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Darthsteve

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  1. Does the card pack cover factions separately or do I have to buy one pack that has a bunch of stuff for factions I don't own?
  2. The kimo has some good points. It's a good blocker with a good primary attack and dead to rights is a fun bonus (but with low int, medium base and red broll tricky to pull off) . I played them a fair bit when 2nd edition came out, most often flying 2 with boba. Their 9 hp is good (but they are crit magnets) and they can do some damage. The problem is that the kimo doesn't get much use out of its upgrade slots. Missiles are worthless on a 3 attack dice ship, its pricey as a torp carrier and scum has better options for this. This combined with low int means that they aren't much use as ordnance carriers. Until contraband went down there were no illicts worth taking and other than R3 the astros aren't worth taking. I feel this means if you take them your paying points for a lot of stuff you don't get any use out of. Also named pilots are overpriced imo. Dalan at 3pts more than generic is a waste. Just take the generic and spend the extra points on upgrades like R3 or contraband.
  3. Thanks for the help guys I thought to try the clusters as swarms are a pain. I also really liked the kino in 1st e might try them with ions or protons
  4. M12-L Kimogila Fighter - Cartel Executioner - 52 Cartel Executioner - (44) Cluster Missiles (5) R3 Astromech (3) M12-L Kimogila Fighter - Cartel Executioner - 53 Cartel Executioner - (44) Trick Shot (1) Cluster Missiles (5) R3 Astromech (3) Firespray-class Patrol Craft - •Boba Fett - 95 •Boba Fett - Notorious Bounty Hunter (80) Trick Shot (1) 0-0-0 (3) Rigged Cargo Chute (4) Marauder (3) Han Solo (4) Total: 200/200 So thinking of trying out this list. Any thoughts or suggestions or is 2 kimos a waste of points?
  5. I'd like to see Saw for the rebels, seventh sister and second brother for imperials and Melch for the mercs Hondo needs his sidekick! As to bringing baze and chirrut into the campaign its super easy (barely an inconvenience). Spoilers!!!!!!!!!! In the book guardians of the whills Saw recruits them both and they spend some time fighting with the Partisans before being turned off by saws methods. Just have the campaign mission be something based around that
  6. I'd like to see Saw for the rebels, seventh sister and second brother for imperials and Melch for the mercs Hondo needs his sidekick! As to bringing baze and chirrut into the campaign its super easy (barely an inconvenience). Spoilers!!!!!!!!!! In the book guardians of the whills Saw recruits them both and they spend some time fighting with the Partisans before being turned off by saws methods. Just have the campaign mission be something based around that
  7. I flew this in 1e (but with hlc, harpoons and Mangler) and was looking to try it in 2e. This is never going to be competitive but I love flying themed lists- this one being a team of hutt enforcers Tornai Kulda 50pts (65)- proton torpedos (9), R4(2), rigged cargo chute(4) Serissu 43pts(51)- ion cannon (5), elusive (3) Genesis Red 35pts(43)- ion cannon (5), elusive (3) Sunny bounder 31pts (36)- ion cannon (5) Total 195pts ( I think!) So what to do with the last 5pts? A talent on Tornai like predator? Swap out ion cannon for proton trops on Serissu? Also thinking about swapping out genesis red she was great fun in 1e but without any VI she may struggle in 2e. I like Serissu and elusive as the talents as helps to make the scyks a bit tougher and the Serissu reroll on Tornai is quite handy any ideas?
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