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Everything posted by player3503606

  1. Yeah, there is an easy middle-ground approach: - Iconic, core ships are always in print. X-Wing, TIE fighters, Slave 1, Vulture Droids, and so on, and so forth. - Non-core ships are printed and stocked for a certain period of time. - Regular reviews of which ships (both from a game perspective and a business one) should be "renewed" for future printings.) - Replace stuff that falls out with new ships (or, if the game goes on long enough, reprints) This is basically a rotation, like you have with any number of card games. Some cards are "evergreen" and always in the game. Others rotate out after some period of time to make way for new product.
  2. It's almost certainly bad, but why stop at Vonreg and two buddies? You can theoretically get four ships at initiative 6/6/6/7 with Vonreg, Midnight, Rush, and Null. If Rush is damaged and Null is not, you're running four ships at i6+. It's even hyperspace legal and has 14 points leftover for upgrades or bid.
  3. I wonder if a Delta Sq TIE Defender would be good with PalpDeci and Predator Soontir... That's one ship that's nearly impossible to hurt, one ship with a bazillion HP, and one of the best late-game ships in the game. Target priority is all over the **** place.
  4. Honestly I'd keep the shuttle as cheap as possible, and stick with OGP + Palp only. The win condition for this list is "kill more than the shuttle is worth." With the remaining points, I'd almost certainly throw Collision Detector on both Defenders. Their reliance on high-speed moves and the 4k makes them extremely predictable, and every obstacle further reduces their available choices further. Collision detector allows for unexpected plays for offensive and defensive purposes.
  5. Yes, but it's expensive *and* restrictive, so it's not nearly as good. Honestly I'm glad the bumpmaster is weaker than it was in first edition. There was a brief window after the jm5k release before passive modifiers became standard, and during that time, the bumpmaster was a centerpiece of all my lists. It's pretty easy to win when only your own list gets actions. But, in one of those great contradictions of life, I still miss it.
  6. My ruthless Striker/Reaper list is hyperspace legal, except you have to drop Vader crew. With the new points, you can get Death Troopers on Vermiel AND 5th Bro on Duchess, which are hyperspace, instead of Vader on Vermiel. You can also drop Countdown or Sabaac, ALL upgrades except Ruthless on those who have Talents, and get two i1 Strikers instead. Which is probably better, now that I think about it. https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z183X128WWWY210X128WWWY211X128WWWY213XWWY213XWW&sn=Unnamed Squadron&obs=
  7. Back in first edition, I used a jump with Intel agent and feedback array in many, many of my lists. The ability to look at a dial, dial in that one-turn, and roll to whereever they were going to go was primo. I don't know how many aces, mostly Fenn Rau, that I blocked into oblivion. The dial, and lack of intel agent, make that a lot harder now. I feel like every time I use a single jump these days, it's moderately useless after the initial scrum. It just can't stay in the fight the way it used to.
  8. Ion does more consistent damage. Actually ionizing something is a nice bonus, but you can't count on it. Dorsal can do more damage in a single shot, but will deal no damage at all more often than ion. So, in general, Ion > Dorsal There are certain exceptions. Kavil (scum Y-Wing) really loves Dorsal turret, as he gets to roll an extra die with it, reducing the chance of dealing zero damage while raising his spike damage.
  9. After playing it a few times, I honestly think that 4x Contracted Scouts with Autoblasters and APTs is a solid squad for hyperspace. It's got 36 health behind 2 greens, multiple firing arcs, great spike damage. There's so much jumpmaster on the board that avoiding blocks is all but impossible, and someone is going to get APT'd when it happens.
  10. I think mixed squads, like XXYYB or XXXYY, are going to be better than just XXXXX. You get assorted benefits like higher initiative ships, more arc coverage with turrets, named pilots with powerful abilities, and so on. Some example squads: XXXYY at Init3 with ion turrets: https://raithos.github.io/?f=Rebel Alliance&d=v8ZhZ200Z29XW138WWWWWY29XW138WWWWWY2XWWWW142Y2XWWWW142Y2XWWWW142&sn=Unnamed Squadron&obs= XXXYY at I2 with Ion Turrets and Thane: https://raithos.github.io/?f=Rebel Alliance&d=v8ZhZ200Z30X138WWWWWY30X138WWWWWY1XWWW142Y1XWWW142Y9XWWWW142&sn=Unnamed Squadron&obs= Note: You can sub Ten Numb with Config instead of Thane. No cannons, but the config is so you get the Evade action, which should keep him alive longer BBYYY is also possible, but the points line up less well.
  11. Vonreg, Kylo, and Rush fit with 10 points left for upgrades, giving you two aces and an early-game blocker that turns into a late-game ace. Outmaneuver is probably solid on Vonreg to keep his damage consistent even if he has to take the deplete token. Dropping Kylo to Blackout keeps you high-initiative and frees up more points, but loses the force.
  12. I had the same thought. Vader can't dodge very well without Afterburners, so you'll need a third ship to help pick up the slack. I'm also a huge fan of GrandInq on RAC. FCS Vader + GrandInq RAC + naked Duchess fits at exactly 200. That's a fair bit of efficiency there. https://raithos.github.io/?f=Galactic Empire&d=v8ZhZ200Z214XWWW33WWWWWY173XW113WWY211XWWW&sn=Unnamed Squadron&obs=
  13. Honestly, I'd probably not bother with the R5. I might even just go with the i2 generic. If they wanna shoot my 34/36 point (depending on if I did deadman's switch) piece of crap instead of something better, great! It's like Biggs for 2/3rds the cost.
  14. 4x Contracted Scout with Autoblasters and Adv Proton Torpedoes A boatload of health, a ton of board presence to gum up lanes, massive coverage for the APTs, and more!
  15. I'm a huge fan of the Omicron Group Pilot w/Palp plus a i1 Defender plus any ace of your choice. Both the Defender and the Shuttle can be a huge pain in the *** to kill. The Defender because it'll have Focus/Evade/Force (from palp) if it gets shot, and the shuttle because it'll have reinforce. Both ships make excellent blockers against swarms, and generally just disrupt things. You have 77 points left for whatever you want. Soontir with a huge bid? Sure! Passive + Afterburners Vader? Fits. Fully-loaded Whisper? You got room for 5th Bro, Passive Sensors, and even a health upgrade or a stealth device. You could do a couple of naked baby Inquisitors, too. Whatever suits your style.
  16. Couple of seismic charges will help against aces and swarms alike. With the last two points, pick your favorite two-point crew. Qi'ra is nice.
  17. Torkil is hilarious and offers opportunities to mess with other players in a way few pilots can do. You can control who gets points for first blood and kills by strategically zeroing people. And you can cloak to protect your points if you're ahead. https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z114X54WW91W165W164W156&sn=Unnamed Squadron&obs=
  18. I've tested out ruthless a bit, and the obvious places are still the best. Put it on an ace that has no way to deal with blanks (like Soontir without Targeting Computer), and fly him alongside some beefy expendable stuff. If you want to be competitive AND play Ruthless, that's about the only way. But let's forget about being competitive. Let's play something that's way more effective than it should be. Let's play a list that wins--or loses--very, very quickly. Duchess + Ruthless Pure Sabacc + Ruthless Countdown + Ruthless Major Vermiel + Darth Vader (Crew) + Ruthless Flank with Sabacc and Duchess, but not too much. Just enough that the enemy has to turn their back on Vermiel and Countdown to get to your flankers. (If you're not good at this, just fly the squad in a loose cloud with Sabacc and Duchess on the sides). When you use Ruthless, try spreading the damage between Countdown and Vermiel. Then, if you don't lose a ship before I4, let the fun begin. This list maximizes its red dice. It's safe to assume two three-die attacks (Duchess and Countdown) and two four-die attacks (Sabacc and Vermiel (who is at range 1)). Expected Damage, assuming that the defender lets Vader strip their token rather than taking the auto-damage: 0 Agility: 12.27 1 Agility: 10.77 2 Agility: 9.29 3 Agility: 7.84 With an 80% or higher chance of at least one crit. If the ship keeps its focus, add +1 damage from vader, and then reduce average damage slightly. Ships with 3 agility and a focus actually come out slightly ahead this way...not that they ever have enough health for it to matter. This list dies hard to triple-ace lists, as it's unlikely for the stars to align enough to erase the enemy. Against everything else, it tends to erase a ship a round. And it's **** on wheels against any list that moves before it, because now there are four aces. It eats generic Inquisitors for lunch.
  19. I won a HST with Cova + Leia + Heroic + R2 Astromech Poe + Heroic + R4 Astromech + S-Foils + Title + Advanced Proton Torps Tallie + Proton Rockets + Heroic + Lone Wolf I originally used Lulo, but he just kept exploding to random shots. Tallie can afford to be much more aggressive, and safely link actions to threaten those prockets.
  20. Nobody disagreed with the rules reference entry. Dial is printed with red maneuver. Cova gets ability. Done. Those who were aware of the controversy and spoke to me about it thought the controversy was silly. Don't be silly. I used Leia about 80% of the time on Cova herself, but that other 20% was vital. And I used Cova more as an anvil than as a spearhead. I'd drive people towards her, then smash people into her with the APTs and Prockets. There was only one game I had to bring Cova to the fight rather than driving the fight to Cova.
  21. I won that tournament with Cova/Poe/Tallie! https://raithos.github.io/?f=Resistance&d=v8ZhZ200Z351X172WWWW244WW2WY240X124W172W102WY231X172W5WW175WW171W134&sn=Leia Aces 2&obs= Most of the responses I've seen here and on Reddit about Cova + Leia is that it's not worth it, or that the i1 generic is a better value. Digging in a little deeper, the concerns sound like people are either worried about damage output or are wanting to fly the Leia carrier like you would a 1.0 palp shuttle. Namely, try to keep it safe. I couldn't possibly disagree more. Cova is probably the second-most dangerous ship in my list. I say "probably" because she might be the most dangerous, period. That little transport is one **** of a knife fighter. Infinite reds due to Leia make every turn a decision the enemy has a chance to mess up. Is Cova going backwards? Forwards? Staying where she is? Who knows! And if they guess wrong, they probably bumped Cova (making them easy pickin's for Poe and Tallie) or Cova is right behind them with a range 1 shot. And that's not even considering the turns where you use Leia on one of the aces instead of on Cova herself. She certainly put out more damage than Tallie over the course of the tournament. And took more punishment than Poe. She died twice the entire tournament, and one of those is on the only game I lost.
  22. I'm a local Covenant player, and I know exactly who you played against. I'm very sorry he was your first experience at the store. Trust me when I say the rest of us are more welcoming and fun to play against. Most of us actively avoid that guy.
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