KineticOperator 2,534 Posted September 4, 2013 (edited) Howlrunner plus a bunch of Academy pilots is the most common, making a 7 TIE swarm with good accuracy. Otherwise, maybe you could drop Night Beast and Gundark, replace them with Academy TIEs, and spend the extra points on Push The Limit and a Stealth Device for Howlrunner in order to keep her alive longer. Or replace them with Black Squadron TIEs using Draw Their Fire to protect all the other named TIEs. Just some of the ideas. I would actually start by running the all-named-TIE list a few times to get a feel for what you want to do to improve the squadron. Then, some possibilities that fit your playing style should make themselves apparent. Edited September 4, 2013 by KineticOperator Quote Share this post Link to post Share on other sites
Overmanwarrior 13 Posted September 8, 2013 OK, now about Han and the Gunner, how does this situation play out with the new HWK-290? Want to fire six attack dice against zero defense dice? It’s possible with Wedge Antilles, Jan Ors, and Expose. Does Expose allow Han to fire all his re-rolls off his card and his gunner if Jan feeds him the extra dice she has been building up against no defense dice? Surely Han doesn't fire six dice four possible times. Quote Share this post Link to post Share on other sites
Emrico 410 Posted September 8, 2013 OK, now about Han and the Gunner, how does this situation play out with the new HWK-290? Want to fire six attack dice against zero defense dice? It’s possible with Wedge Antilles, Jan Ors, and Expose. Does Expose allow Han to fire all his re-rolls off his card and his gunner if Jan feeds him the extra dice she has been building up against no defense dice? Surely Han doesn't fire six dice four possible times. Jan could boost one of the attacks and Han's reroll for that attack, because of the stress. If Jan takes a Stress to boost the initial attack to 6 dice, Han's reroll would be 6 dice. If for some reason it misses, the Gunner kicks in, but that is a new attack and Jan could not boost it because she already has a Stress token. The Gunner is specifically a new attack. Jim Quote Share this post Link to post Share on other sites
Overmanwarrior 13 Posted September 8, 2013 That sounds fair. Thanks. I have one of those HWKs coming and am just a little excited about it. Quote Share this post Link to post Share on other sites
Caedus 9 Posted September 9, 2013 (edited) Yeah I think Emrico is correct, in that the gunner counts for a separate attack, and the wording of Jan seems to imply only a single attack (adding an "additional attack die"). So you'd try use her on your gunner attack where possible, allowing the first to clear off any evade and focus tokens. However, Expose explicitly lasts the entire round, so you could (at range 2&3) be attacking with 4 dice for the normal and gunner attacks, rerolling with Han as necessary. So then for whichever attack you use Jan for, you get her extra one as well. Lastly, note that that quote from Hothie's article (six attack vs no defence die) refers to a very specific set of circumstance in a boosted Wedge at Range 1 against a Shuttle (or YT1300, B wing or Y wing) which only normally has one evade die Edited September 9, 2013 by Caedus Quote Share this post Link to post Share on other sites
CrookedWookie 1,258 Posted September 9, 2013 Yeah I think Emrico is correct, in that the gunner counts for a separate attack, and the wording of Jan seems to imply only a single attack (adding an "additional attack die"). So you'd try use her on your gunner attack where possible, allowing the first to clear off any evade and focus tokens. However, Expose explicitly lasts the entire round, so you could (at range 2&3) be attacking with 4 dice for the normal and gunner attacks, rerolling with Han as necessary. So then for whichever attack you use Jan for, you get her extra one as well. Lastly, note that that quote from Hothie's article (six attack vs no defence die) refers to a very specific set of circumstance in a boosted Wedge at Range 1 against a Shuttle (or YT1300, B wing or Y wing) which only normally has one evade die I don't agree with 'you'd try to use her on your gunner attack when possible." Gunner only happens if the original attack misses. And there's zero guarantee they won't straight up dodge the shot on their dice, without spending any tokens. So if you keep Jan in reserve every time you attack, you're deliberately passing up increased odds of hitting and doing more damage, and essentially HOPING your first shot misses. Gunner is a plan B (plan C in some cases), not your go to attack. And Jan is considered over costed as it is. You don't spend the points on her and then keep her on the bench. You use her every chance you get before she gets taken out. Quote Share this post Link to post Share on other sites
Caedus 9 Posted September 10, 2013 (edited) Well that would be how I would use her in most cases, and odds are you won't be using her ability every single turn as you have stress to clear and those green moves might not cut it. Personally, I've found the gunner particularly useful in stripping evades and focuses and then doing the real damage, so I'd use Jan in the second, taking my chances with a second high powered shot rather than two average shots. By average, I mean that any evades or focuses will potentially cancel the result of Jan's additional die, leaving you effectively with two normal shots against whatever your opponent's dice are. Rolling more dice after stripping evades and focuses increases your chance of landing those hits. If you're spending points on a gunner, you want to use it. So if you don't have Han to reroll everything, you make your choices based on what your opponent throws against you, knowing that there is another attack that is about to follow that you can also modify. You then make your choice to spend target locks and focuses then (assuming you don't have Marksmanship ready), or save them for the next attack. There probably isn't a lot of difference, but this is how I would use them. And that said, there are always other ships to aid if your falcon hits first go and you have some lower skilled pilots nearby, so you're not necessarily keeping Jan on the bench, just using her in the most opportune moments as they present themselves. Edited September 11, 2013 by Caedus Quote Share this post Link to post Share on other sites
Tressle 0 Posted September 19, 2014 (edited) I have had alot of good fights using Han + Gunner + oppertunist + Recon Specialist. + Hull Upgrade. I took the Recon card because it gives the extra focus which helps offset the 1 defense die you get and the hull upgrade gives makes where the Imps have to pound thru 5 shield and 9 hull. Then I round off the 100 points with Horton Salm + blaster turrets + R2D2 + + Shield upgrade + flechette Torpedoes to round out the 100 points. I've found it to be very effective against swarm players. Edited September 19, 2014 by Tressle Quote Share this post Link to post Share on other sites
Sergovan 1,440 Posted September 19, 2014 Necro thread... Quote Share this post Link to post Share on other sites
WonderWAAAGH 7,153 Posted September 19, 2014 You gotta shoot 'em in the head. Quote Share this post Link to post Share on other sites
StevenO 2,996 Posted September 20, 2014 Necro thread... For something over a year old (might miss that if you don't look at the year) and to add pretty much useless information. Quote Share this post Link to post Share on other sites