Jump to content
Blail Blerg

Call for suggestions: What are you having fun with that we should try??

Recommended Posts

Posted (edited)

I am counting to 5, and then to 200. Largely because it's fun not having to be cautious. Also, 5 seems like a sort of magic number for cramming in a variety of tools.

And pretty much all HS ofc. Tis the season.

So Reps- 3 CLT plus stuff.

Imps- 3 TIE Adv plus stuff.

(Although 4 ship is nice, with Maarek and Duchess as options. Not necessarily very strong though).

Scum- Scyks, Fangs plus stuff. This is where most fun has been had. Because it's simple.

Ships 4/5 cover beef/ace territory. I like a little bit of everything in my stew.

 

Edited by Cuz05

Share this post


Link to post
Share on other sites

I may have finally lost it. Haven't gotten to try it yet, but I want to. Thoughts?

Lando Calrissian (79)    
    Nien Nunb (5)    
    Perceptive Copilot (8)    
    Engine Upgrade (7)    
    Millennium Falcon (3)    
    
Ship total: 102  Half Points: 51  Threshold: 7    
    
Dash Rendar (91)    
    Trick Shot (4)    
    
Ship total: 95  Half Points: 48  Threshold: 5    
    
    
Total: 197    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z43XWWW52W54WW107W154Y39X133WWWWWW&sn=Unnamed Squadron&obs=

Share this post


Link to post
Share on other sites

Dont think Lando needs engine upgrade as is likely to do blue moves anyway.

 

I have this version saved to someday try:

Dash & Lando

(91) Dash Rendar [YT-2400 Light Freighter]
(8) Perceptive Copilot
(14) Bistan
Points: 113

(79) Lando Calrissian [Modified YT-1300 Light Freighter]
(5) Nien Nunb
Points: 84

Total points: 197

 

Other option would be trick shot and outrider on Dash instead 

Share this post


Link to post
Share on other sites
Posted (edited)

 

On 3/3/2020 at 11:02 AM, Revanur said:

(91) Dash Rendar [YT-2400 Light Freighter]
(8) Perceptive Copilot
(14) Bistan

I’m not the only one that’s thought of this combo! :) 

Been having a lot of fun with this Dash list lately:

 

Dash Rendar (91)                    {198}
•Perceptive Copilot (8)

Luke Skywalker (62)
•Servomotor S-foils (0)  
•Proton Torpedoes (13)
•Supernatural Reflexes (24)

Supernatural Luke and Dash. Nothing more needs to be said.

 

Edited by Cyptor

Share this post


Link to post
Share on other sites

Kyle Katarn (54)

-Jyn Erso and Moldy Crow

 

Garven Dreis (47)

 

Jake Farrell (44)

-Proton Rockets, and Crack Shot

 

Dutch Bandar (55)

-Veteran Turret Gunner, Ion Cannon Turret

200 points

 

It's a lot of fun to fly. With almost everyone at Ini 4, there's a lot of flexibility and a ton of free actions for everyone. Even as ships are eliminated the machine as a whole doesn't fall apart. 

As always though, I'm open to suggestions.

Share this post


Link to post
Share on other sites
59 minutes ago, Freaknut said:

Kyle Katarn (54)

-Jyn Erso and Moldy Crow

 

Garven Dreis (47)

 

Jake Farrell (44)

-Proton Rockets, and Crack Shot

 

Dutch Bandar (55)

-Veteran Turret Gunner, Ion Cannon Turret

200 points

 

It's a lot of fun to fly. With almost everyone at Ini 4, there's a lot of flexibility and a ton of free actions for everyone. Even as ships are eliminated the machine as a whole doesn't fall apart. 

As always though, I'm open to suggestions.

Hey welcome, this doesn't look like a bad list. but you'll have some trouble keeping everyone together (mitigable with practice). I suggest also trying versions with Wedge, as I think you don't need to be triple/quadruple downing on multiple tokens. 

Pretty good though. I would be willing to bet on this one if flown well. 

Share this post


Link to post
Share on other sites
9 hours ago, Cyptor said:

Dash Rendar (91)                    {198}
•Perceptive Copilot (8)

Luke Skywalker (62)
•Servomotor S-foils (0)  
•Proton Torpedoes (13)
•Supernatural Reflexes (24)

Supernatural Luke and Dash. Nothing more needs to be said.

 

Back at the start of 2.0, we had fun running this with Lone Wolf on Dash.

It was a fairly risky thing then, don't know how it copes now... Lone Wolf did a lot of work.

I have considered busting it out again in our games at home, with Plasma instead of ProTorps, to make room for LW. I think the bid is way too small now to help it be more than just fun though, the dangers come in a lot more flavours these days.

Share this post


Link to post
Share on other sites
Posted (edited)
43 minutes ago, Cuz05 said:

Back at the start of 2.0, we had fun running this with Lone Wolf on Dash.

It was a fairly risky thing then, don't know how it copes now... Lone Wolf did a lot of work.

I have considered busting it out again in our games at home, with Plasma instead of ProTorps, to make room for LW. I think the bid is way too small now to help it be more than just fun though, the dangers come in a lot more flavours these days.

It is fairly risky. I’ve found X Wings as a whole to be pretty tanky, but Luke usually takes heavy damage when there is more than one gun pointing at him. It takes very good flying and a bit of luck to make him work :) 

That’s a good idea, I hadn’t thought of Lone Wolf. However, if we wanna drop Protons, I’d probably leave him torpedoless. I’d probably put some sort of astromech on him, like R2 or R4 astromech. That R4 gives us at least some sort of bid and I personally like R2.

 

 

Edited by Cyptor

Share this post


Link to post
Share on other sites
1 hour ago, Cyptor said:

That’s a good idea, I hadn’t thought of Lone Wolf. However, if we wanna drop Protons, I’d probably leave him torpedoless. I’d probably put some sort of astromech on him, like R2 or R4 astromech. That R4 gives us at least some sort of bid and I personally like R2.

Oh but the Super Torps are so good. With the foils closed, he can boost and torp with minimal fuss or set up.

But tbf, I think the bid is more useful.

Share this post


Link to post
Share on other sites

Aside from my usual Kihraxz swarm with all it's cool toys?

Quite enjoying the TIE Interceptor at the moment; Soontir is Soontir, but I love trying to exploit Turr Phennir's ability.

2 X Delta and Lambda is always fun as well.

Share this post


Link to post
Share on other sites
11 hours ago, Cuz05 said:

Oh but the Super Torps are so good. With the foils closed, he can boost and torp with minimal fuss or set up.

But tbf, I think the bid is more useful.

Oh, beginners mistake! (I’ve only been playing for about a month.) I thought S-Foils decreased all attacks, not just primary. 
 

That’s a hard choice, then. If we’re doing casual, then plasmas would probably be my preference. 

Share this post


Link to post
Share on other sites
Posted (edited)

Coming in hot with some hot new tech. 

Leia Organa (79)
Sense (5)
Mag-Pulse Warheads (6)
Ezra Bridger (14)
Magva Yarro (8)
Kanan Jarrus (12)
Shield Upgrade (4)
Hull Upgrade (3)
Millennium Falcon (3)

Bandit Squadron Pilot (22)

Bandit Squadron Pilot (22)

Bandit Squadron Pilot (22)
Total: 200

View in Yet Another Squad Builder 2.0

Played a few games with this. Including one vs Boba Fenn (win) and one vs Droid swarm (loss).  

A basic set up of 3 Zs in a pinwheel, falcon ready to turn away and do runaway around the edge of the map / or follow alongside the Zs. 

It has punch. The Zs were incredible firepower when they weren't in the sweet spots of Fenn/Boba or droid blocked. 

Leia too, is nothing to scoff at offensively. She has sense to help with I6s, AND the Zs can block. This list has a game plan vs aces. MagPulse gives you 3 arcs to catch aces in. For those of you who don't understand how to play against aces, pay attention, I'm dropping a free lesson. 

Leia's defense isn't great: You can survive one whole turn rerolling like Boba with all your force, but you'll be spent the next turn. 
You're extraordinarily action starved: you want evade AND TL AND boost. 
You need Kanan: otherwise any stress and you're liable to fly off the map or careen uncontrollably thru enemy blockers and rocks.

 

Most importantly, its very fun, has a lot of dynamic thinking, has game vs aces, and it has Leia! And Zs. Some of my favorites. 

Edited by Blail Blerg

Share this post


Link to post
Share on other sites

I have been having a ton of fun with this list. It started because I build up the E wings as a good ship to get me out of my rebel beef comfort zone. Then I had the 60pts left, and thought how Norra is my favorite pilot. Tactical scrambler was an afterthought but it plays some serious mind games on people.  Tons of fun since I feel like the E wings play so different than the B wings and Y wings I always fly. 

Norra Wexley (55)    
    Tactical Scrambler (2)    
    
Ship total: 57  Half Points: 29  Threshold: 5    
    
Rogue Squadron Escort (53)    
    Crack Shot (1)    
    Proton Torpedoes (13)    
    R3 Astromech (3)    
    
Ship total: 70  Half Points: 35  Threshold: 3    
    
Rogue Squadron Escort (53)    
    Crack Shot (1)    
    Proton Torpedoes (13)    
    R3 Astromech (3)    
    
Ship total: 70  Half Points: 35  Threshold: 3    
    
    
Total: 197    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z77XWWWWW110Y23X116WW136W4WY23X116WW136W4W&sn=Unnamed Squadron&obs=

Share this post


Link to post
Share on other sites

I played 4-5 games with FO when 2.0 dropped, but I finally settled with Rebels, Resistance, Republic, and some scum, so I sold my FO collection. Now with the quarantine and all, I downloaded vassal and have been playing FO aces all the time. Vonreg (daredevil) Holo (proud) & Kylo (optics). Really enjoying these red ships

Share this post


Link to post
Share on other sites
Posted (edited)
7 hours ago, Blail Blerg said:

Ok what new cool builds do we have? 

gonna need some new ideas 

Someone has posted something like this before, I think, but it's still really fun...

Triple Infiltrator (Hyperspace, 199)

Darth Maul (63)     {81}

- General Grievous (3)

- Proton Torpedoes (13)

 

Count Dooku (63)     {67}

- Scimitar (4)

 

O-66 (51)     {51}

 

This is just a really aggressive list that's really fun. Usually, I fly O and Maul in a loose formation while Dooku flanks with his scimitar cloak token. Dooku and Maul force points help with green dice reliability, and Maul's bonus attacks are really awesome. 

 

I've played twice with it:

Once against an extended Tavson/Muse/Phasma/QD corner fortressing list. This I lost by points. It was pretty annoying to play against. as all fortressing lists are, and I lost by a fair margin. 

Once against a striker swarm of 5, all with hull upgrades and ruthless. My opponent was REALLY good with the Strikers, but in killing O and Dooku he got a little overzealous with his Ruthless, and endgame, Maul was able to delete four wounded strikers in three turns. 

For extended, I switch Protons on Maul for Chancellor on O. When flying in formation with Maul, you can do fun things:

First turn, flip to Sidious. Then, every turn after moving, purple coordinate to Maul to give him an action, which he will take as a focus. The Sidious coordinate will give him an extra force, allowing him to bonus attack without stopping, or an extra focus, which will mod both of his shots or one of his defense dice. Then, blue move with maul and take a lock on something. Maul now has: two focus tokens, a lock, and a bonus attack. It's amazing!

Also, I don't know if anyone has done this before, but I came up with this two nights ago, and haven't tested it yet. 

Yet Another Sear Swarm (Extended, 199)

Captain Sear (45)     {59}

- Imperium Plating (4)

- Kraken (10) 

 

Feethan Ottraw Autopilot x4 (35 each)

 

This is pretty simple, it was made in my efforts to create a separatist 5X list.

Edited by Cyptor

Share this post


Link to post
Share on other sites

Recent events have conspired to get me playing on vassal. Which is good because I can try things out much easier. 

I've had a go at

Leia (K2S0 crew), Luke & Thane (R4) - Great fun, 3 double modded 3 dice guns at i5 and mods to spare most of the time. Requires good first engage of all three guns pointing at the same target but is brutal when you do that. 

Cova(R4, Leia crew); Kaz (R5), Jess, Bastian - A brutal jousting block that can catch people by surprise. Cova is a real utility piece, and while tough to get the best out of her, is probably one of the best pieces in the Resistance. Jess and Bastian are a really solid pair too with passive mods available. Kaz fits nicely, but could just as easily be another T-70, though that removes the option of a fast, serious flanker. 

 

Share this post


Link to post
Share on other sites
Posted (edited)

so the joke goes like: Two Captains, a Rodian, a gunnrunner and an android (?) walk into an asteroidfield....

 


Captain Jostero (42)    
    Contraband Cybernetics (2)    
    Deadman's Switch (2)    
    
Ship total: 46  Half Points: 23  Threshold: 3    
    
Torani Kulda (48)    
    Snap Shot (8)    
    R5-TK (0)    
    Contraband Cybernetics (2)    
    
Ship total: 58  Half Points: 29  Threshold: 5    
    
G4R-GOR V/M (28)    
    Autoblasters (3)    
    
Ship total: 31  Half Points: 16  Threshold: 2    
    
Jakku Gunrunner (30)    
    Tobias Beckett (2)    
    Contraband Cybernetics (2)    
    
Ship total: 34  Half Points: 17  Threshold: 3    
    
Captain Seevor (30)    
    Crack Shot (1)    
    
Ship total: 31  Half Points: 16  Threshold: 2    
    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z122XW92W93WWY129X256WWW9W92WY399XW232Y143XW62WW92WY247X116W&sn=Unnamed Squadron&obs=

tbh I hope I am right with the android, because there is not alot of infos about G4R-GOR V/M, maybe someone here can enlightn me!


While playing this list, you will get a strong "scumy" feeling, alot of tricks& tools, and when you are done it's probably 200vsXXX. In on  or the other way, that's at least my knowledge and observations with the list.  ¯\_(ツ)_/¯


The idea behind the list is; make extra damage.

 

Inflict damage through:


- Tractor (someone on a rock, lower the agility)

- Torani bullseye (not that simple vs some ships and lists, but nice if it happens

- Crits with the andoid (either your opponennt shouts at him, or you with Torani)

- Bonusattack of Captain Jostero (alot of people think, the whole list is about him, but actually it's more like a "nice to have", cool when it happens, mostlikeley it is an unmodified shot. Don't expect to much)

- Deadmanswitch (just make shure it hits more ships of your opponent then of you)

-An then there is the other Captain, the one we love when he is on our side, and we hate when we play against him, Seevor. (I think this guy is self explaining )

 

I had fun with the list, no mather if it ended 200:XXX or XXX:200

I love the fact of 5 diffrent ships, dials etc. but it can be exhausting (remembering a lot of triggers)

Edited by Dragon_King

Share this post


Link to post
Share on other sites
8 hours ago, Dragon_King said:

so the joke goes like: Two Captains, a Rodian, a gunnrunner and an android (?) walk into an asteroidfield....

  Reveal hidden contents


Captain Jostero (42)    
    Contraband Cybernetics (2)    
    Deadman's Switch (2)    
    
Ship total: 46  Half Points: 23  Threshold: 3    
    
Torani Kulda (48)    
    Snap Shot (8)    
    R5-TK (0)    
    Contraband Cybernetics (2)    
    
Ship total: 58  Half Points: 29  Threshold: 5    
    
G4R-GOR V/M (28)    
    Autoblasters (3)    
    
Ship total: 31  Half Points: 16  Threshold: 2    
    
Jakku Gunrunner (30)    
    Tobias Beckett (2)    
    Contraband Cybernetics (2)    
    
Ship total: 34  Half Points: 17  Threshold: 3    
    
Captain Seevor (30)    
    Crack Shot (1)    
    
Ship total: 31  Half Points: 16  Threshold: 2    
    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z122XW92W93WWY129X256WWW9W92WY399XW232Y143XW62WW92WY247X116W&sn=Unnamed Squadron&obs=

tbh I hope I am right with the android, because there is not alot of infos about G4R-GOR V/M, maybe someone here can enlightn me!


While playing this list, you will get a strong "scumy" feeling, alot of tricks& tools, and when you are done it's probably 200vsXXX. In on  or the other way, that's at least my knowledge and observations with the list.  ¯\_(ツ)_/¯


The idea behind the list is; make extra damage.

  Reveal hidden contents

Inflict damage through:


- Tractor (someone on a rock, lower the agility)

- Torani bullseye (not that simple vs some ships and lists, but nice if it happens

- Crits with the andoid (either your opponennt shouts at him, or you with Torani)

- Bonusattack of Captain Jostero (alot of people think, the whole list is about him, but actually it's more like a "nice to have", cool when it happens, mostlikeley it is an unmodified shot. Don't expect to much)

- Deadmanswitch (just make shure it hits more ships of your opponent then of you)

-An then there is the other Captain, the one we love when he is on our side, and we hate when we play against him, Seevor. (I think this guy is self explaining )

 

I had fun with the list, no mather if it ended 200:XXX or XXX:200

I love the fact of 5 diffrent ships, dials etc. but it can be exhausting (remembering a lot of triggers)

Sounds like a really interesting list. If hard to fly! Good idea. Very entertaining. 

Share this post


Link to post
Share on other sites

I'd like to treat you all to a new sick list I tried. 

Going off the idea of using 75% ships that completely don't care about being attacked (efficient or long haul logs) plus one ace, I tried and built this list. Played against some FO aces + FO ties. 

This list honestly  looks like ****. And in fact, the first turns can look like utter crap. I just threw the two scurrgs and TPV directly into the fray. They got blocked like 80% of the time for the next 4 turns. Bad right? But there was no room for the aces either, and they just threw enough raw natural dice that both aces eventually died. Dengar went for the flank and was a boring target. 

The scurrgs REALLY just ate the aces. I suggest Nym is worth the 3 points, but Sol for Init3 isn't. Surprising right? This list seems to care more about blocking than being high init. But the high init3/5 did help to initiative kill some ties. I suggest the trade down to Init2 isn't bad but probably a wash. 

I would consider doing Nym, I2 Scurrg, I1 Cartel Scyk + ?Dengar?. Dengar sadly was terrible: flanking took way too long. Thankfully, you can kind of not worry about not starting going the blue direction: Very few lists really want to just joust the hyper efficient scurrgs + dengar. That's a lot of arc coverage with nowhere to run for flimsy ships. (You can probably build a middle lane scape route with rocks if you end up against a list that DOES want to just joust you.) 

While the dorsals are theoretically more damage, I suspect ICT will be better: the ioning will probably help over time to drop their shots, and the 3-4 dice is better than the 2-3 dice of the Dorsal. This is the first upgrade I'd improve. The second is to consider putting seismics or bomblets on the scurrgs. That area denial is bonkers. (Note you may lose some efficiency). 
A crazy idea about flight pattern is coming to me also: Into a joust, you may wish to place your turrets backwards and leave them there indefinitely. They may work like arc-170s. With bombs, side. The Scurrg dial is not very good, having a back shot may prove very useful. Where as side turrets encourage turning, but scurrgs are medium bases and clumsy and most of you know that just hard turning generally doesn't actually death trap most ships. 

The Scyk is great for its value. 

Dengar is shht. Don't freaking turn that turret: you'll NEVER get it back forward ever again. NEVER. There's no point in using a few points to upgrade him either, because his design is SHHT. No contraband cyber: You can't do the first linked action cuz its white, so you can't rotate either.  Electronic Baffle, really didn't help either, I had it: you wanted to both k-turn AND turn turret, surprise. you can't. Anyway, take it from me: if you turn the turret, Dengar will do 1 meaningful damage over the next 4 turns. One. Not one per turn. One. 

Consider a Fang or Fenn instead. Or something else I5. The high init is helpful. Dengar/Punishing front arc does damage. 

Captain Nym (48)
Dorsal Turret (3)

Sol Sixxa (46)
Dorsal Turret (3)

Tansarii Point Veteran (29)
Ion Cannon (6)

Dengar (53)
Jamming Beam (0)
Punishing One (5)
R5 Astromech (4)
Total: 197

View in Yet Another Squad Builder 2.0

Share this post


Link to post
Share on other sites
9 hours ago, Blail Blerg said:

I'd like to treat you all to a new sick list I tried. 

You can get a whole other ship in there.... You know what's better than one Ion Scyk?

(38) Nom Lumb [JumpMaster 5000]
(3) Autoblasters
Points: 41

(45) Lok Revenant [Scurrg H-6 bomber]
(3) Dorsal Turret
Points: 48

(45) Lok Revenant [Scurrg H-6 bomber]
(3) Dorsal Turret
Points: 48

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

Total points: 199

Share this post


Link to post
Share on other sites
18 hours ago, Cuz05 said:

You can get a whole other ship in there.... You know what's better than one Ion Scyk?

(38) Nom Lumb [JumpMaster 5000]
(3) Autoblasters
Points: 41

(45) Lok Revenant [Scurrg H-6 bomber]
(3) Dorsal Turret
Points: 48

(45) Lok Revenant [Scurrg H-6 bomber]
(3) Dorsal Turret
Points: 48

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

(25) Cartel Spacer [M3-A Interceptor]
(6) Ion Cannon
Points: 31

Total points: 199

Yeah but now you're just a bulk list with nearly no other tricks than blocking and extra arcs. And just generic raw value (admittedly good) 

Oh I did forget about the neat trick with the cannon forward arc on the jump. thats a good one. But the 2 die primary is ew. I'm not sold on that ship. 

 

Yes, its a good list, but I'm bored of that. 

Also, I think you'll find the large + 2 medium bases a pain to deal with. 

Share this post


Link to post
Share on other sites
Posted (edited)
5 hours ago, Blail Blerg said:

Yeah but now you're just a bulk list with nearly no other tricks than blocking and extra arcs. And just generic raw value (admittedly good) 

Oh I don't massively like it or believe in it, I just thought it was a more efficient version of what you posted, so maybe you"d appreciate extra sickness.

 A list like this fares better by doubling down on the block/control angle, rather than initiative. You would get your actions and rotates.

Nom brings better tricks for the points than Dengar and your 2 Scurrgs were not equipped to leverage anything on that front. So technically, I think it has better tricks 😄

I believe the point of 2 medium, 1 large is that it's a pain for your opponent to deal with, rather than yourself..... this is why we play such things.

Edited by Cuz05

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...