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How to reliable beat NuNuNu, QD?

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PS3+ with double reposition or large ship with Engine Upgrades. There is a reason Soontir was king and nothing could touch him back in the day. He keeps out of range/arc and at most takes one shot. So, in today's meta: PTL Dash, PTL Fenn, Vader, Gunboats other than Nu's, Miranda, Han w/ EU, Rey w/ EU, etc.

They dont have the title, so they are single maneuver ships. Dodge the arcs. Taking one harpoon isnt the end of the world as you take their ships out.

EDIT: I will also add, practice against it. You dont even need the ships, just use Z95 dials as they are practically the same except no kturn and 4 is red. Even if its against yourself, throw three on the table with QD and practice engagements. Get feel for how fast they can go, how rocks can help split them up and give you an extra green die which is crucial.

I've practiced QD 3Nus, Nymranda, PS11 Han Poe, Kanan+friend, etc. You need to know what each list can do and how to engage. Sometimes you may be flying Triple wookiees but one is gonna have to flank if you are facing nymranda. Or facing Poe/Dash you want to stay together but have your arcs spread so you 1 bank with one, one straight with other, etc to get a crisscross in arcs cause the ships can go anywhere.

Good luck!

Edited by wurms

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I’ve had some very good luck using this. 

The Empire  (100)

Sienar Specialist (25) - TIE Aggressor
Twin Laser Turret (6), Lightweight Frame (2)

Sienar Specialist (25) - TIE Aggressor
Twin Laser Turret (6), Lightweight Frame (2)

Sienar Specialist (25) - TIE Aggressor
Twin Laser Turret (6), Lightweight Frame (2)

Sienar Specialist (25) - TIE Aggressor
Twin Laser Turret (6), Lightweight Frame (2)

they turn better and barrel roll. Staying out of their arcs. 

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The biggest key is that the Nus telegraph their target with the LRS. You don't need to be out of arc or at R1 with all of your ships, just with the one they have locked. Since they almost always move first then they won't know if they'll have a shot or not and won't be able to switch the locks to another target in arc. After that if you keep within R2 of them then they literally can't swap the locks to a new target due to the restriction of LRS.

As a last resort if you literally can't get their target out of arc or R1 then put them behind a rock. They'll still get alpha'd but it increases their survival chances and even in the event they die often makes it takes an additional harpoon which requires 2-3 more turns to reload, re-TL, and turn around.

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50 minutes ago, Fuzzywookie said:

I’ve had some very good luck using this. 

The Empire  (100)

Sienar Specialist (25) - TIE Aggressor
Twin Laser Turret (6), Lightweight Frame (2)

Sienar Specialist (25) - TIE Aggressor
Twin Laser Turret (6), Lightweight Frame (2)

Sienar Specialist (25) - TIE Aggressor
Twin Laser Turret (6), Lightweight Frame (2)

Sienar Specialist (25) - TIE Aggressor
Twin Laser Turret (6), Lightweight Frame (2)

they turn better and barrel roll. Staying out of their arcs. 

I can vouch that this list was a tough match-up during my Regional run with gunboats.

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On 26.01.2018 at 10:22 AM, Magnus Grendel said:

3 Nu Squadron pilots with Long Range Scanners and (usually) Harpoon Missiles and a cheap Quickdraw to taste (pick your two favourites out of Fire Control, Advanced Optics & Lightweight Frame plus a 1 point initiative bid or a 1 point elite upgrade)

Look like a fun list. It has Gunboats in it, after all.☺ Why no Collision Detector & A Score to settle, though? Keeps the bid.

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8 minutes ago, MasterShake2 said:

I dunno, I beat the list with Poe, Wes and Jess without them ever firing a Harpoon...X-Wings OP

one thing i've learn't with the amount of ordnance flying about is they are typically beat with dials and not dice.

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Range control and PS kills

Accept that you'll probably lose a ship if you're running a 3+ ship list, but as long as you get down two Nus you're probably ahead on points and can force your opponent into more awkward trades if they go for the W.

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1 hour ago, MasterShake2 said:

That's what Flight Assists are for ;)

while faa is probably straight out better with options on the action, i wonder if it makes R7-T1 worth a revisit?

Edited by Ralgon

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17 hours ago, Ralgon said:

while faa is probably straight out better with options on the action, i wonder if it makes R7-T1 worth a revisit?

R7-T1 is actually not bad on a decent PS pilot because it does exactly the reverse - because you need to be in someone else's arc, it's good for arc dodging and/or closing from range 2-3 to range 1 and having a target lock for the ensuing face-off - which generally translates to a win against the rather poor close-in weapons of a gunboat.

 

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Really... its been said already in plain sight but people don't realize it, but THIS is not the boogeyman build of the post-nerf FAQ. There's a build in here that's about 200% more aggravating and irritating than this one, and it SHTTTTTTs all over this QD Nu list. Play that. 

 

(This doesn't mean this list is not difficult to beat: it is tricky at first glance, there's a huge area you can't go). But, generally, avoid being in a cross fire. Then rush into R1 of the gunboat. Watch it squirm for 3 turns to turn back around. Remember, it can't fire (this version) after doing a Slam around. That's even assuming it CAN slam 180. 

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3 hours ago, Blail Blerg said:

Really... its been said already in plain sight but people don't realize it, but THIS is not the boogeyman build of the post-nerf FAQ. There's a build in here that's about 200% more aggravating and irritating than this one, and it SHTTTTTTs all over this QD Nu list. Play that. 

 

(This doesn't mean this list is not difficult to beat: it is tricky at first glance, there's a huge area you can't go). But, generally, avoid being in a cross fire. Then rush into R1 of the gunboat. Watch it squirm for 3 turns to turn back around. Remember, it can't fire (this version) after doing a Slam around. That's even assuming it CAN slam 180. 

Which build is this?

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Seems the recent regional tourney data gives us examples on how to beat this or any Gunboat list; Rebel mods and synergies, they break it with consistency.  That low-cost, high PS, coordinate Fenn shuttle is sick good. H**l, I even purchased one....even though it is to get a Maul on my C-ROC, haha!

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I have played against it once, and won.

I had Vader, Whisper and a TAP.

Vader cruise missiled QD early (5 straight, boost and R3 cruise from the side) meaning he hid a lot - then just range-controlled and arc dodged the Nu,s.

He only got one poon off - against a tokened cloaked Whisper - so it missed. 

The list is scary to face though... 

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Rush them. Range 1 is ideal, range 2 is better than range 3. Also if they deployed spread out and you rush their flank, you might catch the far Nu out of range on the first engagement or at least Force them to SLAM on turn 1 and not have focus on turn 2.

Big base ships are especially good at this strategy but little ships can also force a range 1 engagement if they have boost. Boba Asajj is actually really good against gunboats for this reason.

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On 1/26/2018 at 7:35 AM, Herowannabe said:

Oh good point. Like I said, I still haven’t ever actually played against it, so all my strategizing was done in my head or by myself on a playmat. I was referring specifically to if they cluster together (ish) and if you out PS the Nus. 

If they spread out (and you out PS them), then line up and go after the ship on the very end. Hypothetically, you should still be able to force a turn 2 engagement on that one ship while some/most of the remaining ships are out of range, unless they’re slamming around which is okay too because then they’re not attacking. Try to PS kill st least one Nu before it fires it’s Harpoons, preferably 2 if you can (by arc-dodging, range control, TL-ditching, bumping, and/or forcing range 1). If you can do that before losing more than 1/2 of your list you should be pretty good going into the end Game. 

Nope. A good NuNuNuQD pilot will spread them out, use rocks to protect them and plan multiple possible engagements and then wait to see if the opponent commits int he first two turns towards a particular ship. IF you commit to one on the very end, that one will move slower while the other move faster around the side of you to flank.

If you can PS kill two (2) Nu's on the initial engagement, then you have the perfect list that kills everything. Splitting fire and finding 14+ damage to two different ships on the first engagement would be an amazing feat.

That said, it's not too difficult to PS kill one of the Nu's, but most NuNuNuGD players are willing to accept that trade off if it means one of your ships has two Harpoon tokens after said round.

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Tonight when Mrs. Rick and I play she is flying 3 Harpoon NUs with QD, and I'm flying this:

Asajj Ventress — Lancer-class Pursuit Craft 37
Veteran Instincts 1
Latts Razzi 2
Glitterstim 2
Glitterstim 2
Countermeasures 3
Shadow Caster 3
Ship Total: 50
   
Boba Fett (Scum) — Firespray-31 39
Fearlessness 1
Hotshot Co-pilot 4
Glitterstim 2
Engine Upgrade 4

Ship Total: 50

 

I'm not 100% sure about the Boba Fett build. 

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12 minutes ago, Boba Rick said:

Tonight when Mrs. Rick and I play she is flying 3 Harpoon NUs with QD, and I'm flying this:

Asajj Ventress — Lancer-class Pursuit Craft 37
Veteran Instincts 1
Latts Razzi 2
Glitterstim 2
Glitterstim 2
Countermeasures 3
Shadow Caster 3
Ship Total: 50
   
Boba Fett (Scum) — Firespray-31 39
Fearlessness 1
Hotshot Co-pilot 4
Glitterstim 2
Engine Upgrade 4

Ship Total: 50

 

I'm not 100% sure about the Boba Fett build. 

That was the regional build that won.  But I would be interested in trying Boba with Andrastra title, bomblet and bombardier.  

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