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balindamood

"Great personality" Rey builds

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Kanan, so you can make stressless S-loops.

Recon Specialist, so you can get more use out of both offensive and defensive rerolls.

Smuggler's Compartment and Glitterstim, so you can have a turn of craziness.

Engine Upgrade, so you can more easily get in arc.

Veteran Instincts, so you can insure you move last.

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YT-1300: · Rey (45)

Veteran Instincts (1)

Smuggling Compartment (0)

· Kanan Jarrus (3)

· Finn (5)

· Millennium Falcon (Segnor's Loop) (1)

Counter-Measures (3)

Inertial Dampeners (1)

Done. I don't even care about EU

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YT-1300: · Rey (45)

Veteran Instincts (1)

Done. I don't even care about EU

 

So like...you've got a ship that's worth more than half your squad points at PS10, and you don't even care about a 4pt upgrade which will let it dodge the arc of an entire enemy swarm? ...I encourage you to re-think this position.

 

Lots of people are in love with the fact that you can use Kanan with the new Falcon title but like...I thought about it for a minute, and I've decided it's not optimal. Sure, it means that you can clear your stress and take an action after doing your 3 S-loop, and that's just spiffy but like...you're PS10. After you pull the 3-bank, you know if it worked and the enemy would be in arc or not.

 

If the enemy would be in arc, spin and take your stress. The double predator + Finn on attack and defense is reward enough. If the 3 S-Loop did not work (would not put the enemy ships in arc) then just like...don't make it a S-Loop, leave it as a bank and use your fat turret to take a manual target lock, or boost away and try again on the next turn.

 

What you are short on, aside from Finn and Super Predator is like, other action efficiency. Originally I thought we could correct this with C-3P0, but that boy gets worse if we add the extra defense die, Right? Oh wait...I guess it didn't really get worse, since we know that Finn's added die will always be blank. So like...yeah, add C-3P0. That guy is gonna give you like 3 or 4 health a game, at least. That's a pretty solid value for 3pts. Hard to beat. If not then like...Recon Specialist.

 

Cassian Andor is also a solid one, since it can help you nail blocks with your big base or get two shots at getting your arc right.

 

Not super impressed with Kanan though. It's fine but like...a S-Loop is like, once every three turns, not every single turn. Get yourself a crew who does work every single turn.

 

Rey (45)
Veteran Instincts (1)
C-3PO (3)
Finn (5)
Engine Upgrade (4)
Millennium Falcon (TFA) (1)
 
Total: 59

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Just wondering what else to put on her other than Finn. Title, yes. What else?

 

No, you weren't.

 

Just admit that you really, really wanted to post a thread with the header " 'Great Personality' Rey".

 

I've got my eye on you, boy.

Does that make range one in arc the friend zone?

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YT-1300: · Rey (45)Veteran Instincts (1)Done. I don't even care about EU

 So like...you've got a ship that's worth more than half your squad points at PS10, and you don't even care about a 4pt upgrade which will let it dodge the arc of an entire enemy swarm? ...I encourage you to re-think this position.

Some people have moved past the training wheels stage of X-Wing.

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Lots of people are in love with the fact that you can use Kanan with the new Falcon title but like...I thought about it for a minute, and I've decided it's not optimal.

I think you're wrong. The beauty of Kanan is you get the sloop, but you didn't know where the enemy would be still. A boost after might put you in arc or out of arc. Knowing you can do that makes Rey much more defensible, and offensive.

It also allows a focus action which is important because Rey can re-roll them.

It also lets you clear stress after moving through an asteroid, making the board much more open.

I've had good success with:

Rey, Vi, eu, Kanan, Finn, sloop.

I think that's the build she wants every time

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Some people have moved past the training wheels stage of X-Wing.

 

So, first I typed up a crazy snarky reply because I take extreme exception to your assertion that giving yourself multiple options for your ship's final position is "the training wheels stage of X-Wing". After a moment of reflection, I decided that my original push for EU might have come across as a bit condescending so like...let's both dial it back, I guess.

 

In my experience, the two biggest deciding factors in this game are mobility and action efficiency, with superior mobility probably being the most important. Getting arcs, escaping arcs, deciding when and where combat happens, what engagements you can escape and what fleeing opponents you can catch...it's too important.

 

You can accept that mobility is one of the most important aspects in the game, or like...you can be crotchety at opponents who refuse to joust you with their honorless lists and go around claiming that they don't know how to be effective without training wheels, I guess.

 

As for me, I like being able to effectively control each engagement. I think that at a competitive level, there's really nothing more efficient you can do with those 4 points. If the skill difference between you and your local opponents is so vast that you can win by handicapping yourself by forgoing clearly amazing ship upgrades then like...great. That's super. I still think that EU is pretty clearly the optimal choice for dealing with most opponents and most lists, and so that's my list building recommendation.

 

Good times.

Edited by CBMarkham

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It also lets you clear stress after moving through an asteroid, making the board much more open.

 

I'm pretty sure you meant debris field, and this is a valid point that I had not considered. Having heard it, I think Kanan is a solid pick, but I probably still prefer C-3P0 (although I could just be digging my heals in stubbornly, at this point). 

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It also lets you clear stress after moving through an asteroid, making the board much more open.

 

I'm pretty sure you meant debris field, and this is a valid point that I had not considered. Having heard it, I think Kanan is a solid pick, but I probably still prefer C-3P0 (although I could just be digging my heals in stubbornly, at this point).

I do, thanks!

Look, 3-po is an obvious one. I just think now there is a) so much firepower these days, he's easily bypassed and b) too much ability to avoid him altogether (juke, crackshot etc)

I feel that Rey looks to arc dodge where possible, thanks to kanan, sloop and eu. She can actually outfly most arcs thanks to a turret as well, and her ability let's her joust surprising well against a lot of standard ships.

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"great personality" made it sound like you were saying Rey was ugly but had a great personality lol.

Here I thought he was calling her fat.

 

Thoughts wander...

Yarna D'al Gargan needs a crew card for the Party Bus.

 

Definitely aint fat. Or ugly. Not a 10/10 but still beautiful in my books :)

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Some people have moved past the training wheels stage of X-Wing.

 

So, first I typed up a crazy snarky reply because I take extreme exception to your assertion that giving yourself multiple options for your ship's final position is "the training wheels stage of X-Wing". After a moment of reflection, I decided that my original push for EU might have come across as a bit condescending so like...let's both dial is back, I guess.

 

In my experience, the two biggest deciding factors in this game are mobility and action efficiency, with superior mobility probably being the most important. Getting arcs, escaping arcs, deciding when and where combat happens, what engagements you can escape and what fleeing opponents you can catch...it's too important.

 

You can accept that mobility is one of the most important aspects in the game, or like...you can be crotchety at opponents who refuse to joust you with their honorless lists and go around claiming that they don't know how to be effective without training wheels, I guess.

 

As for me, I like being able to effectively control each engagement. I think that at a competitive level, there's really nothing more efficient you can do with those 4 points. If the skill difference between you and your local opponents is so vast that you can win by handicapping yourself by forgoing clearly amazing ship upgrades then like...great. That's super. I still think that EU is pretty clearly the optimal choice for dealing with most opponents and most lists, and so that's my list building recommendation.

 

Good times.

 

We've got things like Dash Rendar and Collision Detector running around, and it's being asserted that Engine Upgrade = training wheels?

Humorous. 

 

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As for me, I like being able to effectively control each engagement. I think that at a competitive level, there's really nothing more efficient you can do with those 4 points. If the skill difference between you and your local opponents is so vast that you can win by handicapping yourself by forgoing clearly amazing ship upgrades then like...great. That's super. I still think that EU is pretty clearly the optimal choice for dealing with most opponents and most lists, and so that's my list building recommendation.

Good times.

I tend to agree, with a small exception: I think Barrel Roll is sufficient range control on most ships that have it natively- or on higher PS small ships that can take Vector Thrusters.

For instance: I think Darth Vader would be better off spending those 4 points + mod slot on something other than a 5th action on his bar. And Horton + TLT + Vector Thrusters is amazing.

On the other wrist, when it's the disengage turn, Corran likes Boost so he can get further away than his Green + BR would usually let him.

And, of course, since we're talking about a Large ship without Barrel roll, none of my comment really applies. :) I do think it's generally worth thinking about, however.

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She's not super tanky or hard hitting but she won't have problems keeping ships in arc.

 

Rey (45)

Veteran Instincts (1)

Kanan Jarrus (3)

Navigator (3)

Engine Upgrade (4)

Millennium Falcon (TFA) (1)

 

Total: 57

Edited by WWHSD

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