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  1. I got inspired by this thread (and I may be getting a second reaper on a certain day in a few weeks), so I created these two very similar builds... The River Styx (47) Captain Feroph [TIE Reaper] (3) ISB Slicer (9) Seventh Sister Points: 59 (41) Scarif Base Pilot [TIE Reaper] (3) ISB Slicer (2) Tactical Scrambler Points: 46 (44) "Pure Sabacc" [TIE/sk Striker] (9) Fifth Brother (6) Shield Upgrade (1) Ruthless Points: 60 (34) Alpha Squadron Pilot [TIE Interceptor] Points: 34 Total points: 199 // The River Styx (49) Major Vermeil [TIE Reaper] (3) ISB Slicer (9) Seventh Sister Points: 61 (41) Scarif Base Pilot [TIE Reaper] (3) ISB Slicer (2) Tactical Scrambler Points: 46 (44) "Pure Sabacc" [TIE/sk Striker] (9) Fifth Brother (6) Shield Upgrade Points: 59 (34) Alpha Squadron Pilot [TIE Interceptor] Points: 34 Total points: 200 The thought is block with the I1 Reaper, and land the named reaper + sabaac right behind/next to it (hopefully benefiting from the scrambler). I was thinking of dripping in Wampa in place of the the interceptor, but points basically said this way I keep more mobility and attack damage... I'm torn between vermeil and feroph. If I go with vermeil he's sure to get focused early-but that let's sabaac go ham longer. If I go feroph, sabaac gets focused. But maybe the jams/scrambler will protect him? Thoughts?
  2. Let's say you are flying an infiltrator and have Dooku crew and target lock. Can I roll, see what I get, spend target lock, use Dooku to declare a result, then reroll for spending the lock? Thx
  3. Not that this says a ton, but i built a list based on yours and have lots of success on Fly Casual. VessQQ (84) Colonel Vessery [TIE/D Defender] (6) Outmaneuver (10) Advanced Sensors (2) Tractor Beam Points: 102 (35) Inquisitor [TIE Advanced v1] (8) Supernatural Reflexes (4) Ion Missiles (2) Fire-Control System Points: 49 (35) Inquisitor [TIE Advanced v1] (8) Supernatural Reflexes (4) Ion Missiles (2) Fire-Control System Points: 49 Total points: 200 One fun thing is that Vessery's ability works with AS since you're not performing an action.
  4. I was thinking strom could* be really nice with Maarek, since Maarek has an ok probability to pull Direct Hit. Then Strom would have a decent chance to re-flip it. I like the Seyn idea. Honestly, my biggest apprehension is maneuverability. I find the x1 really annoying to fly. I'm not 100% sure why, it just feels like it takes forever to turn around and be effective for another pass.
  5. I thought about running a 4 x1 list with named pilots. Then i found out i only have 3 x1s. So I thought I'd share what I came I with. Suggestions? Night beast is optional. Bids in my area run pretty deep (at least pre pts change) (67) Darth Vader [TIE Advanced x1] (6) Afterburners (2) Fire-Control System Points: 75 (46) Maarek Stele [TIE Advanced x1] (2) Fire-Control System Points: 48 (42) Zertik Strom [TIE Advanced x1] (2) Fire-Control System Points: 44 (26) "Night Beast" [TIE/ln Fighter] Points: 26 Total points: 193
  6. Ah, thanks for the explanation!
  7. Can you expound on aggressors being brutal up close?
  8. Positioning is where bidding is usually important. Typically you see initiative 6 aces wanting to move last so they can reposition accordingly. Conversely, you may want to move first so you have a better shot of forcing a bump. That's not as common, but not unheard of-it depends on the list and player. It also impacts firing order, which can impact things like who has green tokens when, etc. So that could impact a bid
  9. I don't have my dice on me right now, so i can't say for certain what sides are all opposites, but adding weight to a marked side via paint would make that side less likely to show up. I.e., more likely a non-marked (blank) side to show up.
  10. I have predictive shot lined up and for all the requirements for Optimized Prototype. I roll three dice, two hits, one blank. I spend one hit to remove my opponent's shield (Optimized Prototype). Does my opponent (with 3 agility) roll one green die for the single remaining hit result? Or do they get two dice because I rolled two hit results?
  11. So, was this determined to be valid play/is it still? -Coordinate (any action) -Queue AT and Ciena Ree -Perform AT -Perform CR
  12. Very thorough. Thanks!
  13. Bloated Feroph (47) Captain Feroph [TIE Reaper] (9) Seventh Sister (2) Tactical Officer (4) Stealth Device (3) Elusive Points: 65 (52) Soontir Fel [TIE Interceptor] (2) Predator Points: 54 (65) Darth Vader [TIE Advanced x1] (2) Fire-Control System (6) Afterburners Points: 73 Total points: 192 I know this Feroph is stupid expensive, but Seventh Sister seems so great with Feroph's ability (jam those linked actioned fighters!!), plus going late, people attacking him are more likely to be token poor with Vader and Soontir flying around. Combined with elusive and SD, he's likely to roll 2 evade results (until he loses SD) leaving the reaper on the table much longer. I was thinking maybe this could take some focus away from the two aces. I see lots of Vermeil around, just want to see some Feroph lists! How have you used Feroph in 2ed?
  14. Does everyone pretty much agree that Vader should be run in flyby passes, versus staying engaged?
  15. Sense or afterburners? I'm trying to fit it into a list but have limited points.
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