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Kdubb

If you were forced to use underused pilots, what would you use?

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Seeing that Turr is available, I would go with that list:

 

Turr Phennir + Lonewolf + Title + Autothrusters + Stealth Device

Bounty Hunter + Rebel Captive

Scimitar Squadron Pilot

Scimitar Squadron Pilot

 

I think I might actually save it and play it later.

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I love Nera, and Sigmas. Following your rules:

==============

Corran Hunters

==============

100 points

Nera Dantels (33)

B-Wing (26), Fire-Control System (2), Flechette Torpedoes (2), Flechette Torpedoes (2), Deadeye (1)

Wild Space Fringer (42)

YT-2400 Freighter (30), Heavy Laser Cannon (7), Gunner (5)

Lieutenant Blount (25)

Z-95 Headhunter (17), Advanced Homing Missiles (3), Deadeye (1), Shield Upgrade (4)

===============

Stealth Hunters

===============

100 points

Bounty Hunter (42)

Firespray-31 (33), Engine Upgrade (4), Seismic Charges (2), Recon Specialist (3)

Sigma Squadron Pilot (29) x 2

TIE Phantom (25), Advanced Cloaking Device (4)

===============

Missile Boats

===============

100 points

Colonel Jendon (34)

Lambda-Class Shuttle (26), Fire-Control System (2), Weapons Engineer (3), ST-321 (3)

Scimitar Squadron Pilot (22) x 3

TIE Bomber (16), Extra Munitions (2), Cluster Missiles (4)

=========

Sabotage!

=========

100 points

Bounty Hunter (42)

Firespray-31 (33), Engine Upgrade (4), Seismic Charges (2), Recon Specialist (3)

Sigma Squadron Pilot (34)

TIE Phantom (25), Saboteur (2), Sensor Jammer (4), Stealth Device (3)

Saber Squadron Pilot (24)

TIE Interceptor (21), Crack Shot (1), Autothrusters (2)

I think any of these could be fun. I particularly like the last one; keep the Phantom cloaked and at close range and constantly spam Saboteur as your action.

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Delta Squadron Pilot — TIE Defender 30 Stealth Device 3 Ship Total: 33     Tetran Cowall — TIE Interceptor 24 Outmaneuver 3 Stealth Device 3 Shield Upgrade 4 Royal Guard TIE 0 Ship Total: 34     Bounty Hunter — Firespray-31 33

Ship Total: 33

 

 

 

Kyle Katarn — HWK-290 21 Veteran Instincts 1 Blaster Turret 4 Recon Specialist 3 Moldy Crow 3 Ship Total: 32     Nera Dantels — B-Wing 26 Veteran Instincts 1 Fire-Control System 2 Extra Munitions 2 Advanced Proton Torpedoes 6 Hull Upgrade 3 Ship Total: 40     Outer Rim Smuggler — YT-1300 27 Millennium Falcon 1 Ship Total: 28

 

 

Cartel Spacer — M3-A Interceptor 14 Ion Cannon 3 Stealth Device 3 "Heavy Scyk" Interceptor (Cannon) 2 Ship Total: 22     Serissu — M3-A Interceptor 20 Swarm Tactics 2 "Mangler" Cannon 4 Stealth Device 3 "Heavy Scyk" Interceptor (Cannon) 2 Ship Total: 31     Black Sun Soldier — Z-95 Headhunter 13 Inertial Dampeners 1 Ship Total: 14     Drea Renthal — Y-Wing 22 Ion Cannon Turret 5 Plasma Torpedoes 3 Flechette Torpedoes 2 Unhinged Astromech 1 BTL-A4 Y-Wing 0 Ship Total: 33

 

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Turr's Hunting Party:

Turr + ptl + thrusters

BH+ recon Spec

Backstabber

Nightbeast

Few points left. It's a variant of Baron's focus that I ran in wave 2-3. It was solid until the PS war. If you forum search "Developing List + ____________" with either of those squad names you should get a few hits with discussion about general tactics and variants. Oldies but goodies!

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My friend who fields 3 Y-Wings and 3 X-Wings plus more in our massive battles routinely includes "Dutch" and Porkins.  He likes Expose with experimental interface on Porkins for a nasty 6 dice shot.  But that zero agility takes its toll when Torkil Mux makes him a 0 pilot skill.  Either way, both are decent ships when used right.

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Recently I'm taking all the time this guy, and it's a beast!

I think it's the most underestimated pilot in Rebels...

 

Horton Salm

R2-D6

Veteran Instincts

Engine Upgrade (yes, really!)

Twin Laser Turret

 

This guy is made to troll around. 

I love the performance of PS10 pilot that rerolls all blanks with TLT all the time, move last (almost always) and can use engine upgrade to dodge enemy arc of fire or simply move out of range 1. All that for 37 points so you have REALLY a lot of points to made Fat Han really FAT.

 

--------------------

 

My second favorite underdog is ...

 

Nera Dantels

Plasma Torpedos

Extra Munitions

Munitions Failsafe

Deadeye

 

Sweet 33 points for tough Bwing with 360 torpedo arc of fire.

 

--------------------

 

Third pilot, a true terror along my friends.... brave... brave suicide man called:

 

Lieutenant Blount - the most scarry 24 points in universe  ;)

Deadeye

Hull Upgrade

Ion Pulse Missles

 

Just look how sweet it works with Deadeye, his skill and Ion rockets  :P

 

 

 

Cheers! 

 

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Some scum ideas

Dace Bonearm (23)
Squad Leader (2)
Ion Cannon Turret (5)
Greedo (1)

Drea Renthal (22)
Plasma Torpedoes (3)
Extra Munitions (2)
 
Kaa'To Leeachos (15)
Opportunist (4)
 
Cartel Spacer (14)
Heavy Laser Cannon (7)
"Heavy Scyk" Interceptor (Cannon) (2)
 
Total: 100
 
Dace uses squad leader to hand out an extra action to whoever in the squad has the best attack available (and they can all potentially perform 4 dice attacks with TL+focus from Squad Leader). Drea just wants to dump her plasma torpedoes as soon as possible, and will act as a focus farm for Leeachos later in the game. Leeachos can alternatively daisy-chain actions that were originally granted by Dace through a intermediary ships. The Scyk's HLC can be supercharged by Squad Leader if the enemy ignores him. The whole squad is fragile, relying on a deceptively strong alpha strike to soften up their opposition, as well as a bit of control from Dace's Ion Cannon Turret.
Edited by Daniel Beaver

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I can't quite make this work under the challenge rules, but here is a build I used just tonight that boasts two named pilots from the list. Surely that has to count for something, right?

 

"Torpedoes, Full Spread"

 

Nera Dantels (Deadeye, Advanced Proton Torpedoes, Extra Munitions) [35]

Esege Tuketu (Recon Specialist, Twin Laser Turret, Advanced SLAM, Connor Net) [43]

Lieutenant Blount (Ion Pulse Missiles, Deadeye, Hull Upgrade) [24]

99 points

 

Esege fuels the munitions on both friendly ships, and combines with Blount to ionise the biggest target(s) they can find so that Nera can send an almost-guaranteed 10 damage their way. If it goes off enemy ships seem to just die horribly.

Edited by DR4CO

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My friend who fields 3 Y-Wings and 3 X-Wings plus more in our massive battles routinely includes "Dutch" and Porkins.  He likes Expose with experimental interface on Porkins for a nasty 6 dice shot.  But that zero agility takes its toll when Torkil Mux makes him a 0 pilot skill.  Either way, both are decent ships when used right.

 

Well, it would be 5 dice and 6 on Range 1, am I correct?

I think that Porkins with 0 agility likes Biggs ... much likes.  ;)

 

 

By the way, I'm sure I'm not the first one who combine this but... Tarn Mison + R7 Droid?

I like how those 25 points works as a team.

Edited by PadrePadre

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My friend who fields 3 Y-Wings and 3 X-Wings plus more in our massive battles routinely includes "Dutch" and Porkins.  He likes Expose with experimental interface on Porkins for a nasty 6 dice shot.  But that zero agility takes its toll when Torkil Mux makes him a 0 pilot skill.  Either way, both are decent ships when used right.

 

Well, it would be 5 dice and 6 on Range 1, am I correct?

I think that Porkins with 0 agility likes Biggs ... much likes.  ;)

 

 

By the way, I'm sure I'm not the first one who combine this but... Tarn Mison + R7 Droid?

I like how those 25 points works as a team.

 

 

Tarn+R7 is a classic combo...one of my favorite X-Wings to fly.  It's been around for awhile.  Personally I wouldn't consider Tarn underused compared to some of the other X-Wing pilots.  Odds are, if I have just one X-Wing in my rebel squad it's going to be Tarn.  Now that may change with the T-70 out now, because there are some nice looking 3 X-Wing squads floating around.

 

Back to the OP, it's good to see a thread about how to make sense of these underused pilots to give them a place.  This game is primarily about fun for me, so using pilots with abilities that sound cool but might be overpriced seems pretty fun.  Not that I would want them to be overpriced, but that's usually why some of these pilots get underutilized.  Fortunately, we live in a day and age of X-Wing Miniatures where every single ship can be competitive up to a certain level with at least one or two of their pilots.  The way you have to play some ships, however, does not sit well with many and they will complain a ship is 'underpowered'.

 

Fly what you love and make it work.  Maximize your strengths and minimize your weaknesses with the building of your squad list.  Think of the ships as not individuals, but as part of a larger and more cohesive team.  That should be our goal.

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My friend who fields 3 Y-Wings and 3 X-Wings plus more in our massive battles routinely includes "Dutch" and Porkins.  He likes Expose with experimental interface on Porkins for a nasty 6 dice shot.  But that zero agility takes its toll when Torkil Mux makes him a 0 pilot skill.  Either way, both are decent ships when used right.

 

Well, it would be 5 dice and 6 on Range 1, am I correct?

I think that Porkins with 0 agility likes Biggs ... much likes.  ;)

 

 

By the way, I'm sure I'm not the first one who combine this but... Tarn Mison + R7 Droid?

I like how those 25 points works as a team.

 

Yeah, I just said six because he usually uses that at Range 1 anyway, against ships with a lower pilot skill. Or with Biggs protecting him, so Biggs is always the first to die.

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I'd go with either:

Super Friends

Garven with R2, Dutch with Ion Turret and R2 and 2 Rookies with R2.

Won an Imdar Alpha tourney with this list

Or:

Scyk and Destroy:

Serissu with VI, Title, Mangler and Hull and three Cartel Spacers with Title, Mangler and Hull.

A friend of mine took this to the Sacramento Regionals and went 4-2, taking 17th place.

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Poor "Dutch" Vander doesn't the get attention I think he deserves.  His ability is a great one, and with the introduction of Extra Munitions he really needs even more love.  Could very easily see him, effectively (hell, competitively) leading a squad of generics loaded with ordnance.  Only problem is the Rebels don't have quite a real equivalent to the TIE Bomber.  Y-Wings can be solid torpedo carriers, but I'd love if there was something cheap Dutch could lead that could take EM AND load em' out with Concussion Missiles.

 

 

Still, slap an ICT and maybe a cheap droid on "Dutch" and he's good to go.  He's also really fun with R7-T1 (boosting Y-Wing!) and R5-K6.  R5-K6 and some missile boats... that could really work out well if you're lucky.

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Airen Cracken with wingman, Garven Dreis, and Kyle Katarn are all fantastic matchups for Poe Dameron, and are actually competitive as support ships now. Lt. Blount is a good set-up for K-Wings and other bombers; cripple big ships with your insta-hit ion pulse missiles, leaving the K-Wing plenty of time to bomb the heck out of it, though i doubt it's really competitive.

 

You can't fix the E-Wing. Especially not with the T-70 out now.

Edited by Razgriz25thinf

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My friend who fields 3 Y-Wings and 3 X-Wings plus more in our massive battles routinely includes "Dutch" and Porkins.  He likes Expose with experimental interface on Porkins for a nasty 6 dice shot.  But that zero agility takes its toll when Torkil Mux makes him a 0 pilot skill.  Either way, both are decent ships when used right.

 

Well, it would be 5 dice and 6 on Range 1, am I correct?

I think that Porkins with 0 agility likes Biggs ... much likes.  ;)

 

 

By the way, I'm sure I'm not the first one who combine this but... Tarn Mison + R7 Droid?

I like how those 25 points works as a team.

 

 

Tarn+R7 is a classic combo...one of my favorite X-Wings to fly.  It's been around for awhile.  Personally I wouldn't consider Tarn underused compared to some of the other X-Wing pilots.  Odds are, if I have just one X-Wing in my rebel squad it's going to be Tarn.  Now that may change with the T-70 out now, because there are some nice looking 3 X-Wing squads floating around.

 

Back to the OP, it's good to see a thread about how to make sense of these underused pilots to give them a place.  This game is primarily about fun for me, so using pilots with abilities that sound cool but might be overpriced seems pretty fun.  Not that I would want them to be overpriced, but that's usually why some of these pilots get underutilized.  Fortunately, we live in a day and age of X-Wing Miniatures where every single ship can be competitive up to a certain level with at least one or two of their pilots.  The way you have to play some ships, however, does not sit well with many and they will complain a ship is 'underpowered'.

 

Fly what you love and make it work.  Maximize your strengths and minimize your weaknesses with the building of your squad list.  Think of the ships as not individuals, but as part of a larger and more cohesive team.  That should be our goal.

 

 

Yes, I also feel this is one of better balanced games on a market.

But... I also feel that T-65s are one of the worse ships available... they are OK as a ships, but their price tag is insane.

 

 

So sad we won't see them anymore, at least in my hood - just because if there is an Xwing that is effective its the new T-70.... so all old pilots, from classic movies, are going to reserve bench

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