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Babaganoosh

MOST WANTED PART 2

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Palob Godalhi

+ Blaster Turret

+ Opportunist

 

= 28 Points

 

Scum = ridiculous? :o

 

I see a lack of the enemy taking a focus action

 

 

Anytime you control what action the enemy does, it is a good thing.

 

 

I totally agree

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Does anyone see what those 6 dials on the picture are?

You should be looking at Scum dials for 2x Z-95, 2x Y-wing, 1x HWK-290, and 1x Firespray.

 

2x Y-wing? Does that mean you can use a rebel model for scum? That would be nice.

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Does anyone see what those 6 dials on the picture are?

You should be looking at Scum dials for 2x Z-95, 2x Y-wing, 1x HWK-290, and 1x Firespray.

 

2x Y-wing? Does that mean you can use a rebel model for scum? That would be nice.

 

 

Yes, it does

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Does anyone see what those 6 dials on the picture are?

You should be looking at Scum dials for 2x Z-95, 2x Y-wing, 1x HWK-290, and 1x Firespray.

 

2x Y-wing? Does that mean you can use a rebel model for scum? That would be nice.

 

 

You can use the Rebel/Imperial models for Scum, as long as you are using the correct card, template, and dial for the faction.

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Kath is epic.  Emon could get pricey, but setting up a field of Proximity Mines certainly sounds like fun and a pain for your opponent.    I won't get much use out of him, but I know players that are skilled with deploying mines will have a blast with him.  Just afraid that he might fall into the Nera trap. The Mandalorian Mercenary is certainly my favorite card in the set.  I love running Dual Firesprays.  Now, I'll be running Two Mandalorians, both with Stay on Target and Outlaw Tech.  Makes 78 points, enough for cheap support like Serissu with Swarm Tactics.  The HWK Pilots will also have little trouble pulling their weight.  Dace is vicious, and Palob and Torkil are both dirty.  Really hoping fear of Torkil will help alleviate the fear of Phantoms, thereby reducing the prevalence of Falcons.

 

Not a single disappointing card for Scum so far.

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Somebody said that Dace is not that good. 

 

I don't know if he is worth the points, but by himself, he is an ion cannon that does 2 damage. That's not too bad on itself, but i don't know if it will be cost efficient or worth it with some synergies.

 

Now i have to buy the freaking YT2400 that i didn't want to buy... freaking stay on target. I hate you FFG.

 

/raises fist with one of his hand while his other one throws money at FFG

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I'm looking forward to taking Andrasta with three seismic charges...And dropping all three at once.

Can only drop one at a time, in the latest FAQ

 

Somebody said that Dace is not that good. 

 

I don't know if he is worth the points, but by himself, he is an ion cannon that does 2 damage. That's not too bad on itself, but i don't know if it will be cost efficient or worth it with some synergies.

 

 

Not to mention him + VI and you're matching PS with Whisper and beating Echo.

Edited by stmack

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Hmmm one thing I find kind of disappointing is that none of these HWK abilities mesh that great with the new Autoblaster Turret. Dace is obviously better with ion, Palob with Blaster and Torkil doesn't get any real advantage with Autoblaster over any of the other options (vs a Phantom the whole PS0 thing doesn't even matter if you're using an Autoblaster anyway).

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Kath is epic.  Emon could get pricey, but setting up a field of Proximity Mines certainly sounds like fun and a pain for your opponent.    I won't get much use out of him, but I know players that are skilled with deploying mines will have a blast with him.  Just afraid that he might fall into the Nera trap. The Mandalorian Mercenary is certainly my favorite card in the set.  I love running Dual Firesprays.  Now, I'll be running Two Mandalorians, both with Stay on Target and Outlaw Tech.  Makes 78 points, enough for cheap support like Serissu with Swarm Tactics.  The HWK Pilots will also have little trouble pulling their weight.  Dace is vicious, and Palob and Torkil are both dirty.  Really hoping fear of Torkil will help alleviate the fear of Phantoms, thereby reducing the prevalence of Falcons.

 

Not a single disappointing card for Scum so far.

 

Yeah, from what I've seen there don't seem to be any real stinkers so far with scum.  I'm dubious about a few, like accuracy correctors and BTL-A4, but the vast majority seem pretty well-considered and useful.  Time will tell, of course.  I just hope there isn't anything wildly overpowered in there.  So far it looks like a very well-constructed faction.

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My only problem with dace is that he is in a hwk, there is not a lot of green to remove stress with. His ability is still awesome though.

Well between that and his Pilot Skill (he's a contender for PS9 with VI like others have mentioned), he seems ripe for an Engine Upgrade for some added maneuverability. With an Ion Turret on him he's got some real standalone power, and that's probably your best bet for chasing Phantoms.

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Hmmm one thing I find kind of disappointing is that none of these HWK abilities mesh that great with the new Autoblaster Turret. Dace is obviously better with ion, Palob with Blaster and Torkil doesn't get any real advantage with Autoblaster over any of the other options (vs a Phantom the whole PS0 thing doesn't even matter if you're using an Autoblaster anyway).

Palob would do just as well, or better, with AB turret. He cannot guarentee that the enemy is always going to provide him a focus, in fact if he is packing a blaster turret, I would make sure to do some action other than focus if I were his potential prey. Also, someone like carnor could make an appearance. now, with autoblaster, if he gets a focus, hey, great! but if he does not, he can still fire the thing effectively.

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With each new spoiler on the S&V faction I step to realize that the preference order of FFG or developers is currently: 

 

1 - S & V 

2 - Rebels 

3 - Empire 

 

The questions I ask myself about the game are: 

 

How to balance things now that S&V came with everything and more ???? 

 

As I like to play with the empire, I think the faction that more will suffer until something is done is the empire. 

 

I think the Empire suffers from the curse of Tie swarm. And because of this, by having an exceptional swarm was dropped down.  

 

The Empire has a very large gap: 

 

-Huge ships lack. 

 

-Lack update escort for huge ships. (judged to be the same path that the rebels - Imperial scort be Tie fighter).

 

-Lack update for bomber tie (y-wing bomb loadout and Andrasta show this) / tie advanced lack/ lambda without auxiliary arc device (do not give me the old story of APL). 

 

-PS Mid lack good pilots. 

 

-Imperial Aces was a bad joke with the habilities of the rebel aces pilot. 

 

Maybe now's the players who like or have a preference for rebels know how to have your faction pushed aside by another, because FFG is putting all the best in S & V. 

 


 

Another issue: 

 

With the repetition of some ships in the new faction (y-wing / hwk-290 / Firespray 31 / Z-95) and some small buffs that can be used by the rebels and empire: 

 

Can we expect expansions of specific improvements for the same ships in the short time (next year)? 

 

Ex: Y-wing "aces" specific for rebels or Firespray "aces" specific for the empire?


 

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The autoblaster turret seems best for Ys. That and their title will make it fun but it might be more rebel than scumy.

Accuracy correcters are fine, just not broken since correcters and autoblaster cannons cost way to much combined. Getting two hits or more each shot is great on any ship.

Edited by GeneticDrift

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Palob is awesome. Can't wait to run him with recon specialist, blaster turret, and the moldy crow title. Expert handling would be an interesting EPT for him (or anyone flying with him), because it would allow total action denial.

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