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theBitterFig

Wingmates for a beastly "Carbonite" YV-666

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1 hour ago, Bort said:

@Cuz05 Your points are all quite valid... except for one tiny thing. I absolutely suck at flying Fangs.  My viper skills are a tiny bit better.  Will try both out sometime and see how it goes.

Haha, fair enough and good luck :)

If I can nutshell Fangs in a way that might help....

People often think they are straight up jousters, but they're actually poachers.

With shotguns and riot shields.

 

One thing I did think for the Vipers, if spending more points on them, Collision Detector instead of AdvS. Like I said, I3s can't be very reactive with the pre-roll/boost, so it loses a lot of value, in my opinion at least. Col Det should allow you to put them in uncounterable positions, relative to the Bus, while retaining the mods they'll need.

Col Det and Trick Shot might be my alt take on it.

 

One other thing that I think was a reasonable factor in Latts success last night. I took 2 medium rocks and just 1 medium debris. I find a lot of people bring obstacles they can shoot from or fly through, I put one of these soft obstacles fairly central and my rocks where I can toss people on them if I need to. The lone debris I bring is a guaranteed safe spot for Latts to do her thing, if they bring all rocks as well. My opponents last night had all debris for Rey/Nien and 1 big debris with 2 big rocks, they all seemed to work a lot more in my favour. For eg, Finn ended up tossed onto one of my rocks for a couple turns, whilst Latts ignored all the debris around it.

Edited by Cuz05

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Tried this a couple times.  

New Squadron

(64) Bossk [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
Points: 85

(50) Talonbane Cobra [Kihraxz Fighter]
(6) Afterburners
(2) Predator
Points: 58

(46) Graz [Kihraxz Fighter]
(5) Cloaking Device
(6) Outmaneuver
Points: 57

Total points: 200

 

I start with a red stop followed by a blue one.  I try to not have alot of space for opponent ships to get behind early.  Difficult, but can keep a small area.  Also, finding graz and Cobra as good Flanders to come up from the flank and engaging.  One good thing, graz is a ship no one wants behind them, especially with this loadout.

Bus still goes down, but finding a bit more success.

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Tried my list last night.

Went up against 4 SFs + Backdraft.

I made some terrible mistakes (got confused with the damaged ships, so I ended up not focus firing and killing things)

Game ended with me wiped, 1 SF dead, backdraft on 1 hp, 1 sf without shields and 2 sfs untouched.

 

SFs was good to test against because he was player one, so I could move last with the vipers, but that got cancelled out completely by the many arcs.  

 

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Just thought up another option. 

Latts + Jabba + Han Gunner + Cybernetics + Tractor Beam

2x Space Tugs with Advanced Optics

1x Black Sun Enforcer

 

It may be seen as NPE though.  You can basically park the bus in a corner, with the tugs next to it.

Then just stay stationary with the bus while moving 2 forwards and backwards with the tugs.

Anything coming in close face the potential of tractors, and optics with a focus makes the 2 hit dice of the tugs quite relevant.

And the viper is just there for more damage.

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On 10/23/2019 at 2:40 PM, Bort said:

Then just stay stationary with the bus while moving 2 forwards and backwards with the tugs.

Given the recent attention 4x Viper have received, you may get into trouble for this...

That's not to say I don't like it, sounds hilarious :D

 

Flew the Hounds Teeth a couple more times tonight. Omigosh I love this list.

Not really anything to take away from the results of the games, very casual, attentions were split between playing concurrent games as well.

2nd was a bit of a wash as my oppo didn't give himself time to plan around Latts ability and thus got wrecked by it. Latts kicks ***.

1st was against a ridiculously tanky and necessarily cagey 7th Sis and Ryad, backed up by a distant Palp. The game just didn't have the round count it needed to really breathe, with outside factors.

However, having time to think and plan my moves and approaches 2 or 3 turns ahead or more, was a real pleasure. It allowed me to get an appreciation of the many options I had in keeping positioning flexible and delve a little deeper into the control elements of both Latts and Teroch.

I have never really separated a pair of Fangs the way I did in both of these games. These 2 pilots, with their standard talent equipped, have very different applications. I feel like there is huge amount of subtlety in where you can send them and what they threaten. The positions they want to be in require different dial and action combinations, right from the word go.

I would normally bump a large/medium ship in a corner, behind my fighters on the 1st turn, as many do. It's often useful not to commit them 1st turn. 2nd game, vs Ghost, 2xB, AP5, I committed Latts, stalled Kad behind her and sent Old T away. It answered a different line of questions of my oppoment and gave me a whole set of clearer options instantly, as well as sending some awkward decisions the other way.

I ended up flanking the Fangs perfectly, both left and right, with Latts slow, lunging and then 1 straight into the middle, blocking, tractoring, smashing....

The Imps came slow from the opposite corner ofc. So I bumped Latts, then committed her fast. I flanked Kad To The Max, hovered Old T mid flank and in and sent Latts off the other way, asking which of the 2 aces really fancied losing their tokens and being hit hard twice.

Neither fancied it :D

Teroch was then free to choose.

He chose to commit the aces separately, away from Terry, whicb let me set my trap for Ryad. Kad went to trade with the shuttle and Sis, (badly, stupid biased greens and all.the force), Latts just sat back and gave Ryad the come on, 5k this. Which gave Terry a turn to join her. Then I was chasing both and putting another 6 hits into Sis, for the force to bounce. Then the game ended :D

Another couple of turns and I think I had it. He gave me the slip on my Good Shot on Ryad, she skedaddled and tanked. The next one was set to be much better.... 

Half Kad, half Sis.

Latts is such an incredible control piece against aces, which is all she ended up being against the Imps. She just does it so well with  JabbaHantics, I think she's the ideal home.

Still, pretty sure it's not a winning list. Lots of things will counter it hard. A couple other lists there tonight scared me silly, it could have been over quick.

But I'm finding it monumentally entertaining and really surprisingly fluid. If it doesn't run up against a list that is particularly maxed toward certain archetypes, I feel like it's more than capable actually being decent, as well as glorious. 

I'm not sure I actually.want to fly anything else in my next few games, for once.

Edited by Cuz05

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44 minutes ago, Cuz05 said:

Given the recent attention 4x Viper have received, you may get into trouble for this...

That's not to say I don't like it, sounds hilarious :D

I'm more intrigued by the ways to fly the list more similar to how Finn works with

IT'S THE RESISTANCE!

Taking Old T and Talonbane with Predator as a nasty hammer, Moralo Eval to zip out along an edge and get into a flank and pelt folks with Focus/Lock shots as an anvil appearing in the worst place ever.

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6 hours ago, theBitterFig said:

!

I can't really get my head around Moralo. Being same board edge seems a hefty restriction.

I played him against my boy once. He went for him. I took him off. Brought him back. Boy K-turned, took him out Obviously needs actual planning :D

I'd have to watch some stream of the Resistance, because I have no idea how he did so well with that thing.

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On 10/14/2019 at 5:49 PM, Cuz05 said:

(56) Old Teroch [Fang Fighter]
(3) Fearless
Points: 59

(54) Kad Solus [Fang Fighter]
(3) Elusive
Points: 57

(59) Latts Razzi [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
(4) Trick Shot
Points: 84

Total points: 200

This seems interesting.

But I have a thing for Marksman Autoblaster Serissu at the moment, because she is protecting at least one ship (which ever one I throw in first) with my Fenn (or Talonbane) / Boba (with Stealth and Cybernetics if Talonbane) / Serissu list.
I notice that you can drop Kad for Serissu and "upgrade" Old T to Fenn and still have points left over....
If you take Trick Shot off Latts, you get Afterburners for Serissu and have 3 points to play with for Fenn....

Definitely going to have a look at something like this later, after our competitive season is finished (Grands in a few weeks).... seems Fun :)

"I'd have to watch some stream of the Resistance, because I have no idea how he did so well with that thing."
I hear it is Fun to drop Finn right behind the enemy as they are/about to engage your main force.

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Thoughts on "Drea Swarm"

(54) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(3) IG-88D
(2) 4-LOM
(2) BT-1
Points: 61

(54) Trandoshan Slaver [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
Points: 75

(49) Drea Renthal [BTL-A4 Y-wing]
(2) R4 Astromech
(8) Veteran Turret Gunner
(2) Expert Handling
(3) Dorsal Turret
Points: 64

Total points: 200

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28 minutes ago, stormblest said:

Thoughts on "Drea Swarm"

Honestly no idea :D

I think I'd be worried about people getting behind me, as difficult as it looks.

I genuinely love the idea of telling someone they can't spend their focus token as you hit them with a Jamming Beam. Lols.

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Guri (64)    
    Outmaneuver (6)    
    Advanced Sensors (10)    
    Shield Upgrade (8)    
    Virago (10)    
    Hull Upgrade (7)    
    
Ship total: 105  Half Points: 53  Threshold: 4    
    
Moralo Eval (68)    
    Jabba the Hutt (6)    
    Han Solo (Scum) (12)    
    Contraband Cybernetics (3)    
    
Ship total: 89  Half Points: 45  Threshold: 6    
    
    
Total: 194    
    
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z147X126W111WW165W163W164Y152XWWW39WW85W92WW&sn=Unnamed Squadron&obs=

I ran this last night against Sai/Vynder/Brath.  Pulled out the win, with Moralo on two Hull and a Shieldless Guri, but it could have gone either way.  I used Moralo's first charge on turn 1 to zero effect.  I mean, I got tucked in behind my opponent's entire list, but couldn't keep up to actually hit anything.  The second charge was much more useful, as I parked in a corner slightly blocked up by asteroids just as both the shuttle and the gunboat were coming in.  I managed to sit there for four turns, Reinforced and occasionally Locked/Focused, hitting each ship as it slowly trolled along in front of me.  Brath eventually joined the parade and *really* put some hurt into Moralo, but Guri was on his tail to try to help keep him honest.  It was a giggle and a half, but my opponent was fully cognizant that he was terribly rusty with Starwings, so that I wasn't really facing the full force of the list.  But then, I hadn't flown either of my ships in the longest time, either.  So.  I might have to tinker a bit and drop this on the table again.  Maybe swapping Han for Dengar?  And Guri's Hull Upgrade for Afterburners?  And then give Moralo Lone Wolf....  Hmmmm....

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