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Parakitor

TIE strikers at Store Championships [picture heavy]

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Ah! Rules reference....

  • No duplicate upgrades (so no triple-stealth khiraxz, good!)
  • Whilst Jam tokens go away at the end of the round, you can now jam a jammed ship, which might make paired reapers more tempting. On the other hand, multiple tokens is less of a thing so this ability is less needed, I guess. Worth remembering against defenders, though.

 

13 hours ago, theBitterFig said:

I wonder how the lack of white hard turns will feel on the table.  While aileron into bank approximates something like a 3-hard, or it would if this was a small and not medium base ship, I kinda worry that in a swarm situation, trying to keep one of these with the pack. 

Agreed. It's going to be easier to keep a Reaper with the swarm than a Lambda, though. Plus the 2 points difference is enough to buy a tactical officer, meaning you get the same white co-ordinate as a lambda. I agree that multiple reapers are probably not so hot, though. 2 of them without tactical officers is probably worse than 1 with, because stress kills ailerons and stops you doing a turn move.

 

 

If you're taking strikers with bombs, a mix of proximity mines and seismics might be good. You can 'force' an opponent towards the rocks with prox mines, then blow the rocks up with seismics. Proximity mines causing one automatic damage makes them a much scarier proposition than they used to be, so people should probably want to keep clear.

I'm not sure a squadron of 5 entirely armed with prox mines is a good idea (we don't want to create a minefield then wreck the squad on it, after all!) - 2 or 3 is probably sufficient - if you field 5 sentinals, you can give 2 proximity mines and three hull upgrades, and give one of those three seismics. Might have some legs - my brain just rebels at too varied a loadout within a swarm.  

Black Squadron Scouts can afford to pack one set of mines and one set of seismics, too, but without buying them talents, I'm not sure the upgrade to I3 justifies their cost increase.

 

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What are your thoughts on Elusive? My initial reaction is that it's a decent stand-in for Lightweight Frame, and that strikers do red turns all the time, so it's easy to recharge. I think I like it on Duchess the best. (EDIT: I just went back and looked at your list @Magnus Grendel, and I see that you have it on your expensive ace version of Duchess, too, so I guess that answers my question).

Not so sure about it on Pure Sabacc. On the one hand, it may increase his longevity, but on the other hand, it doesn't do anything to make his handful of dice more accurate. I think I may stick with Hull Upgrade on him. Here's a sample list:

Major Vermeil (49)
Intimidation (3)
Death Troopers (6)

"Duchess" (42)
Elusive (3)

"Pure Sabacc" (44)
Predator (2)
Hull Upgrade (5)

"Countdown" (44)
Predator (2)

Total: 200

I truly think Death Troopers are going to be super annoying. With the TIE Reaper flying into your opponent's face to jam them, there is a high chance that enemy ships won't be able to remove stress the next round. And if I'm overzealous and get Major Vermeil too close so there is a collision, at least my strikers can still take advantage of that situation.

Regarding generics, I am very much looking forward to seeing whether I prefer the PS 3's with Predator, or the PS1's with Hull Upgrade.

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10 hours ago, Parakitor said:

What are your thoughts on Elusive? My initial reaction is that it's a decent stand-in for Lightweight Frame, and that strikers do red turns all the time, so it's easy to recharge. I think I like it on Duchess the best. (EDIT: I just went back and looked at your list @Magnus Grendel, and I see that you have it on your expensive ace version of Duchess, too, so I guess that answers my question).

I think it's a pretty good upgrade. TIE Strikers have an amazing red dial, but normally using that dial leaves them stinging for any kind of dice modification. A reroll on otherwise unmodified green dice is kind of sucky but it's much better than nothing. Plus, if you don't use it on the turn you come about, the charge sticks around until you do - and a reroll on focused green dice is a much better prospect.

Lone Wolf is cheaper and more flexible but that 'can't have nearby friends' means it's better suited for a ship which can take on a large chunk of a squad solo, which - with the best will in the world - Duchess isn't.

10 hours ago, Parakitor said:

Not so sure about it on Pure Sabacc. On the one hand, it may increase his longevity, but on the other hand, it doesn't do anything to make his handful of dice more accurate. I think I may stick with Hull Upgrade on him. Here's a sample list:

It's not so much for longevity as it is for avoiding being hit. Hull upgrade will give you probably the same actual survivability increase as elusive/stealth in practice, for less points. The advantage of the latter? Rather than taking the hit and surviving it, it avoids you taking the hit in the first place....meaning you don't shut down Pure Sabbac's 'extra dice' ability.

It does make his dice a tiny fraction more accurate - because if you can avoid an attack with an elusive reroll you won't have to spend you focus defensively (assuming your opponent is shooting first). That said, there's a reason he often comes loaded with Crack Shot in 1.0 and there are worse things to give him in 2.0 - you might as well front-load his damage output into that first attack, as he probably won't get many more.

10 hours ago, Parakitor said:

Major Vermeil (49)
Intimidation (3)
Death Troopers (6)

"Duchess" (42)
Elusive (3)

"Pure Sabacc" (44)
Predator (2)
Hull Upgrade (5)

"Countdown" (44)
Predator (2)

Total: 200

Vermeil is an interesting built. Now he's on a medium base, I guess that makes him a better blocker so Intimidation should be good. I'm not sure how good in practice death troopers will be, since you've no means to force people to stress themselves (I kind of wonder how they'd do alongside 0-0-0 on a decimator...)

 

 

Actually.....that's a fair thought.

  • A Reaper can carry Vader, who essentially restores the reaper's ability to jam at range-2-in-arc....or, if the target is in range to jam and use vader, delivers an automatic damage. Or gives the reaper a force token for dice fettling during red moves (which aileron ships love to do, especially with the reaper's lack of a red turn).
  • Vader 'unlocks' 0-0-0 and BT-1 from their normally scum-only deckbuilding restriction.
  • 0-0-0 is also really nice on a reaper, because if you're at range 1 of an enemy (which you want to be for jamming) then either you can get an action-free, regardless-of-collisions calculate token or they can take a stress.
    • With Vader offering a force token and/or 0-0-0 offering calculate, plus Vermeil or Feroph getting automatic dice modifiers if Vader or Jam actions strip the green token off your opponent, Juke becomes a very tempting talent - use your actual action to evade and then - since a range 1 opponent is almost garuanteed not to have a green token - you knock one of their evades out of contention.
    • In a perfect world, Vermeil can move up, evade, use vader to remove a target's focus, get a calculate from 0-0-0, drop a 4-dice, calculate/vermeil attack which ignores the first evade your opponent rolls.
  • BT-1 is a 2-point gunner. His effect - hits to crits - is the least important dice modifier since it doesn't increase the amount of damage you do directly, but the critical deck hurts, he's only 2 points, and strikers can carry him.

 

10 hours ago, Parakitor said:

Regarding generics, I am very much looking forward to seeing whether I prefer the PS 3's with Predator, or the PS1's with Hull Upgrade.

It'll be something to test. My thought is that if you want heavy swarm aces, being able to field 5 Initiative 4 Sabers might be better; that extra point of initiative lifts you clear of pretty much any other generic and no small proportion of the aces.

Edited by Magnus Grendel

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18 minutes ago, Magnus Grendel said:

3 games at a local game night kit

Probably our last 1st edition event. Most of the guys are off to UK nationals this weekend.

Not sure how many Tuesday games I'm likely to get before 2nd edition comes out, so this may be a farewell to ailerons...for now, anyway.

Are you not going to play Strikers in 2nd?

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9 minutes ago, N'Kata said:

Are you not going to play Strikers in 2nd?

I will.

But doing so will require a 2nd edition core set and (to field a heavy swarm) at least 2 Imperial Conversion Sets, which - whilst I'm emphatically not someone complaining about the price - is more than I can afford out of readily available disposable income.

Due to money being pre-committed to other things falling under the broad heading of 'adulting' (acquiring ownership of buildings & maintenance and well-being of smaller life forms), this isn't likely to be justifiable until my birthday (End November) and/or Christmas.

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That make sense. I was worried because I really enjoy reading about your experiences flying these fun ships, and I have learned a lot from it. Tie Strikers seems to be even better and more fun in 2nd. Don`t know before I have tried them though, but I`m really looking forward to it. Fielding three Strikers and a Reaper will save me from buying a second conversion kit, so I think I will start there. Just wondering if I can make it work... 

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2 hours ago, N'Kata said:

Tie Strikers seems to be even better and more fun in 2nd. Don`t know before I have tried them though, but I`m really looking forward to it. Fielding three Strikers and a Reaper will save me from buying a second conversion kit, so I think I will start there. Just wondering if I can make it work... 

@Parakitor's been planning out a squad - see above - along similar lines.

A reaper and the three strikers certainly works in 1st edition, so I see no reason it shouldn't work in second edition. Between the various unique crew (Sloane for stress exploits, Vader/0-0-0 for token denial, Ciena Ree/Tactical Officer if strikers aren't manoeuvrable enough already, and Krennic/Tarkin for "you may ffffire when ready" moments) you can make the reaper into an awesome support craft in masses of different ways, added to the ability to play tunes between striker aces with a cheap reaper, generic strikers covering a reaper ace, all generics with lots of mods and unique crew, or any combination of the above.

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I am definitely going to work with the Reaper-Striker squads a bunch. I have a friend who owns a single striker, so he will give me his Black Sq. Scout/Planetary Sentinel token*, bringing me up to 4 strikers, which is what I currently own for 1.0. With that force, I think this is the squad I'm most excited to run:

Captain Feroph (47)
Elusive (3)
Admiral Sloane (10)
ISB Slicer (3)

Planetary Sentinel (34)

Planetary Sentinel (34)

Planetary Sentinel (34)

Planetary Sentinel (34)

Total: 199

View in Yet Another Squad Builder

The biggest weakness of the heavy swarm is losing a ship before it gets to shoot, and this does a pretty good job of covering for that weakness. It's possible to work this with only 3 strikers, but I don't think 2 remaining strikers (and the reaper) with a reroll will be enough to cover for the loss in firepower, although the double stress will help.

Of course, the easy answer is to just gun down the ship carrying Admiral Sloane. That's easier said than done because Captain Feroph will be jamming, and has Elusive in case the enemy still has a token. This is perhaps the best use for Captain Feroph that I have come up with, because most of the time you'd rather have your TIE reaper contributing more heavily to offense. EDIT: I forgot to add that when a target has double stress, you can drop a jam token on them and give them a tough choice: perform blue maneuvers while keeping the jam token because of ISB Slicer, or ditch the jam token by flying out of range of the slicer, but keep the stress. That jam token can only be given at range 1, but the slicer's effect extends to range 2.

I wish I could get Freelance Slicer on here, but without a target lock action it's pointless.

 

*I plan to do the same with my Gunboat, because I only have 1, so I can give my double sided generic ship token to somebody else in the community. 

Edited by Parakitor

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I just played the above list against a Rebel squad with Corran Horn, Jake Farrell, and a Rogue Squadron Escort. I cast my strikers wide during setup, and after he deployed in one corner, I swept my strikers to reform and engage. The 4 strikers had to go through the tight obstacles because Feroph needed the only wide lane available.

First engagement was Jake vs one Planetary Sentinel at range 3, resulting in no damage. I knew that I couldn't get effective shots if I slowed everybody down to focus on the A-wing because some strikers would have landed on a large asteroid, so I decided to send my lead pair of strikers zipping past Jake to hopefully take shots at the E-wings, and the trailing strikers focused on weaving through obstacles and just get firing arcs in the right direction. What I didn't expect was that my opponent wanted to avoid a head on confrontation with four, 3-attack dice ships, so he turned his forces towards Feroph who was coming wide around the tight group of obstacles. As a result, one striker blocked Jake, resulting in two range 1 shots on the Rogue Squadron Escort, along with range 3 shots from my other three ships. The E-wing didn't survive.

Next we made a kill box for Corran, but we only did 1 damage. Jake put some hurt on Feroph, including a full strength Proton Rocket. We were eventually able to block and kill Jake by self bumping Feroph so Jake couldn't complete his K-turn. We than turned our attention to Corran. In the end, he killed 1 striker and had Feroph on 1 hull remaining, but the Rebels had been routed.

My thoughts. First, Admiral Sloane is really good! Do I understand it right that she grants a reroll against any stressed ship as long as my attacking ship is in range 0-3 of her? My opponent chose not to do a linked action on two separate occasions because of the threat of essentially 4 focused strikers with 1.0 Howlrunner with an influence increase out to range 3! When we had Corran in the kill box, he was stressed from a K-turn, but our rerolls were bad, and we had also mostly done red maneuvers, so no focus tokens. Sometimes rerolls just don't help. But the other great effect was that my opponent was hesitant to kill any of my ships until Feroph was dead, and Sloane with her, lest his attacker becomes double stressed.

Which brings me to the next point: Captain Feroph was amazing! My opponent rolls hit-focus. If he spends the focus, Captain Feroph's ability kicks in, and no matter what I roll on that one green die, it changes to an evade because he no longer had a green token. Then I get to shoot him back and he's down a token for defense. So he usually keeps the token. If I don't roll evade, I can use Elusive to reroll, hopefully netting an evade result. With abundant red options on the dial, Elusive is very easy to refresh. I think Feroph's defensiveness makes her a good home for Sloane. I didn't get a good opportunity to jam and use ISB slicer, but in the meantime it's staying. I think it could be big.

I'm excited to try out some other Imperial 10-point crew, but right now Sloane seems like the clear winner. Now, part of that is simply because she benefits squads that fit my play style. She's so powerful! Yeah, even though the others look good, I think she's staying in my 2.0 squads for quite a while.

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On ‎8‎/‎22‎/‎2018 at 6:00 PM, Parakitor said:

Captain Feroph (47)
Elusive (3)
Admiral Sloane (10)
ISB Slicer (3)

Planetary Sentinel (34)

Planetary Sentinel (34)

Planetary Sentinel (34)

Planetary Sentinel (34)

Total: 199

A very nice list. The Sentinals are a touch fragile, but Sloane turns that into a positive virtue, and gives the strikers some much-needed ability to make use of blank red dice.

Well done!

On ‎8‎/‎25‎/‎2018 at 8:08 AM, Parakitor said:

My thoughts. First, Admiral Sloane is really good! Do I understand it right that she grants a reroll against any stressed ship as long as my attacking ship is in range 0-3 of her? My opponent chose not to do a linked action on two separate occasions because of the threat of essentially 4 focused strikers with 1.0 Howlrunner with an influence increase out to range 3! When we had Corran in the kill box, he was stressed from a K-turn, but our rerolls were bad, and we had also mostly done red maneuvers, so no focus tokens. Sometimes rerolls just don't help. But the other great effect was that my opponent was hesitant to kill any of my ships until Feroph was dead, and Sloane with her, lest his attacker becomes double stressed.

Yup:

"After another friendly ship at range 0-3 defends, if it is destroyed, the attacker gains 2 stress tokens.

While a friendly ship at range 0-3 performs an attack against a stressed ship, it may reroll 1 attack die."

The attacker - not the target - needs to be within range 3 of Sloane, and the stress doesn't specifically have to have come from Sloane's ability - anyone pulling a red manoeuvre or a red action is fair game. Added to the fact that she only takes a single crew slot (unlike palatine) and has no action  bar prerequisites (unlike tarkin or ree) and I'd suggest she's probably the best imperial commander going right now.

I could see a bit of back-and-forth debate about whether putting her on a Reaper or Phantom is best when supporting a Striker swarm, but the aesthetic of Reaper/Striker is much nicer. Plus, you know, ailerons.

On ‎8‎/‎25‎/‎2018 at 8:08 AM, Parakitor said:

If he spends the focus, Captain Feroph's ability kicks in, and no matter what I roll on that one green die, it changes to an evade because he no longer had a green token. Then I get to shoot him back and he's down a token for defense.

I hadn't - for some reason - registered that that would work like that and figured it'd only really matter if you could jam them. But it's not. Vermeil is more like super-duper-opportunist but Feroph actively punishes you for spending a focus on your attack (unless they have an evade as well - so Phantoms and Defenders will be annoying).

On ‎8‎/‎25‎/‎2018 at 8:08 AM, Parakitor said:

I didn't get a good opportunity to jam and use ISB slicer, but in the meantime it's staying. I think it could be big.

Do note that (randomly) if someone bumps you, ISB slicer won't work. Because it's range 1-2, not range 0-2.

I'm not sure what else you could take instead, anyway.

  • Tactical Officer might be nice, but 4 generic fighters are probably not worth spending a unique pilot's action to give a bonus action to.
  • Electronic Baffle might let you use your red moves a touch better in return for a point of damage. Rather a difficult call - although remember you can use it to burn off locks as well.
  • Tactical Scrambler - since Feroph is moving last, keeping your strikers behind him is probably not easy.

My best suggestion:

  • Hull upgrade - if Feroph is annoyingly tough, a cheap hull upgrade (because you're only agility 1) is extra, extra annoying.

 

24 minutes ago, Stryker359 said:

@Magnus Grendel If you need more Striker dials, you're welcome to mine when they arrive! If you're interested, drop me a PM :D

Thanks. I'm not sure what I'm planning to do off the top of my head (once I get the core set, I'll probably get core set + 2 kits anyway, to have options for bomber swarms, fighter swarms, and whatever else), but I'll bear that in mind, and it's a very generous offer.

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Just now, Magnus Grendel said:

Thanks. I'm not sure what I'm planning to do off the top of my head (once I get the core set, I'll probably get core set + 2 kits anyway, to have options for bomber swarms, fighter swarms, and whatever else), but I'll bear that in mind, and it's a very generous offer.

I like Strikers, but I currently have none and can't afford to buy any. I also dislike the idea of fleecing people for cards/dials when I'm not going to use them (I really only fly Defenders for Empire) so I may as well distribute my spares to those in need! :D

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31 minutes ago, Stryker359 said:

I like Strikers, but I currently have none and can't afford to buy any. I also dislike the idea of fleecing people for cards/dials when I'm not going to use them (I really only fly Defenders for Empire) so I may as well distribute my spares to those in need! :D

I'd probably recommend pooling unused stuff on a local store basis - most clubs I know are pretty open-minded about lending models between players for an evening, and if there's a binder of pilot cards and base inserts sat somewhere to support it, so much the better.

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So Sesmic Charges on strikers is my new favorite upgrade shenanigans thing in the world. 

 

And I would argue that new Soontir Fel is as fun to fly as he was in 1st edition.

Anyway, back to Strikers. Specifically Duchess. 

She has been my favorite striker pilot since 1.0, and with the slight buff they gave her, I'm really, REALLY, enjoying strikers. When Alex Davy said they are a mix of fighter bombers, he wasn't kidding. Reminds me a little of Stukas back in WWII.

So right now I'm flying New Improved (I Guess?) Palp Aces

New Aces (197)
Soontir Fel — TIE Interceptor    52
Juke    4
Stealth Device    *
Shield Upgrade    *
Ship Total: 72
     
Omicron Group Pilot — Lambda-Class Shuttle    43
Emperor Palpatine    13
Ship Total: 56
     
"Duchess" — TIE Striker    42
Outmaneuver    6
Fifth Brother    12
Seismic Charges    3
Shield Upgrade    *
Ship Total: 69

 

The force in the game is actually super duper powerful, especially with duchesses only two defense dice. 5th Bro on attack and Palp helping your defense is really good. Sesmic charges are so fun and so goofy just deleting asteroids, and they help the Shuttle get around with more ease. Right now I'm trying Outmanuever on Duchess, but I'm not sure. All the force sort of helps on defense, but i might try putting Juke on the striker too. I'm not certain. Tweaks? Thoughts?@Magnus Grendel since you seem to be the Striker expert?

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Going to have to try the bombs. Seismics look cheap and nasty - glad they work well.

Outmanoeuvre looks cool, but it is pricey. i keep wondering about elusive - a reroll essentially gives you back your third green die from lightweight frame for about the same price, and your red dial is really good - plus, with elusive, the force, and duchess ability, you don't really have to fear stress - normally the death knell of strikers.

Juke is okay, since it's an easy offensive boost for her. At the same time, with only 2 green dice and a force token, is evade that critical?

Predator might work, too. Duchess has a lot of ways to be in roughly the same place but shifted laterally a bit (no ailerons/bank, straight/bank, bank away/turn), which in theory helps line up bullseyes.

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6 hours ago, Magnus Grendel said:

Predator might work, too. Duchess has a lot of ways to be in roughly the same place but shifted laterally a bit (no ailerons/bank, straight/bank, bank away/turn), which in theory helps line up bullseyes.

I had the same realization earlier this week! I need to test it out on the table.

@SoontirFelTGE Bombs sound fun, but I haven't tried them yet because I have a very specific squad archetype I like to fly. Now I want to try it out! Also, I 100% agree with Magnus Grendel about Elusive on strikers. I think you'll like it better than Outmaneuver.

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On 8/30/2018 at 1:45 AM, Magnus Grendel said:

Outmanoeuvre looks cool, but it is pricey. i keep wondering about elusive - a reroll essentially gives you back your third green die from lightweight frame for about the same price, and your red dial is really good - plus, with elusive, the force, and duchess ability, you don't really have to fear stress - normally the death knell of strikers.

 

On 8/30/2018 at 8:00 AM, Parakitor said:

@SoontirFelTGE Bombs sound fun, but I haven't tried them yet because I have a very specific squad archetype I like to fly. Now I want to try it out! Also, I 100% agree with Magnus Grendel about Elusive on strikers. I think you'll like it better than Outmaneuver.

OK I'll get i'll give elusive whirl then.  I keep thinking that elusive is stil like the 1st edition version, but now it's real powerful. What should I invest points into then?  up the pilot on the shuttle and throw Jam beam on it? I'm thinkin LT. Sai, but all the shuttle pilots suck. Or I was thinking throw Hull upgrade and jam beam on the shuttle too and stick with OGP. Thoughts?

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5 hours ago, SoontirFelTGE said:

OK I'll get i'll give elusive whirl then.  I keep thinking that elusive is stil like the 1st edition version, but now it's real powerful. What should I invest points into then? 

I really like the look of the ST-321 title on the Lambda. It lets you keep action economy when the shuttle coordinates, but it's 6 points, so you'd have to give up the bid.

If you want to keep the bid, I wouldn't do anything with the points. Fire-Control System sounds nice, but most of the time the shuttle will be using coordinate to ensure that Soontir had focus + evade. That's why I like ST-321. I don't think I would know for sure unless I put it on the table.

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On ‎9‎/‎2‎/‎2018 at 2:05 AM, Parakitor said:

I really like the look of the ST-321 title on the Lambda. It lets you keep action economy when the shuttle coordinates, but it's 6 points, so you'd have to give up the bid.

If you want to keep the bid, I wouldn't do anything with the points. Fire-Control System sounds nice, but most of the time the shuttle will be using coordinate to ensure that Soontir had focus + evade. That's why I like ST-321. I don't think I would know for sure unless I put it on the table.

Fire Control is less important if you're getting a free target lock in with the rations anyway; why not just spend it for a full reroll?

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19 minutes ago, Magnus Grendel said:

Fire Control is less important if you're getting a free target lock in with the rations anyway; why not just spend it for a full reroll?

Yeah, I was unclear. I meant Fire-Control System instead of ST-321 if you want the bid. I honestly don't know how important the bid is. I never worry about it, but I'm also not a top-tier player. I'd play with ST-321 a bit, then drop it if I feel the bid is necessary. If a bid is important enough to forgo the action economy gained from ST-321, then 3 points probably isn't a big enough bid anyway, and I'd drop the title and not bother replacing it with anything, not even FCS.

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23 minutes ago, Parakitor said:

Yeah, I was unclear. I meant Fire-Control System instead of ST-321 if you want the bid. I honestly don't know how important the bid is. I never worry about it, but I'm also not a top-tier player. I'd play with ST-321 a bit, then drop it if I feel the bid is necessary. If a bid is important enough to forgo the action economy gained from ST-321, then 3 points probably isn't a big enough bid anyway, and I'd drop the title and not bother replacing it with anything, not even FCS.

If you don't have ST-321, fire control doesn't do anything. Lambda shuttles are incapable of target locks by default. It's why Krennic's so useful.

 

Edited by Magnus Grendel

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4 minutes ago, Magnus Grendel said:

If you don't have ST-321, fire control doesn't do anything. Lambda shuttles are incapable of target locks by default. It's why Krennic's so useful.

 

Ah, right. I knew there was something I was missing. Gosh, Lambdas are so weird without native TL. That's going to take some getting used to in my head.

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As this seems to be the tread for striker/reaper-builds, what do you think about this list for 2.0:

"There's a new scarif in town" (199 points)

"Duchess" (56)

  • Predator
  • Fifth Brother

Major Vermail (69)

  • Elusive
  • Darth Vader
  • O-O-O

Planetary Sentinel (37)

  • Seismic Charge

Planetary Sentinel (37)

  • Seismic Charge

My biggest concern is the bid of only one point. This will probably give me "First player" in a lot of matches against other initiative 5 pilots. I do not know if Fifth Brother on "Duchess" is really worth the points. Maybe BT-1, A Seismic Charge and a bigger bid would be better. I also wonder if Seismic is the best choice for the Device slot. My reasoning is that it is cheap, it has the best threat range for any device in the game so far (range 1 to obstacle + range one from obstacle), and it should be a deterrent for ships wanting to enter a dense asteroidfield - a place where strikers often gets in trouble. (Especially when piloted by me...). But another device could hit harder...

Furthermore, what do you think of Major Vermail vs. Captain Feroph? Feroph will save me a few points, and provide a lot better defense. For a ship wanting to be of range 1 or 2 of the opponent (Jam, O-O-O, Darth Vader) a better defense could be worthwhile. However Vermail hit like a truck, and I think this build frees up his dial a lot. He could do red maneuvers and still have modifications both on offence and defense. So, what do you say?     

 

Edited by N'Kata

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