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Thoughts on Krassis Build

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I have been wanting to switch over to a competitive Empire build for a while after playing Rebels for a few months now. 

 

Any thoughts on this list would be helpful. 

 

Krassis Trelix - 36 

HLC - 7 

Navigator - 3 

 

Turr Phenir - 25

Push the Limit - 3

 

Obsidian Squad pilot - 13

Obsidian Squad Pilot - 13 

 

The idea is to keep Krassis at Range 3 for HLC and Fly in Turr with Obsidians for for close shots. Turr can boost or roll out of most arcs once he is in Range 1 . 

 

Thoughts? 

 

 

 

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I would be tempted to put expert handling on Krassis if your goal is to stay at range.  Move 1 forward, barrel roll two back.  Net result is that you just move slightly forward and slightly to the side.  1 Bank and barrel roll should pretty much be a rotation in place.  Turr is always a good option for the imperials, but I would consider dropping the Obsidians to academies and coupled with the point saved from the navigator -> expert handling put a stealth device on Turr.  That way if you do find youself not capable of getting out of arc, he's at least difficult to hit.

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I would be tempted to put expert handling on Krassis if your goal is to stay at range.  Move 1 forward, barrel roll two back.  Net result is that you just move slightly forward and slightly to the side.  1 Bank and barrel roll should pretty much be a rotation in place.  Turr is always a good option for the imperials, but I would consider dropping the Obsidians to academies and coupled with the point saved from the navigator -> expert handling put a stealth device on Turr.  That way if you do find youself not capable of getting out of arc, he's at least difficult to hit.

That's a fantastic idea...I'm definitely gonna try that next time I'm playing empire...

Edit: After a quick check, it can't e done. Krassis doesn't have the EPT upgrade slot

Edited by UnfairBanana

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Push the Limit works against Turr. Without it, he can boost or barrel roll, then attack, then do the boost/barrel roll action he didn't do before. If you push the limit, he's stressed and can't get the free action. I would give him Veteran Instincts instead, which will put him at PS9 and make him less likely to get cratered by a PS 7-9 pilot.

 

That saves you two points to play with. Though Kath's natural ability works against HLC, so upgrading to a EPT capable Firespray would probably require you to change you sniper tactics.

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Push the Limit works against Turr. Without it, he can boost or barrel roll, then attack, then do the boost/barrel roll action he didn't do before. If you push the limit, he's stressed and can't get the free action.

 

Actually…you can use it after he boosts/barrel rolls.  So he focuses, then he shoots, then he Boosts, then he Pushes the Limit to get an Evade token and then stresses.  

 

I think boost would serve your purposes well in this case because if you're trying to stay at range, boost takes you far away when it's on a big ship.  List looks pretty solid

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I play regularly against Krassis+HLC & Turr+VI & Soontir+PTL. Lately he is flying without Turr but with two TIE and Stealth on Soontir.

As far as I can tell it's a fun list to fly (my frind loves it) and devastating if flying rebels without 360° turrets.

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With push the limit on Turr, you can take an action, shoot your guns, barrel roll and then trigger your push the limit to boost for better position next round. 

 

Sorry, apparently Syleh Forge is a faster typer then me and already covered this.

Edited by GliderBane

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I don't see what navigator really does for you here. If krassis is at range for collision something has already gone wrong and navigator isn't likely to help you out of it.

VI Turr and PTL Turr play really differently. I prefer PTL. If Turr is not your big gun or the obvious first target then VIis great but most of the time the "triple" action of PTL Turr is just awesome (Soontir too).

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I really love recon specialist on Krassis.  He pretty much wants to focus for every attack, and then you have a second one for defense (and with 2 dice it usually gets used if he is being shot).

 

Also, you may want to downgrade your two obsidians to acadamies.  This lets you do blocking much easier, and frees up points for a seismic charge on Krassis.

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Sorry to revive an old thread, but I was looking at using my firespray for the first time and was thinking of a krassis + HLC build. I love soontir + PTL + stealth device so would want to put him in the field as well. That leaves me 24 points. What do you guys think of having an omicron group pilot + anti-pursuit lasers to bump into enemy ships whilst krassis snipes and soontir flanks? Mind you; this is for casual play with quite unexperienced players.  

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Sorry to revive an old thread, but I was looking at using my firespray for the first time and was thinking of a krassis + HLC build. I love soontir + PTL + stealth device so would want to put him in the field as well. That leaves me 24 points. What do you guys think of having an omicron group pilot + anti-pursuit lasers to bump into enemy ships whilst krassis snipes and soontir flanks? Mind you; this is for casual play with quite unexperienced players.  

APL Shuttles are...rather terrible, honestly. 

If you want a 24 point Shuttle, go with a Doomshuttle, by using Darth Vader. Yes, he damages you when he fires, but you've also got Krassis and Soontir Fel in your fleet, so the incredible damage at the start is definitely worth it.

 

Alternatively, 2 Academy Pilots would not be remiss. Decent damage from having 2 attacks, but they also act as Blockers and Finishers. Handy :)

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HLC and APL seem to work against each other. Range 2-3 to capitalize on HLC, but Range 1 for APL. My preferential build using Krassis is...

 

Krassis (HLC, EU, Rebel Captive)

Soontir Fel (PTL)

Avenger Interceptor

 

Flanking with Soontir and Avenger, Krassis pounds ships and punishes the first who attacks back at him. Engine Upgrade is incredible IMO. Probably my favorite mod.

 

-Cal

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HLC and APL seem to work against each other. Range 2-3 to capitalize on HLC, but Range 1 for APL. 

It's not so much that they work against each other as it is covering your a** when the opponent doesn't play by your rules. 

 

APL's likely going to be wasted points on your Level 5 pilot, though.

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I don't like HLC on a Firespray, it doesn't make use of it's rear firing arc.

Keeping a Firespray at range 3 is a lot harder if you need at be pointed to the ennemi. I'd rather go with Kath + Gunner so you can fly away from the fight and shoot out your rear, still using gunner.

Edited by Klutz

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I don't like HLC on a Firespray, it doesn't make use of it's rear firing arc.

Keeping a Firespray at range 3 is a lot harder if you need at be pointed to the ennemi. I'd rather go with Kath + Gunner so you can fly away from the fight and shoot out your rear, still using gunner.

I believe Krassis was of the essence? Going down the road of making entirely new builds, I would ditch the named Firesprays altogether, save some points, and get a BH with gunner and decent blocking abilities.

 

But on topic of Krassis, here's a build I've been wanting to try out for some time, but then I end up trying other stuff (and with wave 4 on the doorstep, I might not even get around to ever trying it):

 

Krassis + HLC

Jax + PTL + HU

Royal + PTL

Edited by Malmer

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I believe Krassis was of the essence? Going down the road of making entirely new builds, I would ditch the named Firesprays altogether, save some points, and get a BH with gunner and decent blocking abilities.

 

But on topic of Krassis, here's a build I've been wanting to try out for some time, but then I end up trying other stuff (and with wave 4 on the doorstep, I might not even get around to ever trying it):

 

Krassis + HLC

Jax + PTL + HU

Royal + PTL

Yes, I see how HLC is very tempting on Krassis, I just don't like it :P

 

I'd rather go with Gunner and save 2 points, but then his ability is useless. You could throw an Ion Canon on him for 3 more points.

 

So for 8 points, you have gunner which is useful from both firing arcs, giving more options and keeping your maneuvering more unpredictable. And if you do fire out your front arc, you have the option of ionizing your opponent. The ion canon can be useful at range 3, to deny the extra attack die. And if ion fails, even with the free re-roll, Gunner triggers.

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My Krassis +HLC/Soontir +PTL+SD/Omicron +Vader list was victorious. It crushed the YAA list of my friend (not the best choice for a beginner I'm afraid) without any problems. As predicted here, the doomshuttle wasn't the star (although it did soak up damage that was otherwise directed towards my more important ships) but krassis killed it and soontir was useful as always. It kind of felt overpowered to have 4 attack dice + a reroll at range 4 all the time.

I let my friend play a han shoots first list later which destroyed my heavy on ordnance vader/jonus/gamma list. I need to learn how to fly bombers and vader because I haven't been succesful with them yet... Was fun to drop bombs, shoot assault missiles and advanced proton torpedoes though. Man, I love this game.

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