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emeraldbeacon

Best List Archetypes for Agressive Flying?

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Hey all, I'm trying to branch out and find a new list to goof around with.  The problem is, I think I'm too aggressive a pilot for some of the lists out there.  I over-commit my ships to combat, then find myself in tight situations with bumps, bombs, or lack of shots in my near future.  I know I need to work on being more patient and analytical in my flying... but that said, are there any good list archetypes out there for players who tend to be a little too aggressive?  I tend to be best at Rebel ships, but I'm more than happy to try anything you suggest...

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I would go big base scum with lots of native mods that can't be canceled out by bumping.  Something like:

Asajj: Predator, Latts, Title, Glitter x2, Engine Upgrade

Contracted Scout: Expertise, Dengar, Rigged Cargo Chute, APL, Title

 

 

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Try double lancers or the pair Danomight suggested above (see my post Asajjaroo a few threads down for Asajj and Manaroo pairing).

Ketsu loves to bump small ships, and dengar crew gives her rerolls, while Asajj can live off glitterstim for a couple rounds.

Asajj Ventress (37)
Push the Limit (3)
Latts Razzi (2)
Glitterstim (2)
Glitterstim (2)
Countermeasures (3)

Ketsu Onyo (38)
Expertise (4)
Dengar (3)
Countermeasures (3)
Shadow Caster (3)

Total: 100

View in Yet Another Squad Builder

 

An aggressive rebel list I like is Nym, Crimsons Specialist, then you pick of Fenn with sabine, or ezra. I prefer ezra for sabine survivability, but adapt Fenn can ps10 coordinate Nym to b-roll before launching his bombs!

Ezra Bridger (Sheathipede) (17)
Elusiveness (2)
Sabine Wren (2)
R2 Astromech (1)

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Extra Munitions (2)
Harpoon Missiles (4)
Ion Bombs (2)
Thermal Detonators (3)
Trajectory Simulator (1)
"Genius" (0)
Guidance Chips (0)
Havoc (0)

"Crimson Specialist" (27)
Trajectory Simulator (1)
Bomblet Generator (3)
Deflective Plating (1)

Total: 99

View in Yet Another Squad Builder

You basically want Crimson Specialist to get ugly and bump and block and cause all kinds of chaos while Ezra coordinates b-rolls and focus tokens for Nym who is trajectoring and harpooning like a madman. Ive had three bombs and a nym harpoon all go off in one round. Its crazy. One Ion bomb lands and it set ups a world of hurt for your opponent.

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Double Lancers is fun but actually requires a lot of finesse 

Doesn't matter how badass it is to have fearless ketsu block, ability the enemy out of b2b and then blow him away, casters aren't that durable without asajj feeding latz stress for free evades

You really have to know when to go in, when to play it safe, and how to fly two large bases

If you want to learn all that, have at it. It's really fun

Otherwise, guess you could just push four commando wookies across a table 

Edited by ficklegreendice

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My "signature list" is rewards aggressive flying and the better I get at it, the more dangerous it feels. For my play style (fast and hard) it fits perfectly and is more dangerous than it looks on paper.

 

Wedge - Expertise, Flight Assist, Integrated Astro

Jan Ors - Adaptability, TLT, Nien Numb

Norra - VI, Rey, Title, Flight Assist

99 points

Everyone is at PS9 which gives the list some flexibility. Flight assist and mr. Numb make the list very fast. Wedge and Norra are consistently throwing 4 dice. Jan still has TLT to help strip tokens.

Most battles go like this:

Turn 0 - setup opposite corner or for the joust in a reverse V formation. Wedge on the outside, Jan center rear, and Norra on the inside

Turn 1 - dial in 3 forwards and Jan 4. if it looks like your jousting and they are playing the 1-2 game, flight assist in. should not be in range (yet) just on the verge. Bank Rey.

Turn 2 - 1 forwards and lock targets if jousting.  if not jousting dial in appropriate maneuvers and flight assist through a rock lane. 

Combat: Jan always fires first if possible to strip tokens. her TLT is very dangerous and should not be underestimated. I've been pretty good keeping her at range 3 from my targets and she almost always has a focus. Wedge should also try and stay at range 3 if possible, but against high value targets I'll rush in and get him at R1 if possible. After Jan fires, Wedge fires next to reduce agility and strike for 4-5 dice (boosted by Jan). Norra cleans up with her shot if possible.

Disengage. 4 straight with Jan, 3 Hard boost with Wedge, whatever works for Norra, usually a 2 hard and a roll to keep something in rear arc that can be boosted by Jan for a 3 die out the bum. if you get TL it's a 4 die! yay! Dangle Jan as target of opportunity, pincer back in with Wedge and Norra.

 

Matchups: (w/L)

Dash/Poe  - Go for Dash hard and fast. Fastest maneuvers possible to catch him off guard. Even a 3 bank, 3 bank slam is easy to catch when you have flight assist! Dash should die in 2 rounds max. Poe can be slippery, so you need to setup traps/kill boxes to nail him into submission. (2/0)

Rac/Inquisistor - This has been my hardest match-up. but I've been practicing against it a lot. Don't get distracted by Inky. Go for RAC full force. Once he's dead Inky can be dealt with much easier. You desperately want Wedge and Jan to make it to the end game against Inquisitor if possible. If Wedge still has flight assist, it's much easier. If you start chasing Inky for ANY reason, you've lost. (1/3)

Fenn/Ghost - Kill Fenn first, Wedge and Jan should be able to take him down and Norra should be able to shoot into the Ghost. BUT I always lock Fenn with both ships regardless, as you know you won't be able to use one of them (usually Norra's). I usually try to make Jan the juicy target for the Ghost and let the Ghost rip into her. Then it's upto Norra and Wedge to kill the ghost, if Jan lives past the first engage then it should be aok. (2/1)

Nym/Miranda - Easier said than done...but Miranda needs to die on the joust NEEDS to. I shove this list so hard down Miranda's throat no matter how aggressive Nym is that it hurts. Since your moving after Miranda and before Nym you should be able to flight assist into Miranda before getting tripped by Nym. YOU WILL GET BOMED, there is nothing you can do to avoid this. But if you can hit perfectly with all three ships she should die. You may loose Wedge, or at least have him dangerously on fire... but Jan and Norra should be able to clean up. (1/1)

Strezzra/Low/Miranda - I still haven't figured this one out. Granted I've only played against it once and haven't formulated a proper plan. My brain tells me that stress is a hard counter, to Ezra dies first. Even with the Lowhrrick assist Ezra should die before he can even shoot. Lowhricck next. But then Miranda has already wrecked you and the end game is pretty harsh...  (0/1)

 

Palp Aces - I FEAST on this list. My first trial of this list was against a Palp aces and it was tastily tabled. In fact, every win against palp aces has been 100/0. Worst was shields down on Wedge. Fly in as hard and fast as possible to take down QD. QD must die on the first engagement. No and's if's or but's. You know how I said Jan fires first? Not here, Wedge does, and Wedge throws 5 highly accurate dice into QD to make him super sad. Then Jan and norra can finish QD off and Wedge runs away like a pansy. OL will be difficult for Jan and Norra because he will lock out Norra's extra dice, but Wedge will come back around and finish OL off. Ignore the shuttle unless you can't. (5/0)

 

First engagements are incredibly important. if you do not erase a ship, or have it limping bad in the first engagement you've lost. If you loose a ship before they do, you've most likely lost. 

 

This list is so much fun. It's competitive. Requires a very aggressive game pattern, and a strategy on when to disengage and how. Always have escape routes. It's better to run and hide for a couple of turns than it is to get a shot. Use Jan as a blocker for PS10+ ships if you can. 

I've been running it since January and cannot wait for SAW's Renegades to come out to hopefully make Wedge that much better if the "fix" cards are 0 points or less. 

 

 

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Defenders are pretty great for pointing at enemy and not being afraid of anything. X/7 title for the evade makes them tanky and white 4-k turn makes it easy to turn around and keep firing away. There's many flavors now but my go to's are Vessery and Ryad in some form.

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4 hours ago, Skeether said:

Defenders are pretty great for pointing at enemy and not being afraid of anything. X/7 title for the evade makes them tanky and white 4-k turn makes it easy to turn around and keep firing away. There's many flavors now but my go to's are Vessery and Ryad in some form.

I was actually considering this... still trying to find a wingman for Vessery that loves having (and keeping) Target Locks.  I came up with this:

  • Darth Vader:  Adaptability, TIE/x1, Advanced Targeting Computer (30 total)
    • The O.G. token-lover.  Wants to obtain (then keep) target locks, which helps Vessery.
  • Countess Ryad:  Push the Limit, TIE/x7, Twin Ion Engine Mk II (36 total)
    • Ryad can go straight, bank, or K-Turn and clear her PTL stress, making her an action economy nightmare.
  • Colonel Vessery:  Determination, TIE/x7 (34 total)
    • Determination makes Vessery Dark Side-proof, and he banks on his buddies' locks to keep him rerolling everything.

 

Edited by emeraldbeacon

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I fly this with great success...

 

Quickdraw - Veteran Instincts, Fire Control System, Lightweight Frame and thd Title 

Backdraft - Veteran Instincts, Fire Control System, Lightweight Frame and thd Title 

Inquisitor- Title, Autothrusters, Proton Rockets, and Push the limit.

 

I like this list because I can be super aggressive with the two Special Forces ships and the Inquisitor can punish something with thd Prockets if it gets to close.

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2 hours ago, Big k said:

I fly this with great success...

 

Quickdraw - Veteran Instincts, Fire Control System, Lightweight Frame and thd Title 

Backdraft - Veteran Instincts, Fire Control System, Lightweight Frame and thd Title 

Inquisitor- Title, Autothrusters, Proton Rockets, and Push the limit.

 

I like this list because I can be super aggressive with the two Special Forces ships and the Inquisitor can punish something with thd Prockets if it gets to close.

My concern with the Inquisitor is that, every time I fly him, I still end up at Range 1.  That's not where he wants to be. :D

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6 minutes ago, emeraldbeacon said:

My concern with the Inquisitor is that, every time I fly him, I still end up at Range 1.  That's not where he wants to be. :D

That's what the range one Prockets are for.  I have launched him in to range one when thd time was right and gave ships a very bad day. 

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If you like SF/x7, you'll want advanced optics SF for a stronger alpha. The aux arc then allows you to wiggle out of bad scenarios

Vi, fcs, optics lwf Quickdraw and Backdraft

Then slap on a delta x7 for blocking and surprisingly decent late game. Never underestimate an x7; any x7 

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Yeah Vader is a pretty good match for Vess but I'm terrible at flying him it seems from my games with him. This list took down a small tournament for me and was probably the last time I flew Defenders competitively.

TIE/SF Fighter: •"Backdraft" (31)
        Lightweight Frame (2)
        Special Ops Training (0)
        Trick Shot (0)
        Fire-Control System (2)

TIE Defender: •Colonel Vessery (33)
        TIE/x7 (-2)
        Adaptability (+1) (0)

TIE Defender: •Countess Ryad (36)
        Twin Ion Engine Mk. II (1)
        TIE/x7 (-2)
        Push the Limit (3)

Total:  100/100

It is kinda cramming them all in there skimping on EPTs but they do fit. BD is nice because he can get the TL for Vess when he shoots, and this can avoid losing it to Countermeasures or Black One.

Adaptability to PS match whoever you like. Usually up to shoot before stuff but if it doesn't matter you may want to go down since BD flies differently and is usually out of the way.

I still love the efficiency and power of this list. All 3 ships can get fully modded shots and 3 agility (LWF for BD). Defenders get evades most of the time and can sometimes even shrug missiles.

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On 4/24/2018 at 3:37 AM, emeraldbeacon said:

My concern with the Inquisitor is that, every time I fly him, I still end up at Range 1.  That's not where he wants to be. :D

Anything with both Quickdraw/Backdraft+ is highly aggressive. If your not feeling the Procket inquistor who is loads of fun go with Sabacc or Countdown.

This is as about as simple and direct as Imperial lists get. 

"Quickdraw" — TIE/sf Fighter 29
Expertise 4
Fire-Control System 2
Advanced Optics 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 39
   
"Backdraft" — TIE/sf Fighter 27
Expertise 4
Fire-Control System 2
Advanced Optics 2
Lightweight Frame 2
Special Ops Training 0
Ship Total: 37
   
"Countdown" — TIE Striker 20
Lightweight Frame 2
Adaptive Ailerons 0
Ship Total: 22

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