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Bucknife

King of the Saltmines

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I need your worst lists. 

 

AGF-l78z4HjX2tz2SP4FJG_misUkL3iphSzpjaPL

 

Like, 0 and 6 level of bad. Does this even exist in 2E?

My goal is to pay $10 for a hyperspace and make everyone's MOV better while actually still playing X-Wing and not just flying off the board. 

_____

Deadman switch Zs. 

4 Wookies. 

4 HWKs. 

..... give it to me!

____

HWK this...

(36) Kyle Katarn [HWK-290 Light Freighter]
(18) Moldy Crow
(8) Perceptive Copilot
(1) Composure
(2) Engine Upgrade
Points: 65

(43) Jan Ors [HWK-290 Light Freighter]
(4) Hera Syndulla
(4) Swarm Tactics
(3) Seismic Charges
(2) Engine Upgrade
Points: 56

(41) Roark Garnet [HWK-290 Light Freighter]
(3) Seismic Charges
(1) Crack Shot
Points: 45

(30) Rebel Scout [HWK-290 Light Freighter]
(3) Seismic Charges
(1) "Chopper"
Points: 34

Total points: 200

 

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Hyperspace? Because none of the ships you listed are Hyperspace, outside of maybe Scum Z’s? Idk I don’t pay much attention to Scum.

 

Vultures with Afterburners, Ion missiles and Struts? Use all of the 2/3-pip Pilots and you’ve got room for a TUB with Probe Droids and Struts. :P 6 ships with 5 Ion missiles doesn’t seem terrible... But putting Afterburners on Vultures is a terrible expense that I’m dying to pay for some day 😂

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56 minutes ago, Bucknife said:

..or six HWKs, I guess. 

I played a few games with it on Fly Casual since coming up with the idea...

#1 couldn't push damage vs 7 Academies + Wampa.

#2 went OK against 5 TIE Advanced/x1, but they like NEVER target locked.  The capacities of the list--always having arc with mods, and able to stall with Leia, able to boost--were kind of cool.  Kind of made me want to ask friends how many HWKs they had.

#3 got owned by Vader + mini Howlswarm.  When I wasn't init-killed, I couldn't push damage.

#4 pushed literally 0 damage against 4x Heroic T-70s.  I mean, 2 dice aren't a lot, but c'mon.

Basically, it's kind of fun to move around with HWKs, but they just couldn't really do damage.

//

Going through some concepts for Hyperspace:

Rebels: Luke with Sense, R2-D2, Afterburners.  3x Gold Y-Wings with Expert Handling and Ion Cannon Turret.  Might actually be moderately annoying to play against.

Empire: Howlrunner, 4x Tempest Squadron Pilots (FCS).  I think it's kind of fun to fly an /x1 Howlswarm... A Howling Tempest, if you will.  Not terrible, kind of honest.  Howlrunner lets the Tempests move up the board with Focus tokens and be not-useless, until they get delivered into Lock range.

Scum: I keep thinking multiple Bounty Hunters.  Maybe 3.  Maybe 2 plus an Ace (Prince Xizor with Virago and Shield Upgrade?) or Han Solo in the YT-1300.

Resistance: Two MG-100 with Veteran Turret Gunner and Pattern Analyzer, plus Cova Nell with Heroic, Leia, and Tractor Beam.

First Order: Petty Officer Thannison with Phasma and Biohex Codes, 2x Sienar-Jaemus Engineers, Lieutenant Rivas - Init 1 party!

Republic: no idea.  Quad ARCs?  But is that even that bad?

Separatists: as many Belbullabs as you can get your hands on.  I love mixing in DFS-311 with struts (park on a rock turn 1 and never move), with Grievous, some combination of 3 more Bubblebuddies.

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Posted (edited)
2 hours ago, Bucknife said:

 

Like, 0 and 6 level of bad. Does this even exist in 2E?

 

 

Do you want "I chug drain clearner" bad?  Because there are actually upgrades you can equip to ships that are literally useless:

Dace Bonearm (34)    
    Outmaneuver (6)    
    Maul (12)    
    
Ship total: 52  Half Points: 26  Threshold: 3    
    
Jakku Gunrunner (32)    
    Inertial Dampeners (3)    
    
Ship total: 35  Half Points: 18  Threshold: 3    
    
Jakku Gunrunner (32)    
    GNK "Gonk" Droid (10)    
    Inertial Dampeners (3)    
    
Ship total: 45  Half Points: 23  Threshold: 3    
    
Autopilot Drone (12)    
Ship total: 12  Half Points: 6  Threshold: 2    
    
Black Sun Enforcer (46)    
    Trajectory Simulator (10)    
    
Ship total: 56  Half Points: 28  Threshold: 3    
    
    
Total: 200   

 

Maybe you get 1 game where the dice somehow work?  I will give you $100 if you can 3-3 with this.

Edited by MasterShake2

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Triple bomber trolling....

______

star-wars-the-last-jedi-41-700x293.jpg?w

KillMeFast

(57) Cat [MG-100 StarFortress]
(8) Veteran Turret Gunner
Points: 65

(56) Cobalt Squadron Bomber [MG-100 StarFortress]
(7) Hotshot Gunner
(3) Seismic Charges
(1) Delayed Fuses
Points: 67

(56) Cobalt Squadron Bomber [MG-100 StarFortress]
(7) Hotshot Gunner
(3) Seismic Charges
(1) Delayed Fuses
Points: 67

Total points: 199

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Sinkerless Swarm

V-19 Torrent Starfighter - Blue Squadron Protector - 30
    Blue Squadron Protector - (28)
        Synchronized Console (2)

V-19 Torrent Starfighter - Blue Squadron Protector - 28
    Blue Squadron Protector - (28)

V-19 Torrent Starfighter - Blue Squadron Protector - 30
    Blue Squadron Protector - (28)
        Synchronized Console (2)

V-19 Torrent Starfighter - Blue Squadron Protector - 28
    Blue Squadron Protector - (28)

V-19 Torrent Starfighter - Blue Squadron Protector - 28
    Blue Squadron Protector - (28)

V-19 Torrent Starfighter - Blue Squadron Protector - 28
    Blue Squadron Protector - (28)

V-19 Torrent Starfighter - Blue Squadron Protector - 28
    Blue Squadron Protector - (28)

Total: 200/200

View in the X-Wing Squad Builder

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7 hours ago, Subhntr said:

Quad ARCs is pretty potent - lots of guns, hull, and blocking potential.

I've flown a version once, and price cuts mean I can add 2x Dedicated to the SSVs I had. ARCs are kind of odd to maneuver...

Anyhow, 8 Torrents!  No tricks, just Init 2 crit-magnets which will run you out of your damage deck.

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9 hours ago, Bucknife said:

Triple bomber trolling....

______

star-wars-the-last-jedi-41-700x293.jpg?w

KillMeFast

(57) Cat [MG-100 StarFortress]
(8) Veteran Turret Gunner
Points: 65

(56) Cobalt Squadron Bomber [MG-100 StarFortress]
(7) Hotshot Gunner
(3) Seismic Charges
(1) Delayed Fuses
Points: 67

(56) Cobalt Squadron Bomber [MG-100 StarFortress]
(7) Hotshot Gunner
(3) Seismic Charges
(1) Delayed Fuses
Points: 67

Total points: 199

Honestly, if you’ve got access to 3 bombers, I’d go with that. It’s easily the meme-est way to fly a squad that’s there to get blown up. Maybe just take Veteran Turret Gunners and cock your bowties to the sides for 270 degrees of maximum spray-and-pray. The only question is if you’re going to laugh harder than your opponent or not.

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11 hours ago, MasterShake2 said:

 

Do you want "I chug drain clearner" bad?  Because there are actually upgrades you can equip to ships that are literally useless:

Dace Bonearm (34)    
    Outmaneuver (6)    
    Maul (12)    
    
Ship total: 52  Half Points: 26  Threshold: 3    
    
Jakku Gunrunner (32)    
    Inertial Dampeners (3)    
    
Ship total: 35  Half Points: 18  Threshold: 3    
    
Jakku Gunrunner (32)    
    GNK "Gonk" Droid (10)    
    Inertial Dampeners (3)    
    
Ship total: 45  Half Points: 23  Threshold: 3    
    
Autopilot Drone (12)    
Ship total: 12  Half Points: 6  Threshold: 2    
    
Black Sun Enforcer (46)    
    Trajectory Simulator (10)    
    
Ship total: 56  Half Points: 28  Threshold: 3    
    
    
Total: 200   

 

Maybe you get 1 game where the dice somehow work?  I will give you $100 if you can 3-3 with this.

**** this challenge makes me wish I didn't volunteer to judge today.

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12 hours ago, theBitterFig said:

I played a few games with it on Fly Casual since coming up with the idea...

#1 couldn't push damage vs 7 Academies + Wampa.

#2 went OK against 5 TIE Advanced/x1, but they like NEVER target locked.  The capacities of the list--always having arc with mods, and able to stall with Leia, able to boost--were kind of cool.  Kind of made me want to ask friends how many HWKs they had.

#3 got owned by Vader + mini Howlswarm.  When I wasn't init-killed, I couldn't push damage.

#4 pushed literally 0 damage against 4x Heroic T-70s.  I mean, 2 dice aren't a lot, but c'mon.

Basically, it's kind of fun to move around with HWKs, but they just couldn't really do damage.

Flew another few 6 HWK games... the trick may be to not fly like fleeing turrets (that'll just get you killed) but to get in their grill, create a traffic jam, and then use your turrets for range 1 shots...

I may have to try flying this for real sometime.

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40 minutes ago, theBitterFig said:

Flew another few 6 HWK games... the trick may be to not fly like fleeing turrets (that'll just get you killed) but to get in their grill, create a traffic jam, and then use your turrets for range 1 shots...

I may have to try flying this for real sometime.

I think you're confused at the point of this thread...

you have to LOSE to be King of the Saltmines! 

source.gif

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2 hours ago, CoffeeMinion said:

Honestly, if you’ve got access to 3 bombers, I’d go with that. It’s easily the meme-est way to fly a squad that’s there to get blown up. Maybe just take Veteran Turret Gunners and cock your bowties to the sides for 270 degrees of maximum spray-and-pray. The only question is if you’re going to laugh harder than your opponent or not.

Hotshots are a point cheaper and still work great since everyone is shooting at I1. Spend the point on fuses so those seismic charges stick around for Cat. 

Strip tokens, then double tap with extra dice with Cat. 

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Give this a spin?

Patrol Leader (68)    
    Veteran Turret Gunner (8)    
    Hull Upgrade (2)    
    
Ship total: 78  Half Points: 39  Threshold: 9    
    
Patrol Leader (68)    
    Veteran Turret Gunner (8)    
    Hull Upgrade (2)    
    
Ship total: 78  Half Points: 39  Threshold: 9    
    
Major Rhymer (38)    
    Ruthless (1)    
    Cluster Missiles (5)    
    
Ship total: 44  Half Points: 22  Threshold: 3    
    
    
Total: 200    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZhZ200Z216XWWWW90WW164WY216XWWWW90WW164WY204X128WW98WWWWW&sn=Unnamed Squadron&obs=

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1 hour ago, theBitterFig said:

But winning with something as silly as 6 HWKs, there's humor and joy in that too.

You could fit six Scum HWKs with Deadman’s Switch and a two point bid! Or five Scum HWKs with Deadman’s Switch, Proton Bombs, and Engine Upgrade!

They might not be any good, but that’s a whole lotta boom-boom!!

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On 8/31/2019 at 9:33 PM, Hawkstrike said:

Four T-70s, but only use equipped Jamming and Tractor Beams. 

Or even just 4 rookies with BBs and HLCs. 

Fun and bad...the other guy will basically never let you get those HLCs off. Low initiative. Low synergy and action economy. 

Turn brain off and fly at them. 

 

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