvers as white. But your hard 1s aren't red anymore so there's no effect on them. I agree about daredevil too. Daredevil combined with R4 means you can hard 1 and then hard 1 boost which is effectively a 180 turn barrel roll. Very useful and usually unexpected. Leia covers your k-turn and s-loops. But you can use the daredevil turn while she recharges. AP-5 is interesting because while Leia is recharging or if you use a red action, he can still let your big hitters get an action on their next turn if they don't clear the stress which means you can use white moves and worry about clearing it later on if it would be too predictable to clear it right away.
  10. Unit34

    Arc with 2 x E-wing escort

    Honestly... it was hard not to put the same upgrades on them. But that says more about my OCD-like tendencies in trying to make my lists "symmetrical". Most of the time if I have 2 f the same ship in a list, I like to have two identical ships. I'm trying to move away from that way of thinking because sometimes it doesn't make for the most functional lists. I found the "slingshot" idea works fairly well with the ARC and the E-wings. The ARC has a front and rear arc so it can sort of direct the movement of the engagement a little and the E-wings use their S-loops, K-turn and hard turns to sort of orbit the ARC and try to get crossfire on priority targets. It's worked out because they can usually overlap one of the ARC's firing arcs and typically (in my experience) ARC's are chosen as a target over the E-wings because they only have 1 agility and higher HP. I'm really not sure if this tactic will continue to hold up, but it's been alright and that was before I really started trying to tweak the list. With how difficult Norra is to take down, if she can tank hits while the E-wings get to shoot in relative safety, I'll keep it up till it stops working.
  11. Unit34

    Post points change- E-wing swarm?

    I flew a list with Arvyl and AP-5 with Leia crew (with two y-wings and a U-wing) at a local store event last week. There were some definite good points, but it didn't work out the way I had hoped. Arvyl is in a weird spot being I3 - it's hard for him to run into anything that moves after him and I found he was constantly chasing his targets. Ion missiles may help you out, but from my experience, the next list I put Arvyl in will likely have Ion weapons sprinkled throughout. However, Arvyl can hunt down generics fairly well. If you take him, I would suggest sending him off to hunt a generic to start, and avoid any higher initiative ships' arcs on the first pass. Then maybe try and swing him around to flank and use your ion missiles to allow him to bump the real target. AP-5 was also not what I was expecting. The Sheathipede has a weird dial and it's very likely I just didn't fly it very well, but I found he was either in my other ships way or too far away to help. Leia is one of my favourite cards since the points adjustment, but I think the Sheathipede may be too fragile to run her on. It doesn't take much to take it out so you'll be lucky if you get to use her ability more than once. Don't get me wrong, I like both pilots and I want to be able to use them, I just found the 5 ship mini-swarm I flew them in didn't work the way I had hoped. For Gavin, I'd suggest trying Daredevil and R4. Daredevil lets him use the hard 1 to boost, which should help you keep the targets for your other ships in his arc to give them the bonus. R4 helps clear the stress from daredevil. Makes him really mobile and able to ensure he's passing his benefit on to who you want it on. I tried a few things out in YASB. Couldn't fit Blount in, but tried to keep Arvyl and Gavin in there as that seemed to be the core of your list. If you drop the Z-95 entirely, you can put ion missiles on Arvyl so he can try and line his own bump up, Ion torps on Gavin and Vet turret gunner on both Y-wings for double tapping, plus a 3 point bid. May want to throw Marksmanship onto Arvyl too? Not sure if that's something you're interested in, but I think Arvyl + Ion weapons can be potent. Arvel Crynyd — RZ-1 A-Wing 34 Intimidation 3 Ship Total: 37 Half Points: 19 Threshold: 2 Gavin Darklighter — E-Wing 61 Daredevil 3 R4 Astromech 2 Ship Total: 66 Half Points: 33 Threshold: 3 Gray Squadron Bomber — BTL-A4 Y-Wing 31 Ion Cannon Turret 4 Ship Total: 35 Half Points: 18 Threshold: 4 Gray Squadron Bomber — BTL-A4 Y-Wing 31 Ion Cannon Turret 4 Ship Total: 35 Half Points: 18 Threshold: 4 Bandit Squadron Pilot — Z-95-AF4 Headhunter 23 Ion Missiles 4 Ship Total: 27 Half Points: 14 Threshold: 2
  12. Unit34

    Arc with 2 x E-wing escort

    I liked your suggestion of adding in Gavin. Came up with this. R4/daredevil on Gavin so he can more easily keep enemies in my other arcs in his own, and R3/predator on the other rogue. Norra Wexley — ARC-170 Starfighter 55 Trick Shot 2 Leia Organa 2 Veteran Tail Gunner 4 R5-D8 6 Ship Total: 69 Half Points: 35 Threshold: 5 Gavin Darklighter — E-Wing 61 Daredevil 3 Fire-Control System 2 R4 Astromech 2 Ship Total: 68 Half Points: 34 Threshold: 3 Rogue Squadron Escort — E-Wing 56 Predator 2 Fire-Control System 2 R3 Astromech 3 Ship Total: 63 Half Points: 32 Threshold: 3
  13. Unit34

    Arc with 2 x E-wing escort

    Yeah I'm considering options and I definitely do see the value in both R3 and torps, but 3 dice primaries are nothing to turn your nose up at and the nice thing about them is that I don't need a target lock for them to work so my target can change if a better opportunity presents itself. I also hate the feeling of rolling crap dice with torps after paying for them,or even worse getting knocked out before they fire. I know they can pack a mega punch, but they also make ships a higher priority target themselves. Glad to hear you like the R4 too. It just makes the E-wimg dial sooo much better. I like using red moves with the Ewings, especially the s-loops. I've definitely found Leia is incredible at helping them line shots up after the initial pass, but after that they tend to break formation and often need a red move before Leis is recharged. R4 means they can pull a hard 1 without leia's ability which has come in handy. I'm also really liking the idea of daredevil + R4 instead of using elusive. It's essentially a 180 turn barrel roll which isn't something you see often. And it means I can turn around and not trigger Leia on the first pass. I did something similar with a different list and it threw my opponent off when I didn't trigger Leia on that pass. Same idea could apply here. I'm really hoping and planning on my final list including an R5 on Norra. It's essentially 2x or 3x hull upgrade for 4 or 6 points. Sure you need to use your action to use it, but that's a fair trade if I'm making my opponent punch more holes in my ship for about half the points. Plus it keeps those pesky crits flipped down so she can function optimally even when damaged. I hear you about Norra wanting to brawl and the E-wings wanting to keep their distance. But, I really enjoyed flying them together (E-wings slightly behind and to either side of Norra) and then once in range of the first engagement slowing Norra to block (her rear arc means I'm not too worried about ships that kturn over her) and peeling the E-wings off to either side with s-loops (triggering Leia) to set up a kill box on my target. The first time I pulled it I had a range 1 fully modded shot with one of the e-wings. After that they broke and I sort of used Norra as a focal point to "slingshot" my E-wings around keeping her in the action. Not sure if it'll keep working or not..... but it's worked really well so far. I'll make sure to come back here and post the final list I decide on and how I do. I'm still pretty new at anything competitive so I'm still learning the ropes in a timed environment. Any issues I have are more than likely my own misrakes and not necessarily an indication of the list itself one way or the other. I think I've decided on Norra and 2x E-wings (scrapping the z-95) and just have to make a final decision on water equipment to bring along.
  14. Unit34

    Arc with 2 x E-wing escort

    Adding Magva is interesting. And definitely makes her harder hitting. That's something I'm going to consider adding.
  15. Unit34

    Arc with 2 x E-wing escort

    That sounds pretty brutal. Fly in formation and chain swarm tactics so they all fire at I6? I may have to try that out sometime, but right now I'm nowhere near skilled enough to keep them in formation throughout the game to keep it working. I'm getting better, but I don't think I'd be able to pull it off. I wouldn't want to fly against it in the hands of someone skilled though!
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