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Rakky Wistol

Developing List: A Scarlet Cowgirl

300 posts in this topic

I like Omicron Pilot, Intel Agent, Adv. Sensors, Engine Upgrade. Makes the ship quite a bit more maneuverable and using Intel Agent and Adv Sensors can make life easier on you and harder on the opponent. 

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From my play testing, the real perk of the Buzzsaw over Adv sensors for me is being able to boost and not worry that my action has been used. I also don't have to get into positions where last turn I pulled a 0 red, used adv sensors for focus, but now this turn I want to bump for the better position, but doing so will mean no action because it is already stressed. With the Buzzsaw you can bump, boost, and 0 red to your heart's desire and still have the same firepower potential or better. Lets you forego having to make tough decisions, as they all will be okay. That's just my 2 cents on it.

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I just picked up Slave 1 and have been playing with a few squad ideas. 

I have 2 fighters, 1 bomber and 1 advanced to work with so any comments are appreciated.  I'm really looking forward to giving it a spin since in our games since the Empire is always (except once) soundly beaten...

 

Bounty Hunter + Heavy Laser + Proxy + Adv. proton torp + stealth deice (49)

Captain Jonus + Swarm tactics + proxy mine (27)

2x Academy pilot (24)

So Jonus follows Bouty Hunter around giving re-rolls on the heavy laser and chance to fire sooner. 

 

Scarlet + Mercenary + Stealth + Expose (47)

Scimitar Squad + homing miss. + cluster miss. + proton torp (29)

2x Academy (24)

Scarlet tries to get criticals while Scimitar launches lots of ordinance

 

Bounty Hunter + Heavy Laser + Gunner (45)

Scimitar + Cluster miss. + proton torp. (24)

Dark Curse (16)

Night Beast (15)

Still got some ordinance, chance to attack again with bounty hunter and TIEs moving up the firing order a bit.

 

Haven't found a good way to work Darth Vader in yet (I haven't used the advanced any other way, heh.)

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I just picked up Slave 1 and have been playing with a few squad ideas. 

I have 2 fighters, 1 bomber and 1 advanced to work with so any comments are appreciated.  I'm really looking forward to giving it a spin since in our games since the Empire is always (except once) soundly beaten...

 

Bounty Hunter + Heavy Laser + Proxy + Adv. proton torp + stealth deice (49)

Captain Jonus + Swarm tactics + proxy mine (27)

2x Academy pilot (24)

So Jonus follows Bouty Hunter around giving re-rolls on the heavy laser and chance to fire sooner. 

 

Scarlet + Mercenary + Stealth + Expose (47)

Scimitar Squad + homing miss. + cluster miss. + proton torp (29)

2x Academy (24)

Scarlet tries to get criticals while Scimitar launches lots of ordinance ordnance

 

Bounty Hunter + Heavy Laser + Gunner (45)

Scimitar + Cluster miss. + proton torp. (24)

Dark Curse (16)

Night Beast (15)

Still got some ordinance ordnance, chance to attack again with bounty hunter and TIEs moving up the firing order a bit.

 

Haven't found a good way to work Darth Vader in yet (I haven't used the advanced any other way, heh.)

Fixed...

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It's all good.  I used to make that same mistake all the time.  Now i'm just trying to give those nasty missiles and torpedoes their rightful due.  Bombers are my friend...

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Kath has always been my favorite pilot for the Firespray and When I play imps I will drop her in a list 7 our of 10 times. I almost always use at least one academy pilot with her as I've learned how important blocking with them is.

 

 I've been adding the Int agent to my rebel list in the Hwk for a while. I haven't added him to many of my Imp lists as I haven't done much with the albino space cow except a game or two just to feel it out.

 

This list interests me a lot. I think I will be taking this to my local game store for the next couple of weeks

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Part of me really likes this list because it almost seems like a theme list for the Binarye Pirates. I have always had a soft spot for theme type lists. Winning is always a good thing but I love to have fun as well, This may develop into a repaint for that pale void cow.

 

I love you guys for the inspiration.

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I always take Intel agent, but generally I don't want initiative and that is literally the only 1 point upgrade I can add to this list. All of my ships have the ability to adjust their position after move (Boost for the shuttle, barrel roll for everything else). So I want to move second so I can more effectively fly. The Intel Agent is just a bonus (one I frequently forget to use).

 

 

You could replace Kath with Boba Fett.  I generally prefer Kath, but her ability never seems to trigger for me, and if you're going to have a stressed firespray, the ability to switch directions could come in handy.  So, I think I like your list better, but there is at least one more 1pt upgrade you could do.

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You could replace Kath with Boba Fett.  I generally prefer Kath, but her ability never seems to trigger for me, and if you're going to have a stressed firespray, the ability to switch directions could come in handy.  So, I think I like your list better, but there is at least one more 1pt upgrade you could do.

 

You're right, I could. But I get more use out of Kath's ability. It may only happen a couple times a game, but it frequently hits high evade targets (obviously) and makes it far more likely for me to be able to outmaneuver that craft if they have a surprise stress token. Especially if they just shot at me and already have one.

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I think that For this list Kath just fits. Fett is good but his ability doesn't really contribute to the overall effectiveness of the list. Even Trelix  doesn't add as much because his ability is better at range. That crazy Crimson Pirate is prefect to mix it up as the tank for the list while adding her ability to limit the effectiveness of opposing lists maneuvers. Perfect for the Omicron Pilot to get Moby Shuttle into the clean up spot.

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I've been thinking about trying:

Kath with expert handling, rebel captive, seismic

Yorr with fcs and gunner

X2 AP.

Essentially I take engine and Intel off the shuttle to upgrade it to yorr, who can take Kath's stress when she rolls or flips (or both!), as well as the aps when they flip. Plus adding a seismic for extra damage potential. Thoughts?

Edited by hothie

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I've been thinking about trying:

Kath with expert handling, rebel captive, seismic

Yorr with fcs and gunner

X2 AP.

Essentially I take engine and Intel off the shuttle to upgrade it to yorr, who can take Kath's stress when she rolls or flips (or both!), as well as the aps when they flip. Plus adding a seismic for extra damage potential. Thoughts?

I think it's a serious mistake. Yorr's ability plus Seismic is not worth losing the Engine Upgrade. The shuttle's maneuverability and speed with Engine Upgrade is a huge advantage. It means that your shuttle is useless after the inital engagement. It certainly makes life easy for your opponent on who to target. Take out Kath first, then the TIEs. Forget about the shuttle. It'll hurt for a couple rounds, but after that it might as well not be on the board anymore.

 

I want to point out that this requires you to move your shuttle quickly into combat in order to be in range for Kath, but that means you have even fewer rounds of shooting before your lamed shuttle is forever out of combat.

 

Add stress to that maneuverless shuttle and you might as well have just saved 28 points for initiative.

 

You can try it (and I suggest you do try a shuttle sans EU at some point for the experience), but I seriously suggest that this would not be a good idea.

DraconPyrothayan likes this

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I've been thinking about trying:

Kath with expert handling, rebel captive, seismic

Yorr with fcs and gunner

X2 AP.

Essentially I take engine and Intel off the shuttle to upgrade it to yorr, who can take Kath's stress when she rolls or flips (or both!), as well as the aps when they flip. Plus adding a seismic for extra damage potential. Thoughts?

I think it's a serious mistake. Yorr's ability plus Seismic is not worth losing the Engine Upgrade. The shuttle's maneuverability and speed with Engine Upgrade is a huge advantage. It means that your shuttle is useless after the inital engagement. It certainly makes life easy for your opponent on who to target. Take out Kath first, then the TIEs. Forget about the shuttle. It'll hurt for a couple rounds, but after that it might as well not be on the board anymore.

 

I want to point out that this requires you to move your shuttle quickly into combat in order to be in range for Kath, but that means you have even fewer rounds of shooting before your lamed shuttle is forever out of combat.

 

Add stress to that maneuverless shuttle and you might as well have just saved 28 points for initiative.

 

You can try it (and I suggest you do try a shuttle sans EU at some point for the experience), but I seriously suggest that this would not be a good idea.

 

 

im in agreement with Sable.G about an engine-less shuttle. wout boost ur shuttle will be left for last and will not have much of a game after initial few shots. even vader shuttle with vader on omicron gets 'questionable' value out of those 24pts. without engine upgrade u really are reliant on bumping ito ur own ships to get max early shots off. I think the best use for omicron/vader is with strong and/or numerous support ships with PS3+ to take down their shields for vaders crit dealing - but its not an exact science - shuttle wout gunner/FCS is a little shaky on offense, u need to target lock as ur action to increase ur ability to deal some consistent damage as and PS2 omicron's large base is a little vulnerable to blockers.

 

im considering a squad that uses omicron/vader/engine upgrade. thats 28pts for a sacrificial lamb but at least if my opponent ignores it i can swing back and make them pay... heres the developing list:

 

Bounty Hunter + Recon Specialist (36)

Bounty Hunter + Recon Specialist (36)

Omicron/Vader/Engine Upgrade (28)

 

its just an idea at this point and will need testing before i know its even viable.

Edited by The_Brown_Bomber

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But if I'm anticipating flying against lots of action denial squads, like swarms or rebel convoy, what good does an engine do? Yorr will likely be trapped in the fray anyway, so I'm not going to want to boost out, just accept the action denial and stay where I can get shots off with a free target lock with a gunner.

berusplants likes this

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Good questions. :)

 

First, Engine Upgrade lets you flank. Instead of going right into the fray, you can quickly arc in from the side or even rear of the enemy. It's much more advantageous to have this massive weapons platform behind your enemy, since it can engage more fully and chase your enemy (trust me, it's terrifying to have a weapons platform like this to your rear). This means you can engage longer and concentrate more on a single target instead of targets of opportunity.

 

Second, EU allows you to fully break away from combat. When the craft starts to take a pounding, you can quickly disengage and travel further than almost any other craft in the game. This can allow you to turn around (quickly because of the Engine Upgrade). Further, if your enemy gets target fixated on the shuttle, they may try to chase it down, allowing your remaining ships to hound them.

Third, asteroid navigation. Remember, when you attempt to boost and you hit an asteroid, you are unable to complete that boost and must choose another action. That means you can move into an asteroid field with impunity. If you attempt to boost and can't, you still get your action and you know what movement not to take the next round. If you can complete it, you've moved safely and in better position. Why does this matter against action denial lists? They can easily be foiled by asteroids and it protects your flanks.

 

In essence, Engine Upgrade allows you lots of valuable tactical options.

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But if I'm anticipating flying against lots of action denial squads, like swarms or rebel convoy, what good does an engine do? Yorr will likely be trapped in the fray anyway, so I'm not going to want to boost out, just accept the action denial and stay where I can get shots off with a free target lock with a gunner.

Engine helps both with flanks and more often when you're hurt and need to get out of town.

 

That being said you're right and I often prefer engine with sensors to help combat blocking.

 

A boost and then a move is quite powerful on a shuttle.

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I've been thinking about this for a bit today since I had a convo with a guy at the local store abut wave 4. I was explaining the basics of this list to him, he's not big on the game and only knows the basics, and he was thinking that the new Ion Pulse missile will shred this list because it kills half of the ships.  I told him that he could make a list any time and proxy those missiles and I'd still blow his doors off. 

 

I'm sure the introduction of new cards will change things, but tactics work because of how the player moves and reacts to opponent movement. There have been 3 waves and there are tons of theories about what works. I love dropping the cowgirl and her albino brahma bull on people, watching them ask me to explain how the space whale is so good is always a favorite question.

 

sorry about the rant. I'm gonna go sit on the bench now coach.

The_Brown_Bomber likes this

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No, you are quite right. Ion Pulse Missiles will be a threat. The trick is that both Kath and the Albino Solar Kangaroo have abilities to move as an action. The ship may be ioned, but as long as the ship isn't stressed, it can either barrel roll or boost afterwards still. And since the missiles are discarded after the attack, it's difficult to dominate this list with them. It'll hurt, yes, but it's not a death sentence. Good thing to think about.

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Having thought about it for a good while and realizing what you said Sable, I don't think they will be major problem, but something to focus on. There are many options for a delivery system for that missile but none of them really worry me. If the list and the player is strong enough to take me with the missiles then he probably could have without the missiles. Just one more thing on the list to prioritize.

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I ran BH+ recon+ seismicsx2 and Vader shuttle before this list and it's solid. Engine upgrade might be better off than seismics as one more round of Vader shooting is at least as much damage and probably more. It gets pounded pretty hard by multi bwing lists (but what doesn't?).

Ion pulse isn't really a concern for the above reasons unless munitions fail safe allows you to keep them somehow. Even then it's really only a problem for the shuttle and, if they are waiting til the end game to constantly pummel the shuttle from behind with them, you were probably losing anyway.

This list certainly survives wave 4. Buzz saw shuttle or Vader shuttle kills a bandit a round at same PS. BH's shoot first and can also kill one a round. And the phantom... Doesn't kill us any worse than it kills everything else.

Edited by Rakky Wistol

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my latest variant:

 

Kath Scarlet + Expert Handling + Rebel Captive + Seismic Charges (45)

Omicron Group Pilot + FCS + Gunner + Intelligence Agent + Engine Upgrade (33)

Scimitar Squadron Pilot + Proton Torpedoes + Seismic Charges (22)

 

changes ive made?

  • dropped 2 academy pilots and replaced with a single bomber (6 hull)
  • added seismic charges to Kath + bomber
  • bomber also gets proton torps

one less ship but the bomber is twice as durable (but 1 less agility) as a tie-fighter and has additional early punch with torps and charges.

Intelligence Agent on shuttle should actually help to drop those seismic's and get max effect from them.

 

thoughts?

Edited by The_Brown_Bomber
SableGryphon likes this

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I like it. You'll have to let me know how it does. :) Meanwhile, I'll ponder on it and see what insights I can provide.

 

:) Sable.G - Like u I am finding it hard to remember to use my intelligence agent :( with seismic charges it should help trigger using it as i am always going to be thinking 'is this a good time to drop a seismic ?'

 

These changes are based on the testing i have done with the standard Scarlet Cowgirl version. What I love about 2x Academy Pilot is they r so manouvreable and they give this squad some flexibility with their flanking/blocking - its just sometimes they get taken out too early - if u play defensively with them by keeping them at long range and using evade more, sure you can keep them on the table longer but they are still vulnerable to early destruction, even at long range from any 3 attack dice ship (B-Wing, X-Wing, Falcon) and if u are playing them at long range with evade they are not as effective on offense are they?

 

With the bombers durability he is hard to one-shot in one round early on so i should be able to get off those torps - the plan would be to fire last in the round at a target that has had its shields shredded by my heavy hitters - this would give me a chance of inflicting an early critical. If they ignore my bomber i might wait a bit before using the torps and have time to set up with a focused shot with them but in all likelihood they will be launched early in the battle.

 

I am not very experienced with seismic charges but i have read here how effective they can be at getting in that extra few points of damage so i am willing to give them a try here.

 

My regular club group meets next weekend so ill give it a test run then and post up results here.

Edited by The_Brown_Bomber
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