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Phelan Boots

"Where'd they go? Where'd who go?" (T70s)

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So looking at the new tech slots I decided to build a list around all the T70 pilots with manuever shenanigans. This I what I settled on.

T-70s? (100)

"Blue Ace" (30) - T-70 X-Wing

BB-8 (2)

Primed Thrusters (1)

Integrated Astromech (0)

"Snap" Wexley (34) - T-70 X-Wing

Push The Limit (3)

R2 Astromech (1)

Pattern Analyzer (2)

Integrated Astromech (0)

Ello Asty (36) - T-70 X-Wing

Push The Limit (3)

R2 Astromech (1)

Pattern Analyzer (2)

Integrated Astromech (0)

I played it against a friends Soontir + named tie swarm, and it was a lot of fun. It started out rough as I struggled to push any damage through, and Soontir squirmed through my grasp in the initial engagement. It was starting to look bad as Wampa rolled a natural crit every time he shot. I finally managed to catch Soontir in a trap, and Blue Ace used BB8 as a shield in order to survive long enough to get the final blow. Around the same time, Howlrunner bit the bullet in Snap's desperate last ditch effort to do any damage. After that a full health Ello was able to dance around the remaining TIEs and clench the game.

The list is definitely dependent on your ability to out fly your opponent. The damage output alone isn't enough to win a game. Sacking the R2 droids really isn't a big deal either, you still have good green manuevers to trigger PTL. Anyway it's a lot of fun to fly, and I would encourage people to give it a try during a friendly pickup game.

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I like casual lists like this. Not the greatest, but good, fun, and makes you fly differentlyThe maneuvering in this list is the fun part. Your opponent can't hit what's not in his arc. Unless he has a turret, but whatever. All three fly differently, and they are all cool. I think my favourite is the BB-8 Blue Ace, but PtL Snap looks pretty hilarious, and Ello is sometimes downright insane. If you want even more maneuver options, put vectored thrusters on Snap and Ello, instead of Patter Analyzer. You will have to take off IA though, so the list really gets squishy. Also, you don't really need the primed thrusters on Blue Ace, because he doesn't stress himself, and you are doing a lot of greens for BB-8.

As it is, the list looks pretty good. Good luck with it.

Edited by Darth Tam

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If you want some extra maneuver shennanigans, try Daredevil on "Snap" - it makes him even squirmier as a ship because you can follow that boost up with a hard turn - being able to loop round 135o after your move makes you very unpredictable.

 

 

The primed thrusters allow you to use BB8s barrel roll before you clear the stress. To be fair it didn't come up to often, but he can basically ignore debris.

 

Indeed. Being able to Talon Roll and boost, then next turn barrel roll, bank, and boost again gives you a flightpath like a drunken ampersand. Even TIE interceptors can't hang onto your coat-tails through that.

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The primed thrusters allow you to use BB8s barrel roll before you clear the stress. To be fair it didn't come up to often, but he can basically ignore debris.

Thanks for pointing that out. This list is really great. There are so many synergies and shenanigans i disn't even see them all. But yeah that makes sense. Tallon Roll, dial in a green, BB-8, do your green, and then boost if need be. That is insane.

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I just played with the new T-70s tonight, and I agree that they have awesome maneuverability! I had BB-8 + Push the Limit Poe Dameron, along with the title so he could remove TL's from friendlies. BB-8 saved his bacon, allowing him to barrel roll out of the way of a Proximity Mine. Primed Thrusters also came in handy for those times when I had to Push after a white maneuver. That meant I could still BB-8 to remove a TL on my next turn, and then focus for my action: because Poe. And although I doubted the Title would come in handy, Black One was really nice when I went up against a squad with Latts Razzi flying alongside Kath Scarlet. The couple of times Poe couldn't discard the TL, my ships rolled zero dice against Kath's Tail Gunner with Latts Razzi's TL support.

 

I went with the following for Snap Wexley:

- Targeting Astromech

- Pattern Analyzer

- Snapshot

- Integrated Astromech

 

Being able to get 3 actions off a red maneuver is so crazy! My opponent thought it seemed a bit unfair, but he was running 3 HLC Scycks, so I'm not sure it was the best match up. We thought he'd squash us, but being able to move quickly and boost into range 1 completely shut down the Scycks. The best was K-turning behind them, TL, boost to range 1, focus. Pattern Analyzer is awesome! Snapshot...eh, not sold. I think it's worth keeping there for now, but maybe it would be better on Jess. I also want to try Seismic Torpedoes.

 

The last ship was Jess with R2-D6 and Trick Shot. I want her to do a bit more in the squad, but when you fly them together her pilot ability is good enough. I don't think dumping more points into her is all that good, but I may give it a try in the future. Trick Shot was pretty nice when her wingmates flew close enough to grant rerolls.

 

Thanks for letting me come here and share my experiences. The new T-70s are sooo fun!

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Snapshot...eh, not sold. I think it's worth keeping there for now, but maybe it would be better on Jess.

I think snapshot is best reserved for someone with the ability to do something with the shot - either a Fire Control System, or R3-A2, or the ability to add extra attack dice or screw around with your opponent's defence dice.

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Snapshot...eh, not sold. I think it's worth keeping there for now, but maybe it would be better on Jess.

I think snapshot is best reserved for someone with the ability to do something with the shot - either a Fire Control System, or R3-A2, or the ability to add extra attack dice or screw around with your opponent's defence dice.
I've been trying to push Etahn A'baht with all those things for a few weeks now. He's pretty great, if too expensive. The forum hasn't caught on yet. Edited by Phelan Boots

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I flew Snap at a tournament this weekend with PTL, R2 Astro, VT and PA and it is hilarious to see how fast he can get across the board. Against higher skill pilots he can bea bit tricky but against lower skill pilots (Like defenders) he can be a real ace. 

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I am a huge fan of "Stay on Target" on the T-70's. With Targeting Astromech and Pattern Analyzer you can be as unpredictable as you like, and if its Snap still get to Boost, Target Lock and Focus in a turn without needing PTL. Nien Nunb loves it too since he can clear stress and theres a fancy little trick.

 

Nien Nunb

- Stay on Target

- BB8

- Primed Thrusters

- (Modification of choice)

 

Reveal Green 3 forward. Activate BB8 and Barrel Roll, then Stay on Target and switch the move to anything on the 3 speed (all the turns or even a T-Roll). Hopefully clear stress, take your action and do it again next turn. If you dont clear the stress, the Primed Thrusters mean that not only can you still get your Boost action, but you can still benefit from the BB8 Barrel roll when you start the turn stressed. The other version is using Pattern Analyser as it lets you boost into R1 if you find yourself short to use the ability.

 

The BB8 Trick works well on Snap too instead of the Targeting Mech since you still get to boost and action, you just lose the chance to clear the stress and obv lower pilot skill.

 

I just wish it worked as well on some of the Higher PS T-70's. A Poe with that kind of unpredictability could be brutal.

Edited by Sonikgav

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