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

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6 hours ago, CoffeeMinion said:

That sounds awesome. I’ve been having terrible luck with Scyks in 2E thus far, which makes me sad, since they seem fine on paper and I liked them in 1E. My first game with them they literally evaporated before they could do anything, and my second game was an exercise in frustration trying to line up bullseyes for HLCs (which never happened) (and then they evaporated too).

Maybe it’s ion-or-nothing? I ran missiles on them in 1E but I’m still trying to wrap my head around what’s good and what isn’t in 2E.

They are very dice-dependant. I've played a lot of generic TIE Interceptors which behave similarly: 55% win rate in 12 tournament games so far. But loads of fun!

At 33pts for the Ion Scyks, they are directly comparable with Alphas: one more health vs a reposition.  What made them shine in my 2 games were Palob and Seevor removing dice mods so I didn't lose a ship in the first engagement. e.g.  Duchess rolled 1 hit and 3 eyes against Palob, but I'd taken her focus away. The Sabre was also at range 1 and put 3 hits through on him after using its Crack Shot because I couldn't take a 2nd focus away. That would have killed Palob before he could shoot!

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Fun, cheap enough to be somewhat effective:

Dash- Agile Gunner, Seasoned Navigator, Trick Shot, Outrider title, Rigged Cargo

Norra [ARC]- 3PO, Veteran Turret Gunner. 

Dash becomes a pretty tricky target with this build. Dial in a 3, and if you're getting blocked, take a stress to change to something that lets you jump over an obstacle, which clears your stress and gets you shooting through debris, which you want to be doing anyway. And the free arc change at the end of each turn allows for great mind games. 

Norra is pretty beefy at range 1 to make her worth the points. 

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Xizor was always my favorite scum ship because a.) The viper is dope and b.) I found his ability to be peak scum

Unfortunately, there's not a whole lot to pair him with. Best I could do (hyperspace):

Xizor and Co

(56) Old Teroch [Fang Fighter]
(2) Predator
Points: 58

(54) Prince Xizor [StarViper-class Attack Platform]
(2) Fire-Control System
Points: 56

(54) Dalan Oberos [StarViper-class Attack Platform]
(2) Predator
Points: 56

(26) L3-37 [Escape Craft]
(2) Tactical Officer
Points: 28

Total points: 198

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Posted (edited)

I flew a very satisfying 4-LOM today:

4-LOM (49)
Elusive (3)
Advanced Sensors (10)
Qi’ra (2)
Mist Hunter (2)
Jamming Beam (0)

Total: 66

It’s not terribly revolutionary, but Elusive and Qi’ra made a huge impact on his maneuverability and survivability. There were a handful of moments in the early game when I wished I had 0-0-0 on board, but Qi’ra was absolutely clutch when it got down to the endgame and I had to push the G-1A’s clunky chassis into a knife fight.

Edited by CoffeeMinion
Adding total

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The Unexpectables

(50) "Echo" [TIE/ph Phantom] (6) Outmaneuver (9) Fifth Brother. Points: 65

(46) Seventh Sister [TIE Advanced v1] (16) Supernatural Reflexes. Points: 62

(65) Darth Vader [TIE Advanced x1] (6) Afterburners (2) Fire-Control System. Points: 73

Total points: 200

It's performed really quite well and been a lot of fun to fly. I have a whole boatload of text to go with it on the Squad List board, so I'll not burden this post further :)

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Norra Wexley (55)  C-3PO (8)  Veteran Tail Gunner (4)    
    
Saw Gerrera (52)   Leia Organa (2)  Tactical Officer (2)    Pivot Wing (0)    

Horton Salm (37)    Ion Cannon Turret (4)     Veteran Turret Gunner (6)    
    
Lieutenant Blount (30)    
  
Total: 200    

Norra is beefy at R1, Saw gives rerolls to everyone once they get damaged, Horton gets rerolls from friendlies (probably Norra) at R1 of defender, and Blount is cheap 3/4 red dice. I've been trying other variations without Horton, but this one I feel confident in. 

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Ketsu!  Fearless, Maul, Shadowcaster is solid.  Such a bully, tossing folks all over the place.  Fly with pretty much any other combination of Init 5 Scum.

  • Old Para was using Old Terroch and Talonbane Cobra, not sure if he still is.
  • I've read about folks using Old T and Kavil (Dorsal + VTG).
  • Last week I tried out an 8 HP Talonbane and an Ion Cannon Serissu (those green dice rerolls were pretty decent, but low sample size).

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Striker-Reaper-Runner

Major Vermeil (49)    
    Ruthless (1)
Ship total: 50  Half Points: 25  Threshold: 4    
    
"Duchess" (42)    
Ship total: 42  Half Points: 21  Threshold: 2    
    
Planetary Sentinel (34)    
Ship total: 34  Half Points: 17  Threshold: 2    
    
Planetary Sentinel (34)    
Ship total: 34  Half Points: 17  Threshold: 2    
    
"Howlrunner" (40)    
Ship total: 40  Half Points: 20  Threshold: 2    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v6!s=200!183:128,,,:;211:,,,:;213:,,:;213:,,:;217:,:&sn=Striker%2C Reaper%2C Runner&obs=

 

Howlrunner gave the team extra bite whenever she was in range.  Duchess is fantastic, and Vermeil actually blocked a lot when he wasn't getting shots.  The meanest turns were when he did an unexpected sloop or turn through a rock and blocked an ace, leading to its sudden, shocking demise.  When he got to attack he often did decent damage, though I kept forgetting to use Ruthless.  I'm considering moving Ruthless over to Duchess.

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The other weekend I got to get some games in with a friend of mine and I decided to try out the new stuff.  So I went with a separatist list, however I don't have many of the ships at the moment so I did something that I don't do very often and that was run a list where I spend heavily on one ship.  In this case I went Darth Maul in the Sith Infiltrator, with lots of toys and 3x Precise Hunters with Energy Shells.

Darth Maul (65)
Hate (3)
Adv. Proton Torpedoes (6)
General Grievous (3)
Chancellor Palpatine (14)
DRK-1 Probe Droids (6)
Kraken (10)

Precise Hunter (26)
Energy-Shell Charges (4)

Precise Hunter (26)
Energy-Shell Charges (4)

Precise Hunter (26)
Energy-Shell Charges (4)
Total: 197

View in Yet Another Squad Builder 2.0

This list was surprisingly lots of fun to fly, the droids are pretty expendable but also enough of a threat that they can't be ignored and the Sith Infiltrator has amazingly maneuverability, the probe droid are really good fun as you can drop them out the back of your ship before you disengage or K-Turn (or S-loop) and then you can pick up a target lock and you come back around.  4 Force is a massive amount of dice mod, stack that with Mauls ability for lots of aggressive moves but surprisingly high survivability due to Grievous and Palpatine.

Yeah, not sure it's especially 'strong' and is almost certainly not meta in any way.  But it was Fun. 

I flew it against a rebel list with 2x E-Wing and an Arc.  Close game that came down to the Infiltrator and one E-Wing both having one hull, but Maul shooting first and just taking the win.

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This has been fun to fly in casual games.

4-LOM — G-1A Starfighter49

Elusive3

Advanced Sensors10

0-0-05

Mist Hunter2

Ship Total: 69

Half Points: 35 Threshold: 5

 

Palob Godalhi — HWK-290 Light Freighter40

Trick Shot2

L3-374

Proximity Mines6

Moldy Crow18

Ship Total: 70

Half Points: 35 Threshold: 3

 

Torani Kulda — M12-L Kimogila Fighter50

Expert Handling4

R3 Astromech3

Shield Upgrade4

Ship Total: 61

Half Points: 31 Threshold: 5

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16 hours ago, Alarum said:

This has been fun to fly in casual games.

4-LOM — G-1A Starfighter49

Elusive3

Advanced Sensors10

0-0-05

Mist Hunter2

Ship Total: 69

Half Points: 35 Threshold: 5

 

Palob Godalhi — HWK-290 Light Freighter40

Trick Shot2

L3-374

Proximity Mines6

Moldy Crow18

Ship Total: 70

Half Points: 35 Threshold: 3

 

Torani Kulda — M12-L Kimogila Fighter50

Expert Handling4

R3 Astromech3

Shield Upgrade4

Ship Total: 61

Half Points: 31 Threshold: 5

Stolen; I love me a Torani list.  Adding a HWK is just decadent, I was already sold on the list!  And I've been meaning to fly/abuse 4-LOM.

I'm tempted to trade some combination of Shield Upgrade, R3 Astromech, and Trick Shot for Cluster Missiles on Torani.  Not sure if that's necessary, but I love the threat of a double-tap -- it gives many foes heart palpitations.  I love that Palob is stealing the very tokens ships need to avoid the auto-damage, and a medium-base 4-LOM is there to bump foes and line up the shot.

Looks like a lot of fun!

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2 hours ago, Wazat said:

Stolen; I love me a Torani list.  Adding a HWK is just decadent, I was already sold on the list!  And I've been meaning to fly/abuse 4-LOM.

I'm tempted to trade some combination of Shield Upgrade, R3 Astromech, and Trick Shot for Cluster Missiles on Torani.  Not sure if that's necessary, but I love the threat of a double-tap -- it gives many foes heart palpitations.  I love that Palob is stealing the very tokens ships need to avoid the auto-damage, and a medium-base 4-LOM is there to bump foes and line up the shot.

Looks like a lot of fun!

Throwing out the odd Jam with 4-Lom can really slow down the amount of damage you take a round as well. R3 works well with Cluster missiles if you drop Shield and Trick shot. Torani's ability would also trigger twice! hmmm.  Let me know how it goes for you if you get it on the table.

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Posted (edited)
On 6/10/2019 at 11:28 PM, Blail Blerg said:

what you all been flying this month? 

I was considering 3 E-wings with Proton Torpedoes, but eh. Wish I had 4 more points to bump them all up to PS4 Knaves

This is pretty good. Only 1 ewing, but hits hard.

‐‐-------------

Ive been flying Boba/Guri. Boba has Maul for passive mods. Lets him boost in and hit hard. He can get shot by a init6, use force, take a stress for another force, and use that for attack. And combine it with debris gambit and he can be a hard mofo to bring down.

Guri (63)
Predator (2)
Advanced Sensors (10)
Shield Upgrade (8)
Virago (10)

Boba Fett (86)
Debris Gambit (3)
Maul (11)
Slave I (2)
Total: 195

Edited by wurms

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Posted (edited)
25 minutes ago, wurms said:

This is pretty good. Only 1 ewing, but hits hard.

‐‐-------------

Ive been flying Boba/Guri. Boba has Maul for passive mods. Lets him boost in and hit hard. He can get shot by a init6, use force, take a stress for another force, and use that for attack. And combine it with debris gambit and he can be a hard mofo to bring down.

Guri (63)
Predator (2)
Advanced Sensors (10)
Shield Upgrade (8)
Virago (10)

Boba Fett (86)
Debris Gambit (3)
Maul (11)
Slave I (2)
Total: 195

Would you add anything else to boba? 

Also im kinda eh on that Ewing list. Only one first of all.  Also for two points do you think the I4 is worth it? Though R3 Astro is significantly useful here. 

I think the lack of torpedo on wedge hurts but luke of course is a good ender. 

Edited by Blail Blerg

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14 minutes ago, Blail Blerg said:

Would you add anything else to boba? 

Also im kinda eh on that Ewing list. Only one first of all.  Also for two points do you think the I4 is worth it? Though R3 Astro is significantly useful here. 

I think the lack of torpedo on wedge hurts but luke of course is a good ender. 

Boba is fine just with that. Maul and a focus is offense and defense mods. Or tank up with evade. Versus triple jedi, boba just went to work on i4 jedi.

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Flew this last night. It's not really competitive but it's better than you might think, if very variance prone. Definitely fits the fun category, nails it even....

Rock and Roll 

(45) Zuckuss [G-1A Starfighter] (2) Qi'ra (2) Electronic Baffle (10) Advanced Sensors (2) Trick Shot (2) Mist Hunter (0) Jamming Beam. Points: 63

(63) Guri [StarViper-class Attack Platform] (10) Advanced Sensors. Points: 73

(56) Old Teroch [Fang Fighter] Points: 56

Total points: 192

Probably drop Qi'ra if I use it again, she's massively useful but Zuck is so action hungry and he really wants the lock on his attack. Kinda works both ways, give in to the variance, lock a gas cloud, park on it and let loose the bombardment with all the cloud benefits and none of the deficits. He is enormously amusing for both players. Adding points to Guri's bid is always a winner as well though.

Teroch is an annoying distraction and Guri is Guri. She baits people into the Zuckuss gunline, which is kind of where they want to go anyway. Tempting to go Deadmans Switch instead of Qi'ra, since he's guaranteed to die....

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@Cuz05 I’ve been so happy with Qi’ra on 4-LOM that I might not fly a G-1A without her unless I was flying two. I like the nasty Trick Shot / park on a rock approach here, too. I’ve been playing Elusive on 4-LOM but I can see how the Zuck would want to maximize his firepower.

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Posted (edited)
23 hours ago, Cuz05 said:

Rock and Roll 

(45) Zuckuss [G-1A Starfighter] (2) Qi'ra (2) Electronic Baffle (10) Advanced Sensors (2) Trick Shot (2) Mist Hunter (0) Jamming Beam. Points: 63

(63) Guri [StarViper-class Attack Platform] (10) Advanced Sensors. Points: 73

(56) Old Teroch [Fang Fighter] Points: 56

Total points: 192

Have a similar list up my sleeve, waiting to be flown 

Fenn Rau (68)

Guri (63)
Daredevil (3)
Advanced Sensors (10)

Zuckuss (45)
Trick Shot (2)
4-LOM (2)
Deadman’s Switch (2)
Electronic Baffle (2)
Total: 197

View in Yet Another Squad Builder 2.0

Lighter on the bid side, but I think daredevil is not necessary. 

The twist is deadmans switch / electronic baffle on Zuckuss. Throw him into the thick of it and get a red token (stress or ion) to blow him up at he right time. Guri and Fenn should do what they do best

Edited by flooze

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22 hours ago, CoffeeMinion said:

I like the nasty Trick Shot / park on a rock approach here, too.

Can you shoot when on a rock with qi'ra or do you use the outer rim pioneer with her? 

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13 minutes ago, flooze said:

Can you shoot when on a rock with qi'ra or do you use the outer rim pioneer with her? 

You can. Wording is when moving or shooting, so it's all gravy.

I like your list. Might copy a little :D

I found Daredevil unnecessary on Guri. We flew her with it in a small store tourney, 3 games, only used it once and even then it was just to show off. It just doesn't add a lot to her already enormous suite of options. It is fun though.

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