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cjnj193

Rolling 7 attack dice?

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So I was bored and decided to play around with a ship builder, and I realized something. Using Opportunist and Jan Ors, it is possible to get advanced proton torpedoes to roll up to 7 attack dice on an attack. Yeah you need quite abit of setup in order to be practical, but here is something I was thinking of

Keyan Farlander — B-Wing 29

Opportunist 4

Advanced Proton Torpedoes 6

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Wes Janson — X-Wing

With 2 points left over. My rationale for no munitions fail safe is that you are guaranteed at least 1 hit with the setup, unless god hates you that is. Wouldn't be able to comment on how viable it is, but I think it would be pretty fun to possibly 1 shot almost every regular ship

gabe69velasquez likes this

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So its not attacking with 7 dice for a single turn, but using an HLC in place of the APT lets you potential attack with 6 attack dice *EVERY* turn!  That is a fair trade-off in my opinion. 

 

I actually put that list together for myself earlier tonight.  Still trying to figure out what to do with the last point.  Not sure if VI is needed on Wes Janson.  If not maybe Determination on Wes or Draw Their Fire on Jan.

 

Lee

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I do this kind of playing around all the time and come up with odd combos.
For your build I would think that Nera's 360° Outmaneuver would be worthwhile also:
Nera Dantels — B-Wing • 26
B-Wing/E2 • 1
Kyle Katarn • 3
Outmaneuver • 3
Fire-Control System • 2
Advanced Proton Torpedoes • 6
41

Edited by gabe69velasquez

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So its not attacking with 7 dice for a single turn, but using an HLC in place of the APT lets you potential attack with 6 attack dice *EVERY* turn!  That is a fair trade-off in my opinion. 

 

I actually put that list together for myself earlier tonight.  Still trying to figure out what to do with the last point.  Not sure if VI is needed on Wes Janson.  If not maybe Determination on Wes or Draw Their Fire on Jan.

 

Lee

Oh putting in an HLC, now that sounds fun too :D

I'm sure there are other builds that can work with this as well, oh like maybe a 5 dice wedge /shudder

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So its not attacking with 7 dice for a single turn, but using an HLC in place of the APT lets you potential attack with 6 attack dice *EVERY* turn!  That is a fair trade-off in my opinion. 

 

I actually put that list together for myself earlier tonight.  Still trying to figure out what to do with the last point.  Not sure if VI is needed on Wes Janson.  If not maybe Determination on Wes or Draw Their Fire on Jan.

 

Lee

I've had a fantastic amount of success from the 6 dice Doomcannon and it;s currently my "go-to" tourney list. The minor differences are that I run Ibby instead of Farlander (since I didn't get aces early) and I stick VI on Wes to make sure ge shoots first and Nien Numb on Jan so she can keep up with the others as necessary.

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On a whim, I threw the following list together to see how many 7 dice attacks you could squeeze into 100 points.

 

Green Squad Pilot + Proton Rockets + Opportunist

Jan Ors + ICT

Nera Dantels + Adv. Proton Torpedo + Adv. Proton Torpedo + FCS + Opportunist.

 

The list is light on HP, and being able to proc Opportunist isn't guaranteed, but you do have (2) range 1, 360 degree, 7 dice attacks, and one more from the GSP.

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So its not attacking with 7 dice for a single turn, but using an HLC in place of the APT lets you potential attack with 6 attack dice *EVERY* turn! That is a fair trade-off in my opinion.

I actually put that list together for myself earlier tonight. Still trying to figure out what to do with the last point. Not sure if VI is needed on Wes Janson. If not maybe Determination on Wes or Draw Their Fire on Jan.

Lee

Well here's the problem. Jan takes a stress every time she does that which means she's a one off per round and you'll be limited to 1 straight, 1 bank and 2 straight to clear her stress. That's only 4 moves total so it makes you extremely predictable. Also the droid that causes stress would nullify her. Doubt anyone would come packing with that droid haha but still the point is the hwk is not a stress shedder and once your stressed they know where you are going.

Edited by Jaden Ckast

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Nien Nunb and the Turret do help with the limited maneuverability though. Besides, you don't have to shed that stress/use her ability every turn, keeping Jan alive is more important.

sedarine likes this

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On a whim, I threw the following list together to see how many 7 dice attacks you could squeeze into 100 points.

 

Green Squad Pilot + Proton Rockets + Opportunist

Jan Ors + ICT

Nera Dantels + Adv. Proton Torpedo + Adv. Proton Torpedo + FCS + Opportunist.

 

The list is light on HP, and being able to proc Opportunist isn't guaranteed, but you do have (2) range 1, 360 degree, 7 dice attacks, and one more from the GSP.

Oh didn't realize that opportunist worked out of arc! Now who wants to be a terrible person...

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Dash Rendar — YT-2400 36

Opportunist 4

Heavy Laser Cannon 7

Outrider 5

Which comes in at 82 points. Can probably drop Dash down and as far as a crew card goes you could use Kyle katarn so you can focus on getting to range 2. But 6 dice at range 2-3... Phantoms beware

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Oh didn't realize that opportunist worked out of arc!

That's exactly why I suggested Nera Dantels with Outmaneuver.

You started off with a B-wing and I suggested a B-wing with 360° arc torpedo slots.

You may technically only be rolling six dice in that case but Outmaneuver makes up the difference.

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So its not attacking with 7 dice for a single turn, but using an HLC in place of the APT lets you potential attack with 6 attack dice *EVERY* turn! That is a fair trade-off in my opinion.

I actually put that list together for myself earlier tonight. Still trying to figure out what to do with the last point. Not sure if VI is needed on Wes Janson. If not maybe Determination on Wes or Draw Their Fire on Jan.

Lee

Well here's the problem. Jan takes a stress every time she does that which means she's a one off per round and you'll be limited to 1 straight, 1 bank and 2 straight to clear her stress. That's only 4 moves total so it makes you extremely predictable. Also the droid that causes stress would nullify her. Doubt anyone would come packing with that droid haha but still the point is the hwk is not a stress shedder and once your stressed they know where you are going.

 

 

If you are concentrating on Jan in this list, you are picking on the wrong ship.  I don't mind being predictable with a HWK when there are bigger threats on the table.

 

 

Game is broken as it is.

You're broken.

 

 

This game is definitely not broken.  I love all the ideas floating around here.  I hadn't thought of Nein on Jan to help shed the stress.  Will need to look at that option.  I actually dropped VI on Wes and have been using the last 2 points for Squad Leader on Jan. It's backup to pass an action to Keyan for Target Lock after I need to make a red maneuver with him.  I only hit for 5 dice when that happens, but it is still with TL and Stress/Focus so it still packs a punch!

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So I was bored and decided to play around with a ship builder, and I realized something. Using Opportunist and Jan Ors, it is possible to get advanced proton torpedoes to roll up to 7 attack dice on an attack. Yeah you need quite abit of setup in order to be practical, but here is something I was thinking of

Keyan Farlander — B-Wing 29

Opportunist 4

Advanced Proton Torpedoes 6

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Wes Janson — X-Wing

With 2 points left over. My rationale for no munitions fail safe is that you are guaranteed at least 1 hit with the setup, unless god hates you that is. Wouldn't be able to comment on how viable it is, but I think it would be pretty fun to possibly 1 shot almost every regular ship

Why Wes? Wedge seems better.

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I played against this bullmallarky while running 2 daggers and chewbacca. It was biggs ibby and jan, and i think ibby had ptl. two turns of fire, two b-wings dead. I conceded.

something something blast came from that deathstar something something something abort

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Wes' pilot ability can almost guarantee an Opportunist proc from a ship with lower PS. He shoots and forces the defender either to spend any token they have defensively, or if they choose to keep it, he strips it off them. In this list, Wes functions as an enabler/support ship, while still being able to put out damage, though he isn't the primary damage dealer.

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I do this kind of playing around all the time and come up with odd combos.

For your build I would think that Nera's 360° Outmaneuver would be worthwhile also:

Nera Dantels — B-Wing • 26

B-Wing/E2 • 1

Kyle Katarn • 3

Outmaneuver • 3

Fire-Control System • 2

Advanced Proton Torpedoes • 6

41

 

I would suggest switching Kyle for a Recon Specialist and Outmaneuver for Deadeye in this case. No need to bother with arcs, nor worry about TLing. You just go the the general area you expect a higher PS ship will end up in and blow it up.

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So I was bored and decided to play around with a ship builder, and I realized something. Using Opportunist and Jan Ors, it is possible to get advanced proton torpedoes to roll up to 7 attack dice on an attack. Yeah you need quite abit of setup in order to be practical, but here is something I was thinking of

Keyan Farlander — B-Wing 29

Opportunist 4

Advanced Proton Torpedoes 6

Jan Ors — HWK-290 25

Ion Cannon Turret 5

Wes Janson — X-Wing

With 2 points left over. My rationale for no munitions fail safe is that you are guaranteed at least 1 hit with the setup, unless god hates you that is. Wouldn't be able to comment on how viable it is, but I think it would be pretty fun to possibly 1 shot almost every regular ship

 

While this is possible, it's a one-off attack.  I'd rather load out to get a lot of dice often than a huge number of dice once.  For example:

 

Keyan Farlander

  ++HLC

  ++Opportunist

Wes Janson

  ++Veteran Instincts

Hobbie Klivian

  ++R2-D6

  ++Opportunist

 

OR

 

Wedge Antilles

  ++Opportunist

Keyan Farlander

  ++Opportunist

Wes Janson

  ++Veteran Instincts

  ++R3-A2

 

In the first, Keyan always gets 5 focused dice, usually Target Locked also, and denies range bonus.  Hobbie easily clears his own stress and gets 4 dice any range and 5 Range 1.

 

In the second, Wes Strips a token and stresses target, Wedge does what Wedge does, and Keyan flies away unstressed.  2 Points for maybe a Flechette.

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