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Blail Blerg

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

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20 minutes ago, Blail Blerg said:

What is unkar plutt good at? 

Also what’s the strategy and wincon overall? 

Unkar sort of has built-in intimidate by handing out tractor tokens on block, so all your ships have "intimidate", he's also good at tractoring aces onto rocks(or mines) and messing with flight plans.

Strategy is clog up the lanes with medium bases, make it difficult for opponent to maneuver, drop mines on them, or their only clear route, or after blocking them, shoot blocked ships preferably. Nym can keep a seismic charge in wait to further clog things up and give your opponent bad choices.

Edited by Cerebrawl

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Welcome back people. 

I have 3 LAATs, 3 HMPs, 1 Xi animist of the other ships. 

What has been fun for you? 

What's the most fun for HMPs? Are they simply entertaining already just with title? 

Any weird good multiple LAAT lists? 

How do you fly your Xi? Do you want two? 

What other lists are recently better? 

(Ignore the 6 Nantex right now for balance) 

(Also I have 4 Nantexes. In case someone wants to suggest something, though I suggest that they'll likely get a point increase)

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I ran the following at a small tournament yesterday, and had enough fun with it that I'll probably try to run it at a larger event in the near future.

Alpha Squadron Pilot - 31

Alpha Squadron Pilot - 31

Alpha Squadron Pilot - 31

Alpha Squadron Pilot - 31

Alpha Squadron Pilot - 31

Academy Pilot - 22

Academy Pilot - 22

Total: 199

 

 

   
   
   

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I’ve been flying this lately and it’s delightfully stupid. Watching opponents flail away trying to kill Finn and Rose is great fun. Even more fun when L’ulo drops in uncontested from the flank and proceeds to go HAM on the opponent.

Heroes of the Resistance (and Bucket too) 

(29) Finn [Resistance Transport Pod]
(8) Perceptive Copilot
(1) Heroic
(4) Advanced Optics
Points: 42

(29) R1-J5 [Fireball]
(6) C-3PO
Points: 35

(44) Red Squadron Expert [T-70 X-wing]
(0) Integrated S-foils (Closed)
(1) Heroic
Points: 45

(26) Rose Tico [Resistance Transport Pod]
(6) PZ-4CO
(1) Heroic
Points: 33

(43) L'ulo L'ampar [RZ-2 A-wing]
(1) Heroic
Points: 44

Total points: 199

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So bit of an odd one from the weekend, I managed to get a LAATi on the table Vs a Double HMP, DBS404, 3x precise hunter droid list. I was originally going to fly LAAT+3x Arc's, but I managed to forget my Arc bases and dials, so I switched to triple generic CLT Jedi + LAAT (list in a sec). Now we were in a rush, so I went from memory on the backup list and didn't check LBN until this morning, here is how my woops broke down;

here is what the list should have been

Jedi with LAATi support

(37) Jedi Knight [Delta-7 Aethersprite]
(2) Calibrated Laser Targeting
Points: 39

(37) Jedi Knight [Delta-7 Aethersprite]
(2) Calibrated Laser Targeting
Points: 39

(37) Jedi Knight [Delta-7 Aethersprite]
(2) Calibrated Laser Targeting
Points: 39

(54) "Warthog" [Laat/i Gunship]
(5) Ghost Company
(8) Perceptive Copilot
(4) Clone Commander Cody
(8) Barrage Rockets
(4) Shield Upgrade
Points: 83

Total points: 200

And here is what I actually flew

Jedi with LAATi support

(37) Jedi Knight [Delta-7 Aethersprite]
(2) Calibrated Laser Targeting
Points: 39

(37) Jedi Knight [Delta-7 Aethersprite]
(2) Calibrated Laser Targeting
Points: 39

(37) Jedi Knight [Delta-7 Aethersprite]
(2) Calibrated Laser Targeting
Points: 39

(54) "Warthog" [Laat/i Gunship]
(5) Ghost Company
(8) Perceptive Copilot
Points: 67

Total points: 184

The result was a solid win to the Republic, I lost the LAATi and one Jedi was down to 1 hull for a board-wipe on the other side!

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Started flying this Grand Moff Tarkin list just a few days before the new ships came out and I have been really enjoying it.  Felt very nice to be able to get repeated double-modded missiles without worrying about trying to stay in formations, and focused v1 ties are still fairly tanky for the points.  

Colonel Jendon (49)    
    Fire-Control System (2)    
    Grand Moff Tarkin (6)    
    Targeting Computer (3)    
    ST-321 (4)    
    
Ship total: 64  Half Points: 32  Threshold: 5    
    
Baron of the Empire (28)    
    Concussion Missiles (6)    
    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Baron of the Empire (28)    
    Concussion Missiles (6)    
    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Baron of the Empire (28)    
    Concussion Missiles (6)    
    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Baron of the Empire (28)    
    Concussion Missiles (6)    
    
Ship total: 34  Half Points: 17  Threshold: 2    
    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z167X113WW34WW249W162Y172XWW99Y172XWW99Y172XWW99Y172XWW99&sn=Unnamed Squadron&obs=

They seemed to work well just letting the 4 of them swarm in the middle to either get range 1 double modded shots, or bully things like aces out into a corner with missile arcs after lighting them up like a target lock christmas tree.  When something started chasing Jendon he just disengaged and played bait.  Chase the shuttle and eat missiles up the tailpipe, or turn back to face the v1s and let Tarkin and Jendon's 2nd charge keep the double mod train running while the space whale gets turned back around again.

I've only gotten to fly it in a few matches so far but it has held up quite well against a few different meta lists, including Aggressor Sloane swarm (beat it by a large margin), Imperial Aces (tabled it) and Resistance Rey + A-Wing aces lists (came down to last turn dice rolls and lost, but just Rey alive on 1 hull vs 2 battered v1s which was the most fun game I've had in a while).

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2 hours ago, JonB2 said:

Started flying this Grand Moff Tarkin list just a few days before the new ships came out and I have been really enjoying it.  Felt very nice to be able to get repeated double-modded missiles without worrying about trying to stay in formations, and focused v1 ties are still fairly tanky for the points.  

Colonel Jendon (49)    
    Fire-Control System (2)    
    Grand Moff Tarkin (6)    
    Targeting Computer (3)    
    ST-321 (4)    
    
Ship total: 64  Half Points: 32  Threshold: 5    
    
Baron of the Empire (28)    
    Concussion Missiles (6)    
    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Baron of the Empire (28)    
    Concussion Missiles (6)    
    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Baron of the Empire (28)    
    Concussion Missiles (6)    
    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Baron of the Empire (28)    
    Concussion Missiles (6)    
    
Ship total: 34  Half Points: 17  Threshold: 2    
    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z167X113WW34WW249W162Y172XWW99Y172XWW99Y172XWW99Y172XWW99&sn=Unnamed Squadron&obs=

They seemed to work well just letting the 4 of them swarm in the middle to either get range 1 double modded shots, or bully things like aces out into a corner with missile arcs after lighting them up like a target lock christmas tree.  When something started chasing Jendon he just disengaged and played bait.  Chase the shuttle and eat missiles up the tailpipe, or turn back to face the v1s and let Tarkin and Jendon's 2nd charge keep the double mod train running while the space whale gets turned back around again.

I've only gotten to fly it in a few matches so far but it has held up quite well against a few different meta lists, including Aggressor Sloane swarm (beat it by a large margin), Imperial Aces (tabled it) and Resistance Rey + A-Wing aces lists (came down to last turn dice rolls and lost, but just Rey alive on 1 hull vs 2 battered v1s which was the most fun game I've had in a while).

Tarkin! Very amusing. Been wondering if I should get more protos. 

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Gideon Hask (40)

Omega Squadron Expert (34)
Crack Shot (2)
Advanced Optics (4)

Omega Squadron Expert (34)
Crack Shot (2)
Advanced Optics (4)

Omega Squadron Expert (34)
Crack Shot (2)
Advanced Optics (4)

Omega Squadron Expert (34)
Crack Shot (2)
Advanced Optics (4)
Total: 200

Little mini firesprays with 3 forward, 3 rear attack vs damaged enemies. 

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2 hours ago, wurms said:

Gideon Hask (40)

Omega Squadron Expert (34)
Crack Shot (2)
Advanced Optics (4)

Omega Squadron Expert (34)
Crack Shot (2)
Advanced Optics (4)

Omega Squadron Expert (34)
Crack Shot (2)
Advanced Optics (4)

Omega Squadron Expert (34)
Crack Shot (2)
Advanced Optics (4)
Total: 200

Little mini firesprays with 3 forward, 3 rear attack vs damaged enemies. 

I was thinking of that too but the durability of the tie SF worries me. I feel like a skilled opponent will out pilot skill them and fly around them and try and pick them off one by one. 

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Almost certainly this isn't a good list, but...

Omega Squadron Expert (34)    
    Snap Shot (7)    
    Automated Target Priority (1)    
Omega Squadron Expert (34)    
    Snap Shot (7)    
    Automated Target Priority (1)    
Omega Squadron Expert (34)    
    Snap Shot (7)    
    Automated Target Priority (1)    
Omega Squadron Expert (34)    
    Snap Shot (7)    
    Automated Target Priority (1)
Omega Squadron Ace (28)    
    Fanatical (2)     
Total: 198

Do the typical bowtie for the SF at setup. Either you snag calculates or damage off of your Snap Shots, then take your actual shots. You get double the chances to collect calcs, and you can just take evades once you establish a bank of calc giving the list longevity.

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18 hours ago, Blail Blerg said:

I was thinking of that too but the durability of the tie SF worries me. I feel like a skilled opponent will out pilot skill them and fly around them and try and pick them off one by one. 

Doesnt matter if they fly around you, you have 4 arcs in the back :)

Ive flown 5 SFs to good results in the past beating everything from Super kylo/quickdraw to Trip Jedi Aces to vulture swarms. So trading malarus for one SF loses the rear arc, but gives the rest a 3rd die.

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11 hours ago, wurms said:

Doesnt matter if they fly around you, you have 4 arcs in the back :)

Ive flown 5 SFs to good results in the past beating everything from Super kylo/quickdraw to Trip Jedi Aces to vulture swarms. So trading malarus for one SF loses the rear arc, but gives the rest a 3rd die.

What about getting them nailed out of the sky one by one by aces? 

How brutal is the first turn and second turn of combat usually? 

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Got another Tarkin list on the mat that did well today.  Tabled a Holo + 3 Silencers squad with 4 aggressors still on the board.  Seems promising and I'd give it another whirl sometime. I still like the 4 Barons version a little better though, but that may just be personal flavor.

Colonel Jendon (49)    
    Grand Moff Tarkin (6)    
    Targeting Computer (3)    
    
Ship total: 58  Half Points: 29  Threshold: 5    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
    
Total: 198    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z167XWW34WW249WY190X137WWWWY190X137WWWWY190X137WWWWY190X137WWWWY190X137WWWW&sn=Unnamed Squadron&obs=yt2400debris2,vt49decimatordebris0,vt49decimatordebris1

It boils down to just being a more aggressive version of the popular Sloane equivalent, forgoing the slow attrition grind for a DPS race and not worrying about that aura bubble messing with maneuvers.  But hey, it seemed to work well enough so far and it was a fun change of pace.

Edited by JonB2

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9 minutes ago, JonB2 said:

Got another Tarkin list on the mat that did well today.  Tabled a Holo + 3 Silencers squad with 4 aggressors still on the board.  Seems promising and I'd give it another whirl sometime. I still like the 4 Barons version a little better though, but that may just be personal flavor.

Colonel Jendon (49)    
    Grand Moff Tarkin (6)    
    Targeting Computer (3)    
    
Ship total: 58  Half Points: 29  Threshold: 5    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
Sienar Specialist (26)    
    Dorsal Turret (2)    
    
Ship total: 28  Half Points: 14  Threshold: 3    
    
    
Total: 198    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z167XWW34WW249WY190X137WWWWY190X137WWWWY190X137WWWWY190X137WWWWY190X137WWWW&sn=Unnamed Squadron&obs=yt2400debris2,vt49decimatordebris0,vt49decimatordebris1

It boils down to just being a more aggressive version of the popular Sloane equivalent, forgoing the slow attrition grind for a DPS race and not worrying about that aura bubble messing with maneuvers.  But hey, it seemed to work well enough so far and it was a fun change of pace.

Any comment on Barons vs Inquisitors? 

Is the force a big deal, or do you make it up by the extra ship in Barons? 

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1 minute ago, Blail Blerg said:

Any comment on Barons vs Inquisitors? 

Is the force a big deal, or do you make it up by the extra ship in Barons? 

I actually have a 3x Inq with missiles squad on the list to try.  It does give up some offense for that extra force tricks though and I haven't had any real issues with the baron's survivability yet.

Here it is though if you want to give it a go.

Colonel Jendon (49)    
    Fire-Control System (2)    
    Director Krennic (4)    
    Grand Moff Tarkin (6)    
    Shield Upgrade (4)    
    ST-321 (4)    
    
Ship total: 69  Half Points: 35  Threshold: 6    
    
Inquisitor (36)    
    Predictive Shot (1)    
    Concussion Missiles (6)    
    
Ship total: 43  Half Points: 22  Threshold: 2    
    
Inquisitor (36)    
    Predictive Shot (1)    
    Concussion Missiles (6)    
    
Ship total: 43  Half Points: 22  Threshold: 2    
    
Inquisitor (36)    
    Predictive Shot (1)    
    Concussion Missiles (6)    
    
Ship total: 43  Half Points: 22  Threshold: 2    
    
    
Total: 198    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z167X113WW28W34W165W162Y171X203WW99Y171X203WW99Y171X203WW99&sn=Unnamed Squadron&obs=

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Just now, JonB2 said:

I actually have a 3x Inq with missiles squad on the list to try.  It does give up some offense for that extra force tricks though and I haven't had any real issues with the baron's survivability yet.

Here it is though if you want to give it a go.

Colonel Jendon (49)    
    Fire-Control System (2)    
    Director Krennic (4)    
    Grand Moff Tarkin (6)    
    Shield Upgrade (4)    
    ST-321 (4)    
    
Ship total: 69  Half Points: 35  Threshold: 6    
    
Inquisitor (36)    
    Predictive Shot (1)    
    Concussion Missiles (6)    
    
Ship total: 43  Half Points: 22  Threshold: 2    
    
Inquisitor (36)    
    Predictive Shot (1)    
    Concussion Missiles (6)    
    
Ship total: 43  Half Points: 22  Threshold: 2    
    
Inquisitor (36)    
    Predictive Shot (1)    
    Concussion Missiles (6)    
    
Ship total: 43  Half Points: 22  Threshold: 2    
    
    
Total: 198    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z167X113WW28W34W165W162Y171X203WW99Y171X203WW99Y171X203WW99&sn=Unnamed Squadron&obs=

Nice. One of the common versions of this was Jedon 2 Inqs and Soontir. Soontir as I6 was quite effective too. 

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7 minutes ago, Blail Blerg said:

Nice. One of the common versions of this was Jedon 2 Inqs and Soontir. Soontir as I6 was quite effective too. 

Yeah, I think you have to give up too many useful toys to squeeze soontir in now with the price increase on Inq though.  Not convinced he's really worth it over just taking the 3rd Inq instead and having room for everything else.

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13 hours ago, wurms said:

Doesnt matter if they fly around you, you have 4 arcs in the back :)

Seems like the two of us are some of the biggest SF fans onhere. =D

Replying to @wurms but no doubt it's preaching to the choir.

SFs are some of the killbox masters of X-Wing.  Nantex are up there, and RZ-2s are more popular due to high initiative, but SFs are just barely behind them.  Being an essentially single-action ship, and that action almost always being a focus, it seems like they ought to fly clunky, but that rear gun really opens up their practical mobility.  There are simply more moves that are good for an SF that other ships wouldn't bother with, and they can really leverage all the white on that dial.

Only I'm hesitant to drop an Omega for Hask.  Might be worth, since the 2-dice guns of SFs can have trouble finishing off wounded chonkers, but Hask's direct contribution is low.  Eh, best to just fly the new stuff, get a feel for it.

2 hours ago, Blail Blerg said:

What about getting them nailed out of the sky one by one by aces? 

How brutal is the first turn and second turn of combat usually? 

Defending at Range 3 with a focus gives and those 6 health, you'll usually survive three double-mod 3-dice attacks, and whoever attempts it is likely to get four or five 2-hit attacks coming their way.  SFs are very good at catching stuff in arc.

And it'll need to be three attacks: you'll almost never get splashed by two primary attacks, even at Range 2.

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1 hour ago, theBitterFig said:

Seems like the two of us are some of the biggest SF fans onhere. =D

Replying to @wurms but no doubt it's preaching to the choir.

SFs are some of the killbox masters of X-Wing.  Nantex are up there, and RZ-2s are more popular due to high initiative, but SFs are just barely behind them.  Being an essentially single-action ship, and that action almost always being a focus, it seems like they ought to fly clunky, but that rear gun really opens up their practical mobility.  There are simply more moves that are good for an SF that other ships wouldn't bother with, and they can really leverage all the white on that dial.

Only I'm hesitant to drop an Omega for Hask.  Might be worth, since the 2-dice guns of SFs can have trouble finishing off wounded chonkers, but Hask's direct contribution is low.  Eh, best to just fly the new stuff, get a feel for it.

Defending at Range 3 with a focus gives and those 6 health, you'll usually survive three double-mod 3-dice attacks, and whoever attempts it is likely to get four or five 2-hit attacks coming their way.  SFs are very good at catching stuff in arc.

And it'll need to be three attacks: you'll almost never get splashed by two primary attacks, even at Range 2.

much appreciated to you and @wurms for your contributions. 

I will have to give it a shot. 

Any thoughts on ATP vs Optics? 

 

I will take your advice to first try 5 40pt SFs first. 

What does mid and end game look like in this list? (Assume a very tough opponent) Do you think the loss of the back arc from Hask is a big deal? The added die seems to be worth it... 

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Mass SF are a pain to deal with, I know that much. They can limp off, leverage that rear arc and maintain boxes whilst forcing target changes. You have to be prepared for the attrition. Even with aces, they can make chasing the kill a bad choice.

Like most lists of this nature, you need to work towards the tipping point with some caution. Unless your squad is a big, beefy yolo hammer.

 

One new idea worked. I will be having fun with Calibrated Plo, 7FG Warthog and 2 Jedi Knights.

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