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goratrix79

"Quickdraw" + Nu Squadron

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Nu Squadron Pilot 18

Heavy Laser Cannon 7
Linked Battery 2 
Advanced SLAM 2
XG-1 Assault Configuration 1
Ship Total: 30


Nu Squadron Pilot 18

Heavy Laser Cannon 7
Linked Battery 2 
Advanced SLAM 2
XG-1 Assault Configuration 1
Ship Total: 30


"Quickdraw" 29

Expertise 4
Fire-Control System 2
Threat Tracker 3
Lightweight Frame 2
Special Ops Training 0
Ship Total: 40

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Rho Squadron Veteran 21

Heavy Laser Cannon 7
Linked Battery 2 
Rage 1
XG-1 Assault Configuration 1
Ship Total: 32

 

Rho Squadron Veteran 21

Heavy Laser Cannon 7
Rage 1
XG-1 Assault Configuration 1
Ship Total: 30

 

"Quickdraw" 29

Expertise 4
Fire-Control System 2
Lightweight Frame 2
Special Ops Training 0

Ship Total:  37

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2 hours ago, goratrix79 said:

 


Rho Squadron Veteran 21

Heavy Laser Cannon 7
Linked Battery 2 
Rage 1
XG-1 Assault Configuration 1
Ship Total: 32

 

Rho Squadron Veteran 21

Heavy Laser Cannon 7
Rage 1
XG-1 Assault Configuration 1
Ship Total: 30

 

"Quickdraw" 29

Expertise 4
Fire-Control System 2
Lightweight Frame 2
Special Ops Training 0

Ship Total:  37

I'd go Trick Shot and Linked Batteries on both Rhos, if I was taking the same basic list.  If you're willing to switch from Expertise to VI/Advanced Optics on Quickdraw, that'd allow either Crack Shot or Lighting Reflexes on the Rhos.  Both increase overall damage output: Crack Shot makes your opening volley hit a good deal harder.  Lighting Reflexes gives you a legit turn-around on a Rho, which increases time-on-target for higher damage over time.

Alternately, dropping them down to Nus would get Quickdraw a missile.  It could be Cruise, but let's face it: Harpoon is just better than every other missile in the game.  There'd still be 3 points available.  I'd go either Primed Thrusters or Pattern Analyzer on QD.  That feels like overdoing it, and I might rather just stuck with Rhos.

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what about this

Nu Squadron Pilot 18

Heavy Laser Cannon 7
Linked Battery 2 
XG-1 Assault Configuration 1
Long-Range Scanners 0
Cruise Missiles 3
Ship Total: 31


Nu Squadron Pilot 18

Heavy Laser Cannon 7
Linked Battery 2 
XG-1 Assault Configuration 1
Long-Range Scanners 0
Harpoon Missiles 4
Ship Total: 32


"Quickdraw" 29

Expertise 4
Fire-Control System 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 37

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A Nu doesn't really need both HLC and a missile.  The entire point of investing the 10 points into XG-1, Linked Batteries, and Heavy Laser Cannon is that you can just fire 4-dice attacks at will, without the hastle of the missile's restrictions.

If I was going to use both cannons and missiles, I'd use something like Ion Pulse Missiles, which offer a control option.  Have one Nu shoot the IPM first, then the other shoot the HLC, so you could lock a ship down for two turns (swap who shoots what next turn).

Edited by theBitterFig

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I agree, you don't need heavy damage cannons AND missiles. However, rather than going control missile and damage cannon, I would go control cannon and heavy missile - XG-1, Flechette Cannons, LB, Harpoons, LRS or Adv. SLAM (if you have the points) on a Nu is a VERY versatile piece - fire the missile, SLAM and Reload, firing the cannon, then come back for another missile bout.

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Nu Squadron Pilot 18

Flechette cannon 2
Ion Pulse Missiles 3
Linked Battery 2 
XG-1 Assault Configuration 1
Advenced  Slam 2
Ship Total: 28


Nu Squadron Pilot 18

Heavy Laser Cannon 7
Linked Battery 2 
XG-1 Assault Configuration 1
Advenced Slam 2
Ship Total: 30


"Quickdraw" 29

Expertise 4
Fire-Control System 2
Lightweight Frame 2
Special Ops Training 0
Harpoon Missiles 4
Ship Total: 41

 

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Maybe list like this

Nu Squadron Pilot 18
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 22

Nu Squadron Pilot 18
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 22

Nu Squadron Pilot 18
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 22

Quickdraw 29
Special Ops Training 0
Rage 1
Lightweight Frame 2
Collision Detector 0
XX-23 S-Thread Tracers 1
Ship Total: 33

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3 hours ago, goratrix79 said:

Maybe list like this

Nu Squadron Pilot 18
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 22

Nu Squadron Pilot 18
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 22

Nu Squadron Pilot 18
Harpoon Missiles 4
Guidance Chips 0
Ship Total: 22

Quickdraw 29
Special Ops Training 0
Rage 1
Lightweight Frame 2
Collision Detector 0
XX-23 S-Thread Tracers 1
Ship Total: 33

I think it seems a bit too fragile.

Quickrdaw with Rage is something some folks have experimented with, usually with Electronic Baffle, to discard one of the stress, and also to force an early damage for QD's free attack.  However, you're relying on QD to get TLs for your Nus, and while it'll be a huge pop if it works, if you many pretty much any mistakes, you can find yourself without a good shot.  Plus, giving up QD's attack to make a XX-23 S-Thread Tracers attack seems weak.  QD is going to chuck 3 dice with focus and full rerolls.

I'd rather just use Quickdraw's attack for damage, and take Long Range Scanners on the Nus so they can handle their own target locks.  That's how most folks will fly a QD & 3 Nu list.  Harpoon/LRS is boring, but probably just the best way to build a Nu in this list.

However, the thought of using a Rage/Baffle Quickdraw is an interesting innovation.  With the PS race, the thought of moving in QD and going for a Rage/Baffle attack in the activation phase might be strong.  I think I'd leave the 1 point as a bid in mirror matches, but I might consider also adding Primed Thrusters.  I can't say for sure that it'd be better than Fire Control Systems or Advanced Optics, but it's interesting.

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28 minutes ago, BlodVargarna said:

The idea of QD getting an attack off on a higher PS ship during the activation phase without the target getting any defensive mods is interesting. 

It seems a bit gimmicky though. I’d probably rather face off this QD than a ps 11 QD though. 

It was certainly a gimmick folks tried out early on with QD, but I think folks abandoned it before LWF came out.  It might be worth revisiting.

On the other hand, the most common high PS ships (other than QD, I guess) are Poe (who'll still have an Advanced Optics focus) and Nym (who doesn't really get much out of defensive actions, and maybe can bomb you if you get to range 1).

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