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LeMightyASP

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Everything posted by LeMightyASP

  1. Yeah, Brilliant Evasion is definetely an interesting option on her, but the reason i wasn't even considering it is because the list was already running Obi Wan. If you're not running Aethersprite Obi Wan, i think BE would be the second upgrade you would staple onto Aayla, after Predator. Stealth Device is a really interesting direction to take with the list, and i wasn't even expecting to have that mod slot before points dropped. That being said, i don't think that making Aayla heavier on a 4 ship list works, but i definetely want to try it on a 3 ace list. Yup, agree 200% with this. Will be playing lots of predator ETAs in the future! Yeah, I wasn't expecting it, but Torrent Oddie with Ion Missiles is now only 32 points (!), which is probably a more efficient ion platform at i5 than Esk Contrail. The thing is Contrail, alongside the rest of this version, is hella tanky. Who are you shooting at in the first round? Is it Aayla, who can guarantee focus results, with force, 3 agility and maybe evade? Is it Obi Wan, who can arcdodge really well and also has force, infinite focus, possibly Aayla's ability and 3 agility? Maybe it is Ric, who also has virtually 3 agility, a free evade and can also benefit from Obi's and Aayla's support? Or is it Contrail, who also has 3 agility, can benefit from the Jedi support and denies value from the opponent's focus tokens? This is also why i'm not a big fan of inserting Wolffe or Broadside into the list: once you have 1 agility targets, this question becomes laughably easy,kinda leaving Aayla and Obi scratching their wondering why they couldn't help their Clone Troopers. Also, another point about Contrail: although he is in a Interceptor platform, his ability makes him a natural jouster. Picture this: ypur opponent sets up their 5x squad on the right corner. You place Contrail on the opposite side, facing them. If the opponent commits to that trajectory and joust Contrail, they get a really inefficient trade because Contrail is only worth 35 points and he makes all their modifiers crap. If they turn away, Contrail gets to be behind them for free and do normal interceptor things. Nah, I don't think so. Ric is a jouster, which is what the list needs. Both the Jedi are great endgame pieces that fit the interceptor role, and Contrail can be a sacrificial pawn and can also chase people down pretty decently. I think it's fine if Ric has to take a weird trajectory to come back into the fight, because his joust is still THAT strong, without needing much support. I don't have much experience with bombs, so can't really make a sound judgmenton that But i do think that there is a lot of potential for the Vs as bomb carriers,since they are agile enough to choose their spots and also bombs are much more efficient now. Thank you so much for the feedback! Please tell us how the list behaved if you ever take it for a spin!
  2. Rvisiting this concept since we now have points! This is the base list i outlined before: Nimbus-class V-wing - •“Contrail” - 35 •“Contrail” - CT-4981 (33) Marksmanship (1) Alpha-3E “Esk” (1) Naboo Royal N-1 Starfighter - •Ric Olié - 45 •Ric Olié - Bravo Leader (45) Eta-2 Actis - •Aayla Secura - 57 •Aayla Secura - Confident Warrior (51) •R2-A6 (6) Delta-7 Aethersprite - •Obi-Wan Kenobi - 53 •Obi-Wan Kenobi - Guardian of the Republic (49) Calibrated Laser Targeting (4) Total: 190 View in the X-Wing Squad Builder What would you change in this list? I like Phat bids, so my take would probably be to just add predator to the unexpected but certainly welcome slot on the Actis and maybe switch marksmanship to R7-A7. This would be the end result: Nimbus-class V-wing - •“Contrail” - 37 •“Contrail” - CT-4981 (33) •R7-A7 (3) Alpha-3E “Esk” (1) Naboo Royal N-1 Starfighter - •Ric Olié - 45 •Ric Olié - Bravo Leader (45) Eta-2 Actis - •Aayla Secura - 59 •Aayla Secura - Confident Warrior (51) Predator (2) •R2-A6 (6) Delta-7 Aethersprite - •Obi-Wan Kenobi - 53 •Obi-Wan Kenobi - Guardian of the Republic (49) Calibrated Laser Targeting (4) Total: 194 View in the X-Wing Squad Builder
  3. I am sad. Hoping 7th fleet gunboi gets a good buff to open up some options. I think that if the ETA is the fix that Republic needs, people will be mad at Jedis again, leading to a nerf not long after.
  4. But he also loses a great ability In any case, i think the most efficient way to build v-wing oddball would just be precision ion engines. I doubt «besh» will be efficient enough to be taken, and none of the other upgrades really help him trigger his ability. Might also want to throw in an R4/R4P Astro to open up the dial, since Oddball tends to be stressed a lot.
  5. Honestly, I think the best way to fix the Republic right now is to drop seventh fleet gunner to about 5-6 points. This upgrade could be a cornerstone for a lot of fun and interesting Republic strategies, but is just way too inefficient.
  6. At this point I'm convinced you could price 7B Ani at 201 points and people would still tell you that he is underpriced
  7. After the success of dorsal turret Agressor swarm, I wanted to see if something similar could be done with republic Ys Wolfpack Dorsals (32) R2-D2 [BTL-B Y-wing] (4) Wolfpack (1) Synchronized Console (2) Dorsal Turret Points: 39 (29) Red Squadron Bomber [BTL-B Y-wing] (1) Synchronized Console (2) Dorsal Turret Points: 32 (29) Red Squadron Bomber [BTL-B Y-wing] (1) Synchronized Console (2) Dorsal Turret Points: 32 (29) Red Squadron Bomber [BTL-B Y-wing] (1) Synchronized Console (2) Dorsal Turret Points: 32 (29) Red Squadron Bomber [BTL-B Y-wing] (1) Synchronized Console (2) Dorsal Turret Points: 32 (29) Red Squadron Bomber [BTL-B Y-wing] (1) Synchronized Console (2) Dorsal Turret Points: 32 Total points: 199 How would you build this archetype?
  8. I disagree with most of your points here. I still don't think there's anything at 3 points that i would take over ion missiles, but i guess we can agree to disagree,we're not making much leeway in this particular discussion. I didn't say that Heff relied on Swarm Tactics from Wedge to NOT get initiative killed, i said he could use that upgrade to initiative someone ELSE with Wedge. Also, don't forget that anyone that gets blocked gets their action stolen by Heff, so there's also less heat coming to him. However, the more i think about Swarm Tactics the more i think that you're right, it's a bit too awkward unless i'm flying in a big block where the ships move at relatively close initiatives. I do, however, really like the suggestion of Luke, but i have been fiddling with this idea and have been having a lot of trouble finding a 4th ship to the list. Dropping Leia doesn't make sense to me. Also, adding Garven to a list consisting of an a-wing, a force user and a u-wing that gets extra actions seems rather pointless. One ship i have been considering is Roark Garnet, which is a pretty good upgrade for swarm tactics (it's pretty natural for Roark to have his gun pointing to Heff, if he wants to shoot someone that Heff blocked) but the damage output doesn't really get improved. This is what it would look like: Luke Skywalker (62) Ion Torpedoes (5) Servomotor S-Foils (0) Ship total: 67 Half Points: 34 Threshold: 3 Heff Tobber (44) Intimidation (3) "Zeb" Orrelios (1) Leia Organa (7) Pivot Wing (0) Ship total: 55 Half Points: 28 Threshold: 4 Arvel Crynyd (34) Predator (2) Intimidation (3) Ship total: 39 Half Points: 20 Threshold: 2 Roark Garnet (38) Ship total: 38 Half Points: 19 Threshold: 3 Total: 199 But i still prefer the original list Having Wedge instead of Luke means that the likelihood if ion hitting is bigger (considering Jake is there too) and it also means that any i5 ship that wants to take a shot cannot avoid being ionized. With Luke, on the other hand, the lock is that much more difficult to attain. Also, i think that the meta has changed a lot from what it used to be. Instead of being 70% Empire aces, it's actually mostly efficiency and swarms, which the A's love to face. And to add that, 2 of the top 4 lists in the Galactic Championship were lists with 2/4ths of the list being a-wings (ofc they had prockets, which, btw, are a pretty good option for Jake here as well, but nonetheless still 2 lists featuring 4 a-wings) Moreover, if you do find ace lists, they will be pretty terrified of ion torpedo Wedge. That should tell you that the roles in this list are very well defined: Wedge always goes after the biggest target, Heff carries Leia, has a big gun and provides blocks, Jake gives mods to Wedge and aces in swarm matchups, Arvel is a nuisance in general and an EXTRA nuisance in swarm matchups.
  9. Ion missiles are 3 points. I said that having them makes Jake that much more of a threat, but i never said the list relied on them. It's just an option. And you won't be getting full use of Jake's ability every turn, much like you won't be getting full use of Soontir's or Nien's, or Lu'lo's, or Norra's, or Dutch's... Heff's gun does actually have more damage output than Wedge after a block, because of range 1 and double mods. And sure, after Wedge dies ion virtually doesn't exist anymore, but try telling any veteran X-wing player that they can only block if they are ionizing their opponents... Also, the usual issue that blockers have is that they can't shoot after they block, but in this list both blockers get to shoot anyway, so you can afford to only run 4 ships The reason i chose these pilots is because they can do the job themselves... Jake doesn't need support, much like Arvel. Heff is more synergy reliant, but he is still a plenty capable pilot by himself
  10. Zeb Attack Shuttle is a no-no because he is an essential part of Heff's loadout. Every other Shuttle pilot has the issue of forcing me to give up some upgrades, which I don't want to. My issue with Blount is also an issue I have with the attack shuttle: survivability. I've played a 5 ship version of this list before (Arvel, Horton, Heff, Blount and Tie Sabine) and I found that at least one of my pilots never got to fire in every game. Another thing which makes me not want to take Blount is his Independence. Jake works fine by himself, but if Blount doesn't have friends where he wants them, he is kind of an overpriced vulture. Norra was actually a close second to Jake's spot in listbuilding, but to me it just felt that Jake was more well-rounded and was better in an endgame scenario than Norra. I think about this in the other way: Ion missiles are (probably) the cheapest 3 dice weapon in the game that does damage. If you get 0-1 damage, it's the same as firing a 3 die primary, which is fine. 2 hits means jackpot, since you're getting 1 damage plus your ion token. 3 hits might seem redundant, but I think that if you're already doing 1 dmg and ionizing you're already plenty happy. I think that ion is very underestimated. It's tough to go into all the specifics, but Jake's biggest issue has always been how he isn't very threatening, with only a 2 die primary. For 3 points, I think that ion missiles makes Jake one **** of a threat.
  11. So i wanted to pick up my old rebel intimidation list that i built around Horton Salm with ion double tap and give it an overhaul to make it more competitive. here's what i ended up with: Wedge Antilles (55) Swarm Tactics (5) Ion Torpedoes (5) Servomotor S-Foils (0) Ship total: 65 Half Points: 33 Threshold: 3 Heff Tobber (44) Intimidation (3) "Zeb" Orrelios (1) Leia Organa (7) Pivot Wing (0) Ship total: 55 Half Points: 28 Threshold: 4 Arvel Crynyd (34) Predator (2) Intimidation (3) Ship total: 39 Half Points: 20 Threshold: 2 Jake Farrell (36) Predator (2) Ion Missiles (3) Ship total: 41 Half Points: 21 Threshold: 2 Total: 200 The idea is pretty simple: We have two powerful ionizers (Wedge and Jake) and two powerful blockers (Heff and Arvel). Te ionizers set up the bumps, and after the bumps you can 100 to 0 almost every ship in the game in a single turn. Why? 1. Both Heff and Arvel get double mods after they get bumped; 2. Intimidation and the bump means that the opponent's defense is at it's worst; 3. Wedge can also get double mods with the help of Jake, and Jake himself can setup his double mods without much trouble if the target is ionized; 4. The cheeky Swarm Tacticson Wedge means that him and Heff can Initiative kill almost anyone after a bump turn. The big advantage that this version has over Horton's version is how much more independent each ship is. Obviously Wedge and Jake are very solid pieces, but Arvel against lower initiative ships is too good, and his value probably jumps to about 60+ points in those scenarios. The most synergy dependant piece is Heff, but his role in the list is inherently supportive, and i don't think that's an issue. Just the fact that he carries Leia means that he is the most likely to go first. That's where i'm at right now, interested to see what you people think of this
  12. I think it's also important to note that Agressors with turrets are particularly powerful with Sloane because they make it practically impossible to hide ships with stress because of the 180 arc, and it's also much easier to focus down those stressed pilots
  13. It's not working at all, but because I can't play right now. I don't have TTS and don't have the physical Tie Brute either. I just wanted to get the idea out there, and see if other people could find success with it
  14. You made this list for a pun? Honestly, i can respect that.
  15. So over at the "Get Vader to the endgame" thread we got into some discussion about Tie Brute loadouts. Then I realized that it could take tractor beam... I raise you the Fantastic Four! Fantastic Four (39) "Rampage" [TIE/rb Heavy] (3) Tractor Beam (3) Target-Assist MGK-300 Points: 45 (44) Ved Foslo [TIE Advanced x1] (2) Fire-Control System (3) Elusive Points: 49 (43) "Countdown" [TIE/sk Striker] Points: 43 (51) "Echo" [TIE/ph Phantom] (3) Targeting Computer (2) Fire-Control System (5) Lone Wolf Points: 61 Total points: 198 We've got 4 i4 ships, so that rampage can tractor someone in and then just immediately follow it up with 3 good shots. Echo is an endgame ace, but can easily join the fight whenever. Ved Foslo is an excellent knife fighter. Countdown was the one option I doubted the most, but I picked him because he was the safest option. Thoughts?
  16. Pretty sure Tua doesn't help keep Sloane on the board if focus fired upon. Sure, it might work in theory, but i'm pretty sure that even if vermeil gets to a second engagement, Tua won't be enough to get her to a third one. Also, 4 ship total for Sloane is probably too low
  17. Ah, my bad. My brain fried. I meant to say you don't get calculates when you reinforce, because reinforce is a green token.
  18. I just realised that the target assist doesn'tgive you calculates when you have target. That's a major downside. You might have some damage issues, but i love that cheeky ruthless on Soontir, maybe the brute is the 1st ship that makes running it worth it.
  19. Yeah, I don't really like Wolfpack on a list that on average shoots first. What's the point of Ani on this list? Usually people take either torps so he can alphastrike or intimidation so he can become a premier blocker. What role does Ani fulfill on this list?
  20. I really like the beef + cleanup idea and the Brute, but there are some ideas that I disagree with. For starters, I really don't think Vader is a good endgame ace. First, because his chassis is super clunky and predictable, he can actually get out-aced by lesser pilots in more flexible platforms. Second, it's really hard and inefficient for Vader to avoid engagements early on. He costs way too much to play it safe, so the opponent always has the option to focus him early to give you a weaker endgame. With all that being said, a cheaper and more agile pilot like Soontir or Echo can participate in early engagements and can punish your opponent for trying to go after them by either arcdodging or by shoring up their defenses, in the case of Echo. They also have more maneuverability to outmaneuver enemies later on. The other thing I don't like is the abilities on the named Brutes. I get that they're good, but I just don't know how to use them. I do, however, really enjoy the synched laser cannons + target assist combo, so I would probably just take the i3 generic myself, but that's really because I don't know what to do with the named ones. Also, give Ved Foslo a shot! He's really good beef and shines in knife fights. Here's my build: Fantastic Four (51) "Echo" [TIE/ph Phantom] (5) Lone Wolf Points: 56 (44) Ved Foslo [TIE Advanced x1] (2) Fire-Control System (3) Elusive Points: 49 (35) Tomax Bren [TIE/sa Bomber] (3) Seismic Charges (6) Diamond-Boron Missiles (2) Crack Shot Points: 46 (36) Onyx Squadron Sentry [TIE/rb Heavy] (6) Synced Laser Cannons (3) Target-Assist MGK-300 Points: 45 Total points: 196 Extra focus on Tomax, who is tech'd for the swarm matchup and also clears up asteroids for Echo later.
  21. A 6 point tax would be if it didn't add anything to Poe. Por with OT is an i6 ace with an incredibly powerful ability with repositioning patterns that no other ship can imitate, so I think it's pretty fair. The big issue with the faction is still the lack of chassis variety
  22. Option 5 While i appreciate the balance of Hyperspace, i prefer Extended because of the options allowed in list building.
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