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Orvin
Sep 9, 2006




I just found out that a local game store is going to be running a month long escalation league. It starts with 60 points and adds 30 points a week until 150. The rules also state that all pilots and equipment must be reused from the previous week. I haven't really played (just a half game with my wife who was not having any fun), so I could use some advice for a build to bring. Nothing crazy technical, but something that should at least get a few kills and not get wiped out really fast.

Right now, I have the base set, an A-Wing and a Tie Bomber. I was thinking of going Rebel, and know I would need to buy some more stuff. My initial guess is the Millenium Falcon kit, and the Rebel Aces kit. Then maybe one other somewhere in the middle of the month if I keep up with it.

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Orvin
Sep 9, 2006




How good is the TIE Defender? Is it useful enough long term to get one now just for the predator pilot ability?

When you say super turtle green, what pilot ability (or abilities with A-wing test pilot) are typically added?

Just checking, but there is no prohibition from using a regular A-Wing pilot with the Rebel Aces blue A-Wing, or vice versa?

Orvin
Sep 9, 2006




I ordered the Plano case listed in the OP for holding my new growing addiction. Does anyone have a suggestion for some foam to order to keep the ships from rattling around in the partitions? I probably would just let them float around, but since the case has to be flipped to get at the other half, they are going to get banged around a bunch.

Orvin
Sep 9, 2006




jivjov posted:

Incidentally, I'm thinking of changing that recommendation...It's fine when you're starting out, and is still a very serviceable case...but if you're like me and collect 2-3 of everything (sans Huge ships), it starts becoming inadequate fast.

It looks like it only really fails at storing more than 2 large ships. Other than that, it seems to make a good first storage case. If anything, maybe update the OP to include a second larger case, but leave the first one as a good middle size collection case.

Orvin
Sep 9, 2006




DasHangman posted:

I picked up the X-Wing Core Set today! I had been debating it for months. I am hopefully going to play a quick start game tomorrow. Moving forward, though, is there anything in particular a new player should know? Do different factions favor different tactics? Are there any "must have" ships?

Help me, goons. You're my only hope.

I am still new to the game myself, but the Rebels and Imperials initially played a little different. Imperial ships started out with cheap highly maneuverable ships, but a little lighter on firepower. while Rebel ships could soak up more damage with shields to make up for their slightly less maneuverability. Rebel ships also had more add on options to customize the ships.

I believe that has changed a bunch with some of the more recent releases. You can get cheap manuverable Rebel ships, and high cost heavy firepower ships for the Imperials.

For must have ships, don't overlook the single X-wing or TIE fighter packs. They add extra pilots and abilities not included in the core pack.

Orvin
Sep 9, 2006




I played in the first round of the escalation league today, and went 2-1 with the Predator Wedge and Luke setup suggested here. The first game was somewhat close with my opponent having Dash Rendar and a Blue Wing B-Wing. We both made some mistakes, but in the end, Dash didn't have enough damage dice to be a threat without a weapon addon.

The second game was a blowout. My opponent had a Firespray with the pilot that gets an extra attack behind and a prox mine, along with a 1 skill Z-95. I hung back, and when he charged in with the Firespray, Wedge just unloaded and blew it up in the space of 2 rounds with a little help from Luke.

My last game was my loss that could have been a win if I manuvered Wedge a little better. My opponent had Chewie with Veteran Instincts and the ability to redirect a crit onto Chewie along with a basic HWK. I had Luke out in front with Wedge hanging behind, and my opponent took the bait, focusing on Luke. By the time Luke had gotten destroyed (by a range 1 shot from the HWK) I had Chewie down to a single hull with Wedge at full shields. The problem was at that point Wedge just had a rear corner in his firing arc and the falcon started taking 1 speed sharp turns. I couldn't turn hard enough to get the falcon in my sights, and the second turn was too close to the edge of the board to make a K-turn safely. My opponent had some really good rolls those two turns and Wedge fell apart pretty quick.

Looking at what other people were playing, I saw a Phantom with 2 other TIE fighters, 2 B-Wings and an A-Wing, Star Viper and 2 Z-95s, a 2 X-Wing (lesser pilots with astromechs). In all, it seemed like people were going for either lots of ships, or lots of hit points.

I had a lot fun time my second time playing. After this league is over, I might try finding a tournament to try playing a little more competitively. I think when I grow my 30 points for next week, I am going to add a B-Wing. I need something that can dish out some decent damage to chew through all those hull and shield points out there. It won't hurt to have another decoy out there screening for wedge.

Orvin fucked around with this message at 04:02 on Apr 7, 2015

Orvin
Sep 9, 2006




Anyone have a good B-Wing build for 30 or less points? I need to add 30 points for my escalation league, and I want more firepower than a super turtle A-Wing can supply.

As posted earlier, I already have Wedge with predator and Luke for a 2 X-Wing setup.

I am thinking a B-Wing with accuracy corrector or advanced sensors, and maybe torpedoes. I have also toyed with adding some cards to the x-wing, maybe R2-D2 to Luke, while just going with a bare B-Wing.

I really like the concept of the E-Wing, but I don't think It's worth the extra points. The 2 extra defense dice is at best an even trade for losing a shield and 2 hull.

Orvin
Sep 9, 2006




I have finally figured out why this game is evil. It is at just the right price point to be an impulse buy addition on Amazon. I was kinda looking at imperial aces, mostly for more PTL cards, and for $20, why not. It doesn't help that the minis last ok really good as well.

I am going to try really hard to avoid the huge ships until I at least play in a real tournament or two. Mostly because a wing of TIE Advanced with the stuff from the Imperial Raider looks to be lots of fun.

Orvin
Sep 9, 2006




I seem to recall that the scum release made Y-Wings suck less. Is that because of the turret title? None of the turrets seem particularly outstanding. It looks like you pick ion for utility, or autoblaster for damage.

Am I looking at the situation right? Either way, it looks to only really be useful against large ships that the Y-Wing has any hope of keeping in its arc.

Orvin
Sep 9, 2006




I kicked rear end in the second round of the escalation league. I added a Dagger Squad B-Wing with Advanced Sensors, and gave Luke Expert Manuvers.

First round was a win on time agains 2 Bs, an A, and 2 Z-95s. I thought I was totally screwed after my opponent knocked most of my shields down by the 3rd round, with me only having wounded both B-Wings. Then my opponent made a bunch of really bad moves when all of our ships were on top of one another in the furball in the middle of the board. Nothing like misjudging K-turns with your B-Wings so they were stressed and not pointing at anything. Once the B-Wings were gone, the Zs and A couldn't do enough damage to do more than finish off Luke before time ran out.

Second round was a decisive victory vs Luke, Biggs, and Jake Farrel each with a couple of upgrades. He tried to swing his A-Wing around the far side of the map while our other ships generally headed towards each other. The A-Wing took too long to make it to the fight, and I was rolling hot. I had both his X-Wings down with just a smattering of shield damage myself. He conceded so we could get someone who showed up late into a game.

The final match was against 3 Academy Ties, Howlrunner, and a heavily modified Soontir. This was also a win on points at the timer. He came at me with the swarm while Soontir swing in wide. I took out Howlrunner and a fighter pretty quick while losing my b-wings shields. By then Soontir showed up and started inflicting damage to my x-wings. I then spent most of the rest of the match chasing Soontir and taking occasional long range shots. When I finally got Soontir, he had managed to get both my X-Wings. Those academy pilots can be a death by a thousand cuts if you ignore them too much. The last round was my B-Wing with 1 hull vs 2 fighters with 1 hull each. I managed to kill the only one who had a shot, so I won on points.

The advanced sensors really helped out on the B-Wing when I had to K-Turn or when I saw I was going to bump someone. Those turns the focus, or an early barrel roll really helped.

Orvin
Sep 9, 2006




Cobbsprite posted:

Did you see the changes to the escalation rules? They're requiring you to start with at least two ships for the first round, to cut down on people taking single extremely resilient ships.

I wasn't aware of that, but I can see the reasoning. My only loss was against a falcon with only minor upgrades. A fully decked out falcon would probably be Damon near impossible to take out, especially if the player stalled for time.

I did notice you also can't use more than 8 of the same model of small ships, or 4 of the large ships. Probably to cut down on late round insanity of running 12 TIE fighters or the Lambda death squad.

Orvin
Sep 9, 2006




Isn't the whole point of the E-Wing to be a melding of the A-Wing and X-Wing? Primarily a more manuverable X-Wing?

I get that the E-Wing seems to be a little over costed for what it can do, something like an average of 6 points for an extra green die, the barrel roll and evade icons, and a system upgrade. But can they do to upgrade the x-wing that will actually be useful, but not completely remove the use of the E-Wing?

Orvin
Sep 9, 2006




PJOmega posted:

Would there be any way to make something like this work within the rules with any elegance?

Ionic Gyroscope

After you make a K-turn, you may perform a [action].

While it isn't exactly what you are looking for, advanced sensors is pretty close. You can take an actio directly before the K-Turn which will let you do everything but a boost action to change your facing afterward.

Orvin
Sep 9, 2006




The Gate posted:

New X-Wing Title: Republic Refit

3 points

Add the boost icon to your action bar. If you have an astromech equipped you may reroll 1 blank (green or red?) Per turn.

There, something to make the X-Wing a useful dogfighter, and a flavorful ability that fits the pilot/astro combo.

You might be on to something. A 0 or 1 cost title that gives a benefit if you have an astromech equipped. Maybe give the ability to reroll an attack die. It might have to cost 2 points since it is then a weaker predator.

Orvin
Sep 9, 2006




Extra munitions is nice, but I dont think it is enough to make missiles or torpedoes viable. On most ships, it really only gives you a couple point discount over taking a second torpedo/missile. And are people really going to spend the 10+ points to put extra munitions and a combination of two missiles/Torps/bombs that it takes to make efficient use of Extra Munitions?

I think it makes a little more sense for it to be a modification, as it should render munitions failsafe unneeded. Outside of a flechette gimmick build, are you really going to miss twice and need a third shot? And if you have a combined 4 shots, will you need to worry about missing once or twice?

Orvin
Sep 9, 2006




Someone at my league night had an interesting idea for ordinance. If the missile/torpedo has at least one hit, cancel all defense dice. This was to make it a more thematic, either you evade the missile, or it hits and does full damage. So nimble tie fighters are likely to evade the missile, but if it hits, they are pretty much dead.

It would probably take some tweaking of current ordinance cards, but would make their costs viable if they were more likely to hit for full damage.

Orvin
Sep 9, 2006




Looking through the pilots in the Most Wanted expansion, I kinda want to make a turret build.

Kavil (Y-Wing), Autoblaster turret, Unhinged Agromech - 27
Dave (HWK), Ion Cannon turret, Recon Specialist, Moldy Crow - 34
Kath (Firespray) - 38

Any thoughts? I am kinda iffy on the moldy Crow and recon, but it would seem to give it some survivability when stuck doing green moves to clear stress. I was also thinking of engine upgrade instead for mobility. Kath was taken for thematic reasons, extra damage behind, but seems lacking without upgrades.

Orvin
Sep 9, 2006




alg posted:

I am kind of thinkin' on this. Gonna do some testing and try FCS instead of AS and see which I like better.

Ten Numb — B­Wing 31
Veteran Instincts 1
Advanced Sensors 3
Mangler" Cannon 4

Bandit Squadron Pilot — Z­95 Headhunter 12

Bandit Squadron Pilot — Z­95 Headhunter 12

Bandit Squadron Pilot — Z­95 Headhunter 12

Bandit Squadron Pilot — Z­95 Headhunter 12

Bandit Squadron Pilot — Z­95 Headhunter 12

Are lists like these the reason the Z95 appears to be sold out most everywhere? Seems like you need 3-4 in any list that uses them.

Orvin
Sep 9, 2006




I was poking around the Team Covenant website, and they are running a tournament. They house ruled X-Wings and Tie Defenders to see what it would take to fix them.


Team Covenant posted:

“CANON SHIP RULE”
When constructing a squad, players may legally equip -ANY- ship modification on an X-wing at a -4 discounted cost. This means the X-wing may equip modifications such as Autothrusters or Countermeasures at cost 0, or may equip ****-only modifications like Advanced Cloaking Device or Combat Retrofit, and are still considered legally built. Keep in mind that this rule does not affect whether a card is unique.

For purposes of fairness (aka godmode Biggs), Cloaked X-wings will have no pilot ability while Cloaked.

"STANDARD ISSUE RULE”
All Defenders come equipped with an Ion Cannon upgrade, at no cost. This does not fill the ship’s cannon slot.


I wonder what the tournament will determine in regards to what will work with fixing x-wings.

I haven't flown any Defenders, but I am not sure how much the free ion cannon will help. I am sure it has its uses in keeping a manuverable ship stressed or by going for the easier shot at range 3. It is probably going to be very situational, and either completely unused, or marginally useful.


Edit: looking at the lists, most of the people adding X-Wings just added shield mod or advanced cloaking device to their ships. I saw a couple Combat retrofits on there to make Wedge a lot more durable as well. Nothing too terribly crazy.

Orvin fucked around with this message at 20:10 on May 1, 2015

Orvin
Sep 9, 2006




I think the only thing that is actually out of print is the Z95. My local game store has had everything but those (and huge ships) cycle through in the past month. The guy who works there says all the suppliers are out. Can't even find them with prime shipping on Amazon.

Orvin
Sep 9, 2006




I am guessing we are going to see a bunch of Vader and Eclipse lists. It will be interesting to see what happens with the other 40ish points. Possibly Colzet. That ability looks really nice to help cripple large ships.

Orvin
Sep 9, 2006




I assume it is the same applicability as Carnor Jax's ability that prevents evade and focus tokens from being used.

Orvin
Sep 9, 2006




Endman posted:

Is it just me, or would this list be stupidly powerful and also fun as hell to play?

N'Dru Suhlak (17)
Lone Wolf (2)
"Hot Shot" Blaster (3)
Kavil (24)
Opportunist (4)
Autoblaster Turret (2)
Unhinged Astromech (1)
Engine Upgrade (4)
Palob Godalhi (20)
Veteran Instincts (1)
Blaster Turret (4)
Outlaw Tech (2)
Kaa'To Leeachos (15)
Veteran Instincts (1)
Total: 100


I played a Kavil and Palob list on Monday. I filled the rest out with a HLC SYK heavy interceptor and a Z95. I had opportunist, Agromech, and a blaster turret on Kavil. It was amazing to roll 5 target locked dice with Kavil, but the stress really limited the Y-Wings options. I think I needed to be a little more careful with when I used opportunist on Kavil. I think opportunist needs to be paired with the unhinged mech, or forgo opportunist if you want the target lock from the Agromech.

I also had opportunist and Moldy Crow on Palob, and that seemed to work better. The HWK can at least make green speed 1 turns for a little manuverability. And the Moldy Crow upgrade was incredibly useful. Either being able to use a focus with the blaster turret shots, or being able to forgo clearing the stress for better positioning was very helpful. My opponent's reaction to Palob being on the board was to avoid taking token actions, so you can't count on anything to steal with him. I would recommend finding the extra point for the Moldy Crow title and ditch the tech.

Orvin
Sep 9, 2006




Poopy Palpy posted:

Apparently that turret can attack twice, but each attack only deals 1 damage if it hits.

At a cost of 6, that seems a little expensive. But I guess any turret upgrade that can shoot to range 3, especially if it doesn't need a focus or target lock will have its uses.

Orvin
Sep 9, 2006




Archenteron posted:

Played my first game of X-Wing last night: A friend has pretty much everything, so after reading the rules, I began cobbling together a team without help (at my own request), and resulted in this:

Winged Gundark (15)
Howlrunner + Swarm Tactics (20)
Maarek Stele + Marksmanship + Cluster Missiles (34)
Colonel Jendon + Enhanced Scopes + Intelligence Agent + Weapons Engineer (31)

The general idea was to keep things close together, have the Lambda Shuttle mass-grab target locks and punt them to other things, Maarek try to eventually drop a massive critical alphastrike, Howlrunner to pass 8 piloting skill + rerolls to the others, and Winged Gundark to get in and shoot stuff.

My opponent (A different friend who had learned to play earlier in the evening and had gotten 2-3 games in) had their team still set up/refined from earlier

IG-88 B & C, both with Push the Limit, Accuracy Corrector, Mangler Cannon, Hot-Shot Blaster, and the IG-2000 title.

He proceeded to Benny Hill about the map with those ships absurd maneuverability + double-boost-double-evade while I bumbled about learning how the hell to maneuver properly and ramming my ships into each other half the time, before eventually starting to predict his moves better and drop a sacrificial TIE to stop one's movement and boost-dodges. I also completely mis-interpreted the Scopes + Intelligence agent so they were substantially less useful than I thought they'd be. I also didn't know that Titles/Modifications were slotless so I didn't use any of those.


Called the game in his favor when I was down to Gundark + Maarek and he was down to 88-C and the game had taken 2-3 hours because he was barely shooting at me most of the time and I pretty much was never going to be able to get both my ships shooting at him at the same time anymore since I'd need all 4 of my combined shots to deal with his 3 agility + two evade tokens every goddamned turn while he pulled 180s that crossed half the map and it was 5 am because we started late and I was fed up with his poo poo.

Mildly salty about the IGs but I had a good time.

Sounds like you guys might have been making some mistakes. You can't take the same action twice in the same round. That include free actions. So if your opponent did the boost and free evade, he then could not push the limit into a second evade action. So there shouldn't have been any way for IG-88C to get two evade tokens.

Just a note, this does not affect being assigned a token, just the actions.

Orvin
Sep 9, 2006




Poopy Palpy posted:

Plus accuracy corrector: cancel the dice from the first roll, don't add the hits, guarantee two Vader opportunities.

That seems like a lot of points just to do one or two crit damage. Wouldn't it be more efficient to run a swarm of scum Z95s with feedback arrays? It's not crit damage, but it is a lot of guaranteed damage.

Orvin
Sep 9, 2006




The talk about Eaden Vrill a couple pages ago got me thinking about trying some big ship turret action at a casual game store league. I kinda wanted to try fat han, but I don't have C-3PO, and don't really want to spend $60 on the Tantive kit. I thought Kyle Katarn might be a viable alternative, as it will give a free focus most rounds.

I also had some extra points after Vrill and HLC, so just threw a recon specialist. Might swap that out for engine upgrade as well.

Any thoughts?

Han Solo — YT-1300 46
Push the Limit 3
Kyle Katarn 3
Engine Upgrade 4
Millennium Falcon 1
Ship Total: 57

Eaden Vrill — YT-2400 32
Heavy Laser Cannon 7
Recon Specialist 3
Ship Total: 42

Orvin
Sep 9, 2006




Don't forget that secondary weapons do not let the target add a green die at range three. That can be a little helpful when taking long range shots, especially at high agility ships. Probably not enough to be the sole reason to take a Mangler cannon.

Orvin
Sep 9, 2006




Chilichimp posted:

Wtf is a doom shuttle?

It is a Lambda class shuttle with Darth Vader as crew.

Darth does 2 damage to the ship he is on to deal a crit after an attack.

Orvin
Sep 9, 2006




I played a Han Solo and Corran Horn build in a local league tonight and won three games without losing a single ship. Corcoran with fire control system and R2-D2 and engine mod was stupidly powerful. I think it really helped that no one bothered to focus him down. He is agile enough to only take 1-2 damage, and I could easily keep those shields topped off.

Also was pretty funny calling out the younger brother (16ish) of the guy running the shop for the mistakes he was making. Trying to run the Dash Rendar crew member on the Dash Rendar pilot ship. Not realising that the outrider title disables the primary weapon (even better when I pointed that out when both my ships were at range 1 of his HLC). At least the guy was good natured about his mistakes, even though his older brother kept calling him an idiot.

Orvin
Sep 9, 2006




Jonas Albrecht posted:

What was your list? I've been looking for something to mix up my Solo Horn list with.

I think the veteran instincts on Corran is optional. It only came into play on one of the fights. You could leave it off for priority bid, or use that point for Nien Nub for Han, as I was pushing the limit a lot with him to either boost/evade, or focus/evade most turns.

This was the first time I ran fire control system, and it allowed me to chew through large ships pretty quickly. Having continual target locks was great, and I was able to basically use a green manuver each turn, and boost to stay in position.

Unnamed Squadron (100)

Han Solo — YT-1300 46
Push the Limit 3
Engine Upgrade 4
Millennium Falcon 1
Ship Total: 54

Corran Horn — E-Wing 35
Veteran Instincts 1
Fire-Control System 2
R2-D2 4
Engine Upgrade 4
Ship Total: 46

Orvin fucked around with this message at 11:12 on May 19, 2015

Orvin
Sep 9, 2006




Antillese posted:

So that leaves the other 37 points (assuming I keep blaster turret and Recon on the HWK)
  • Chardaan A-Wing + a Rookie X-Wing gives me a 1 point initiative bid?
  • Luke + R2 + Shield + 1 point bid?
  • Biggs + R2 + shield + another shield for the HWK or hull + 1 pt bid?

I am not 100% on this, but try to make room for Moldy Crow on the HWK, especially with a blaster turret. Being able to store focus tokens up gives you a lot of flexibility, which you will need with Jan's ability generating stress. If you do take Moldy Crow, Recon Specialist is not quite so critical to have, just move slower at the start to build up a few turns worth of focus.

Orvin
Sep 9, 2006




BattleMaster posted:


Hawk with a Blaster Turret, Recon Specialist, and Moldy Crow looks like it could be fun. Anything else neat to do with it?

Thanks!

If you are playing scum, run Palob and Opportunist, Recon Specialist is optional with that build. One way or another you will give your opponent a bad day. Either you steal his tokens and proceed to blow up his ships, or you force him to run with lots of target locks which can really mess with people if their builds require focus/evades.

Orvin
Sep 9, 2006




I haven't run Han Solo enough to know for sure, but I think it usually needs a little something extra to help it out. If you want it to survive for any length of time, you need to take the evade token any time someone has a shot at it.

I am not 100% sure, but giving up the cheap prototype to add engine upgrade and Push the limit on Han might more than make up for the A-Wing's attack. Without any upgrades, that A-Wing is not very good offensively, and is killed pretty quick, especially if a high PS pilot can drop in to range one. The problem is, I am not quite sure what to do with the remaining 6 points, other than some crew members on the falcon, and/or a mangler cannon or autoblaster on the b-Wing.

Orvin
Sep 9, 2006




I have a small tournament on Monday, and want to come up with a fun list. I kinda want to use a fully kitted out Corran Horn. After adding engine upgrade, PtL, fire control system and R2-D2. That is 48 points, and i want more small ships, rather than running some sort of Falcon. I am thinking B-Wings, and two Blue Squadron Bs leaves me with 8 points.

What would be a good suggestion for the other 8 points? I only have a single advanced sensors, so I can't just add that to each Bwing. Is the mangler cannon worthwhile on Bs, or the ion canon?

I just had a bit of inspiration, maybe 2 Y-Wings with Ion canon turrets. Is there anything that Rebel Y-Wings need to be effective? r2 astromechs maybe?

Orvin
Sep 9, 2006




If you have extra Rebel Y-Wings, there is enough pilot cards and base tokens to run 3 scum Y-Wings. But they can't be three of the same generic pilots. I can't remember the distribution, but it comes with three bases, 2 with the named and a generic on opposite sides, and the third has both generic pilots on opposite sides.

The most wanted pack also only comes with 2 each of the generic pilot cards.

Orvin
Sep 9, 2006




Kai Tave posted:

Okay, this time I have some actual serious list discussion instead of dumb ideas. I found out there's another game store in my area that might actually have some X-Wing organized play going on and I'm curious to try out a tournament and see how I fare. The list I'm considering refining for tournament play is a Scum list that I've flown in some casual games and it's proven to be rather effective. Here's the current iteration I'm kicking around:

Kavil
-Veteran Instincts
-Flechette Torpedoes
-Blaster Turret
-R4 Agromech

Drea Renthal
-Proton Torpedoes
-Ion Cannon Turret
-Munitions Failsafe
-Unhinged Astromech

-Palob Godahli
-Opportunist
-Blaster Turret
-K4 Security Droid
-Moldy Crow

Up until now I've been running VI + Recon Spec on Palob but an article on Team Covenant pointed out that Opportunist syncs up really well with his inherent ability to strip focus and/or evade tokens, and the K4 is there to give him a little extra flourish when taking green maneuvers to clear the stress Opportunist adds. Kavil, like in most every list I include him, is the workhorse with the Blaster Turret + R4, doling out four-dice attacks with target lock like a metronome...not too flashy, but effective. The Flechette Torpedoes are simply to keep him from being crippled if he runs into a Munitions Failure crit. It hasn't happened yet, but that doesn't mean it can't.

The one I'm a bit uncertain about in this mix is Drea. I feel like she's a bit unfocused...a torpedo, an ion turret, an Unhinged Astromech, she's got a bit of everything but doesn't really have a focus on any one thing. I'm wondering if it might almost be worth it to give her a third Blaster Turret. She can't make as good use out of it as Kavil, but her ability would let me keep slapping a target lock on whatever she's shooting at with it while the Unhinged Astromech lets her swoosh around clearing the stress, leaving her with a free action to keep focusing to pay the turret. On the other hand the Ion Turret has its uses, so maybe it's better to just stick with that.

You might consider using the BTL-A4 title on Drea, and keeping the Ion Cannon. Your opponent will likely be more worried about Palob and Kavil, so it shouldn't be too hard to keep a target in your forward arc, especially with the unhinged mech. Being able to take two attacks in a turn is really nice, even if the second attack is only doing a second damage.

One thing to remember, you are not forced to attack the same target twice. So while using the first attack to potentially force the use of evade or focus tokens (which with Palob on the board may not be there), feel free to throw an ion target on something else that you want to have moving to a known location.

Orvin
Sep 9, 2006




The meta at my FLGS is kinda odd. Rebels are the most popular, with a smattering of scum, and only 1-2 imperial players. The Rebel lists seem to favor Falcons or B-Wing swarms. It makes some of the more creative scum lists viable, because there are so few green dice being rolled.

I really need help flying N'Dru with lone wolf. I had him in with Palob, and 2xSyndicate Thugs (Ion, Unhinged, BTL). The first two games were against 2 ship lists, and I couldn't keep him far enough from my other ships, and still have a shot. The third game I was able to have him sweep in from the edge of the board and get behind his B-Wing swarm and start rolling 4 red dice.

Do people have N'Dru hang back until the end of the round once stuff has been knocked off the board, or do they mix it up in the furball and hope he draws fire away from the main threats?

Orvin
Sep 9, 2006




The Gate posted:

The thing is the Deci + Fel build is almost always running all three crew slots already. Pick three of: Vader, Gunner, Rebel Captive, Isard, Moff. Being able to only pick one of those plus the Emperor is actually a really hard choice.

You could always just run an Lambda shuttle with the emperor instead of Soontir. Would even have enough points for a HLC on the shuttle.

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Orvin
Sep 9, 2006




BattleMaster posted:

Y-Wings are pretty much the core of the Scum faction (unless you're running 2x IG-2000 which has no room for them) and the autoblaster turret is good but not necessarily the best thing to do with them. You need to buy the Rebel Y-wing set or the Rebel Hawk set to get Ion Cannon Turrets, but running Y-Wing/BTL-A4/Ion Cannon Turret/(Unhinged Astromech or R4 Agromech) is possibly even better.

Edit: Kavil with the Autoblaster Turret is excellent, though, even if you can't do the double-tap with him

In my opinion, with the exception of a few cases, the scum Y-Wings benefit immensely from the unhinged Astromech. The mobility it gives them is really essential when using the BTL title to keep a target in its front arc. It was a life saver the last tournament I was in when I had to use a K-turn a couple of times, and could use a green maneuver that turned.

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