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Angroth

Alphastrike - rebels do it better

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A friend came up with this list and horton salm instead of poe dameron and stomped my jumpmasters into the dirt. One J5K bit the dust before he even could fire back...

I improved it with Poe to further go into Esege Tuketus Synergy potential and to have a more manueverable and dependable damage dealer/regenerator to back up the list. I like it. Only thing i have on my wishlist but cant afford is an r2 unit for dutch...

 

Esege Tuketu (28)
Plasma Torpedoes (3)
Extra Munitions (2)
Recon Specialist (3)
Guidance Chips (0)

"Dutch" Vander (23)
Plasma Torpedoes (3)
Extra Munitions (2)
Guidance Chips (0)

Poe Dameron (31)
Adaptability (0)
R5-P9 (3)
Autothrusters (2)

Total: 100

Edited by Angroth

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Plasma & Guidance vs unmodded 2 evade = 2.2 expected damage.

+1 for effect = 3 damage as most likely effect

second one hits for 2, maybe 3.

Poe has to do 3-4 damage with his shot to stop the U-boat returning fire.

 

What I'm saying is, plasmas require a bit of luck, and it sounds like you got it in your game. meanwhile, agrro'd concussions are about 96% llikely to hit for 4 damage.

 

But I do agree that rebels have some nice alpha pilots - esege, garvin, blount, jan, cracken, etc, and ps difference can make one of these fights swing.

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I've seen someone run this list against U-boats with some success:

 

34 Esege w/ Recon, Tracer, AdvSlam.

66 (3x) GSP w/ Adaptability, PRockets, Chips.

 

It melts U-boats fairly easily. It's pretty decent against other lists, as long as you're comfortable blocking.

Edited by CRCL

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Plasma & Guidance vs unmodded 2 evade = 2.2 expected damage.

+1 for effect = 3 damage as most likely effect

second one hits for 2, maybe 3.

It is slightly better than that since Dutch can give Esege a TL while Esege returns the favour by giving Dutch a Focus token so your average goes up to 3.2 after evades so you are likely stripping 4 shields off a Jumpmaster.

I would be tempted to swap one set of plasmas for Protorps so the plasmas fire first and strip shields, then the protorps fire with a higher chance of getting a crit since they can naturally flip and eyeball to a crit.

You would need t find an extra point from somewhere though. Normally I would switch Poe to VI and IA but against Jumpmasters you really want those Autothrusters.

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@banjobenito

karhedron got it right. also, poe can use the focus without even spending it, so he can take TL as well for effective fire. In a statistically balanced turn this list will dish out its full damage potential of at least 11 hits. The danger of another 2 autodamage against shields adds to that, although it is unlikely the target will still have shields when the last plasma volley hits home.

 

with the focus floating around I dont really need protons. the crit would be great, yes. But as you say, karhedron, there is not much space to play around with points.

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Thank you for pointing out the lists weakness. poe is there to put up against that a bit at least.

Other than arc dodgers there should be a lot of fun to be had

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honestly think that, if it's ordnance you're after, you're looking more for z-95s. You get your homing missile re-rolls + GC mod without jumping through hoops

 

 

there's also r2-d6 deadeye Mr. Salm ferrying around protorps, if you don't mind it being a tad pricey. VI is a fine alternative as well, given PS 10 really only worries about Vader when it comes to TL. Alternative # 2 is give him r4-d6 to piss off enemy ordnance and have Dutch enable him through the stress.

 

 

once long range scanners come out, homing missile Ks won't need Dutch to enable them

 

doesn't help much with their k-turn-less dial, but still

Edited by ficklegreendice

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Had two testgames yesterday. against two torpedo Jumpmasters and palob godalhi as well as against a fat ghost w/autoblaster and accuracy corrector / biggs list.

Won both of them through alpha strike superiority and the endurance of poe dameron.

there is no "jumping through hoops".

Put the Y and the K together and flank with poe, strike at the same target as often as you can.

On the first approach:

Fly Esege first to get in TL range, use double focus. Dutch follows, uses TL, gives Esege the second TL opportunity. both fire modified 4 plasma dice at one target.

this may sound complicated but it is very seamless and easy in-game. just like using r4 agromech or somesuch. and trust me: you will have targets.

you can even spread the bombers - as long as they are in range 2 of each other the combo works. so no ´roids will break your formation. you have none.

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