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  1. Genesis Red (31) Tractor Beam (3) Ship total: 34 Half Points: 17 Threshold: 2 Skull Squadron Pilot (47) Fearless (3) Ship total: 50 Half Points: 25 Threshold: 2 Skull Squadron Pilot (47) Fearless (3) Ship total: 50 Half Points: 25 Threshold: 2 Cartel Spacer (25) Ion Cannon (6) Ship total: 31 Half Points: 16 Threshold: 2 Cartel Spacer (25) Ion Cannon (6) Ship total: 31 Half Points: 16 Threshold: 2 Total: 196
  2. Nah. They're probably right where they should be. Tie/FO might be a point too cheap, with their superior dial. Raising them in price to lower cannons also nerfs any other hardpoint option for them, as well as nerfing no-upgrade ones. Nobody's really playing 8 scyks either, if you were going to, you should just play Ocho instead, flat out better.
  3. Maybe something like "Vindictive": After being damaged by another ship may take a stress to gain a lock on it. 5 points?
  4. I guess Nom denies tokens by blocking. I've flown similar lists myself, though with Old T, 4-LOM, and Seevor as the usual suspects, with a 4th ship tossed in, a BSA, Talonbane, et all. Won all matches so far. I've also theorycrafted a list with Old T, 4-LOM, Torani(friendly fire clusters), and G4R-G0R. Beautiful fit: 4-LOM (49) Advanced Sensors (10) Mist Hunter (1) Ship total: 60 Half Points: 30 Threshold: 5 Torani Kulda (48) Cluster Missiles (5) R5-TK (0) Munitions Failsafe (1) Ship total: 54 Half Points: 27 Threshold: 5 G4R-GOR V/M (28) Ship total: 28 Half Points: 14 Threshold: 2 Old Teroch (56) Predator (2) Ship total: 58 Half Points: 29 Threshold: 2 Total: 200 Sidenote: while G4R-G0R could have Jamming Beam, it makes absolutely no sense for him to ever use it at i0.
  5. A free(for stress) reposition per turn is probably worth at least 3 points. 28 is probably closer to correct than 27. Could still fly 6x /w ion missile.
  6. I'm a 2E scum player with a large collection, and I frankly find it a bit boring. I play scum because shenanigans/jank is fun, and it's missing in hyperspace. Sure we have Fenn and Boba, and neat little scyks, but it feels like the heart and soul of scum isn't there, not much jank, other than tractor scyks.
  7. Here's a fun exercise for this: New rule: you have to fill every upgrade slot. Every upgrade costs 2 points less(and can be negative). Go!
  8. More surprise that people are struggling that hard to beat aces with lower initiative ships. You can fit more of them, have more hitpoints and firepower on the board. Yes they can arc-dodge, make arc nets, make killboxes they can't dodge out of, stress them, tractor them onto rocks, block them, etc.
  9. Locally at FLGS, two local imperial players. Played them a lot before corona, variations of my 4-LOM 4-ship list is 7-0 against them. Only 1 variation had an i6(Fenn Rau).
  10. I hunt aces with i3s or lower regularly, so I don't know what you're doing wrong. Git gud? My favorite Ace harasser is 4-LOM. They get a lot more predictable with stress. Killbox.
  11. Unkar sort of has built-in intimidate by handing out tractor tokens on block, so all your ships have "intimidate", he's also good at tractoring aces onto rocks(or mines) and messing with flight plans. Strategy is clog up the lanes with medium bases, make it difficult for opponent to maneuver, drop mines on them, or their only clear route, or after blocking them, shoot blocked ships preferably. Nym can keep a seismic charge in wait to further clog things up and give your opponent bad choices.
  12. Try this Blail: Demolition Derby (48) Captain Nym [Scurrg H-6 bomber] (6) Proximity Mines (2) Skilled Bombardier (3) Intimidation Points: 59 (46) Sol Sixxa [Scurrg H-6 bomber] (6) Proximity Mines (3) Seismic Charges (2) Skilled Bombardier (3) Intimidation Points: 60 (41) Cartel Executioner [M12-L Kimogila Fighter] (3) Intimidation Points: 44 (30) Unkar Plutt [Quadrijet Transfer Spacetug] (6) Proximity Mines Points: 36 Total points: 199
  13. Vulture swarms. Though I have to admit that imperial triple aces still seems to be the top dog.
  14. Where? Answer: It hasn't. Article is clickbait and fake.
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