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Endgame124

What would you bring to a no unique event?

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7x Black Squadron. Gets you above/matches all generics in PS besides for Royal Guard and Shadow Squadron and a handful of others. The stuff it doesn't beat shouldn't be too hard to deal with. Keep the 2 points off to force your opponent to have initiative so you can see where they place their ships and counter place yours accordingly.

3x ACD Shadow Squadron, with the left over points into upgrades. Only thing that beats it in PS are Royal Guards, in which case you still have a decent chance.

6x Bandit Squadron, 1x ORS with a one point upgrade. Just all around good, better than 8 Z's IMO.

Maybe a BBBB with Dagger Squadrons?

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The restrictions include upgrades, so no Lone Wolf, Squad Leader, etc. On top of that, its a death star event, so rebels must include proton torps if they want to win by scenario.

You'll have to elaborate massively on that, if it's not a dogfight then the game stands completely changed.

Event is the destroy the death star event at Gen con. I wanted to get some ideas of what people would run before just naming the event. Event is 16 people, 8v8. Each player brings a 70 point, no unique allowed rebel and imperial list, and the TO determines which side you will play on at event start. As far as I understand rebels win if they hit the exhaust port with a torpedo or if they eliminate all imperial forces (probably includes turbo lasers and other death star defenses.) Imperials win when there are no rebel ships left with proton torpedos.

Note, the fact the tournament organizers determine if you play rebels or Imperials means they can control what ships are used in the event.

Edited by Endgame124

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Seems like a field perfect for 8 ball tie swarm

Definitely a TIE Swarm, No whisper and no Outrider and No fat turrets mean so much easier to run swarms. The only fat turrets will be decimators but swarms will eat that alive without Issard.

 

Also the Black Squadrons can take VI so you could have 3 Pilot skill 6 TIE fighters and 5 Academy pilots.

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I've found an Omnicron pilot w/ Fleet Officer + Adv. Sensors and a number of different generic Tie Fighters to be pretty potent.  OK, I normally use some of the named guys, but it's easy enough to do without them.  The free Focus works great to keep those Tie Fighters alive.  Use a few Academy pilots for blockers and a few others for shooting.  You can either double Focus for offense and defense, or use Focus and Evade for these guys.  You end up being pretty hard to kill with free Focus actions.  Also, the Lamda can lend some firepower, too.  I was really surprised with how well this list did. 

 

Omnicron w/ Fleet Officer + Adv Sensors

2 x Academy Pilot

3 x Black Squadron Pilot

 

Leaves you 7 pts for EPT's. 

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Please tell me the tournament is called "Brobots Not Included".

 

But to answer the question,

 

REBELS - control lists

 

2 x Blue with Ion Cannon

2 x Blue/E2 with Tactician

 

2 x Blue/E2 with Tactician

2 x Green with Push the Limit, Chaardan Refit & Autothrusters

 

2 x Dagger/E2 with Tactician

2 x Gold/BTL-A4 with Ion Cannon Turret

 

High hit point control builds would seem to be a good option for Rebels, tough, forgiving, and a few hits can disrupt your opponent's plans

 

 

IMPERIALS - PS builds

 

4 x Royal Guard with PtL

 

3 x Shadow with Tactician, Advanced Cloaking Device

 

Patrol Leader with Gunner

2 x Royal Guard with Push the Limit, Autothrusters

 

No uniques would mean a (mostly) low PS environment, and the Imperials have enough elite pilots to take advantage of this scenario

 

SCUM

 

5 x Syndicate Thug w/ Autoblaster Turrets

 

2 x Mandalorian Mercenaries with Heavy Laser Cannon, Recon Specialist, Predator & Seismic Charge

 

Struggling a bit with scum.  Mandalorians high generic PS and EPT access could make them useful, Thug Life offers a really tough list to take down. 

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4x Gold Squadron Pilot (18)

-Proton Torpedoes (4)

-BTL-A4 (0)

-Autoblaster Turret (2)

-R5 Astromech (1)

 

Autoblaster chews through TIEs, especially with the BTL-A4 title.

R5 gives you a little extra staying power so you can deliver your ordnance.

And of course, Proton Torpedoes to blow up the death star.

 

If you wanted more freedom of movement, you could exchange R5 Astromech for R2 Astromech.

For a PS bid, remove the astromechs on all of them and upgrade 2 Y-wings to Grey Squadron Pilots.

If you're concerned about getting TIEs in arc, drop the title and turret in exchange for Bomb Loadout and Seismic Charges.

 

There are lots of options for Y-wings, but I think I'd take the one I listed at the top.

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Probably 4 b wings with fcs.

I like 4 B-wings with cannons. Won the last store tournament with this.

bbbbz sounds like an easy winner

 

But how are you going to take out the Death Star? Where are your Proton Torpedoes?

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Probably 4 b wings with fcs.

I like 4 B-wings with cannons. Won the last store tournament with this.

bbbbz sounds like an easy winner

 

But how are you going to take out the Death Star? Where are your Proton Torpedoes?

 

 

you take out the death star with range 1 shots

 

they throw the same number of dice as torps <_<

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Are unique upgrades allowed? If so panic attack

 

4bz

4royal guard ptl interceptors

8ties

6/7 bugzappers

 

The restrictions include upgrades, so no Lone Wolf, Squad Leader, etc.  On top of that, its a death star event, so rebels must include proton torps if they want to win by scenario.

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What's really interesting about this type of list is that it tops out at PS6, so ps5 and 6 ships that can arc dodge seem really worth the extra points. Mandalorian Mercs with engine, Shadow squadron, Royal Guard, even Tansaari Point Vets.

Given the known strength of fat turrets, Patrol Leaders also seem like good options, although most of the good stuff you can put on them is unique (hence why I didn't even bother mentioning the finger) so it might be trickier.

On first glance it sounds like ano event where swarms will be king, but that will just make the arc dodgers more likely to get a better match up, and the PS limits make those high PS generics really powerful.

If I really wanted to go for the win I think I'd go for a couple of mercs with engine and VI and some other kit. But knowing me I'd probably be too tempted by the scyks and go triple TPV with HLC.

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But how are you going to take out the Death Star? Where are your Proton Torpedoes?

 

you take out the death star with range 1 shots

 

they throw the same number of dice as torps <_<

 

Ray shielded though.

 

If it's a death star event, just fly a Death Star then. Fortress 4 cloaked Phantoms, and when something approaches, Alderaan it.

Or you could fly those phantoms and get better results.

Edited by TIE Pilot

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