Jump to content

bitsai

Members
  • Content Count

    23
  • Joined

  • Last visited

About bitsai

  • Rank
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. @Wazat you make some great points re: the advantages of Luminara + Chopper, I'm gonna have to give that a go next store night.
  2. I took Chopper to a HST this weekend (full list: CLT Obi + R5, CLT Plo Koon + Chopper, Broadside + ICT, 104th ARC). Didn't have an amazing record, but definitely had some fun moments with Chopper, and I think it has potential in the hands of a better player. My strategy during the tournament was to burn both charges in the first two turns so I can Jam ASAP. I thought about waiting until the initial engagement to use the second charge, but didn't like the idea of having a stressed/predictable dial for the crucial following turn. Broadside + ICT & Chopper makes for a great anti-small-ace combo: I killed a tricked-out Poe and a Fenn by ionizing them then Jamming away their Focus on the next turn, which allowed me to put a bunch of damage into them and then easily ionize them again to repeat the process. Doesn't work as well against Force-using aces though. The ideal initiative for a Chopper platform is a great question. High init is nice for the usual reasons, but in my experience it's actually easier to Jam something when you move *before* it, because you know exactly which maneuvers are needed to get within range 1. Something I'd like to try is CLT Saesee with Chopper; IN 4 ensures you move before IN 5 & 6 aces (the juiciest Jam recipients), and his ability helps avoid blocks (intentional or otherwise) from lower-IN chaff.
  3. I've been having a lot of fun with C1-10P on Mace. He's a great carrier for it because his Force economy allows him to weather the occasional turn where you end up Jamming yourself. Just noticed that this fits: "Wolffe" (50) Snap Shot (8) C-3PO (Republic) (8) Clone Commander Cody (3) Ship total: 69 Half Points: 35 Threshold: 5 "Matchstick" (43) Ion Cannon Turret (5) Veteran Turret Gunner (8) Ship total: 56 Half Points: 28 Threshold: 4 Mace Windu (45) Foresight (4) C1-10P (7) Delta-7B (18) Ship total: 74 Half Points: 37 Threshold: 3 Total: 199 Now, not only are all 3 ships capable of dishing out bonus attacks, they are also potentially handing out Ion, Jam, and Strain tokens every turn. Not bad for a 3-ship list!
  4. Oops, that's true. Sorry, that's what I get for posting too early in the morning
  5. Random shower thought: can Plo Koon's ability (which can pull an orange token from a friendly ship at range 0-2 to himself) help the Jedi combat the new tractor meta?
  6. Lost to a 5 Inquisitor list sporting Sense and 4 copies of Foresight at the Bellevue/Seattle Hyperspace Trial on Saturday. Can confirm that when massed, Foresight becomes quite deadly, especially on the Inquisitor chassis, for all the reasons folks mentioned earlier in the thread.
  7. At the Bellevue/Seattle Hyperspace Trial yesterday, I played against a list with 5 Inquisitors, 4 with Foresight and 1 with Sense. Until that game I didn't think much about Foresight due to the bullseye arc requirement, but when you mass enough of them together... it's scary. Also, Foresight's ability to turn 1 Focus result to a hit for free, and the option to use it for both regular as well as bonus attacks, allowed the Inquisitors to put out consistent damage while holding on to their Force + Evade (the action they took by default unless threatened) and made them very hard to damage.
  8. I love A-wings, so I'm particularly excited for the arrival of Snap Shot in 2.0, since A-wings are one of the few chassis that can carry Snap Shot PLUS another Talent. How good is it in reality? I have no idea, but I figured it couldn't hurt to start a thread for pooling build ideas and battle experiences There are two lists I'm particularly intrigued by right now (I'm sure I'm far from the first person to think of these): *** Rebel Snap Shot A-wings *** Luke Skywalker (62) Servomotor S-Foils (0) Ship total: 62 Half Points: 31 Threshold: 3 Green Squadron Pilot (32) Juke (7) Snap Shot (7) Ship total: 46 Half Points: 23 Threshold: 2 Green Squadron Pilot (32) Juke (7) Snap Shot (7) Ship total: 46 Half Points: 23 Threshold: 2 Green Squadron Pilot (32) Juke (7) Snap Shot (7) Ship total: 46 Half Points: 23 Threshold: 2 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z4XWWWW142Y52X123W256WY52X123W256WY52X123W256W&sn=Unnamed Squadron&obs= (could also swap out Luke for Wedge + Snap Shot, but I like the tankiness of Luke) -- *** Resistance Snap Shot A-wings *** L'ulo L'ampar (43) Heroic (1) Elusive (3) Advanced Optics (4) Ship total: 51 Half Points: 26 Threshold: 2 Zari Bangel (35) Juke (7) Snap Shot (7) Ship total: 49 Half Points: 25 Threshold: 2 Green Squadron Expert (35) Juke (7) Snap Shot (7) Ship total: 49 Half Points: 25 Threshold: 2 Green Squadron Expert (35) Juke (7) Snap Shot (7) Ship total: 49 Half Points: 25 Threshold: 2 Total: 198 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z239X172W119WW186Y271X123W256WWY300X123W256WWY300X123W256WW&sn=Unnamed Squadron&obs= Initially I went with uniform groups of 4 IN 3 Snap Shot + Juke A-wings, but after reading early reports here I decided to add an "ace", to give opponent a tougher choice: give you initiative and allow Snap Shot to trigger before their "after maneuver is executed" abilities, or take initiative and let your ace move after their ships. What Snap Shot A-wing builds do you have in mind, and how have they fared on tables for you?
  9. The Tavson player surprised me by taking first player so he could corner 2 of my 3 rocks, so I put the one rock in my control in the center. The gas clouds ended up sprinkled fairly evenly around the remaining spaces. I elected not to straight-up joust Tavson + friends (again, not sure if this was the right call), so I split up into 2 groups (Finn + Bastian just right of center, Snap + Jess in the SW corner) with the idea of making Tavson commit to one side of the center rock and bringing in the other group behind him. Tavson and the SF's set up in the center. We both spent the first several turns not commiting; Finn + Bastian hard-turned and then k-turned back and forth along my board edge, Snap + Jess crawled up the west edge with 1-speed maneuvers, Tavson stopped as much as possible and intentionally blocked the faster ships from zooming ahead. When I turned Finn + Bastian up the east edge, that's when Tavson and the SF's finally committed and zoomed in hard on them. Once I saw that, I moved Finn + Bastian as slowly as possible while bringing Snap + Jess over as fast as I could to help out, but the first engagement still ended up with Finn + Bastian at range 1 of Tavson (yikes), range 2 of the SF's, while Snap + Jess only had range 3 shots on the enemy formation. First round of combat, Quickdraw used Swarm Tactics to give IN 6 to Tavson, who rolled (after a Target Lock re-roll) Hit, Hit, Crit, Crit. Finn rolled double blanks, then re-rolled with Heroic into... double blanks. I used his ability and spent 1 Focus for one Evade, but still ate Hit, Crit, Crit. The second Crit drew Direct Hit, and that was it for Finn. No one else did any damage. After that, things devolved into a scrum behind Tavson. Nothing else died, and when time was called, I lost 66 (halved Tavson + Backdraft) to 67 (lost Finn, Bastian halved). Initially I chalked it up to bad luck on that very first shot, but in retrospect, even if Tavson didn't one-shot Finn he might still have died to follow-up shots from Quickdraw and Backdraft. Hence my questions to see what I could/should have done to create a better engagement for Finn + friends against this list.
  10. This is exactly where I am, just starting to move beyond jousting and learning first-hand the complexities involved in the multi-angle guessing game Precisely this. IMHO Tavson's speed (plus the ability to do a full stop) makes the guessing game more challenging than, say, a CIS swarm. Great points! The Tavson player I played against surprised me by taking first-player so he could corner two of my 3 asteroids and limit their impact. But even so, I think I could have done more to force him to commit to one side or the other of the one rock I put in the center. Especially since I had the dice advantage if it came to final salvo, I should leverage that and make him commit first. Another great point, especially with a ship like Finn. Thank you for all the great tips and suggestions!
  11. Had a tough loss to Tavson (with Quickdraw + Backdraft) yesterday, flying Finn + Snap + Jess + Bastian. It is indeed tough when they bring gas clouds Any tips on how to set up a good multi-angle approach and not get caught in a bad partial engagement, when one of your ships doesn't have Boost?
  12. Had a difficult game against a Tavson + Quickdraw + Backdraft list yesterday, while flying Finn + Snap + Jess + Bastian. How would you set up and approach a Tavson + 2 list? Would you joust it in a block and trust in your firepower, split out some X-wings and approach from multiple angles (taking on a higher burden of execution and the risk of being caught in a bad partial engagement), or something else? Some specific details: - the Tavson list brought all gas clouds - Tavson had Pattern Analyzer, so he can stop and still get an action - Quickdraw and Backdraft both have Swarm Tactics, so all 3 ships shoot at IN 6
  13. A slight variant I've been experimenting with: Nien Nunb (55) Integrated S-Foils (0) Pattern Analyzer (5) Ship total: 60 Half Points: 30 Threshold: 4 Jessika Pava (51) Integrated S-Foils (0) Ship total: 51 Half Points: 26 Threshold: 4 Lieutenant Bastian (48) Integrated S-Foils (0) Ship total: 48 Half Points: 24 Threshold: 4 Finn (29) Heroic (1) Pattern Analyzer (5) C-3PO (Resistance) (6) Ship total: 41 Half Points: 21 Threshold: 2 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z298XWWW175W206WWY296XWW175WWWY254XWW175WWWY350X172W206W191W&sn=Unnamed Squadron&obs= On the upside, you gain a IN 5 semi-ace that can fairly consistently get double-mods in a knife-fight/scrum. On the downside, both Jess (no BB astromech) and Finn (downgraded from Perceptive Copilot to C-3PO) become slightly worse, and the initial punch is weaker. TBH I don't think this is better than the established version with Snap, just wanted to put this out there as food for thought.
  14. I flew the Finn + Pattern Analyzer version at the FLGS tonight, against an ultra loaded Darth Maul + 3 Precise Hunters w/ Energy Shell Charges. Despite having zero practice beforehand AND flying like hot garbage (got baited into flying the group right through a cluster of obstacles and lost multiple actions on consecutive turns), the power of the list ground down the enemy ships and gave me a chance to win on the final shot; just needed 1 damage to get half points on Maul for the win, and had I remembered the Lock I had on Maul, very well could've had it. Finn was the star of the show, soaking up and dishing out big hits. IMHO Pattern Analyzer was key, ensuring he had double Focus tokens at all times.
  15. Cluster Missiles' second attack is a bonus attack, and I believe Snap Shot is also a bonus attack. IIRC you only get 1 bonus attack per turn, so I'm afraid you're still limited to 2 coordinates per turn.
×
×
  • Create New...