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About Intergerm

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  1. If you can figure this one out, you're going to be golden. I know a lot of people trying different variants and nothing seems to be all that much better than anything else.
  2. Adding my variant to the mix. Darth Vader (67) Hate (3) Fire-Control System (2) Afterburners (6) Ship total: 78 Half Points: 39 Threshold: 3 Major Vermeil (49) 0-0-0 (5) Angled Deflectors (6) Ship total: 60 Half Points: 30 Threshold: 4 Soontir Fel (53) Crack Shot (1) Targeting Computer (3) Ship total: 57 Half Points: 29 Threshold: 2 Total: 195 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z173X204W113WW105Y183XW63WW247Y179X116W249W&sn=Unnamed Squadron&obs=
  3. When I was flying my 7 ship swarm, they were i1, and I felt like I was getting out jousted by most other jousting lists, specifically because they had a higher initiative than I did. Do you feel comfortable jousting 5 TIE S/Fs, Sinker Swarms, TIE Swarms, and other Seperatist swarms (with higher initiative or when they are first player)? Maybe it was a lack of experience on my part, but I certainly didn't. I can see discord missiles coming in handy against the other jousting lists, but I didn't imagine they would do much against aces as they can easily dodge them. Also, not true? Struts on the Hyena is a good idea.
  4. Berwer Kret (40) Ensnare (16) Ship total: 56 Half Points: 28 Threshold: NaN Techno Union Bomber (26) DRK-1 Probe Droids (5) Ship total: 31 Half Points: 16 Threshold: 3 Separatist Drone (21) Grappling Struts (1) Ship total: 22 Half Points: 11 Threshold: 2 Separatist Drone (21) Grappling Struts (1) Ship total: 22 Half Points: 11 Threshold: 2 Separatist Drone (21) Grappling Struts (1) Ship total: 22 Half Points: 11 Threshold: 2 Separatist Drone (21) Grappling Struts (1) Ship total: 22 Half Points: 11 Threshold: 2 Separatist Drone (21) Grappling Struts (1) Ship total: 22 Half Points: 11 Threshold: 2 Total: 197 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Separatist Alliance&d=v8ZsZ200Z358X248WY324XWW221WWY343XW208WY343XW208WY343XW208WY343XW208WY343XW208W&sn=Unnamed Squadron&obs= Sear + Nantex is interesting. I ran a 7 ship ESC w/ DRK-1 swarm for a while. I was going to switch to a Sear swarm, which I liked because it gets you an 8th ship on the board as well as frees you from the target lock game. However, the Nantex is giving me all sorts of list building troubles as I try to find the balance between an adequate bid for the Nantex and a beefy enough swarm. My gut says 6 ships on the board isn't enough for a swarm, but with an ace on your side... I haven't decided. If it is, I like Sear. But if it isn't and you drop down to Berwer I would be interested to throw DRK-1 out there to get more mileage out of his ability as I have done here. Have you tried dropping Sear, or is he a pillar for your CIS swarms?
  5. Those bombers might have a hard time getting locks, if you aren't tied to the Tempest and wouldn't lowering your ship count to 4... New Squadron (46) Maarek Stele [TIE Advanced x1] (2) Fire-Control System Points: 48 (67) Darth Vader [TIE Advanced x1] (6) Afterburners Points: 73 (29) Scimitar Squadron Pilot [TIE/sa Bomber] (8) Barrage Rockets Points: 37 (42) "Duchess" [TIE/sk Striker] Points: 42 Total points: 200
  6. This is great! I've been wondering about this list, so I am very appreciative. I'll probably have some questions after you share games 4-6 (hopefully more?).
  7. I would rather see a better armed QD and an Upsilon than the 2 generic s/fs with missles.
  8. What about rigged cargo chutes instead of bombs?
  9. Why wouldn't you bring Poe/Rey to Extended?
  10. I saw QD and several named FO's prior to the 28th, but besides Null it remains the same. Play the guys that can get to 3 die primaries and fill to taste. It's worth a test.
  11. Have proximity mines been worth their points in your experience?
  12. I'd be interested in hearing how this list does, if you care to share.
  13. Sloane is definitely the way to go for extended. I have not settled on an ideal OP candidate either.
  14. I find myself using red maneuvers quite frequently on the reapers so it gets used much more per game and gives the reaper a passive modifier to use while stressed. That being said, an evade token is undeniably better than a re-roll. I don't know if I'd want to take away juke from the Strikers since stacking juke has a higher payoff (another argument for juke on Vermeil). Very true. Definitely take an I5 over Wampa. You could even through juke on the I5 for maximum jukes.
  15. TIE Reaper - •Major Vermeil - 56 •Major Vermeil - Veteran of Scarif (49) Elusive (3) Shield Upgrade (4) TIE/sk Striker - •“Countdown” - 53 •“Countdown” - Death Defier (44) Juke (4) Hull Upgrade (5) TIE/sk Striker - •“Duchess” - 52 •“Duchess” - Urbane Ace (42) Juke (4) Shield Upgrade (6) TIE/ln Fighter - •“Wampa” - 38 •“Wampa” - Black Eleven (30) Shield Upgrade (8) Total: 199/200 I think that ailerons are one the most fun mechanics in the game, so I've used all the aileroning ships you have. The Reaper can be tricky to get the hang of, but one thing that helps me is to always plan for a s-loop the turn after an engagement. This also is synergistic with elusive to try and help the Reaper survive as long as possible. Two jukes in conjunction with Vermeil's ability should get some extra damage through. However, if you find yourself wishing you had a focus more often than not, feel free to play with those points. Wampa is the cheapest way to get a 3 die primary around, which could also pull fire away from your harder hitting ships. And then shields (hull for countdown's ability) all around because who doesn't like staying alive longer.
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