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genXesis

"Venom" Squadron - Cobra/Gand/Kad

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So I've been flying a lot of 3-4 scum ships for the fun of it but would love to hear everyone's thoughts on the following list. I'm not looking to be super competitive or anything, just looking for glaring problems.

 

Talonbane Cobra

Marksmanship 3

Cloaking Device 2

Experimental Interface 3

 

Gand Findsman

Veteran Instincts 1

Gonk 2

Feedback Array 2

Mist Hunter 0

Tractor Beam 1

 

Kad Solus

Deadeye 1

Advanced Proton Torpedoes 6

Concord Dawn Protector 1

Guidance Chips 0

 

I've got lists of variations of the above...swapping out Kad for Fenn, Gand for 4-Lom, and Cobra for either a HWK and Pirate or even generic Scyk or Kirhaxz. 

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An interesting Talonbane build.  I understand what you are trying to do but I much rather have repositioning (Engine upgrade or vectored thruster) so I can better position myself to Range 1 of enemies before it goes down in flames.

 

Gand Findsman (G1A) has too little agility (1) for Gonk to be useful.  

Enemy ship will easily give you 3 damages each round before you have a chance to regen twice.  

(In general, Gonk only starts being useful with minimum 2 agility).

Plus, G1A has such a slow dial, it cannot escape to regen either.  

 

Without Autothrusters or Stealth Device, Kad (Protectorate) might not make it to R1 of enemy for you to launch your Adv Proton Torpedoes.

With that deadeye and kad's natural ability, it's a giveaway that you are either gonna k-turn or talon roll to launch the missiles.  

 

You have an overall pretty good amount of attack dice from your (primary) weapons: 3+3+3 = 6.  And your PS are: 9, 5, 6.

 

 

This is what I would have done:

 

Fenn Rau (9) - PTL, Title, Autothrusters

Zuckuss (7) - Juke, FCS, Mist Hunter, Tractor Beam

Serissu (9) - Adaptability, Heavy Scyk Title, HLC, Stealth Device

 

99 pt for bid and a good amount of attack dice: 3+4+4 = 8.  And higher PS are: 9, 7, 9.

 

I replaced Talonbane with Fenn for the same job but with more repositioning options (barrel roll and boast).

With PTL, I can reposition my fang fighter to R1 (for painful 5 dice attack) or to R3 (for 4 dice defense).  

 

Zuckuss is better than Gand Findsman because of higher PS, dice modification, and more hitting power.

All u have to do each turn is to take an evade then roll 4 dice: you get a target lock (FCS) to modify your dice and u get to juke away an evade.

 

Serissu has a cool ability that can benefit Zuckuss if you wanna play defensive or Fenn if you wanna play offensive.

Plus, it's difficult to hit Serissu with that Stealth Device and Evade Token.

The HLC equipped Serissu will force your opponent to decide whether to shoot Zuckuss or Serissu first while allowing Fenn to flank them.

Edited by iamherereddit

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Thanks for the feedback!

 

I've had reasonable success with Gands with Gonk but you are right, once he starts getting targeted he can go down quick, despite stacking shield tokens. The feedback was just to field points so not tied to it...

 

I've not yet used Kad with the torps but was also worried his dial may make him predictable...I'd still like to try him out once to see how it goes.

 

I do like the scyk and use the generics...I'm just a little worried it'll still go down in flames pretty quick, despite the bonus hull point...any other suggestions for replacing it all together? The 30 pt range.

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Perhaps replace Serissu with Kavil (Y-wing)?

Kavil (7) - Adaptability, Dorsal Turret, Unhinged Astromech, Engine Upgrade

or 

remove Misthunter title then...

Kavil (7) - Deadeye, Extra Munition, Plasma Torpedoes, Unhinged Astromech, Guidance chips?

Edited by iamherereddit

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