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The_Brown_Bomber

Kath Scarlet + IG-88B list for regionals... take a look and tell me what you think.

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Version 4.0

 

99pts

 

38 Kath Scarlet

02 Lone Wolf

01 Inertial Dampeners  

03 K4 Security Droid   :)

04 Engine Upgrade

48 Points

 

36 IG-88B  

03 Predator

01 Inertial Dampeners 

03 Advanced Sensors

07 Heavy Laser Cannon

02 Autothrusters

52 Points

 

I am considering whether double predator is worth it and run it on Kath and IG-88. Would probably drop Inertial Dampeners on Kath and switch out Lone Wolf or go up to 100pts and switch in Predator for Lone Wolf. Thoughts?

 

Might be me but unless you screwed up on costs somewhere, it looks like you're already on a 100  :)

 

oops. points were off. my bad, yep that is a 100pt list, i could drop inertial dampeners i guess and go back to 100. might help vs brobots to have initiative?

Ehh. They actually have a benefit either way; greater chance to arc-dodge vs greater autonomy using Boost to maneuver.

Since they have an advantage lying on either side, initiative impacts tactics in a way that doesn't offer a strategic advantage.

Therefore, the Bid is not advantageous in this match-up.

 

That's not to say it's not beneficial for others. Just not this one.

For instance, you're driving 2 ships of large-base, and so want a fairly open field. Small-based ship fleets without initiative can prevent that from occuring.

 

 

my thinking was i want to move after PS6 ships in general so Choosing whether i have initiative or not might be worthwhile so i can maximize arc dodging.

 

True, but Boost is not a good arc-dodging action (admittedly, it's better at it than Focus). Barrel-Roll is unmatched, here.

Boost on a ship that can only fire out of its arc is best used to ensure a shot that otherwise wasn't possible, or to complete an otherwise impossible maneuver.

 

Of those two abilities, the former moves later in the round, and the latter moves earlier in the round. Both are still advantageous.

 

Indeed, if you are decent at predicting an enemy ship (as you ought to be, as you're fielding a copy of it yourself), you should need to adjust your aim with boost only rarely.

Edited by DraconPyrothayan

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Version 4.0

 

99pts

 

38 Kath Scarlet

02 Lone Wolf

01 Inertial Dampeners  

03 K4 Security Droid   :)

04 Engine Upgrade

48 Points

 

36 IG-88B  

03 Predator

01 Inertial Dampeners 

03 Advanced Sensors

07 Heavy Laser Cannon

02 Autothrusters

52 Points

 

I am considering whether double predator is worth it and run it on Kath and IG-88. Would probably drop Inertial Dampeners on Kath and switch out Lone Wolf or go up to 100pts and switch in Predator for Lone Wolf. Thoughts?

 

Might be me but unless you screwed up on costs somewhere, it looks like you're already on a 100  :)

 

oops. points were off. my bad, yep that is a 100pt list, i could drop inertial dampeners i guess and go back to 100. might help vs brobots to have initiative?

Ehh. They actually have a benefit either way; greater chance to arc-dodge vs greater autonomy using Boost to maneuver.

Since they have an advantage lying on either side, initiative impacts tactics in a way that doesn't offer a strategic advantage.

Therefore, the Bid is not advantageous in this match-up.

 

That's not to say it's not beneficial for others. Just not this one.

For instance, you're driving 2 ships of large-base, and so want a fairly open field. Small-based ship fleets without initiative can prevent that from occuring.

 

 

my thinking was i want to move after PS6 ships in general so Choosing whether i have initiative or not might be worthwhile so i can maximize arc dodging.

 

True, but Boost is not a good arc-dodging action (admittedly, it's better at it than Focus). Barrel-Roll is unmatched, here.

Boost on a ship that can only fire out of its arc is best used to ensure a shot that otherwise wasn't possible, or to complete an otherwise impossible maneuver.

 

Of those two abilities, the former moves later in the round, and the latter moves earlier in the round. Both are still advantageous.

 

Indeed, if you are decent at predicting an enemy ship (as you ought to be, as you're fielding a copy of it yourself), you should need to adjust your aim with boost only rarely.

 

 

good points, as always. barrel roll on a large ship is scary good. i experienced this first hand with a few games vs Leebo.

boosting moves me further away for defensive flying at times and lets me keep pace with other large ships that boost.

 

im hoping my rear arc will cause some list problems. it creates a no-fly zone and lets me hit and run when the situation dictates it. ive been burned in games where i have flown too recklessly with kath, i need to choose when and where i want to exchange shots. too much early damage on her reduces her power as an offensive threat, hence lonewolf and recon specialist as increased defense.

 

chasing down a boosting decimator isnt fun, they r surprisingly slippery and there is no arc dodging their turret but at least i can have a bit more control of what range i want to engage at. im getting in a game vs decimator/fel list this weekend so will post up some feedback after the games.

Edited by The_Brown_Bomber

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100pts


 


38 Kath Scarlet


02 Lone Wolf


01 Inertial Dampeners  


03 Recon Specialist  


04 Engine Upgrade


48 Points


 


36 IG-88B  


03 Predator


01 Inertial Dampeners 


03 Advanced Sensors


07 Heavy Laser Cannon


02 Autothrusters


52 Points


 


  • I played this list twice tonight vs Leebo+Corran Horn list. it faired pretty well. narrow victory game one, and i missed a chance to use inertial dampeners with Kath to get a close range shot on Leebo and i also forgot to advanced sensors before moving through a debris field. my setup was also a little weird and i wasted at least two turns getting IG-88 into good firing position. The dense cluster of obstacles meant i wasnt able to easily approach through the centre, something i need to think about during asteroid placement. His first 2-3 moves were weird and he flew his sips across the board along the back edge for a few turns b4 Leebo headed into his left corner and then up the side of the board. Corran was slippery as always but i manged to take out Leebo and lost Kath giving me a 4pt advantage after time.
  • Game two went much better, he setup on his right corner and i setup facing him on my left. Corran was central and so was my IG-88. i managed to boost into range one (he had title and HLC on Leebo so managed to get in a close range attack with double focus from recon spec. I roll blank, blank, blank, blank, hit and couldnt use lone wolf as IG-88 is still too close. something i need to work on for early engagement is keeping them separated but still able to fire at the enemy. Thankfully my dice come good and after chasing down Leebo and killing him i get shots on Corran with both my remaining ships. I definitely flew better this game.
  • Inertial Dampeners was really good, better than I previously thought. Lone Wolf wasnt used game two and only twice game two. having it there is backup i suppose and i know once i get more settled with flying this list i will be able to better maximize it.
  • I didnt really miss Mangler Cannon, Kaths rear arc was great both games. i played kath quite aggressively game one and perhaps didnt maximise the recon specialist but i was reacting to opportunities when i saw them and used boost to pretty good effect.
  • im pretty happy with the list as is. i think if i made any change id drop one of the inertial dampeners and change Lone Wolf to Predator (this will give me more rerolls on offense with kath and be less hassle keeping my ships more than range 2 from one another) but im going to keep playing with the current list for now.
Edited by The_Brown_Bomber

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  • I played this list twice tonight vs Leebo+Corran Horn list. it faired pretty well. narrow victory game one, and i missed a chance to use inertial dampeners with Kath to get a close range shot on Leebo and i also forgot to advanced sensors before moving through a debris field. my setup was also a little weird and i wasted at least two turns getting IG-88 into good firing position. The dense cluster of obstacles meant i wasnt able to easily approach through the centre, something i need to think about during asteroid placement. His first 2-3 moves were weird and he flew his sips across the board along the back edge for a few turns b4 Leebo headed into his left corner and then up the side of the board. Corran was slippery as always but i manged to take out Leebo and lost Kath giving me a 4pt advantage after time.
  • Game two went much better, he setup on his right corner and i setup facing him on my left. Corran was central and so was my IG-88. i managed to boost into range one (he had title and HLC on Leebo so managed to get in a close range attack with double focus from recon spec. I roll blank, blank, blank, blank, hit and couldnt use lone wolf as IG-88 is still too close. something i need to work on for early engagement is keeping them separated but still able to fire at the enemy. Thankfully my dice come good and after chasing down Leebo and killing him i get shots on Corran with both my remaining ships. I definitely flew better this game.
  • Inertial Dampeners was really good, better than I previously thought. Lone Wolf wasnt used game two and only twice game two. having it there is backup i suppose and i know once i get more settled with flying this list i will be able to better maximize it.
  • I didnt really miss Mangler Cannon, Kaths rear arc was great both games. i played kath quite aggressively game one and perhaps didnt maximise the recon specialist but i was reacting to opportunities when i saw them and used boost to pretty good effect.
  • im pretty happy with the list as is. i think if i made any change id drop one of the inertial dampeners and change Lone Wolf to Predator (this will give me more rerolls on offense with kath and be less hassle keeping my ships more than range 2 from one another) but im going to keep playing with the current list for now

Game 1, your opponent tricked you into setting up a disadvantageous asteroid field, and then cut along the back-line to force you to fight there.

That, and your inexperience with your fleet, almost proved your undoing.

 

Range control is an important skill to learn, as keeping someone out of R2 for Lone Wolf can be as important as keeping them in Range 1 for Howlrunner, and other abilities to boot. 

Practice this, and Lone Wolf will prove far better than Predator, particularly when IG-88 dies first.

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I took a similar list to regionals in Tulsa I went 3-2 for my first time at a large tournament, I was ok with it except my second match where my green dice took a turn for the worse.  I find the Kath & IG build very powerful on both sides of the dice< it is very mean offensively with Kath's rear arc & IG's HLC, It is defensible too Kath can focus & evade when she is getting in trouble and the IG already thoroughly evades hits. 

 

98 pts

 

IG-88B

  -VI

  -HLC

  -FCS

  -Autothrusters

  -Inertial Dampener

 

Kath

  -PTL

  -EU

  -K4 Droid

  -Inertial Dampener

I did have a Seismic on Kath for an even 100 and it was very useful, but i decided to drop it for initiative bid, especially when going against Dash, I actually give up initiative so Dash moves first so then i move and can boost into range 1 of him or at least make sure i still have a shot on him.  Too many time i have seen Dash boost or barrel roll out of an arc and just dish in 4 dice from HLC.

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I took a similar list to regionals in Tulsa I went 3-2 for my first time at a large tournament, I was ok with it except my second match where my green dice took a turn for the worse.  I find the Kath & IG build very powerful on both sides of the dice< it is very mean offensively with Kath's rear arc & IG's HLC, It is defensible too Kath can focus & evade when she is getting in trouble and the IG already thoroughly evades hits. 

 

98 pts

 

IG-88B

  -VI

  -HLC

  -FCS

  -Autothrusters

  -Inertial Dampener

 

Kath

  -PTL

  -EU

  -K4 Droid

  -Inertial Dampener

I did have a Seismic on Kath for an even 100 and it was very useful, but i decided to drop it for initiative bid, especially when going against Dash, I actually give up initiative so Dash moves first so then i move and can boost into range 1 of him or at least make sure i still have a shot on him.  Too many time i have seen Dash boost or barrel roll out of an arc and just dish in 4 dice from HLC.

 

thanks for ur post. i have thought about PTL but was worried about rebel captive and tactician, they r very popular right now. yes i am worries about the dash matchup enough to consider VI on Kath. barrel roll is amazing on dash or leebo.

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I took a similar list to regionals in Tulsa I went 3-2 for my first time at a large tournament, I was ok with it except my second match where my green dice took a turn for the worse.  I find the Kath & IG build very powerful on both sides of the dice< it is very mean offensively with Kath's rear arc & IG's HLC, It is defensible too Kath can focus & evade when she is getting in trouble and the IG already thoroughly evades hits. 

 

98 pts

 

IG-88B

  -VI

  -HLC

  -FCS

  -Autothrusters

  -Inertial Dampener

 

Kath

  -PTL

  -EU

  -K4 Droid

  -Inertial Dampener

I did have a Seismic on Kath for an even 100 and it was very useful, but i decided to drop it for initiative bid, especially when going against Dash, I actually give up initiative so Dash moves first so then i move and can boost into range 1 of him or at least make sure i still have a shot on him.  Too many time i have seen Dash boost or barrel roll out of an arc and just dish in 4 dice from HLC.

what sort of setup tactics did u use Timmy33??

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  • I played this list twice tonight vs Leebo+Corran Horn list. it faired pretty well. narrow victory game one, and i missed a chance to use inertial dampeners with Kath to get a close range shot on Leebo and i also forgot to advanced sensors before moving through a debris field. my setup was also a little weird and i wasted at least two turns getting IG-88 into good firing position. The dense cluster of obstacles meant i wasnt able to easily approach through the centre, something i need to think about during asteroid placement. His first 2-3 moves were weird and he flew his sips across the board along the back edge for a few turns b4 Leebo headed into his left corner and then up the side of the board. Corran was slippery as always but i manged to take out Leebo and lost Kath giving me a 4pt advantage after time.
  • Game two went much better, he setup on his right corner and i setup facing him on my left. Corran was central and so was my IG-88. i managed to boost into range one (he had title and HLC on Leebo so managed to get in a close range attack with double focus from recon spec. I roll blank, blank, blank, blank, hit and couldnt use lone wolf as IG-88 is still too close. something i need to work on for early engagement is keeping them separated but still able to fire at the enemy. Thankfully my dice come good and after chasing down Leebo and killing him i get shots on Corran with both my remaining ships. I definitely flew better this game.
  • Inertial Dampeners was really good, better than I previously thought. Lone Wolf wasnt used game two and only twice game two. having it there is backup i suppose and i know once i get more settled with flying this list i will be able to better maximize it.
  • I didnt really miss Mangler Cannon, Kaths rear arc was great both games. i played kath quite aggressively game one and perhaps didnt maximise the recon specialist but i was reacting to opportunities when i saw them and used boost to pretty good effect.
  • im pretty happy with the list as is. i think if i made any change id drop one of the inertial dampeners and change Lone Wolf to Predator (this will give me more rerolls on offense with kath and be less hassle keeping my ships more than range 2 from one another) but im going to keep playing with the current list for now

Game 1, your opponent tricked you into setting up a disadvantageous asteroid field, and then cut along the back-line to force you to fight there.

That, and your inexperience with your fleet, almost proved your undoing.

 

Range control is an important skill to learn, as keeping someone out of R2 for Lone Wolf can be as important as keeping them in Range 1 for Howlrunner, and other abilities to boot. 

Practice this, and Lone Wolf will prove far better than Predator, particularly when IG-88 dies first.

 

 

yes, u r right, I need more practice with my approach vectors and setups/asteroid placements. Lone Wolf takes some getting used to. I will get better with the list, more practice needed. i am inexperienced with the list, but i am learning fast! in game1 my opponent admitted he was trying something different from what he normally does and he wasnt that happy with his opening moves but yes, i was baited into rushing in and the second game i played a bit more conservatively.

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I was playing around with possible setups for my list and stumbled upon this one:

 

Wax On - Wax Off: one ship flies clockwise loop and the other counter clockwise. The goal here is to get concentrated fire on approaching ships with Kath's rear arc and IG-88 at range 3+ of each other. ;)

1) start each ship near opposite corners, about two bases towards the centre

2) bank to the outside of the board with each ship and then angle into the asteroid field

3) loop back into the asteroid field with both ships (Kath will most likely be moving slightly further, with IG-88 holding back doing 1 banks or perhaps a 1 straight if the previous move was a 2 sharp.

4) At this point both my sips will be facing one another and be aprox 1/4 up the map

5) Kath turns back towards her starting edge of the map and angles away from the asteroid field, exiting it and lining up her rear arc (depending on how they are approaching you can boost or double focus for her action). IG-88 slow rolls into the centre, straightening its attack vector and gets range3 shot at whatever is approaching.

 

Of course this assumes that ur opponents ships approach in a conventional manner and try to engage you in the middle of the map.

Edited by The_Brown_Bomber

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went 2-1 with the list today.

 

recon specialist didnt pull its weight, esp in game2 when my dice rolling was poor (if u roll blanks, even double focus cant help you!)

 

gm1 chewie/leebo

gm2 chirpy

gm3 han+B-Wing ace

 

kath was not dealing the dmg she needed to although i game2 vs chirpy i got his decimator to 1 hull remaining (i misplayed turn 2 and missed a chance to get him in arc which would have helped but soontir would have still made short work of my IG-88).

 

im just thinking of a way to increase kaths damage output without turning her into another IG-88 :)

 

Lone Wolf was good, if not spectacular, autothrusters was amazing, saving me loads of damage.

 

still tinkering with the list. might give PTL a go and maybe security droid. 

 

my list was exposed by a high PS list, thats something thats hard to adress without putting VI on kath i guess but should I make a change to help one specific matchup? probably not. i can play this list better and and i can roll better so im not ready to overhaul the list totally just yet. still tinkering. Inertial Dampeners wasnt nearly as good vs high PS pilots, still useful, just not as good.

Edited by The_Brown_Bomber

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Version 5.0


 


100pts


 


39 Boba Fett


01 Veteran Instincts


01 Inertial Dampeners  


03 Recon Specialist  


04 Engine Upgrade


48 Points


 


36 IG-88B  


03 Predator


01 Inertial Dampeners 


03 Advanced Sensors


07 Heavy Laser Cannon


02 Autothrusters


52 Points


 


I am really not sold that recon specialist is the best option but it adds defense to the firespray that is sorely needed in some matchups.


Tactician is another strong card but like Lone Wolf it is difficult to get it working, esp versus slippery ships like Soontir and Corran.


Moving last at PS10 will help address some vulnerabilities in the list and give those other ace pilots pause for thought about where they move knowing Boba can drop into range one and blast you apart.


 


Gunner is a solid choice as crew on boba so is tactician. Tactician feels like the right call but it doesnt help in some matchups and can be iffy to utilize effectively. Gunner adds damage, both front and rear arc so why not go for that? In testing with Scum Kath i found she couldnt use her rear arc as much as i wanted her too, moving away from the enemy gets you rear shots but then you need time to reposition and get in another attack, meanwhile IG-88 is there holding the fort on his own. 


 


to make room for gunner id need to drop both Inertial Dampeners. id like to keep the one on boba if i can but it might get the chop.


 


then there is the secrity droid upgrade. on paper it looks counter intuitive to use this on boba who gets rerolls at range one already but when u think about it, boba wont get into range one that often anyway so why not have a free target lock option when he isnt? plus at PS10 he is going to move into range 2-3, then take his action. thats pretty solid right?


 


 


thoughts?


Edited by The_Brown_Bomber

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Version 6.0


99pts


 


39 Boba Fett


01 Veteran Instincts


01 Inertial Dampeners  


02 Tactician  


04 Engine Upgrade


47 Points


 


36 IG-88B  


03 Push the Limit


01 Inertial Dampeners 


03 Advanced Sensors


07 Heavy Laser Cannon


02 Autothrusters


52 Points


 


1pt initiative bid. going to trial PTL out this week. see what it feels like compared to predator. in theory boba can take the stress from rebel captive and let IG-88 use PTL without getting double stressed.


 


 


Version 7.0


100pts


 


39 Boba Fett


01 Veteran Instincts


01 Inertial Dampeners  


03 K4 Security Droid  


04 Engine Upgrade


48 Points


 


36 IG-88B  


03 Push the Limit


01 Inertial Dampeners 


03 Advanced Sensors


07 Heavy Laser Cannon


02 Autothrusters


52 Points


Edited by The_Brown_Bomber

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I am considering whether double predator is worth it and run it on Kath and IG-88. Would probably drop Inertial Dampeners on Kath and switch out Lone Wolf or go up to 100pts and switch in Predator for Lone Wolf. Thoughts?

For me, the biggest weakness of the Firespray is durability. The combo of Lone Wolf and Rec Spec (along with EU for those times when you can avoid arcs altogether) help address that.

 

 

Yes! Lone Wolf + Recon Spec can be a very effective combo.

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Version 8.0

100pts

 

39 Boba Fett

01 Veteran Instincts

01 Inertial Dampeners  

03 Navigator  

04 Engine Upgrade

48 Points

 

36 IG-88B  

03 Push the Limit

01 Inertial Dampeners 

03 Advanced Sensors

07 Heavy Laser Cannon

02 Autothrusters

52 Points

 

OK, this duo is scary. Here's a variant that I really like:

 

Boba (Veteran Instincts, Gunner, Inertial Dampeners, Engine Upgrade)

IG-88B (Veteran Instincts, Advanced Sensors, Heavy Laser Cannon, Inertial Dampeners, Autothrusters)

 

100 points (exactly 50 points each)

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@ The_Brown_Bomer,  set usually depending on what i was up against,  but most of the time i set up opposite corners and forced my opponent down the middle or have to ignore one of mine (usually the IG they always want Kath first)  if I was up against other big ship builds or like a corran of sort, i jumped out fast & aggressive and did my best to shot the first round.  And against Donut Dash builds i get in his path as much as i can with either being able to stay withing his vunerable range 1 or at least cause him to bump so he loses his actions.

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I'm trying to set up an Aggressor & Firespray team as well and came up with this:

 

IG88-B(36)

Veteran Instinct(1), Fire-Control System(2), Heavy Laser Cannon(7), Autothrusters

Total Ship Cost: 48 points

 

Notes: 

It's a pretty standard IG88-B Build nothing too fancy here. I usually have him at range 3 to be a cannon tortoise type since Kath is usually being chased around. I have veteran instinct there just because I believe that PS6 is just way too low and with Fire control system well it's mean to pickup against those who have evade tokens so that i can then really lay the hurt using his ability on the second shot.  

 

Kath Scarlet(38)

Push the Limit(3), Seismic Charges(2), Seismic Charges(2), Recon Specialist(3), Andrasta(0), Engine Upgrade(4)

Total Ship Cost: 52 points

 

Notes:

Since Kath more time than not is the primary target, my objective was to make her as tank as I could with Recon Specialist it give both offensive and defensive boost. Then with Push the Limit I usually end up taking an evade to mitigate as much damage as I can. I have engine upgrade mostly for map moment as will as setting up for crashes since she is on the lower side of Pilot skills. With that in mind, I have two bombs on her for those that decide to follow or if I need to finish off those pesky ties that seem to dodge all my shots. It's also a great way to create space for her around corners when I need to.  

 

Any feedback would be appreciated. Thanks

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I'm trying to set up an Aggressor & Firespray team as well and came up with this:

 

IG88-B(36)

Veteran Instinct(1), Fire-Control System(2), Heavy Laser Cannon(7), Autothrusters

Total Ship Cost: 48 points

 

Notes: 

It's a pretty standard IG88-B Build nothing too fancy here. I usually have him at range 3 to be a cannon tortoise type since Kath is usually being chased around. I have veteran instinct there just because I believe that PS6 is just way too low and with Fire control system well it's mean to pickup against those who have evade tokens so that i can then really lay the hurt using his ability on the second shot.  

 

Kath Scarlet(38)

Push the Limit(3), Seismic Charges(2), Seismic Charges(2), Recon Specialist(3), Andrasta(0), Engine Upgrade(4)

Total Ship Cost: 52 points

 

Notes:

Since Kath more time than not is the primary target, my objective was to make her as tank as I could with Recon Specialist it give both offensive and defensive boost. Then with Push the Limit I usually end up taking an evade to mitigate as much damage as I can. I have engine upgrade mostly for map moment as will as setting up for crashes since she is on the lower side of Pilot skills. With that in mind, I have two bombs on her for those that decide to follow or if I need to finish off those pesky ties that seem to dodge all my shots. It's also a great way to create space for her around corners when I need to.  

 

Any feedback would be appreciated. Thanks

 

the reason i switched from kath to boba in my list was for PS. imo charges wont be as useful on a PS7 ship. i agree that recon spec + PTL gives the firespray much needed defense/survivability but you are trading off some movement options if u want to shed stress. i can see it still working as kath often flies away after a rear shot anyway and repositions herself, a perfect time to one bank, then one boost and clear stress. the higher PS on boba lets him boost or focus after seeing most ships movement. why not trade the VI on IG-88 for predator or PTL? you will need to drop the charges. depends how many swarm lists u r expecting to see i suppose.

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I'm trying to set up an Aggressor & Firespray team as well and came up with this:

 

IG88-B(36)

Veteran Instinct(1), Fire-Control System(2), Heavy Laser Cannon(7), Autothrusters

Total Ship Cost: 48 points

 

Notes: 

It's a pretty standard IG88-B Build nothing too fancy here. I usually have him at range 3 to be a cannon tortoise type since Kath is usually being chased around. I have veteran instinct there just because I believe that PS6 is just way too low and with Fire control system well it's mean to pickup against those who have evade tokens so that i can then really lay the hurt using his ability on the second shot.  

 

Kath Scarlet(38)

Push the Limit(3), Seismic Charges(2), Seismic Charges(2), Recon Specialist(3), Andrasta(0), Engine Upgrade(4)

Total Ship Cost: 52 points

 

Notes:

Since Kath more time than not is the primary target, my objective was to make her as tank as I could with Recon Specialist it give both offensive and defensive boost. Then with Push the Limit I usually end up taking an evade to mitigate as much damage as I can. I have engine upgrade mostly for map moment as will as setting up for crashes since she is on the lower side of Pilot skills. With that in mind, I have two bombs on her for those that decide to follow or if I need to finish off those pesky ties that seem to dodge all my shots. It's also a great way to create space for her around corners when I need to.  

 

Any feedback would be appreciated. Thanks

 

the reason i switched from kath to boba in my list was for PS. imo charges wont be as useful on a PS7 ship. i agree that recon spec + PTL gives the firespray much needed defense/survivability but you are trading off some movement options if u want to shed stress. i can see it still working as kath often flies away after a rear shot anyway and repositions herself, a perfect time to one bank, then one boost and clear stress. the higher PS on boba lets him boost or focus after seeing most ships movement. why not trade the VI on IG-88 for predator or PTL? you will need to drop the charges. depends how many swarm lists u r expecting to see i suppose.

 

I love Boba but I feel as if his ability is lacking some. It's awesome to have a built-in lonewolf (if you have enemies near you that is) I just find myself lacking Damage with him. That extra attack die is clutch especially at range one where you  get 5 (Kath)  VS 4 (Boba) which just puts you over that number to overwhelm some ships (A-wings, Phantoms, etc...) and with those bombs your talking 6 damage in a best case situation (Dice gods willing). I have thought of dumping them for proximity mines to gamble on rolling 9 die but as it cost action and a extra point I couldn't bring myself to do so.

 

As for IG88-B if I were to drop a bomb and VI. I'd like to try marksmanship on him just to give his HLC extra damaging authority since he's will be going later in the combat phase I might as well hit like a truck instead. Would this be a bad idea? 

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As food for though, here is what i ran the other night...

 

Boba /w VI, EU, Tactician, Seismic, inertial

IG88-B /w Predator, Advanced Sensors, Mangler, Seismic, Inertial, Autothrusters

 

Thoughts on how the match went.

-Good

Tactician was good.  A lot of stress on the board.  

Inertial set up a rather nice rear arc shot /w Boba because they forgot and flew right past me thinking i was going to bank a certain direction.

EU on large base doesn't need explanation

Advanced sensors on IG-2000 is just slippery, and fun.

Autothrusters keeps IG alive a little longer.

 

-Not so good

Seismic on IG was wasted.  Doesn't feel like he needed it.

While Mangler is cool, i always wished it was HLC

Inertial prob unnecessary on IG as he really wants to dance around the field.

PS6 too far a gap from PS10, almost feels like it makes Boba a lone target.  With 'gunner' built in, VI seems better in this instance.

 

 

Just an obversation on my end after the matches i got in.  Here are my suggested changes for next play...

 

Boba /w VI, EU, Tactician, Proton Bomb

IG88-B /w VI, Advanced Sensors, Autothrusters, HLC

Edited by Johdo

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As food for though, here is what i ran the other night...

 

Boba /w VI, EU, Tactician, Seismic, inertial

IG88-B /w Predator, Advanced Sensors, Mangler, Seismic, Inertial, Autothrusters

 

Thoughts on how the match went.

-Good

Tactician was good.  A lot of stress on the board.  

Inertial set up a rather nice rear arc shot /w Boba because they forgot and flew right past me thinking i was going to bank a certain direction.

EU on large base doesn't need explanation

Advanced sensors on IG-2000 is just slippery, and fun.

Autothrusters keeps IG alive a little longer.

 

-Not so good

Seismic on IG was wasted.  Doesn't feel like he needed it.

While Mangler is cool, i always wished it was HLC

Inertial prob unnecessary on IG as he really wants to dance around the field.

PS6 too far a gap from PS10, almost feels like it makes Boba a lone target.  With 'gunner' built in, VI seems better in this instance.

 

 

Just an obversation on my end after the matches i got in.  Here are my suggested changes for next play...

 

Boba /w VI, EU, Tactician, Proton Bomb

IG88-B /w VI, Advanced Sensors, Autothrusters, HLC

hi J, that is the same list that Sable G used and won Texas regionals with. strong list. that proton bomb ob PS10 ship is nasty.

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As food for though, here is what i ran the other night...

 

Boba /w VI, EU, Tactician, Seismic, inertial

IG88-B /w Predator, Advanced Sensors, Mangler, Seismic, Inertial, Autothrusters

 

Thoughts on how the match went.

-Good

Tactician was good.  A lot of stress on the board.  

Inertial set up a rather nice rear arc shot /w Boba because they forgot and flew right past me thinking i was going to bank a certain direction.

EU on large base doesn't need explanation

Advanced sensors on IG-2000 is just slippery, and fun.

Autothrusters keeps IG alive a little longer.

 

-Not so good

Seismic on IG was wasted.  Doesn't feel like he needed it.

While Mangler is cool, i always wished it was HLC

Inertial prob unnecessary on IG as he really wants to dance around the field.

PS6 too far a gap from PS10, almost feels like it makes Boba a lone target.  With 'gunner' built in, VI seems better in this instance.

 

 

Just an obversation on my end after the matches i got in.  Here are my suggested changes for next play...

 

Boba /w VI, EU, Tactician, Proton Bomb

IG88-B /w VI, Advanced Sensors, Autothrusters, HLC

hi J, that is the same list that Sable G used and won Texas regionals with. strong list. that proton bomb ob PS10 ship is nasty.

 

 

No kidding?  LOL.  That's funny, didn't know that.

I changed the seismic for proton on Boba because landing crits through shields is nice.  Mangler for HLC because 4 red > 3 red.

 

Heres's to hoping i can channel Sable's maneuvering skills.

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