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Watcher42

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  1. Sear isn't essential, but I started with the Drone and upgraded to him and he is worth every point and more, in my sear swarm I have them in 2 rows of 4 and you are almost guaranteed to use his ability every time if you have dsf 311 he can even use his own ability . I like your list but I'd drop your I3 drones down to I1, I3 will rarely out do most lists other than swarms and then you want to move first so you dont bump. You can spend the points on stuff like buzz droids, also REALLY affective (vader doesn't like dying to buzz droids) also put landing Struts on the hyena, means you can fly it with the valtures and land if you need to
  2. I've been wandering what to run alongside a nantex for a while, now we have points it's time to experiment. First option is a cut down version of my current valture swarm list, I've had great success with it, it's a shame I can't afford the grappling struts to help the valtures. Sun Fac's Swarm Sun Fac (54) Ensnare (24) Predator (2) Ship total: 80 Half Points: 40 Threshold: NaN Captain Sear (39) TA-175 (5) Ship total: 44 Half Points: 22 Threshold: 3 Trade Federation Drone (19) Ship total: 19 Half Points: 10 Threshold: 2 Trade Federation Drone (19) Ship total: 19 Half Points: 10 Threshold: 2 Trade Federation Drone (19) Ship total: 19 Half Points: 10 Threshold: 2 Trade Federation Drone (19) Ship total: 19 Half Points: 10 Threshold: 2 Total: 200 The second is very similar, just stripping down the list for a small bid of 5 points by taking off predator, and downgrading form sear to the I1 Drone belbullab, I'm not sure if it's worth it. The last list is trying out a different nantex that will actually work more with the swarm. Berwer Kret (40) Ensnare (16) Ship total: 56 Half Points: 28 Threshold: NaN Captain Sear (39) TA-175 (5) Ship total: 44 Half Points: 22 Threshold: 3 Trade Federation Drone (19) Grappling Struts (1) Ship total: 20 Half Points: 10 Threshold: 2 Trade Federation Drone (19) Grappling Struts (1) Ship total: 20 Half Points: 10 Threshold: 2 Trade Federation Drone (19) Grappling Struts (1) Ship total: 20 Half Points: 10 Threshold: 2 Trade Federation Drone (19) Grappling Struts (1) Ship total: 20 Half Points: 10 Threshold: 2 Trade Federation Drone (19) Grappling Struts (1) Ship total: 20 Half Points: 10 Threshold: 2 Total: 200 This can also be made to have a 5 point bid by removing the grappling struts. What do people think, which do you think will work best.
  3. I understand the theory but I think ensnare is worth the points, with sun fac you are almost garenteeed to get the tractor off onto your opponent, charge head on into them, making sure you reach range 1 for the first round of combat, even if you bump you can still use pinpoint tractor array to roll then rotate arc to the side and boost the opponents ship forward. It also allows sun fac the ability to strip off his tractor token before he gets shot, even if he's stuck in arc at range 1, otherwise I'd be scared to use the ability unless I was definitely out of all arcs The risk of using your sith infiltrators to tractor is that they could both miss, they aren't out putting much damage. Maybe drop dooku for a hyena or couple of valtures, maybe a cheap belbullab, leaving maul as he is just incase sun fac can't get a tractor token on his openent using ensnare.
  4. I really like ensnare even if it's really pricy, I also like gravimetric deflection but it would probably not be too useful, possibly swapping it out for predator to give them reroles and a larger bid. Sun Fac (54) Ensnare (24) Predator (2) Ship total: 80 Half Points: 40 Threshold: NaN Berwer Kret (40) Ensnare (16) Predator (2) Ship total: 58 Half Points: 29 Threshold: NaN Chertek (39) Ensnare (10) Crack Shot (1) Ship total: 50 Half Points: 25 Threshold: NaN Total: 188 I think Berwer Kret is worth the extra points, I5 with a decent bid will really help to make sure he is able to get out of arc and then use ensnare to cripple his opponents, in therory you can use sun's tractor token to move an opponents ship into range for I4 ships ensnare to work. I like the idea of 4 I4s all with ensnare and predator but it probably won't work
  5. Sear may not activate too frequently but if you keep the valtures in a wider line, two rows of 4, I sergest setting up in one corner with sear in the back line and in the corner placing obstacles at the rough place you believe you will need to turn around, with this formation you are likely to get at least 1 from each row with a ballseye, you may not get many uses in a game against aces but they must then work harder to escape the valtures ballseye, hopefully forceing them to lose shots. The problem with down grading is that it loses the focus, both for offence and defence, however the latter is more important as loosing the tactical relay is bad for the whole list. I like Wat but he only benefits himself not the hole sawrm, and his ability gels better with kraken.
  6. I've had a lot of success with sear swarms with TA-175 I just can't decide which version is better : Captain Sear (39) TA-175 (5) Techno Union Bomber (26) DRK-1 Probe Droids (5) Landing Struts (1) Trade Federation Drone (19) Discord Missiles (4) Grappling Struts (1) Trade Federation Drone (19) Grappling Struts (1) Trade Federation Drone (19) Grappling Struts (1) Trade Federation Drone (19) Grappling Struts (1) Trade Federation Drone (19) Grappling Struts (1) Trade Federation Drone (19) Grappling Struts (1) Total: 200 Or Captain Sear (39) TA-175 (5) Trade Federation Drone (19) Discord Missiles (4) Grappling Struts (1) Trade Federation Drone (19) Discord Missiles (4) Grappling Struts (1) Trade Federation Drone (19) Discord Missiles (4) Grappling Struts (1) Haor Chall Prototype (21) Grappling Struts (1) Haor Chall Prototype (21) Grappling Struts (1) Trade Federation Drone (19) Grappling Struts (1) Trade Federation Drone (19) Grappling Struts (1) Total: 200 The advantages of the hyena is the extra 2 hit points and DRK-1 probes that give the whole swarm a lock for the first round of combat but after that the probes are mostly useless unless the swarm is out of combat for a while The advantage of the extra buzz droids is the amazing effectiveness of them, most big ships can't shake them and most small ships can't afford to take the crits (killing vader with buzz droids was very satisfying), however they strip 3 of the valtures of calculate tokens, most likely during the first round of combat. I'm not sure which to use, any sergestions for which and improvements?
  7. I like the idea of quad b Wings with autoblasters but to really maximise the effectiveness of the autblasters I think Gavin Darklighter along side 3 b Wings could be very effective Gavin Darklighter (61) Crack Shot (1) Ship total: 62 Half Points: 31 Threshold: 3 Blade Squadron Veteran (43) Marksmanship (1) Autoblasters (2) Jamming Beam (0) Ship total: 46 Half Points: 23 Threshold: 4 Blade Squadron Veteran (43) Marksmanship (1) Autoblasters (2) Jamming Beam (0) Ship total: 46 Half Points: 23 Threshold: 4 Blade Squadron Veteran (43) Marksmanship (1) Autoblasters (2) Jamming Beam (0) Ship total: 46 Half Points: 23 Threshold: 4 Total: 200
  8. I think cat could become very good with delayed fuses, I've have great success with vennie and I think even though cat is less survivable the damage out put is much better Cat (57) Trajectory Simulator (10) Pattern Analyzer (5) Perceptive Copilot (8) Finn (10) Veteran Turret Gunner (8) Seismic Charges (3) Proton Bombs (5) Delayed Fuses (1) Ship total: 107 Half Points: 54 Threshold: 6 Nodin Chavdri (36) Korr Sella (6) M9-G8 (7) Ship total: 49 Half Points: 25 Threshold: 4 L'ulo L'ampar (43) Heroic (1) Ship total: 44 Half Points: 22 Threshold: 2 Total: 200 But other than that I'm not sure what delayed fuses will be good for
  9. I like the Luke, Dutch and Wedge combo but for fully modded shots from all three I suggest Garven, he and Dutch want to work together but only have to keep within range 3 so they can spread out and although you may lose the pilot skill advantage that wedge has but if they stick together selflessness can help to keep them alive: Luke Skywalker (62) Proton Torpedoes (12) R3 Astromech (3) Servomotor S-Foils (0) Ship total: 77 Half Points: 39 Threshold: 3 Garven Dreis (X-Wing) (47) Selfless (3) Proton Torpedoes (12) Servomotor S-Foils (0) Ship total: 62 Half Points: 31 Threshold: 3 "Dutch" Vander (39) Selfless (3) Proton Torpedoes (12) R3 Astromech (3) Ship total: 57 Half Points: 29 Threshold: 4 Total: 196 however if your not playing a hyperspace game I suggest replacing X wing Garven with ARC Garven with Leia: Luke Skywalker (62) Proton Torpedoes (12) Servomotor S-Foils (0) Ship total: 74 Half Points: 37 Threshold: 3 Garven Dreis (51) Selfless (3) Proton Torpedoes (12) Leia Organa (2) Ship total: 68 Half Points: 34 Threshold: 5 "Dutch" Vander (39) Selfless (3) Proton Torpedoes (12) Shield Upgrade (4) Ship total: 58 Half Points: 29 Threshold: 5 Total: 200
  10. I've flown a similar list: Feethan Ottraw Autopilot (37) Soulless One (10) K2-B4 (5) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Total: 196 I've found a similar problem, the initial engagement and then second round of shooting goes in my favour (I've found that despite kraken's advantages, K2-B4 prevents any more than one vulture going down in a round and that's if they concentrate fire) but after that turning round is the big problem. I've found that if your swarm can k turn or tallon roll then they should do it, this may increase casualties for a round but the vultures don't want to be stuck in a prolonged battle, running way will only get them killed off slowly as your chased down. that being said the mix of 2 blue hard turn and barrel role into linked calculate makes them incredibly manoeuvrable and able to turn around fast while still having tokens. A way to help this I found is using the new gas clouds, you may lose an action on one or 2 of the droids but it'll prevent damage form obstacles and make the swarms manoeuvring easier. I'd also consider using munitions Fail-safe, I'm still on the fence about it but I feel that with the energy shell charges there is a good chance that a few of the shots will only role 1 maybe 2 focus results and if this is the case it is normally better to save the missile for later and the calculate for another shot form another vulture I'm also hope that the Hyena Bomber will be able to take the tactical relay as it is coming with one of the cards, if it does then I'm guessing it'll be around 27 points for the cheapest one, as the vulture droid is 3 points less than the tie fighter and this would make it 3 points less than the tie bomber however im probbly just being too hopeful, but if this the case I could fit another drone into my swarm: Hyena Bomber (PS1) (27?) K2-B4 (5) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Trade Federation Drone (20) Energy-Shell Charges (4) Total: 200
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