CaptainAl 30 Posted March 23, 2016 I think Carnor, if flown well, can be an important part of countering Jumpmasters. Wave 8 does seem to be the ordinance meta wave. Be curious to see what people do with Defenders and TIE Shuttles once Imp Vets hits. When are we getting imperial veterans? when that comes out i will be running double defenders with predator, ion cannon, and title. then a stress bomber with intel agent and mara jade. imperials are going to be op when that comes out. 1 Handlarz Mirek reacted to this Quote Share this post Link to post Share on other sites
player2035000 3 Posted March 24, 2016 If you are getting ready to build a list for regionals and you only have access to Imperials... I wouldn't leave Dark Curse sitting in on the shelf. The new meta is practically custom built for him to destroy annoy. Quote Share this post Link to post Share on other sites
player2035000 3 Posted March 24, 2016 (edited) I think Carnor, if flown well, can be an important part of countering Jumpmasters. Wave 8 does seem to be the ordinance meta wave. Be curious to see what people do with Defenders and TIE Shuttles once Imp Vets hits. When are we getting imperial veterans? when that comes out i will be running double defenders with predator, ion cannon, and title. then a stress bomber with intel agent and mara jade. imperials are going to be op when that comes out. Well, the website says Imp Veterans will be out in the first quarter of 2016... so we can expect it in the next couple of days! (Once you finish laughing, read on.) The Upcoming Products page lists it as "At the Printer". That means its still 3-4 months away at the soonest. Once it changes to "On the Boat" we'll have 2-3 months... if we are lucky. I don't know why the article says first quarter of 2016 when it was written in December and anyone even vaguely acquainted with FFG knows it was more likely to be third, or even the fourth quarter. Edited March 24, 2016 by JanBarnick Quote Share this post Link to post Share on other sites
RedSkull 84 Posted March 24, 2016 I like the look of the "hate my eights" list I think I'll give it a try with maybe something like this Carnor PTL Royal guard AT SD Echo VI Agent Kallus ACD Omega Leader Juke Comm relay Puts the list to 97pts Now should I opt for stealth on omega or FCS on Echo? Quote Share this post Link to post Share on other sites
D20goblin 0 Posted March 24, 2016 Imp aces lists will still be fine against all the old lists they beat before but 4 automatic hits a turn from the ghost is not to be taken lightly, I watched two friends play yesterday tap aces with prokets and Vader vs chopper/zen/dash ghost, esra shuttle and Sabine ptl/Kanan shuttle both are big tourney players but this was literally the ghost players first time with the ship and it tore the imps apart With engine upgrade and dash it's very hard to arch dodge and stay out of range one the ghost does 4 undefendable damage a turn with its double tap turret so if any ace strays near it is simply removed from play. Quote Share this post Link to post Share on other sites
CaptainAl 30 Posted March 24, 2016 Don't forget Bombers. My new favorite is: Gamma + Homing + EM + Chips for 25 points. Throw on a bomb if you can fit it. They hit harder than a HLC with a TL. They also shoot before most generics (including scouts) so TLs aren't that hard. What do you run with your bombers? If you are getting ready to build a list for regionals and you only have access to Imperials... I wouldn't leave Dark Curse sitting in on the shelf. The new meta is practically custom built for him to destroy annoy. Would dark curse prevent the scouts from spending their focus tokens for firing torpedoes? I like the look of the "hate my eights" list I think I'll give it a try with maybe something like this Carnor PTL Royal guard AT SD Echo VI Agent Kallus ACD Omega Leader Juke Comm relay Puts the list to 97pts Now should I opt for stealth on omega or FCS on Echo? FCS is a must have on phantoms. Quote Share this post Link to post Share on other sites
Goseki1 637 Posted March 24, 2016 Maybe I've missed.it but how is the Ghost getting 4 undefendable/guaranteed damage a round? Quote Share this post Link to post Share on other sites
CaptainAl 30 Posted March 24, 2016 Maybe I've missed.it but how is the Ghost getting 4 undefendable/guaranteed damage a round? Blaster turret says that the defender can't cancel hit results and you have accuracy corrector so you will always get 2 hits. when the phantom is docked you get to attacks from your turret. Quote Share this post Link to post Share on other sites
Jo Jo 4,808 Posted March 24, 2016 Don't forget Bombers. My new favorite is: Gamma + Homing + EM + Chips for 25 points. Throw on a bomb if you can fit it. They hit harder than a HLC with a TL. They also shoot before most generics (including scouts) so TLs aren't that hard. What do you run with your bombers? The Inquisitor (25) Push the Limit (3) Autothrusters (2) TIE/v1 (1) Gamma Squadron Pilot (18) Extra Munitions (2) Homing Missiles (5) Seismic Charges (2) Guidance Chips (0) Gamma Squadron Pilot (18) Extra Munitions (2) Homing Missiles (5) Seismic Charges (2) Guidance Chips (0) Black Squadron Pilot (14) Crack Shot (1) Total: 100 View in Yet Another Squad Builder Its super solid. You can probably run Wampa instead of the BSP if you have him. 1 polmoneys reacted to this Quote Share this post Link to post Share on other sites
Goseki1 637 Posted March 24, 2016 Maybe I've missed.it but how is the Ghost getting 4 undefendable/guaranteed damage a round?Blaster turret says that the defender can't cancel hit results and you have accuracy corrector so you would ill always get 2 hits. when the phantom is docked you get to attacks from your turret.Jeez... Quote Share this post Link to post Share on other sites
D20goblin 0 Posted March 24, 2016 It's range 1 only but guaranteed unstoppable 4 damage per turn is disgusting. Quote Share this post Link to post Share on other sites
4fox100 609 Posted March 24, 2016 this is just what i have noticed, but rebels and scum get all these op ships and all the imperials get is another mediocre arc dodger. i feel that imperials are dying away ever since TLTs became a thing. every tournament i have been to lately there have been less imperials in the top 8. Is there any way that imperials can deal with the ghost and and triple jumpmasters or is it time to put the imperial ships on the shelf and wait until imperial veterans? If you had posted that 6 months ago, I would have agreed with you. But right now, I feel the Empire is better than ever and finally on par with the rebels. As much as TLTs are boring, they did kill the dominance of Fat Han and for that I am forever thankful. Yes, the Empire got the least out of Wave 8. But remember, Imperial Veterans isn't far away. Not sure if it is going to have the impact a lot of people on this forum think, but it will definitely make the Defender playable. i beg to differ (politely) on the fact that it might not have a huge impact. I have played against the Fixed TIE D (both generic and the Colonel). They are absolute beasts. Vessery is unreal. Granted he needs somebody to have a target lock on the guy he is shooting to be his amazing self. But being able to tractor beam someone into R1, reduce their, agility anf pound the with a modded 4 die attack is just.....brutal. Quote Share this post Link to post Share on other sites
player2035000 3 Posted March 25, 2016 (edited) Would dark curse prevent the scouts from spending their focus tokens for firing torpedoes? Yes. Dark Curse reads, "When defending, ships attacking you cannot spend focus tokens or reroll attack dice." Edited March 25, 2016 by JanBarnick Quote Share this post Link to post Share on other sites
CaptainAl 30 Posted March 25, 2016 Would dark curse prevent the scouts from spending their focus tokens for firing torpedoes? Yes. Dark Curse reads, "When defending, ships attacking you cannot spend focus tokens or reroll attack dice." I checked the FAQ just to be sure and it says it won't work Quote Share this post Link to post Share on other sites
Sixgun387 69 Posted March 25, 2016 Would dark curse prevent the scouts from spending their focus tokens for firing torpedoes? Yes. Dark Curse reads, "When defending, ships attacking you cannot spend focus tokens or reroll attack dice." I checked the FAQ just to be sure and it says it won't work Yeah. Carnor is the only sure fire counter to that combo. GL;GG trying to get him into position though. Quote Share this post Link to post Share on other sites
CaptainAl 30 Posted March 25, 2016 Would dark curse prevent the scouts from spending their focus tokens for firing torpedoes? Yes. Dark Curse reads, "When defending, ships attacking you cannot spend focus tokens or reroll attack dice." I checked the FAQ just to be sure and it says it won't work Yeah. Carnor is the only sure fire counter to that combo. GL;GG trying to get him into position though. Even if you get him into range they will just use a target lock Quote Share this post Link to post Share on other sites
Rinzler in a Tie 1,892 Posted March 25, 2016 I'm trying my best to not be another griper when it comes to the U-Boat onslaught we're about to see in SC and potentially Regionals - but it is difficult. I run Imp Aces (+ Palp sometimes) and every time I come up with a list I want to try, my first thought is, "Oh, this will be eaten through by the U-Boats in 4 turns.." How do you avoid SIX Deadeye'd, Target-Locked, Chipped Torps with 3-4 ships and be in contention to deal TWENTY-SEVEN damage?! I wouldn't even care if these things weren't that maneuverable but they are.. You can hardly arc-dodge three ships that can S-Loop EVERY turn... Quote Share this post Link to post Share on other sites
Sixgun387 69 Posted March 25, 2016 Would dark curse prevent the scouts from spending their focus tokens for firing torpedoes? Yes. Dark Curse reads, "When defending, ships attacking you cannot spend focus tokens or reroll attack dice." I checked the FAQ just to be sure and it says it won't work Yeah. Carnor is the only sure fire counter to that combo. GL;GG trying to get him into position though. Even if you get him into range they will just use a target lock But it does deny the R4 focus to TL with chips combo which is what really makes the list deadly, b/c they no longer have the TL for the re-roll. Quote Share this post Link to post Share on other sites
Chillmire 57 Posted March 25, 2016 How do you avoid SIX Deadeye'd, Target-Locked, Chipped Torps with 3-4 ships and be in contention to deal TWENTY-SEVEN damage?! I wouldn't even care if these things weren't that maneuverable but they are.. You can hardly arc-dodge three ships that can S-Loop EVERY turn... Here's hoping wave IX will introduce some mini-Interdictor technology. Small gravity wells for throwing off torpedos and missiles would be nice... Quote Share this post Link to post Share on other sites
CaptainAl 30 Posted March 25, 2016 (edited) I'm trying my best to not be another griper when it comes to the U-Boat onslaught we're about to see in SC and potentially Regionals - but it is difficult. I run Imp Aces (+ Palp sometimes) and every time I come up with a list I want to try, my first thought is, "Oh, this will be eaten through by the U-Boats in 4 turns.." How do you avoid SIX Deadeye'd, Target-Locked, Chipped Torps with 3-4 ships and be in contention to deal TWENTY-SEVEN damage?! I wouldn't even care if these things weren't that maneuverable but they are.. You can hardly arc-dodge three ships that can S-Loop EVERY turn... a soontir decimator list got top 8 at a local Sc. he ran RAC Ruthlessness Palp Ysanne Isard Eu and then a standard soontir stealth + auto thrusters Edited March 25, 2016 by CaptainAl Quote Share this post Link to post Share on other sites