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Intergerm

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  1. Intergerm

    First Order Squad

    I would rather see a better armed QD and an Upsilon than the 2 generic s/fs with missles.
  2. Intergerm

    Escape Craft + 2 x Firespray

    What about rigged cargo chutes instead of bombs?
  3. Intergerm

    Why isn't Rey/Poe a thing?

    Why wouldn't you bring Poe/Rey to Extended?
  4. Intergerm

    TIE f/o swarm

    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.
  5. Intergerm

    [Imperial] Hyperspace - Krennic or Death Troopers

    Have proximity mines been worth their points in your experience?
  6. Intergerm

    Hate Vader Swarm - Hyperspace

    I'd be interested in hearing how this list does, if you care to share.
  7. Intergerm

    Strikers and vermile

    Sloane is definitely the way to go for extended. I have not settled on an ideal OP candidate either.
  8. Intergerm

    Pilot in training

    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.
  9. Intergerm

    Pilot in training

    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.
  10. Intergerm

    Strikers and vermile

    I have flow this with Krennic, however I have been having a hard time getting Krennic to trigger without putting the Reaper in compromising positions. What have you been doing to find success with Krennic?
  11. It would be great if I could filter the lists I have created by faction or game mode. Further filtering by pilot, ship, or upgrade would also be a welcomed change. Thanks!
  12. Intergerm

    Range 0 Attacks

    Is there an attack bonus while attacking at range 0? And could you point me to the place where I can find this information? Thank you.
  13. Intergerm

    Missing Upgrade Cards

    The talent Outmaneuver is not an option when list building in the"Second Edition" game mode. I have checked using the Android App as well as the web browser.
  14. Intergerm

    Imperials Second Edition Only

    2 x1s and a reaper is your strongest list here. I've found the miniswarms don't have the damage output to pull their weight.
  15. Intergerm

    Soontir's Inferno

    The Inferno Squad seems super fun. I've definitely heard other people dropping Hask for Howlrunner as well.
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