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It’s One Of Ours

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Everything posted by It’s One Of Ours

  1. If you wanna keep it *cheap, a Lothal Rebel with a dorsal or ion turret and Veteran Turret Gunner is 79 to 81 pts, depending on loadout. And gives a titanic double tapping 14 hit points that throws a lot of dice. But then again for 84 pts you can get two Dorsel Turret Y-Wings with Veteran Tail Gunners.
  2. Snap Shot Dorsal Turret Nien Numb Baze Malbus Shield Upgrade (IT’S 3 POINTS!!!!) Veteran Turret Gunner A lot of dice and 104 points (Hera). Name it something like Mo’Dakka, and enjoy throwing upwards of 6 to 9 dice depending on how things go.
  3. In the case of the first one, I absolutely agree that Focus is so much more valuable if you’re not sure if you’re going to get shot at. But that value drops off for ships with only 1 Agility (like Y-Wings or B-Wings). Unless you’re at Range 3 and through an obstacle that doesn’t rhyme with Fas Gloud, you don’t lose much on the defense by Target Locking. And in the case of #2, that “will they be in the path to get shot” is part of the reason to go with Target Locks. Unless you’re the Moldy Crow, Focus tokens go away in the End Phase.
  4. The whole “Target Lock is more valuable on higher initiatives” only goes so far as Locking the enemy in the initial engagement. Initiative doesn’t mean a thing when you’re Locking your friends, or obstacles, as rare as that may be. But after the initial “break the Range-3 barrier”, you’re almost guaranteed to have an enemy close enough to Lock on to, even if they may not be in your firing arc because of tricksy repositioning actions. And in my experience unless you’re relying on getting a Lock early for an alpha strike, the best time(s) for locking are when the scrum happens and you know you likely won’t get shot at in the next engagement because you think you may have probably sort of almost kind of (?) guessed correctly on where that little ******ed ****** of a ship is going.
  5. Who’s this “We”? It’s clearly “I”, followed by an “am insane.” Besides... Oddball in a Torrent with Squad Leader for 47pts is a better deal if you’re not trying to run him in anything else.
  6. Low Initiative ordnance carrier for Republic isn’t as big of an issue when you’ve got something that can Coordinate and still use a Force token (or two) to keep it’s bacon out of the fryer.
  7. That’s a pretty solid setup. Assuming no other upgrades other than C3-P0, an Ion Turret, and a Shield Upgrade (4pts, **** yeah!), you’re looking at 52pts of investment. Not too shabby for a little Y. For the sake of comparison, a 104th Battalion ARC with a Seventh Fleet Gunner and R4-P would be 55pts. You can’t really get a setup that Ion-kites like R2 could, but at the same time I’d be lying if I said Seventh Fleet Gunner isn’t one of the best damned faction-specific cards the Republic has to offer. And yeah... you could totally throw Seventh Fleet Gunner in with that R2 setup for 61pts.
  8. I would say they’re roughly about the same. And both can be given a cheap shield/hull upgrade modification for that extra bit more. The Republic Y has the ablative Plated Hull, which reduces crit potential. While the ARC has raw 9 hit points base. The ARC has a slightly bigger miniature base, but that’s not much of an issue as it’s meant to throw it’s weight around. You could give it Intimidation and mess with everything it runs into. Dial-wise they are identical, aside from the ARC having blue bank maneuvers. So that gives it a slight edge in shedding stress. So clearly you just need to field both!
  9. Y-Wing is the premier ordnance carrier, and bomber. It has reload, a torp slot, a turret option, and a bomb slot. You take it for those reasons, combined with being the only Republic ship that has a Reload action. The ARC is a full on gunship, Republic or Rebellion. It can carry a torp, but the primary reason you take it is because it’s a medium base fire monster with both an astro and a crew slot, as well as a built-in rear arc and gunner option. Kept cheap, it’s 9 hit points of grade-A Republic Beef. Loaded for bear, it’s a cornucopia of combos. So clearly the answer to which one you should go for is “Yes.”
  10. The only good thing about Reddit, is it’s not a chan board. I’m undecided on Gas Clouds. But they do seem lacking in penalty for ships flying through them. I wonder what effect on the game it would have to allow gas clouds to be placed less than range 1 of other obstacles (but not range 0), and to make it so 2 separate gas clouds count as 1 obstacle for placement to a maximum allowed number of gas clouds a player brings being 4 clouds total. That way there are more, and they can clump up around other obstacles, or create a denser cloud area on the board. But taking them would still require a player to bring *something* else beside gas.
  11. The timing is after they complete a mameuver, not after they perform an action. Bullseye is limiting, yes... But lower initiative does not mean they won’t get to use the ability as often due to the timing. Basically, they need something like Advanced Sensors, Precog, or Supernatural Referee to adjust their maneuver based upon board state knowledge.
  12. While the ARC is (still) a big multi-arc gunship... the Y-Wing is the better ordnance carrier. Torpedo or bombs, no other Republic ship has a reload as of yet.
  13. I knew he’d be driving the ship from the astro slot!
  14. I’ve tried Daredevil on Guri as well... And pretty much came up with the same assessment. She needs something... else. I tend to favor Elusive on her as its saved my bacon more than times than I’d like to admit. But Outmaneuver and even Fearless have worked well for me so far. The thing that makes Daredevil so awesome on Dalan, besides giving you the ability to nickname him Super Dalan Osborne, is that his ability plays so well with it when you slot in a blue maneuver and lead off your activation wth Adv Sensoring a 1-turn boost. Players who don’t realize it’s a possibility, suddenly find their higher initiative ace completely flanked by a Dalan that was set up to joust head-on during the planning phase.
  15. Daredevil and Adv Sensors are all I usually give him. I find he really doesn’t need much else, and Daredevil works disturbingly well with him. —Addendum— My issue with Afterburners on Dalan is that it tends to conflict with Adv Sensors. On turns where you want to use Adv Sensors, you can’t use Afterburners. But for the turns where you don’t need to use Adv Sensors you have a Boost > Focus linked action, or they are NOT the turns where you are wanting to pull a Dalan maneuver. The only times you’d want to use Afterburners are the times you’d follow it up with a Focus > Roll, Lock, or perform an S-Loop without an AS action beforehand. Double positioning is nice... But Advanced Sensors on the Starviper seems to practically replace the utility of Afterburners.
  16. More Rebel (and some Scum) specific astros would definitely be needed. As it stands now, the only unique Rebel astros are Chopper, R5-D8, and R2-D2; the latter two are just an R5 and R2 respectively with 1 more charge. Scum have R5-TeamKill, “Genius”, and R5-P8. Resistance has 4 unique astros plus the new BB-series available as a generic. And Republic have received the lion’s share of astros, with 5 uniques (one of which is baby-Chopper), and a generic R4-P uniquely available to them. At this point I am all for some more astromech options for Rebellion and Scum. Probably a faction-specific generic for each, and a new unique. And while we’re at it, there may not be many astromech-capable ships for First Order and Empire, but they could certainly put some to use as crew options.
  17. If take 5 of them, you can give Ion Missiles to them all, as well. 5 Ion Missile Zs aren’t very scary until they get behind an ace’s firing arc, Ion him with Outmaneuver, and stay behind them shooting for awhile. I don’t know if it would be tournament worthy, but it would be stupidly hilarious if it worked.
  18. I’m not so sure about that. FFG has already brought in their own ship (Raider) and pilots that they themselves created. Dalan Oberos for example doesn’t appear anywhere outside of an FFG game, as well as a couple other characters such as Quinn Jast, or (IIRC) Viktor Hel and/or Captain Jostero. It is extremely unlikely, but plausible that FFG could print a B-Wing pilot named “General Gary Stuemeinster” that happens to be a force user with 3 force that can spend a token to “Push all the buttons” and fire every cannon and torpedo equipped on his ship instead of making a primary attack. Likewise to a later developed Kyle and Corran, it’s very unlikey that they will. But far as I’m aware they haven’t come out and explicitly said that the only force-users would be strictly canon ones.
  19. I was having fun trying to nail down the synergy for this list. I think it has potential, but it feels too much like a “Everybody is there to buff Guri!” Droid-Brain Mindnet IG-88A (68) Predator (2) Fire-Control System (2) Jamming Beam (0) Ship total: 72 Half Points: 36 Threshold: 4 Guri (64) Elusive (3) Advanced Sensors (10) Ship total: 77 Half Points: 39 Threshold: 3 Manaroo (47) IG-88D (3) Ship total: 50 Half Points: 25 Threshold: 5 Total: 199 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z81X127W113W12WWWWWY147X119W111WWWY117XW36WWWWW&sn=Droid-Brain Mindnet&obs=
  20. Corran Horn and Kyle Katarn? Show us on the doll where the mean old Legends new jedi touched you in a bad way.
  21. 😆 Fair point... Creepster Xizor and the Bro Squad Prince Xizor (54) Fearless (3) Collision Detector (6) Virago (10) Electronic Baffle (2) Ship total: 75 Half Points: 38 Threshold: 3 Black Sun Soldier (27) Expert Handling (2) Deadman's Switch (2) Ship total: 31 Half Points: 16 Threshold: 2 Black Sun Soldier (27) Expert Handling (2) Deadman's Switch (2) Ship total: 31 Half Points: 16 Threshold: 2 Black Sun Soldier (27) Expert Handling (2) Deadman's Switch (2) Ship total: 31 Half Points: 16 Threshold: 2 Black Sun Soldier (27) Expert Handling (2) Deadman's Switch (2) Ship total: 31 Half Points: 16 Threshold: 2 Total: 199
  22. That little bit really does make the Nantex unique as **** to fly.
  23. Fly it like Lando Hates YOU Han Solo — Customized YT-1300 Light Freighter 54 Trick Shot 4 Chewbacca 4 Perceptive Copilot 8 Veteran Turret Gunner 8 Feedback Array 4 Engine Upgrade 7 Lando’s Millennium Falcon 6 Ship Total: 95 Half Points: 48 Threshold: 6 Outer Rim Pioneer — Escape Craft 28 Ship Total: 28 Half Points: 14 Threshold: 2
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