Greebwahn 925 Posted December 12, 2019 I'm gonna pick up off the initial note of "Corran!" and work my way to 5 ships: My instinct is always to run any E-Wing with R3 and FCS, because it really takes advantage of the opening round locking. However, I think Corran could be good with Predator and R4 as a real hunter. AdSen if you end up with the points. There's only 1 point difference between those builds, though, so I'll proceed as if you could build around either. We'll throw AP-5 with Leia in there next because idk if anything beats that support value. An Intimidation/Predator Arvel is a great offense booster, so that'll be next. With the remaining 52 points, you could simply through in 2 Z's, or go for one larger boi 1 Nyxen reacted to this Quote Share this post Link to post Share on other sites
Bucknife 1,801 Posted December 12, 2019 (edited) I really want to use Corran in 2e, but I can't think of any reason to take him, in any form, over naked Luke t65. So that's where I start. And if I can build something with Luke, then Corran, then with decent filler, that's what I'd fly. That Lando, though....so good. Edited December 12, 2019 by Bucknife Clarification Quote Share this post Link to post Share on other sites
Schanez 282 Posted December 12, 2019 I am just utterly not sold on the Pilot Ability of Corran. He seems like... If I were to build into his ability, I'd rather go with... Corran Horn: Predator, R2 Astromech, Fire-Control System That way you can engage, doubletap in bullseye and then just go 5 straight and regen without any repercussions. But to use an E-Wing which I think are amazing... Gavin Darklighter: Fire-Control System, R3 Astromech Jake Farrell: Predator Arvel Crynyd: Intimidation, Predator Lieutenant Blount: Crack Shot Tala Squadron Pilot: Crack Shot That's 200 points total. You pair Lt. Blount with Arvel Crynyd to trigger both their abilities. Tala Sqd. can easily be used as a blocker as well. Jake is a nimble and mobile flanker with double reposition and Predator + Focus modifiers. And anyone shooting enemies in Gavin's arc gets a free Hit > Crit modifier. You are running a 2 - 3 - 4 - 4 - 4 in Initiative. 1 Greebwahn reacted to this Quote Share this post Link to post Share on other sites
Surak 402 Posted December 19, 2019 (edited) So I've got what is probably my last tournament of this year on Saturday, and I'm trying to decide what to fly. I'm not going to have any practice games beforehand so whatever I fly, I'll be going in fairly cold (I've not had chance to play since the last tournament either). As I'm still trying not to go back to type, Scum is basically off the table for now, so here is what I'm looking at; -Some sort of semi-swarm list, centered around Blount and maybe Jan Ors. - the Corran, Blount, and 4x Bandit list I posted previously - a silly idea I've had since I got a second Lothal Rebel Alt Art, running two Lothals and some sort of third ship (atm I'm looking at Dorsal Turret Lothals, plus Saw in the U-wing) Thoughts? Edited December 19, 2019 by Surak Quote Share this post Link to post Share on other sites
Surak 402 Posted December 19, 2019 A contribution from a friend at games night Double VCX + Jan (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (43) Jan Ors [HWK-290 Light Freighter] (6) Leia Organa (2) Engine Upgrade (7) Snap Shot Points: 58 Total points: 200 Quote Share this post Link to post Share on other sites
theBitterFig 11,598 Posted December 19, 2019 Worth noting that Snap Shot is not a firing arc for the purposes of Jan Ors' ability (only primary and turret arcs count for Jan or other similar abilities). It could easily be handy for making sure she can get a shot off while keeping a Ghost in the arc, but that's a good interaction to be aware of. 1 Surak reacted to this Quote Share this post Link to post Share on other sites
Surak 402 Posted December 19, 2019 38 minutes ago, theBitterFig said: Worth noting that Snap Shot is not a firing arc for the purposes of Jan Ors' ability (only primary and turret arcs count for Jan or other similar abilities). It could easily be handy for making sure she can get a shot off while keeping a Ghost in the arc, but that's a good interaction to be aware of. Thanks for the clarification, I wasn't expecting it to be a useable arc for Jan's ability, I had it purely as an insurance policy for when I needed an extra arc 1 theBitterFig reacted to this Quote Share this post Link to post Share on other sites
theBitterFig 11,598 Posted December 20, 2019 I hope it didn't sound too accusatory, but I know that and similar things have come up in the rules subforum often enough that it felt worth mentioning. Quote Share this post Link to post Share on other sites
Surak 402 Posted December 20, 2019 7 hours ago, theBitterFig said: I hope it didn't sound too accusatory, but I know that and similar things have come up in the rules subforum often enough that it felt worth mentioning. Not at all, I have no problems with useful and concise rule clarifications in these sorts of threads. Even if I already knew, it doesn't mean a newer player reading the thread won't know that particular specific rules interaction. 1 theBitterFig reacted to this Quote Share this post Link to post Share on other sites
Surak 402 Posted December 20, 2019 So, definitely going for something VCX based for tomorrow. Here are my options; Double Lothal + Arc (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (49) Garven Dreis [ARC-170 Starfighter] (3) R2 Astromech (6) Leia Organa Points: 58 Total points: 200 Or Double VCX + Saw (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (52) Saw Gerrera [UT-60D U-wing] (0) Pivot Wing (2) Jyn Erso (2) Lando Calrissian (2) Fire-Control System Points: 58 Total points: 200 Or Double VCX + Jan (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (43) Jan Ors [HWK-290 Light Freighter] (6) Leia Organa (2) Engine Upgrade (7) Snap Shot Points: 58 Total points: 200 Also willing to take suggestions for other 58pt options to go with the Lothals Quote Share this post Link to post Share on other sites
theBitterFig 11,598 Posted December 20, 2019 1 hour ago, Surak said: So, definitely going for something VCX based for tomorrow. Here are my options; Double Lothal + [???] (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 (68) Lothal Rebel [VCX-100 Light Freighter] (3) Dorsal Turret Points: 71 Also willing to take suggestions for other 58pt options to go with the Lothals I guess all of the above are fine. I kind of like Wedge Antillies. He's not a super-ace, but he's still a scary-enough ace-hunter. I'd go Predator, and set him up to flank. With S-Foils closed, he can be fast enough if left alone. If someone chases Wedge, they'll have two Ghosts coming at them, so that's probably a mistake. But Wedge is boring... How about Miranda Doni for maximum 1e flashbacks? Jyn Erso, Hotshot Gunner, Proton Bombs, and Delayed Fuses would be a nasty little piece of work. Strip tokens, and it'll take 3 hits each round to make progress against her, between Evade and her pilot ability. Bombs can be fun. Alas, an Esege Tuketu variant that occured to me doesn't fit. Him with Perceptive Copilot, and add Passive Sensors to the Ghosts. It's 201 points (so it'd fit if you cut Dorsal Turrets). That'd allow for two Focus/Lock Ghosts essentially. 1 Surak reacted to this Quote Share this post Link to post Share on other sites
Surak 402 Posted December 20, 2019 51 minutes ago, theBitterFig said: I guess all of the above are fine. I kind of like Wedge Antillies. He's not a super-ace, but he's still a scary-enough ace-hunter. I'd go Predator, and set him up to flank. With S-Foils closed, he can be fast enough if left alone. If someone chases Wedge, they'll have two Ghosts coming at them, so that's probably a mistake. But Wedge is boring... How about Miranda Doni for maximum 1e flashbacks? Jyn Erso, Hotshot Gunner, Proton Bombs, and Delayed Fuses would be a nasty little piece of work. Strip tokens, and it'll take 3 hits each round to make progress against her, between Evade and her pilot ability. Bombs can be fun. Alas, an Esege Tuketu variant that occured to me doesn't fit. Him with Perceptive Copilot, and add Passive Sensors to the Ghosts. It's 201 points (so it'd fit if you cut Dorsal Turrets). That'd allow for two Focus/Lock Ghosts essentially. I thought Wedge as well, but decided that was too close to competitive for what will be my last "fly whatever madness you want" event ahead of the UK System Open next year. Your Miranda list definitely speaks to my chaotic side - and I spent alot of time earlier this year flying 4 and 5 K-wings - so that may just be a winner Just in case there is any doubt - I'll be amazed if I win a game with this, but for this event I'm 100% just going there to chill out, have fun, and just maybe confuse the heck out of someone when it arrives across the table from them 1 theBitterFig reacted to this Quote Share this post Link to post Share on other sites
Surak 402 Posted December 21, 2019 Ok tournament done, great day, 4 great opponents and a really friendly atmosphere. First game was a against 3 Jedi (Plo, Obi, Ani) and the lack of practice didn't help the uphill struggle that triple jedi would always have been. Lost the game 69-200, not helped by my putting a VCX on a rock when it had a range 1 modded shot on a tokenless and half health Ani. Game 2 was Vs Sai, Vynder, Deathrain. This one was bloody, and my opponent was very apprehensive of approaching the VCX. I got lucky and traded one VCX for all of Deathrain and half of Vynder. Then my opponent made a mistake with Vynder and put himself on a rock at range 1 of the other VCX. This allowed me to push more damage through, and more importantly a panicked pilot. This allowed the surviving VCX to get into a chase position and burn the gunboat down. This left an unhurt Miranda and a mostly unhurt VCX Vs a full health shuttle - needless to say, that didn't go the shuttles way. Game win 200-107. Lunchtime Game 3 was Vs what could very have easily been one of my normal lists -Dengar, Ketsu, and Sol Sixxa. This one was alot closer than the score suggested, I made a misplay and decided to try and joust Dengar with a VCX whilst the other two ships focused on Ketsu and Sol (ideally in that order). The joust with Dengar bit happened, unfortunately the first point of hull damage that ship took was a Hull Breach and it basically all went down hill from there. The other side of the board looked a bit better to start with, Sol and Ketsu kept getting in each others way and this allowed me to get Sol off the board. Unfortunately this was the last bit of good luck I had, the second crit came up Hull Breach and that VCX started burning as well. The game ended 63-200, but both Dengar and Ketsu were 1 hp off of half points. Game 4, I wasn't confident about this one going in, 4x inquisitors all with supernatural reflexes, FCS, and homing missiles. The way my opponent flew was very cleaver, he used a combo of supernatural, linked actions, and blue maneuvers to endup with a reposition action and a focus before moving, and then either an evade or a lock as their normal action. Miranda more than pulled her weight here, though it was very strange trying to fly her as a pseudo-ace to try and keep the VCX alive. I managed to get it down to a fight between a 1 shield, 1 hull Miranda and 2 lightly damaged Inquisitors. This one ended 125-200 after some very swingy dice on both side of the table (triple crit from me into triple blank on an inquisitor to take it out stands out) So I ended the day 1-3, all of my opponents were good fun to play against and everyone had a good time. The most common comment across the day was how intimidating the double VCX were, followed almost immediately by "what, you've got a K-wing in there as well" Miranda with hotshot gunner was an absolute work-horse for the event. In the last game she definitely managed to keep the VCX alive alot longer than they had any right to by stripping tokens from the various inquisitors. Delayed fuses never came up unfortunately, but other than that all of the upgrades were worth it. About the only change I'd probably make would be to swap the payload out on Miranda, probably for some mines as I had several opportunities to drop right on top of both the jedi and the inquisitors that they would simply have been able to fly away of I'd dropped a bomb. On any case, enough of my ramblings, I'm pretty sure I'll be putting double VCX on the table again. Though as I'm going to the UK System Open in February I'll be switching over to practice for that just as soon as the next points and hyperspace list is available. 2 theBitterFig and Schanez reacted to this Quote Share this post Link to post Share on other sites
Schanez 282 Posted December 23, 2019 On 12/22/2019 at 12:46 AM, Surak said: Ok tournament done, great day, 4 great opponents and a really friendly atmosphere. First game was a against 3 Jedi (Plo, Obi, Ani) and the lack of practice didn't help the uphill struggle that triple jedi would always have been. Lost the game 69-200, not helped by my putting a VCX on a rock when it had a range 1 modded shot on a tokenless and half health Ani. Game 2 was Vs Sai, Vynder, Deathrain. This one was bloody, and my opponent was very apprehensive of approaching the VCX. I got lucky and traded one VCX for all of Deathrain and half of Vynder. Then my opponent made a mistake with Vynder and put himself on a rock at range 1 of the other VCX. This allowed me to push more damage through, and more importantly a panicked pilot. This allowed the surviving VCX to get into a chase position and burn the gunboat down. This left an unhurt Miranda and a mostly unhurt VCX Vs a full health shuttle - needless to say, that didn't go the shuttles way. Game win 200-107. Lunchtime Game 3 was Vs what could very have easily been one of my normal lists -Dengar, Ketsu, and Sol Sixxa. This one was alot closer than the score suggested, I made a misplay and decided to try and joust Dengar with a VCX whilst the other two ships focused on Ketsu and Sol (ideally in that order). The joust with Dengar bit happened, unfortunately the first point of hull damage that ship took was a Hull Breach and it basically all went down hill from there. The other side of the board looked a bit better to start with, Sol and Ketsu kept getting in each others way and this allowed me to get Sol off the board. Unfortunately this was the last bit of good luck I had, the second crit came up Hull Breach and that VCX started burning as well. The game ended 63-200, but both Dengar and Ketsu were 1 hp off of half points. Game 4, I wasn't confident about this one going in, 4x inquisitors all with supernatural reflexes, FCS, and homing missiles. The way my opponent flew was very cleaver, he used a combo of supernatural, linked actions, and blue maneuvers to endup with a reposition action and a focus before moving, and then either an evade or a lock as their normal action. Miranda more than pulled her weight here, though it was very strange trying to fly her as a pseudo-ace to try and keep the VCX alive. I managed to get it down to a fight between a 1 shield, 1 hull Miranda and 2 lightly damaged Inquisitors. This one ended 125-200 after some very swingy dice on both side of the table (triple crit from me into triple blank on an inquisitor to take it out stands out) So I ended the day 1-3, all of my opponents were good fun to play against and everyone had a good time. The most common comment across the day was how intimidating the double VCX were, followed almost immediately by "what, you've got a K-wing in there as well" Miranda with hotshot gunner was an absolute work-horse for the event. In the last game she definitely managed to keep the VCX alive alot longer than they had any right to by stripping tokens from the various inquisitors. Delayed fuses never came up unfortunately, but other than that all of the upgrades were worth it. About the only change I'd probably make would be to swap the payload out on Miranda, probably for some mines as I had several opportunities to drop right on top of both the jedi and the inquisitors that they would simply have been able to fly away of I'd dropped a bomb. On any case, enough of my ramblings, I'm pretty sure I'll be putting double VCX on the table again. Though as I'm going to the UK System Open in February I'll be switching over to practice for that just as soon as the next points and hyperspace list is available. 1-3 with a list you never flown before is a very good result. On my first tournament with a list I had little to no experience with, I went 1-5 Although I blame my lack of knowledge about Adaptive Ailerons mechanics and interactions. Second day was a 2-1... With the loss being against a Worlds top player and only 78-87 for his 5 Resistance A-Wing swarm. Fly, fly, fly! And that's all you need. I have been thinking of flying a VCX-100 with Chopper as a big mean blocker: "Chopper" (VCX-100): Dorsal Turret, Veteran Turret Gunner, "Zeb" Orrelios, Baze Malbus, Edrio Two Tubes (T-65 X-Wing): Plasma Torpedoes Benthic Two Tubes (UT-60D U-Wing): Leia Organa, Perceptive Copilot "Chopper" is the token stripper and wants things to bump into him. You have two arcs, so you can turn turret to the bumper and aim guns at someone else. Or doubletap the bumper, if needs be. You strip the tokens from those who did bump into you, which is cool. Edrio and Benthic just fly relatively close to each other and you can almost always guarantee double mods on Edrio, thanks to the Focus token Benthic can pass over to him. Leia Organa is just too good to pass out on, for those joust rounds when you want to turn around and still perform actions. An alternative I was considering was: "Chopper" (VCX-100): Dorsal Turret, Veteran Turret Gunner, "Zeb" Orrelios Jake Farrell (RZ-1 A-Wing): Predator, Crack Shot Arvel Crynyd (RZ-1 A-Wing): Intimidation, Predator AP-5 (Sheathipede Shuttle): Leia Organa, R4 Astromech Is a little bit more fun to play, you can cover even more arcs. AP-5 can coordinate people into things, like Arvel doing a non red boost to avoid stress. I call it "stick it in your face" list. Because you just want to charge the enemy and boop their noses. Both A-Wings can be quite the decent anti-Flank tools for when Ghost needs to spin around to enable bumps again. 1 Surak reacted to this Quote Share this post Link to post Share on other sites