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Lemon-Lime
Aug 6, 2009

CODChimera posted:

I'm enjoying Kavil in the couple of games I've played with him. Is Opportunist going to be that good though? I really liked using PtL.

It's 5 dice with a blaster turret and Agromech, at range 2, in 360 degrees. It loving hurts when you can pull it off, but it only works in combination with Palob.

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Strobe
Jun 30, 2014
GW BRAINWORMS CREW
It's five dice with a target lock. Makes Palob with his points in and of itself when you can one-shot most small ships on a good roll. Just need a way to give him a focus (which I haven't been able to manage reliably) and he'd be arguably the hardest hitter in the game.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


The only problem with opportunist Kavil that I can see is that you are giving him a stress every turn (hopefully) and if you do, it makes his movements very predictable because the y-wing can only fly straight to shed stress. So he can be blocked from clearing stress very easily and will absolutely die. Hope you don't meet Carnor either.

This is unless you have an unhinged astro of course, but then you have to drop the agromech and that means that you can't use that TL'ed blaster turret shot that's so nice. It might be nice to use the Autoblaster turret but then you are relying on getting to range 1 and since you have a relatively low PS, arc-dodgers will likely stay clear and take potshots at range (which they have an advantage on anyway), even if you get EU.

I kinda like opportunist kavil/palob but you can get shut down very easily if your opponent knows what he is doing.

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.

tatertot
Aug 29, 2003

Keeku posted:

Hoping someone experienced with X-Wing can help me out. I bought into X-Wing not long after it initially launched. I have:

3 X-Wings
3 Y-Wings

5 Tie Fighters
1 Tie Advanced

Without buying much more are these enough to form a semi-decent list that would stand up to later wave lists for either Rebel or Imperials? (one that I won't get completely wrecked while using, but doesn't have to be incredibly good either). I can't afford much more for now as I'm mostly focusing on Armada, but I want to play some X-Wing while I wait for locals to get into Armada too.

Basically am I going to get eye-rolled if I rock up to a gaming shop with only wave 1 ships?

For Imperials I would go with:

Darth Vader
Howlrunner
Obsidian Squadron Pilot x4

Swarms are always viable and you might be able to 1 shot something at 2 or less PS with your Obsidians before it fires back.

jassi007
Aug 9, 2006

mmmmm.. burger...
X-Wang friends, I have a build I'm going to try, curious for feedback.

Dash Rendar (58)
YT-2400 Freighter (36), Push the Limit (3), Heavy Laser Cannon (7), Kyle Katarn (3), Outrider (5), Engine Upgrade (4)

Keyan Farlander (42)
B-Wing (29), Advanced Sensors (3), Heavy Laser Cannon (7), Push the Limit (3)

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Refining the "Kavil kills everyone" list:

Kavil (24)
Blaster Turret (4)
R4 Agromech (2)
Opportunist (4)
Engine Upgrade (4)

Serissu (20)
Squad Leader (2)
"Heavy Scyk" Interceptor (2)
Ion Cannon (3)
Shield Upgrade (4)

Palob Godalhi (20)
Wingman (2)
Blaster Turret (4)
Recon Specialist (3)

Total: 98

Serissu offers crowd control with the ion cannon, and with Squad Leader can keep Kavil shooting even if he bumps someone with his really predictable 1-2 forward dealie. Palob has Wingman just in case Kavil can't clear the stress (for whatever reason) with a normal maneuver. There's not currently a decent way to get those two things to synergize well enough to keep it going against an opponent who does everything and anything possible to keep Kavil from being an effective shooter, but it's better than before.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

It's a neat list but Kavil will get focused down in two rounds of fire and you won't have much left to deal damage or tank the match to time.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Without an action Serissu will die pretty quickly as well.

Reynold
Feb 14, 2012

Suffer not the unclean to live.
Has anybody been running cartel spacers with flechette cannons with any success? I'm tired of spamming z-95s, and at 18 points, a flechette fighter hanging back plinking away might be fun.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Tekopo posted:

Without an action Serissu will die pretty quickly as well.

Serissu isn't there to give Kavil an action every turn. Serissu is there to make sure Kavil has a focus even if the opponent blocks him and forces a bump.

Kai Tave
Jul 2, 2012
Fallen Rib
My thought with Kavil/Agromech/Blaster Turret is why are you giving him an Engine Upgrade? A turn spent boosting is a turn spent not focusing, and having to rely on Serissu + Squad Leader to make up for it seems like a tricky thing to balance given how fragile Scyks are among other things.

Kavil and Palob are a strong combo, no question. Like, I'm pretty sure that I'm going to have to avoid constantly playing that list to keep people from getting exasperated. If you want crowd control, though, I'd consider dropping Serissu and picking up another Y-Wing, either Drea Renthal (whose name I actually got right this time) or a nameless thug, and equipping them with an Ion Turret and maybe some torpedoes.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The Engine Upgrade was to make sure that someone is out of arc (a weird thought), especially since Serissu can in a pinch make sure that the target is out of arc and Kavil still has a focus.

I'd much prefer bringing Drea Renthal with an Unhinged and a couple Proton Torpedoes. The above list was in order to combat the pitifully easy method of denying Kavil just about any offense by simply making him bump on the painfully predictable Y-Wing dial.

I really just wish Expose worked with Blaster Turrets. Then I'd happily give Kavil Expose and Experimental Interface, and run Wingman on Palob for pain bringing fun.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


I think I prefer my Kavil + Autoblaster + Unhinged + Engine build. The engine allows for those range 1 shots, the unhinged allows more options for stress clearing and there's no need for focus to fire, giving it a whole lot more reliability than Blaster Turret considering he'll be stressed every turn he uses Opportunist.

Four dice with unblockable hits still hurts a whole lot, it just needs more careful manoeuvring.

Kai Tave
Jul 2, 2012
Fallen Rib

Endman posted:

I think I prefer my Kavil + Autoblaster + Unhinged + Engine build. The engine allows for those range 1 shots, the unhinged allows more options for stress clearing and there's no need for focus to fire, giving it a whole lot more reliability than Blaster Turret considering he'll be stressed every turn he uses Opportunist.

Four dice with unblockable hits still hurts a whole lot, it just needs more careful manoeuvring.

Maybe I'm missing something but how are you getting four dice out of that? Autoblaster Turret is 2 dice, Kavil gives you +1 die when you attack out of arc...but you don't get an additional red die when attacking with secondary weapons at Range 1.

Edit; oh, you mentioned Opportunist later on, okay.

Kai Tave fucked around with this message at 20:20 on May 6, 2015

Sarmhan
Nov 1, 2011

My take on Kavil Murder:
Kavil 24
Push The Limit 3
Autoblaster Turret 2
Unhinged Astromech 1
Engine Upgrade 4

Palob 20
Blaster Turret 4
Recon Specialist 3
Moldy Crow 3

3x Binayre Pirate 36

I think PTL is just better than opportunist at one point less when using autoblaster. Kavil is quite mobile and can boost+focus to get good odds with his unstoppable 3 dice. Palob provides another high-priority target and makes your pirates' 2 attack dice go a lot further.

Kai Tave
Jul 2, 2012
Fallen Rib
Well as long as we're sharing Kavil lists I could use some feedback. A while back I played some wants using a list with Kath Scarlet and Kavil in it that worked out pretty well and I've been tinkering with it for the next time I play. So far I have:

Kath Scarlet, Engine Upgrade, K4 Security Droid, Daredevil, Inertial Dampeners

Kavil, Blaster Turret, R4 Agromech, Veteran Instincts

This leaves me with 20 points left over, so I'm wondering what to finish it off with. When I played it before I had filled it out with a generic Black Sun Headhunter with a Hot Shot Blaster and I guess I could fall back on that again, but should I go for N'dru instead? Kit out Kath or Kavil more? I could just about fit a Cartel Scyk with a Mangler or Ion cannon in at those points but it'd be fragile as glass.

Sarmhan
Nov 1, 2011

N'dru with lone wolf is a nice 19 point package, since you're running a three ship list with two people who want to get in. This leaves you at 99, which may give kavil priority vs other PS-9 characters. My only question is daredevil over PTL, I don't know if the one-turn option is worth giving up the ability to boost+action.

Kai Tave
Jul 2, 2012
Fallen Rib
I'm thinking in terms of expanding Kath's maneuvering options since with her you want to always be swinging that rear arc into line with people. First time I flew the list I gave her Expert Handling but decided I didn't really care for it. PTL might just be objectively the best choice though.

I'll give N'dru with Lone Wolf a shot and see how he works, I need to practice flying him anyway.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


sarmhan posted:

I think PTL is just better than opportunist at one point less when using autoblaster. Kavil is quite mobile and can boost+focus to get good odds with his unstoppable 3 dice. Palob provides another high-priority target and makes your pirates' 2 attack dice go a lot further.

PTL seems like a cool thing to experiment with for Kavil, actually. Here's my take on it:

Kavil (24)
Push the Limit (3)
Blaster Turret (4)
R4 Agromech (2)
Engine Upgrade (4)
Palob Godalhi (20)
Opportunist (4)
Autoblaster Turret (2)
K4 Security Droid (3)
N'Dru Suhlak (17)
Lone Wolf (2)
"Hot Shot" Blaster (3)
Binayre Pirate (12)
Total: 100


Use PTL to Boost into position with Kavil, then focus. Spend the focus to use Blaster Turret, then get a Target Lock from R4. Then you've got a target-locked 4 die Blaster Turret shot to use without having to rely overly on Palob's ability to clear tokens, which is still really nice to hamper your enemy's defence.

Palob has Opportunist so he can attack with an extra die after clearing tokens, plus K4 Security Droid so he can target lock after clearing his stress with a green manoeuvre.

e: N'Dru is there to run around the edges of the board doing what N'Dru does, picking off stragglers and hanging around until the end game when he's more useful.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


An alternative to N'Dru for the same 19 points would be Kaa'To Leeachos + Opportunist. He has the same pilot ability as Palob, so Opportunist is a good blend, but I think I prefer the late game shenanigans of N'Dru, personally.

Kai Tave
Jul 2, 2012
Fallen Rib

Endman posted:

An alternative to N'Dru for the same 19 points would be Kaa'To Leeachos + Opportunist. He has the same pilot ability as Palob, so Opportunist is a good blend, but I think I prefer the late game shenanigans of N'Dru, personally.

Kaa'To steals from your own guys though, Palob steals from enemies. Honestly I haven't really found a good way to use Kaa'To in a list yet.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


Kai Tave posted:

Kaa'To steals from your own guys though, Palob steals from enemies. Honestly I haven't really found a good way to use Kaa'To in a list yet.

I totally forgot that he steals from friendlies instead of enemies. Forget Kaa'To then.

I suppose you could use him with a HWK + Recon Specialist + Moldy Crow to feed yourself focus tokens, but that doesn't seem worth the 19 points you could spend on N'Dru + Lone Wolf.

Sarmhan
Nov 1, 2011

Endman posted:

I totally forgot that he steals from friendlies instead of enemies. Forget Kaa'To then.

I suppose you could use him with a HWK + Recon Specialist + Moldy Crow to feed yourself focus tokens, but that doesn't seem worth the 19 points you could spend on N'Dru + Lone Wolf.
Yea running a HWK just to make a 5 PS Z better really isn't worth it.
I am leery about using PTL on a Kavil without unhinged, y-wings have terrible native green selection. For a similar reason, autoblaster turret on a HWK is pretty scary.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


sarmhan posted:

Yea running a HWK just to make a 5 PS Z better really isn't worth it.
I am leery about using PTL on a Kavil without unhinged, y-wings have terrible native green selection. For a similar reason, autoblaster turret on a HWK is pretty scary.

Pulling a lot of red manoeuvres in a HWK is scary. Unless...



Utinni!!

Kai Tave
Jul 2, 2012
Fallen Rib

sarmhan posted:

Yea running a HWK just to make a 5 PS Z better really isn't worth it.
I am leery about using PTL on a Kavil without unhinged, y-wings have terrible native green selection. For a similar reason, autoblaster turret on a HWK is pretty scary.

I dunno, the entire dial on the HWK is pretty uninspiring even when they aren't stressed.

Sarmhan
Nov 1, 2011

In regards to stress I was talking about the Y-wings lack of any green turns or banks without unhinged, it's so hard to cleanse stress without telling your opponent pretty much exactly where you'll land.
The HWK's dial is just dreadful as you said, which is why limiting yourself to range 1 seems like a really dangerous decision.

Kai Tave
Jul 2, 2012
Fallen Rib
Oh, you meant scary THAT way, gotcha. Yeah, I ran Dace Bonearm in a game and while his ability is nice it was a pain in the rear end dealing with a combination of self-inflicted stress and a lovely maneuver dial.

quite stretched out
Feb 17, 2011

the chillest
some friends and I are strongly considering getting into x-wing and as a result I have a potentially slightly different question to what is usually asked. if I was looking to buy a sort of solid core of wangs that my friends could draw from and add ships they bought to in order to construct squadrons to play with, is there anything in particular I should consider getting? I'm assuming I should pick up the separate x-wing and tie fighter boxes for extra pilots & upgrades in order to expand the flexibility of the minis I already have, but are there any other boxes people would consider for ships that are quite useful & would be a good complement to a large range of ships & setups?

Keeku
Jun 3, 2005

Endman posted:

You can go with Biggs + R2-D2 and 3x Gold Squadron Pilot + Ion Turret for some stun lock shenanigans.

tatertot posted:

For Imperials I would go with:

Darth Vader
Howlrunner
Obsidian Squadron Pilot x4

Swarms are always viable and you might be able to 1 shot something at 2 or less PS with your Obsidians before it fires back.

Going to look into these lists and give them a try. Just glad to hear neither of you said anything along the lines of "there's no point playing with only wave 1 ships". Eventually I might expand (I'm quite fond of A-Wings and TIE Interceptors). Thanks for these list suggestions.

Kai Tave
Jul 2, 2012
Fallen Rib

willus posted:

some friends and I are strongly considering getting into x-wing and as a result I have a potentially slightly different question to what is usually asked. if I was looking to buy a sort of solid core of wangs that my friends could draw from and add ships they bought to in order to construct squadrons to play with, is there anything in particular I should consider getting? I'm assuming I should pick up the separate x-wing and tie fighter boxes for extra pilots & upgrades in order to expand the flexibility of the minis I already have, but are there any other boxes people would consider for ships that are quite useful & would be a good complement to a large range of ships & setups?

The "Most Wanted" box for the Scum and Villainy faction gives you three ships that can be used by Rebel players as well as Scum (though you'll still need to acquire the Rebel expansions to get the pilot cards) and comes with cards that let you use certain Rebel and Imperial ships as Scum ships. It's pretty good about squeezing the most out of a collection of ships you might already own.

The Rebel Aces two pack is also good value for money, two different ships and some excellent pilots. Imperials don't really have an equivalent, their Aces pack is two of the same ship, but a Firespray will give you a solid Imperial ship that can also be flown as Scum.

jassi007
Aug 9, 2006

mmmmm.. burger...

willus posted:

some friends and I are strongly considering getting into x-wing and as a result I have a potentially slightly different question to what is usually asked. if I was looking to buy a sort of solid core of wangs that my friends could draw from and add ships they bought to in order to construct squadrons to play with, is there anything in particular I should consider getting? I'm assuming I should pick up the separate x-wing and tie fighter boxes for extra pilots & upgrades in order to expand the flexibility of the minis I already have, but are there any other boxes people would consider for ships that are quite useful & would be a good complement to a large range of ships & setups?

2 core sets, 1 x-wing xpac, 1 tie xpac at least. If you can get the millenium falcon and slave 1, its cool to have some bigger ships in the mix too. Other than that, rebel and imperial aces are also fun. That will get you a lot of stuff to play with.

Sarmhan
Nov 1, 2011

Rebel Aces is definitely the best early rebel buy- both of the ships in it are a lot of fun to fly. B-wings are the premier heavy fighters of the game, and A-wings are obnoxious speed demons. The Falcon is a really sweet model and turreted ships change up the dynamics of the game.

For Imperials, the Tie Fighter and Interceptor expansion are both good/fun, with some of the better unique pilots in the game (Howlrunner and Soontir Fel). The Firespray aka Slave 1 is also pretty unique ship and as mentioned can be flown as scum via Most Wanted if you want to go that direction.

For Scum, Most Wanted is the starting point, since it has 3 ships (2 Z-95s and a Y-wing) and other cards, etc to fly Firesprays and HWK-290s with scum, with some really fun pilot options. The Z-95 and Y-wing can also be played on rebels easily too. Scum is brand-new as a faction though, their roster is a bit shallower than the other two sides at this point, although they are getting 2 ships in the next wave.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
Is this a terrible idea, or an AWESOME idea?

Biggs Darklighter (33)
X-Wing (25), R2-D2 (4), Shield Upgrade (4)

Chewbacca (44)
YT-1300 (42), Draw Their Fire (1), Tactical Jammer (1)

Gold Squadron Pilot (23)
Y-Wing (18), Ion Cannon Turret (5), BTL-A4 (0)

Greyish Orange
Apr 1, 2010

I'm going to try running this list in my local shops friendly soon, gives a 2 point bid.

Any suggestions for improvements? I'm torn on advanced sensors for Echo.

TIE INTERCEPTOR: · Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Royal Guard TIE (0)
Stealth Device (3)
TIE INTERCEPTOR: · Soontir Fel (27)
Autothrusters (2)
Royal Guard TIE (0)
Stealth Device (3)
TIE PHANTOM: · "Echo" (30)
Veteran Instincts (1)
Advanced Cloaking Device (4)

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


No PtL on Soontir? You need PtL on Soontir.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Tekopo posted:

No PtL on Soontir? You need PtL on Soontir.

Greyish Orange
Apr 1, 2010

Tekopo posted:

No PtL on Soontir? You need PtL on Soontir.

Ah yeah, he had it when I started the build. With it however it makes me 101/points. Any advice for the other ships?

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Drop Stealth on Turr. Soontir needs PTL.

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alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

https://instagram.com/p/2YlmTOBkAo/

K-Wing leak from Spain

range 2-3 3 damage turret
k-wings are 23-29 pts
model still looks badass

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