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Everything posted by Cerebrawl
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Old T's ability requires him to be in the enemy's front arc, as does Fearless, so it's a good match for him. Predator allows you to arc dodge and get a reroll, but that means his ability is not in effect.
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Oh and you can play 3 Kihraxz with 3 ships in the 29-30 range(89 points to spare after the Kihraxz), so something like 2 quadjumpers and Seevor, or quadjumper, AB Sunny, and Seevor, or similar. Feel free to swap in an escape craft or Bosskz to taste.
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Fair point, but the 5 Kihraxz list was a long running meme here on the forum, back when you could just fit 5 cartel marauders. I figure'd I'd update that. I tend to prefer flying either 4 ships, or 6+ in Scum. Either 3 around 50-60 and a 30 point filler, or 6-7 ships in the 24-33 sort of range.
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Black Sun Ace (38) Predator (2) Ship total: 40 Half Points: 20 Threshold: 3 Black Sun Ace (38) Predator (2) Ship total: 40 Half Points: 20 Threshold: 3 Black Sun Ace (38) Predator (2) Ship total: 40 Half Points: 20 Threshold: 3 Black Sun Ace (38) Predator (2) Ship total: 40 Half Points: 20 Threshold: 3 Black Sun Ace (38) Predator (2) Ship total: 40 Half Points: 20 Threshold: 3 Total: 200 So this is playable since the last points. Could it be good? At least they're i3 and have some form of double mods.
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Pick up Hotshots and Aces expansion. Lots of useful stuff in there, including a pair of autoblasters.
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Well there's always swapping in Torkil Mux. Or side-grading the kihraxzes to a pair of zealous recruits and sunny bounder with autoblasters. There's room for Predator for Old T too. Old Teroch (56) Predator (2) Ship total: 58 Half Points: 29 Threshold: 2 Zealous Recruit (41) Ship total: 41 Half Points: 21 Threshold: 2 Zealous Recruit (41) Ship total: 41 Half Points: 21 Threshold: 2 Sunny Bounder (27) Autoblasters (3) Ship total: 30 Half Points: 15 Threshold: 2 Captain Seevor (30) Ship total: 30 Half Points: 15 Threshold: 2 Total: 200
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I started playing 40k in 2nd edition. It was unashamedly, gloriously, OP, all over the place. It was truly epic. I kinda miss it. Balance was all over the place, and heroes were crazy powerful compared to the rank and file, but it was fun. Lots of vivid memories of out of control power/mechanics doing silly stuff. I once watched a game where a piece of Ork artillery had a shot bounce all over the map for about half an hour, as the player simply wouldn't roll misfire. It decimated both armies.
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From the left: Ginivex-class starfighter, Cloakshape fighter, Scarab-class droid starfighter, Rogue-class Porax-38 Starfighter, and Sharp Spiral(unique version of Cutlass-9 Patrol Fighter).
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The config makes it hyper maneuverable, sort of like a StarViper. Practically guarantees you have arc coverage even on squirrely aces. The 4x HMP archetype basically hard counters aces.
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Scum players, what you flying in EXTENDED? What you winning with?
Cerebrawl replied to Greedo_Sharpshooter's topic in X-Wing
Been thinking the same, but another alternative is Dets and fuses. You could slow-roll the engagement, drop bombs, put fuses on them, then do the close range engagement and drop another set. "You can't avoid the bombs, GL HF". In other words, try to range the first engagement to happen at r3, then drop bombs with fuses, and use your low ini to close in for a r1 engagement with 1 forward/banks, and then drop the second set and maneuver past your opponent. It's going to be nigh impossible for them to avoid being bombed, and many will be hit twice, or more. -
Scum players, what you flying in EXTENDED? What you winning with?
Cerebrawl replied to Greedo_Sharpshooter's topic in X-Wing
I'd go Fearless, Zam Wessel, Proton Bombs. Though going Predator, and giving all 3 firesprays Thermal Detonators to just carpetbomb the place has a certain appeal. -
Probably something like 3x conc missile scyk, 2x tracer scyk, 2x MS TIE. Fly TIEs through asteroids to double strain your primary target so a blue move doesn't clear it, lock it with tracers and focus fire to delete. Or just 7 scyks, 2 conc, 2 tracer, 2 tractor, 1 nekkid. First try to land a tractor, then land a tracer, then focus remaining shots(if either tractor/tracer lands first shot, use primary to add weight of fire with the other). Either should delete something in the first engagement, the first is probably more of a sure thing, but the TIEs don't benefit from the tracers and are more fragile than tractor scyks, and losing just 1 means higher ini can ignore the strain by flying blue. The all-scyk list has more staying power.
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I'd rather give Dengar Zam Wessel crew than the Weapon Systems Officer, though that means no Punishing One(just take Ion Cannon I guess). That frees up 5 points(astro slot goes away too), room for Greedo and Expert Handling, alternatively Agile Gunner and a 1pt bid. Or just take the 5pt bid since you have 2 i6s. Set Zam to give you locks if you defend("You Should Thank Me") and you can always have lock for your retaliation attack, so it can be a Proton Torp. Dead Man's Switch can be a good little deterent to swarming him too, instead of False Transponder Codes, or you could even go to 7pt bid.
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Cartel Spacer (25) Plasma Torpedoes (7) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (25) Plasma Torpedoes (7) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (25) Plasma Torpedoes (7) Ship total: 32 Half Points: 16 Threshold: 2 Sunny Bounder (27) XX-23 S-Thread Tracers (2) Ship total: 29 Half Points: 15 Threshold: 2 Cartel Spacer (25) XX-23 S-Thread Tracers (2) Ship total: 27 Half Points: 14 Threshold: 2 Mining Guild Surveyor (23) Marg Sabl Closure (1) Ship total: 24 Half Points: 12 Threshold: 2 Mining Guild Surveyor (23) Marg Sabl Closure (1) Ship total: 24 Half Points: 12 Threshold: 2 Total: 200 Been thinking of various ways to make use of the buff to ordnance that came with the latest points change, and some of the new upgrades. This looks promising. 7 ships, two attempts to get the locks for double modded plasmas, and some strain to make the locks more likely to stick in the first place.
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I'll be completely honest: Krassis ability is pretty ****. There's little reason to give him a cannon unless you buddy him up with IG-88B, and give him the IG-88D crew. The only real reason to play him is that he's the cheapest firespray with a talent slot. I'd give him thread tracers, fearless, and proximity mines. At least the thread tracers can be used to give the fangs locks as a support ability.
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Scum players, what you flying in EXTENDED? What you winning with?
Cerebrawl replied to Greedo_Sharpshooter's topic in X-Wing
Drop at least one cybernetic for Marg Sabl Closure on all 3 MGS. Consider replacing the other with a bomb, or double DMS. -
Rogue-class(Xanadu's Blood), Dunelizard, Vaksai, Rihkxyrk, Gauntlet, Krayt. Also both Black Sun Syndicate and Hutt Cartel used V-wings... But especially the Rogue-class. Cad Bane's ride.
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Yeah, honestly I'd rather drop down to Plasma than drop Han or Unkar. Dengar can get codes though.
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Big Boy Boogie Trandoshan Slaver (51) Unkar Plutt (2) Lando Calrissian (Scum) (6) Han Solo (Scum) (10) Ship total: 69 Half Points: 35 Threshold: 6 Dengar (53) Marksmanship (1) Plasma Torpedoes (7) Autoblasters (3) Greedo (1) False Transponder Codes (2) Ship total: 67 Half Points: 34 Threshold: 5 Freighter Captain (41) Jabba the Hutt (6) False Transponder Codes (2) Lando's Millenium Falcon (3) Ship total: 52 Half Points: 26 Threshold: 6 Autopilot Drone (12) Ship total: 12 Half Points: 6 Threshold: 2 Total: 200 Simple plan really. The LandoHan reinforces, takes red focus, and spends the reinforce for rerolls. Jabba deploys the drone, and long range jams. Uses TL to plink with the 2 dice gun. The drone coordinates Dengar(for focus). Dengar locks and fires torpedoes. When those run out he switches to autoblasters. Dengar is the hammer, LandoHan is the anvil, and Jabba is the ugly. Wait...
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The really interesting question is whether FTC is any good with Jabba. You could potentially use it to deny enemy ordnance for enough rounds that they never get those shots off. Well, for one enemy ship anyway. Jank? Jank! Jabba Dabba Jam! Torani Kulda (48) Plasma Torpedoes (7) False Transponder Codes (2) Ship total: 57 Half Points: 29 Threshold: 5 Han Solo (Scum) (48) Trick Shot (4) Jabba the Hutt (6) Greedo (1) False Transponder Codes (2) Lando's Millennium Falcon (3) Ship total: 64 Half Points: 32 Threshold: 6 Captain Jostero (41) False Transponder Codes (2) Deadman's Switch (2) Ship total: 45 Half Points: 23 Threshold: 3 Unkar Plutt (29) Afterburners (4) Ship total: 33 Half Points: 17 Threshold: 3 Total: 199
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Or your opponent sends up a cheap ship and takes a lock on Dengar, wasting it. Easy counter-play.
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I'm sensing scum scyks are going to be paying for the problems other ships cause, again.
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Wrong one. The one that was everyone's favorite NPE hate object.
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I can think of something for 73...
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Swap Seevor for a quadjumper. Action tractor token helps a lot against very defensive ships.
