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Karhedron

Ryad and Vessery plus 29 points of something

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I am planning a list with /x7 Defenders kitted out as below:

36 Ryad (34), /x7 (-2), PTL (3), Mk2 engines (1)
35 Vessery (35), /x7 (-2), Juke (2)
 

That leaves me with 29 points for a 3rd wingman and it is not that I cannot find any options, rather I am spoilt for choice. Here are some of the options I am thinking of together with their pros and cons. Any advice welcome on which is the best fit or if there is something I have overlooked.

 

29 OGP (21), Palpatine (8)

 

A Palp shuttle is a simple but reliable way of keeping things alive. But it handles like a snail and /x7 Defenders are pretty durable anyway so I am not sure if Palps is really necessary in this list.

 

29 Omega Leader (21), Juke (2), Comms Relay (3), Stealth device (3)

 

A great pocket ace and an extra source of Target Locks for Vessery. I could move the SD to one of the Defenders instead or give Vess Mk2 Engines etc so a bit of room to play. OL is great for the end game but needs care not to be taken down too early. Also provides a useful higher PS pilot.

 

29 Delta Squadron Pilot (30), /x7 (-2),  Mk2 engines (1)

 

If 2 /x7 Defenders are good then maybe 3 are great. The Delta can act as a pretty tough blocker and does not give the opponent any easy targets. The Mk2 Engines could go on Vessery instead.

 

28 Deathfire (17), Homing Missiles (5), EMs (2), Conner Nets (4), LRS (0)

 

A bit of heavy fire support that can target slippery aces who might otherwise try and arc dodge my mid-PS Defenders. LRS and Homing Missile allows for a fully modified opening shot that ignores Evade tokens. After that, he can drop Conner Nets either before or after his movement and still paint TLs on distant targets to support Vessery. If the opportunity arises to fire that second homing missile, that is just gravy. The spare point would probably be Mk2 Engines for Vessery.

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Great selection of wingmen you have chosen there, however if I may offer my suggestion:  

29 Backdraft (27), Fire Control System(2), Trick Shoot(0), Spec Ops Training(0).

Can handle his own weight in any fight, all while providing target locks for Vessery. Trick shot gives you 4 dice if shooting through obstacles, true the enemy gets his additional green, but basically it is "zuckuss"-pilot ability for 0 points.  Dial is different that the defender, which is at the same time an advantage and a disadvantage. He has to turtle around close to the enemy or inside an obstacle field, while the defenders swoop around him. 

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I ran it this way over the weekend and enjoyed it!! Palp is great, but this did well to give Vess the option to chase multiple targets as I add a TL on all three of my opponents ships. I think I may play around with deathfire though, looks like fun.

 

Lamda w/defender escort (99)

 

Colonel Vessery (34) - TIE Defender

Veteran Instincts (1), TIE/x7 (-2)

 

Countess Ryad (36) - TIE Defender

Push The Limit (3), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

 

Omicron Group Pilot (29) - Lambda-Class Shuttle Fire Control System (2), Weapons Engineer (3), ST-321 (3)

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From the ones already suggested, I think the Palp Shuttle and Omega Leader are the strongest.

 

 

A few ideas:

 

-Valen Rudor (PTL, v1 title, Autothrusters)  -  28 points (99 total, but Rudor's ability timing might need initiative so nothing else ideally)

 

-Zeta Leader (Wired, Comm Relay, Hull Upgrade)  -  27 points (98 total, so maybe Mk. II on Vessery as well)

 

-Academy Pilot (Targeting Computer)  x 2  -  28 points

 

-Royal Guard Pilot (PTL, RGT, Autothrusters, Targeting Computer)  -  29 points

 

-Omega Specialist (Trick Shot, FCS, Primed Thrusters, Special Ops Training, Twin Ion Engine Mk. II)  -  29 points

 

 

I also really like the Deathfire idea. Here is a variant:

 

-Deathfire (Extra Munitions, Seismic Torpedo, Homing Missiles, Proximity Mines, Long-Range Scanners)  -  29 points

Edited by admat

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You could also do the Inquisitor with the title, autothrusters, and a cheap EPT like Trick Shot (or tracer missiles); OR you can eschew the title for a 3-point mod.

 

Sigh :wub: ...the Inquisitor. One of the best Pilot abilities in the game!

 

While it is definitely good... I'm not sure I would consider it in the running for the best.

Soontir, Omega Leader, Dash Rendar, Manaroo... I could see some arguments for. Not really the Inquisitor, he's just fantastic for his cost more than anything else. Opinion, of course.

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You could also do the Inquisitor with the title, autothrusters, and a cheap EPT like Trick Shot (or tracer missiles); OR you can eschew the title for a 3-point mod.

 

Sigh :wub: ...the Inquisitor. One of the best Pilot abilities in the game!

While it is definitely good... I'm not sure I would consider it in the running for the best.

Soontir, Omega Leader, Dash Rendar, Manaroo... I could see some arguments for. Not really the Inquisitor, he's just fantastic for his cost more than anything else. Opinion, of course.

You forgot Vader, Miranda Doni, and Talonbane Cobra. In fact Talonbane in a Protectorate Starfighter would be infinitely better than Rau, IMHO.

But really, most pilot abilities are useful in their own ways, so it really is more about how you utilize a ship than it is about what cool abilities there are. Vader's ability would be a waste on a Lambda shuttle, and Miranda's wouldn't do a thing on a TIE Bomber. Inquisitor's ability is good, but like Nerd mentioned, it makes him really point efficient for what you get.

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I have been running Deathfire lately with Ryad and Vessery. Been running with Cluster mines, Homing missles, EM and LRS. For fun, he is my choice. The problem is, he is wildly inconsistent. Some games the hits come in slowly on him and he survives to earn his keep with bombs or missles or both. But other games,he takes an early critical and never recovers. The zero shields really hurts. I don't play tourneys, but if I did, I would probably take something different, either Palp shuttle or a third x7 PS 1 defender.

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Agree with the above, I've had Tomax beat Fangs and X-wings in 1 round before and also had him never get to fire his ordnance. Those 2 green Dice are killer when there no Shields. Hopefully lightened frame helps there...

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I have a game on Tuesday so I think I will take Deathfire for a spin. Really tempted by OL but I want to see if all that ordnance can make a dent in something. :)

 

Just to go against the grain slightly, I would take OL. Basically, you put that guy down he'll become the Biggs of your list, should leave your defenders reasonably unchecked to wreak some havoc.

That said, I think your Deathfire build will help tackle pesky regen pilots.

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I played deathfire and vessery in 3 game tourney yesterday and deathfire was always my opponents first target and i had lots of trouble keeping him alive. I had him kitted the same way as you have listed. My other ship was juno with prockets, juke and accuracy corrector. Its my fault for straight up jousting, but i didnt think my opponents would want to. I was wrong.

Edited by channellockjon

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I did indeed face a Rebel Regen list with Poe, Red Ace and Jake. I had a vague notion that Regen would be a decent counter to /x7 Defenders.

Turns out I was wrong!

We played 2 games and both were pretty brutal. Regen is nice enough but cannot match the efficiency of those token stacks on the Defenders. The first joust tended to be fairly even with little damage. Then both sides turned and the /x7s just ruled from then on. Rebels suffer badly from taking Reds to K-Turn or T-roll as they lose action efficiency and it can be hard for them to Regen. Defenders can pull K-turn and come straight back with full mods and an Evade token.

Between TLs and Focus, Vessery and Ryad almost always rolled 2 or more hits. With that kind of consistency it was only a matter of time for waiting for the rebels' green dice to fail them faster than they could regen. I manged to focus fire pretty well and on both games I burned down Poe early on which robbed my opponent of the red dice he needed to burn through my token stacks.

Deathfire was a rather oddball choice but worked well enough. He died on the first game but not before using 3 out of 4 sets of ordnance so I count that as a success. His ability and homing missiles meant he attracted more attention than he really deserved which actually took the heat off the Defenders early on. My opponent put damage on Deathfire but never managed to get down to the hull on the Defenders. In that sense he worked a bit like a mini-Biggs. The Conner nets were OK and dropping them in Jake's face before pulling a 5K was great fun but next time I would be tempted to go for Cluster mines instead for better damage output.

Overall, a very successful outing for the list.

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Nice to hear a positive outcome for the list using Deathfire.  These pilots were something I've been considering as a 'cheap' way to get a friend involved as an opponent for me (since I can't make my mind up with a Rebel list!).  Would be great to hear any further battle report updates and how you get on with choosing upgrades for Deathfire please.

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Daethfire was good but he had some problems regaining a target lock after the initial homing missile. A possibility is to upgrade him to a Gamma Vet with the same loadout and Deadeye allowing me to fire with just a Focus if necessary. PS5 would be the same as Ryad which could be helpful when it came to choosing firing order.

 

The dowside of that is that it costs an extra 3 points and loses Deathfire's fun ability to drop bombs easily. Given that a GSV would not be any more survivable than Deathfire, I think keeping him as he is will probably be the best option.

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I'm in a similar boat as you, looking for the last spot and I am trying to actively avoid using Palp.

 

I've tried Quickdraw with FCS and trickshot

His ability seems to get used oooh. like once. The first time he gets shot at and loses all of his shields. 

My opinion is it's not worth it.

 

Backdraft, I liked BD I stuck PA, FCS, Twin Ion and VI, I didn't do Juke on my vessery but did do adaptability so he could be the same as Ryad or a 7.

I liked Backdraft, have to fly him weirdly I think to make good use, he provides a TL for Vessery which is nice if done right. 2 dice out the front though is dogshit these days but oh well, it's the rear shots that make it interesting.

 

Tomax Bren W/ Homing/LRS crackshot, EM

Like him, an expensive bomber who can die in a single turn if unlucky but a high chance that you will get your missile off at least once, just a nibbler after that. Not sure it is worth it but he devastates Protectorates and other light fighters.

 

Deathfire W/ Conner, LRS, Homing, EM

I suck at bombs, I think he is pretty good but will die before you get to actually use up your munitions. Torn on this one, he is cheaper than Tomax and potentially more threatening.

 

That's all I have tried so far, going to try an Inquisitor next for the 3rd spot.

OL would be nice and then you got a ton of pts to throw around.

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2 dice out the front though is dogshit these days but oh well, it's the rear shots that make it interesting.

Are you not using the title for the added die of the front? If not, why not?

I like Backdraft a lot more than Quickdraw, for the exact reason you describe, you usually only get the double tap once. Backdraft doesn't draw as much hatred right away, which helps him get in position to become very dangerous, very quickly.

Always fly what you are most comfortable with, but I will say that bombs are really fun, so maybe just throw together a "just for fun" list with bombs so you can practice with them. Once you've gotten more comfortable with them, you may find Deathfire not only more fun but also quite competitive.

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I played deathfire and vessery in 3 game tourney yesterday and deathfire was always my opponents first target and i had lots of trouble keeping him alive. I had him kitted the same way as you have listed. My other ship was juno with prockets, juke and accuracy corrector. Its my fault for straight up jousting, but i didnt think my opponents would want to. I was wrong.

Played a defender and deathfire two more times last night and was able to keep deathfire alive by placing colzet with prockets at range 1 of my opponents in the first exchange. I took early leads both games which would have concluded with wins in timed games. With unlimitted time, he felt very weak much of the game. It was also hard to take advantage of the conner nets because I could not target lock the recipient due to long range scanners. I guess Im just not good enough to cover his weaknesses to keep me excited about using him. None of the things I did with him felt game deciding even if they might have been.

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Likewise, I did not find Deathfire the easiest to use. Partly because LRS makes taking that second TL harder and also because I haven't had much practice with bombs. Even so he did surprisingly well for me. My opponent fixated on his damage potential and tried to take him down. Bombers are not exactly tough but with 6 hull and 2 agility, he is tougher than a naked X-wing. The attention he attracted meant that my opponent was not concentrating on trying to focus fire my Defenders while he still had enough red dice to potentially burn through their token stacks.

From that perspective, he may not have dealt as much damage as one of the other 29-point options I considered in my opening post but I think he still played a significant role in my win.

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Here are some other options:

Sigma Squadron Pilot (25)
Collision Detector (0)
Tactician (2)
Stygium Particle Accelerator (2)
 
Juno Eclipse (28)
Adaptability (0)
Advanced Targeting Computer (1)
TIE/x1 (0)
 
"Zeta Leader" (20)
Snap Shot (2)
Hyperwave Comm Scanner (1)
Shield Upgrade (4)

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