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Benjamin Barber

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  1. Thanks all for the suggestions, really helpful. I think dropping Fearless might be right. I have been using Koshka to blitz past and cause chaos so that Fenn is safe to come around so I felt like the Fearless was good to push damage through there, but after that it's not used much. I tried Lone Wolf but Seevor wants to be around. If I drop Fearless I can do this: (68) Fenn Rau [Fang Fighter] (6) Outmaneuver Points: 74 (70) Koshka Frost [Firespray-class Patrol Craft] (5) 0-0-0 (3) Seismic Charges (6) Dengar (4) Rigged Cargo Chute (6) Marauder Points: 94 (30) Captain Seevor [Modified TIE/ln Fighter] (1) Crack Shot Points: 31 Total points: 199 Or keep Predator on Fenn and go Perceptive Copilot. I like the rigged Cargo chute to threaten aces. Couple more practice games lined up so I can see what feels best. Thanks again.
  2. Thanks for the suggestions! I also thought about trick shot but felt like I really need to push damage through on lists when I need to throw Koshka in there and cause havoc. I also love Outmanoeuvre Fenn, and with the aces lists taking such massive bids having Outmanoeuvre Fenn at 199 doesn't feel like a waste seeing as I can't get anywhere near that anyway.
  3. Thanks for taking a look. I'll play around with options, I have a few more test games before the tournament.
  4. Hello friends, have a hyperspace trial this weekend, am I crazy to take the following when Boba Fenn and Boba Koshka have proven to be rather good? I am not great with two ship lists but like to be able to do some scummy shenanigans. (68) Fenn Rau [Fang Fighter] (1) Crack Shot Points: 69 (70) Koshka Frost [Firespray-class Patrol Craft] (5) 0-0-0 (6) Dengar (4) Rigged Cargo Chute (3) Fearless (6) Marauder Points: 94 (30) Captain Seevor [Modified TIE/ln Fighter] (7) Snap Shot Points: 37 Total points: 200 Dengar and Seevor work well together, and Koshka and Seevor both being 3 works well also.
  5. Thanks for sharing, I really like this. As an alternative, do you think it is worth looking at 2 firesprays with Seevor? Koshka for all 3s or Boba. Ioning ships onto bombs and/or debris is very appealing. (68) Krassis Trelix [Firespray-class Patrol Craft] (5) Ion Cannon (4) Rigged Cargo Chute Points: 77 (30) Captain Seevor [Modified TIE/ln Fighter] Points: 30 (70) Koshka Frost [Firespray-class Patrol Craft] (5) 0-0-0 (6) Proximity Mines (2) BT-1 (4) Rigged Cargo Chute (6) Marauder Points: 93 Total points: 200
  6. I ran it with Teroch a little bit; I find that the starviper does better in such close quarters, seeing as I have 4 ships. The points saved are really useful on the Lancer. Definitely worth a go though, you might like it better. Would be interested to hear how you do with it.
  7. Haha this where the Torkil combos become really fun.
  8. But if I have set them to initiative zero Seevor strips the lock before they activate.
  9. Thanks! Qi'ra was useful because I brought large rocks, but not essential. IG is a very good idea. 000 would be great as well but I can't fit it without losing Predator on the viper.
  10. Awesome, glad you're enjoying it! I took this version to our local tournament yesterday with a lot of top players in the UK - went 3-1 and lost on the top table! Couple of my games were close and could have easily swung the other way. Lots of variations to try and practice with, going to stick with it a while. Going back and forth between Sabine and Ketsu. Ketsu Onyo (70) Fearless (3) Qi'ra (2) Contraband Cybernetics (3) Shadow Caster (3) Ship total: 81 Half Points: 41 Threshold: 5 Black Sun Assassin (48) Predator (2) Ship total: 50 Half Points: 25 Threshold: 3 Torkil Mux (37) Tobias Beckett (2) Ship total: 39 Half Points: 20 Threshold: 3 Captain Seevor (30) Ship total: 30 Half Points: 15 Threshold: 2 Total: 200
  11. Yeah that would be difficult. The viper is wriggley enough to move around in that space.
  12. Thanks guys. Originally I took big rocks and looked to place one about 3 and 3 (or 4) from the opponent's corner (if they do want to joust that can be a nice tractor rock), and look to create lanes with the rest for Sabine to approach. I now think that small rocks will be better; the large rocks are good for tractoring people onto, but this squad takes up so much space and being all I3 it's unlikely that you get to just choose to deploy Sabine opposite the enemy ships. This gives her more room to maneuver. I've been placing Torkil just off from the centre, arc forward, and adjust once he knows where to place his arc. The goal is to get him alongside opposing ships and circle, not joust them. If people chase he can slow roll and block nicely, or circle hard. Sabine and Seevor stick together, BSA barrel rolls to the side to get a flanking shot. All relatively close though, noone is running alone. Most people like running aces so the tricky thing is keeping guns on target. Must not overcommit with Sabine and don't leave anyone exposed where they're not covered by squadmates. Really just want to get Sabine in front of people. The firing order is quite interesting; if you need to help Sabine get a good shot you can Seevor first to strip defensive token, or, if Sabine has a good R1 fearless shot you don't need to, so then Seevor can benefit from the tractor. BSA always shoots last of the I3s. Torkil's ability combined with Seevor is very nice against torpedoes! They've lost the target lock before they get to fire
  13. The Sabine version has worked really well, I haven't lost with it in 3 practice games against 3 good opponents. Collision detector has been useful but I am also wondering if switching PerCo to Maul and adding Contraband for Sabine would be better. She then has mods even when bumped or K-turning. Have to drop Crack Shot on Seevor. Sabine Wren (Scum) (62) Fearless (3) Maul (12) Contraband Cybernetics (3) Shadow Caster (3) Ship total: 83 Half Points: 42 Threshold: 5 Black Sun Assassin (48) Predator (2) Ship total: 50 Half Points: 25 Threshold: 3 Torkil Mux (37) Ship total: 37 Half Points: 19 Threshold: 3 Captain Seevor (30) Ship total: 30 Half Points: 15 Threshold: 2 Total: 200
  14. Thanks Flooze, those are both really good versions I would like to try. I think as a group of 4 ships it is a lot for the opponent to deal with. And Bomber you are right, the opponent doesn't really want to shoot at Torkil but he'll be so annoying and put out damage if ignored because he should have guns on target constantly. I'll let you know how it goes. Cheers
  15. Playing around with the idea of cheap Hwk without the title led me to this; started with Fenn Torkil and Seevor and felt like it needed something a little beefy so added Sabine. (37) Torkil Mux [HWK-290 Light Freighter] Points: 37 (68) Fenn Rau [Fang Fighter] Points: 68 (62) Sabine Wren [Lancer-class Pursuit Craft] (3) Shadow Caster Points: 65 (30) Captain Seevor [Modified TIE/ln Fighter] Points: 30 Total points: 200 Can make best enemy ship zero and take its tokens and maybe put it on a rock. I like the idea of it but it's obviously missing passive mods. Any suggestions? I think Torkil without title looks like decent value. Cheers!
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