SpikeSpiegel 2,077 Posted February 5, 2015 Here's a fun list I brewed up the other night: Commander Kenkirk (44) Expose (4) Rebel Captive (3) Ysanne Isard (4) Gunner (5) Experimental Interface (3) (63) Howlrunner (18) Squad Leader (2) (20) Backstabber (16) Total: 99 Miyazaki fans rejoice! Basically have Kenkirk in his castle Exposing and TL'ing while Howlrunner hovers around granting him a 3rd action and letting him reroll some of his dice. Gunner is also buffed by Howl or the TL, Ysanne adds a little more survivability to Kenny and Rebel Captive will stress out your opponents. I think Kenkirk's ability is cool giving himself an agility die once things are looking bad, but unfortunately Expose works against it, but you don't always have to use expose, especially if Howlrunner gets shot out of the stars. And of course, Backstabber is just being Backstabber. Ideally, you would run Vader instead of Howlrunner and Backstabber because he's got way better action economy, but then you wouldn't be able to go to a tournament with a list that has a badass name now, would you? 4 Pandademic, IvlerIin, oneway and 1 other reacted to this Quote Share this post Link to post Share on other sites
oneway 1,878 Posted February 5, 2015 Love the name.. hahaha, I may have to watch that tonight now... lol Looks like a fun list. 1 SpikeSpiegel reacted to this Quote Share this post Link to post Share on other sites
Blail Blerg 7,335 Posted February 5, 2015 Love the name. However I think you should do mauler Michel with squad tactics so that howlrunner survives longer. Oh have a weakness in yor build. I would shoot howl first completely lowering your damage potential and taking 20 points mov lead. Then back stabber. Then I could just flee from kenKirk if I wanted to. Either way 1 ship vs a few is not a good place to be for any list. The Back stabber should also suffer since unless he's flanking the first engagement will be directly in front no use of ability. If he's flanking even easier to pop him. 1 SpikeSpiegel reacted to this Quote Share this post Link to post Share on other sites
Biophysical 15,515 Posted February 5, 2015 I'll admit that the first thing I thought of when I read thestablished title was Howlrunner/Patrol Leader/Patrol Leader. 2 Narcoleptic and SpikeSpiegel reacted to this Quote Share this post Link to post Share on other sites
SpikeSpiegel 2,077 Posted February 5, 2015 (edited) My original list was Howlrunner with Swarm Tactics + two Patrol Leaders, or cutting ST to put Tactical Jammer on each Patrol Leader so she can have two mobile turret-asteroids to protect her. This is in no way a list made to be super competitive, I just thought a play on words was interesting and I built a list out of it. Howl really is the linchpin of the list though, granting a 3rd action and her effect, so taking her out would be the obvious first choice of attacking the list. However, that gives you time to flank with Backstabber and punch back with Kenny. Edited February 5, 2015 by SpikeSpiegel 2 oneway and IvlerIin reacted to this Quote Share this post Link to post Share on other sites
JETxGREEN 30 Posted February 5, 2015 Expose would not work against your additional agility read the updated faq on how the addition and deduction of dice values are worked in. I believe expose would cause you to drop from 0 to 0 because the game wont allow you to drop to negative 1 then you would get the additional from the deci's ability afterwards so you still got the die. Quote Share this post Link to post Share on other sites
Blail Blerg 7,335 Posted February 5, 2015 I think the Howl + 2 Patrol TacJammer is a more fun list haha! 1 SpikeSpiegel reacted to this Quote Share this post Link to post Share on other sites
Lacutis51 4 Posted February 5, 2015 I have used a Similar build and found that the ties got focused and taking out to fast. i was going to test out this soon: Rear Admiral Chiraneau - Veteran Instincts - Ysanne Isard - Mercenary Copilot - Fleet Officer - Engine Upgrade Howlrunner - Stealth Device Backstabber - Stealth Device Quote Share this post Link to post Share on other sites
Narcoleptic 304 Posted February 5, 2015 +1 for the name Quote Share this post Link to post Share on other sites
Pandademic 425 Posted February 5, 2015 (edited) I like it. I fully approve of this list-building strategy of starting with a clever name and working from there. I'd also suggest Marksmanship as an alternative EPT that won't interfere with Kenkirk's ability, while still giving him an offensive boost. And it would clear up another point, which you could use for...something. Seismic charges, maybe? Expose would not work against your additional agility read the updated faq on how the addition and deduction of dice values are worked in. I believe expose would cause you to drop from 0 to 0 because the game wont allow you to drop to negative 1 then you would get the additional from the deci's ability afterwards so you still got the die. I think you either misread or are misremembering, because the update to the FAQ is pretty explicit that that isn't how it works. Here's the section titled "Increasing and Reducing Values": When multiple card effects or abilities increase or reduce a value, such as agility, ignore any “to a minimum of 0” restrictions until the calculation is complete. For example, if a ship with a printed agility value of “0” and the “Structural Damage” card uses “Countermeasures,” its agility is “0.” Edited February 5, 2015 by Pandademic Quote Share this post Link to post Share on other sites