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I present for the perusal of the thread: Wes Janson (29) Veteran Instincts (1) R5-D8 (3) Wedge Antilles (29) Opportunist (4) R2 Astromech (1) Luke Skywalker (28) Opportunist (4) R2 Astromech (1) Total: 100 View in Yet Another Squad Builder https://www.youtube.com/watch?v=vkOJ9uNj9EY
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# ? May 11, 2015 05:25 |
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# ? May 16, 2024 18:36 |
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There is something refreshing about that list. I like it. Have you brought it to the table yet? How'd it go?
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# ? May 11, 2015 05:34 |
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Carteret posted:There is something refreshing about that list. I like it. It's untested as of yet. Friday is the moment of reckoning, then I'll see if X really is gon' give it to ya. If it turns out to be even half workable, I might take it to regionals for the novelty of seeing my opponents' faces when they see a Triple-X list across the board.
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# ? May 11, 2015 05:36 |
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Thread, teach me how to not suck with the shuttle. I wish I'd taken anti-pursuit lasers instead of HLC; up against an A-wing, X-wing and a Z-95, I couldn't keep a single one of them in my arc, but I did a fair amount of blocking them, at least. Am I really better off using this thing as a mobile obstacle?
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# ? May 11, 2015 05:45 |
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grassy gnoll posted:how to not suck with the shuttle. Step 1. Put Vader on Shuttle Step 2. Use Vader to give everyone a really bad day Step 3. Repeat until dead
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# ? May 11, 2015 05:47 |
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Endman posted:Step 1. Put Vader on Shuttle Vader, Saboteur, and Rebel Captive: which two?
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# ? May 11, 2015 05:51 |
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Archenteron posted:#3 Do this one, please. I want to see this work so very, very badly.
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# ? May 11, 2015 05:52 |
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grassy gnoll posted:Vader, Saboteur, and Rebel Captive: which two? Vader and Rebel Captive, for sure.
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# ? May 11, 2015 05:53 |
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grassy gnoll posted:Thread, teach me how to not suck with the shuttle. 1. Doomshuttle (OMG w/ Vader) 24 points. - Don't add anything else to it as the purpose of the ship is to hang back and use Vader until it dies. Adding upgrades only serves to give your opponent more points. 2. Fast Shuttle (OMG w/ AdvSen and Engine) 28 points - Makes the shuttle into more of a dog-fighter. The ability to Boost-Bank, then Hard 2 Red allows it to actually maneuver around the board. I have seen people run this with HLC, others using Yorr or Kagi instead of the Omicron Group for their abilities. 3. Buzzsaw Shuttle (OMG w/ FCS, Gunner, and Engine) 32 points - It has engine so you use that to boost into position, fire without modification, miss, take a free TL from FCS, then use Gunner to shoot immediately again this time with TL modifying the roll. There have been people who have done well with just Omicron Group with FCS. But it takes real skill to not get outflanked and shot down. I recommend using the above 3 shuttles until you get the hang of them. Once you do, add Tacticians, Fleet Officer, or Mara Jade for extra fun.
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# ? May 11, 2015 06:08 |
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grassy gnoll posted:Vader, Saboteur, and Rebel Captive: which two?
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# ? May 11, 2015 06:25 |
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FuSchnick posted:Vader plus Gunner Omicron Group Pilot (21) Fire-Control System (2) Darth Vader (3) Gunner (5) Soontir Fel (27) Push the Limit (3) Autothrusters (2) Stealth Device (3) Royal Guard TIE (0) Carnor Jax (26) Push the Limit (3) Autothrusters (2) Stealth Device (3) Royal Guard TIE (0) Total: 100 View in Yet Another Squad Builder
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# ? May 11, 2015 06:29 |
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I have at least one of everything and now I'm getting to where I want two of most of the large ships to field all of my wacky ideas. Ugh.
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# ? May 11, 2015 06:37 |
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Endman posted:I present for the perusal of the thread: Jake Pichelmeyer (at the time the North American champ) ran that at the MN regional last year, or very similar, probably minus R5-D8. I played him in top 8 running BBXY. It has potential for a nasty alpha but if it didn't kill a ship in that first attack it was going to have a rough time. In this case it didn't, I think I lost 2 shields? Then I fired back and murdered Wes or Wedge. From there I had the numbers. Without any way to reposition, you're going to suffer to arc dodgers too.
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# ? May 11, 2015 07:28 |
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pbpancho posted:Jake Pichelmeyer (at the time the North American champ) ran that at the MN regional last year, or very similar, probably minus R5-D8. I played him in top 8 running BBXY. It has potential for a nasty alpha but if it didn't kill a ship in that first attack it was going to have a rough time. In this case it didn't, I think I lost 2 shields? Then I fired back and murdered Wes or Wedge. From there I had the numbers. Without any way to reposition, you're going to suffer to arc dodgers too. Yeah, it does certainly lack in mobility. Another idea I toyed with is this one: Wes Janson (29) Veteran Instincts (1) Jake Farrell (24) Opportunist (4) Proton Rockets (3) Veteran Instincts (1) Autothrusters (2) A-Wing Test Pilot (0) Keyan Farlander (29) Opportunist (4) Advanced Sensors (3) Total: 100 View in Yet Another Squad Builder
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# ? May 11, 2015 07:44 |
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Endman posted:Omicron Group Pilot (21)
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# ? May 11, 2015 07:58 |
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Dunno if I posted this before but I like Yorr -tac jammer Soontir -stealth -PTL -autothrus or TC Echo -AdCloak -FCS -Recon -VI Fly your dog fighters directly behind Yorr. Watch as they waste 2 rounds killing Yorr then have to deal with endgame Soontir + Echo or they try for a turtled Soontir/echo first with 5 agil dice
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# ? May 11, 2015 08:21 |
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FuSchnick posted:Vader plus Gunner Plus accuracy corrector: cancel the dice from the first roll, don't add the hits, guarantee two Vader opportunities.
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# ? May 11, 2015 12:41 |
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Poopy Palpy posted:Plus accuracy corrector: cancel the dice from the first roll, don't add the hits, guarantee two Vader opportunities. You're actually making that sound like a tempting idea. Stop this at once.
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# ? May 11, 2015 13:28 |
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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.
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# ? May 11, 2015 18:03 |
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It's a lot of points to do crit damage that is absolutely wasted on shields, too. I'd rather get two points of damage (one from the attack, one from Vader) at the cost of two points of damage (two from Vader) than I would two points of damage (both from Vader) at the cost of four points of damage (all from Vader).
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# ? May 11, 2015 18:07 |
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Yeah, that part's my favorite trait of the shuttle so far. I'm used to my little tin can TIEs exploding when someone looks at them funny, but my shuttle ate an improbable number of crits without any actual effect thanks to the shields. Somewhat related, are shield generators worth the points regularly, or are they more of a "I don't care about initiative and I have a handful of points left" kinda deal?
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# ? May 11, 2015 19:17 |
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grassy gnoll posted:Yeah, that part's my favorite trait of the shuttle so far. I'm used to my little tin can TIEs exploding when someone looks at them funny, but my shuttle ate an improbable number of crits without any actual effect thanks to the shields. My personal experience is that for smaller more agile ships, like many TIEs, that it's more worth it to equip a Stealth Device than Hull or Shield upgrades. If it's a bigger, beefier ship then Hull or Shield become more useful, but I haven't really come up with a list yet where I had 4 leftover points that couldn't go towards something more useful than an extra hitpoint.
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# ? May 11, 2015 19:35 |
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Kai Tave posted:My personal experience is that for smaller more agile ships, like many TIEs, that it's more worth it to equip a Stealth Device than Hull or Shield upgrades. If it's a bigger, beefier ship then Hull or Shield become more useful, but I haven't really come up with a list yet where I had 4 leftover points that couldn't go towards something more useful than an extra hitpoint.
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# ? May 11, 2015 20:13 |
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Kai Tave posted:My personal experience is that for smaller more agile ships, like many TIEs, that it's more worth it to equip a Stealth Device than Hull or Shield upgrades. If it's a bigger, beefier ship then Hull or Shield become more useful, but I haven't really come up with a list yet where I had 4 leftover points that couldn't go towards something more useful than an extra hitpoint. Correct on the small ship. Big ships that can last a longer time can do better with extra "agility" (assuming you had better EV and had things like C3po/falcon title that help, or autothruster/3 agility dice). However, even better than this is extra "agility" in the form of an engine upgrade since boosting out of arc, which is a much easier distance to cover with a large base, is cheaper and provides the same benefits as taking at least 3 shield upgrades when an enemy can't fire.
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# ? May 11, 2015 20:21 |
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For your consideration: Kath Scarlet (38) Veteran Instincts (1) "Mangler" Cannon (4) Seismic Charges (2) Gunner (5) Captain Oicunn (42) Mara Jade (3) Intelligence Agent (1) Anti-Pursuit Lasers (2) Dauntless (2) Total: 100 View in Yet Another Squad Builder
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# ? May 12, 2015 01:45 |
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Madurai posted:Datapoint: I lost a tournament match because a YT-1300 had an extra hull. Oh sure, it's not that an extra point of hull/shields is useless, it's just that when listbuilding between EPTs, things like engine upgrades, etc. I've rarely found myself in a position where I had 3-4 extra points and nothing to spend it on. Chill la Chill, I think, has the right idea in that the best approach to defense is not getting hit in the first place, and even when you have chunky bricks like the Decimator there are usually specific defensive options that are better tailored to helping their tankiness.
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# ? May 12, 2015 02:06 |
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Hull Upgrade on Chewie is great since he doesn't take critical hits, so you're getting the same thing you'd be getting from the 4 point shield upgrade on another ship for the bargain price of 3 points instead. Also I will always bargain on being hit and surviving due to an upgrade than relying on an extra green die from stealth device that disappears when you're hit. Unless I'm running an interceptor with auto thrusters.
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# ? May 12, 2015 02:17 |
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The thing with Stealth Device is even if you wind up hit hit, if that extra green die mitigated at least one point of damage then it did you as much good as an equivalently costed Hull Upgrade would. I mean it's not foolproof in that you can be hosed by bad dice luck in a way that Hull Upgrade can't, but Hull Upgrade can also only ever work for you once while Stealth Upgrade can potentially last longer before it goes away. Like I said, I wouldn't slap a Stealth Device on something slow and lumbering and expect it to do as much good as extra hull or shields in that regard.
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# ? May 12, 2015 02:33 |
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That is all very true and makes me view stealth device a bit differently, so thanks! On the other hand, shield upgrade works more than once with R2-D2
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# ? May 12, 2015 03:04 |
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Endman posted:That is all very true and makes me view stealth device a bit differently, so thanks! If only Corran could get away with running Shield Upgrade. Actually, I'd still probably take Hull Upgrade in that case so he doesn't die to a Direct Hit Proton Bomb or something stupid. Too bad he needs Engine Upgrade way worse.
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# ? May 12, 2015 03:17 |
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Yeah, Corran needs engine like he needs R2-D2. The only customisation you can really get away with on Corran is between VI, PTL and Marksmanship.
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# ? May 12, 2015 03:22 |
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You could probably also choose between AdvSensors and FCS depending on what you're trying to do with him.
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# ? May 12, 2015 03:30 |
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Strobe posted:You could probably also choose between AdvSensors and FCS depending on what you're trying to do with him. I'm not sure I'd ever give up FCS because of the double tap target lock. There's not really enough red on the dial to justify sensors unless you're planning to K-turn like a Defender every round.
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# ? May 12, 2015 03:34 |
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Played my first real (not teaching) game, in prep for FLGS league. Me: Hired Gun (23) x 2 Y-Wing (20), Autoblaster Turret (2), Unhinged Astromech (1) Palob Godalhi (33) HWK-290 (20), Marksmanship (3), Blaster Turret (4), Recon Specialist (3), Moldy Crow (3) Him: Dark Curse (16) Mauler Mithel (17) Rear Admiral Chiraneau (50) VT-49 Decimator (46), Proton Torpedoes (4) Wrecked him, but he was new and playing with the starter and a borrowed Decimator. Real league starts next week and I'm bringing the same thing though, so should be fun.
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# ? May 12, 2015 03:37 |
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Endman posted:I'm not sure I'd ever give up FCS because of the double tap target lock. There's not really enough red on the dial to justify sensors unless you're planning to K-turn like a Defender every round. Shouldn't you ideally be stressed half the time anyway?
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# ? May 12, 2015 03:54 |
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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
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# ? May 12, 2015 04:05 |
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Endman posted:I'm not sure I'd ever give up FCS because of the double tap target lock. There's not really enough red on the dial to justify sensors unless you're planning to K-turn like a Defender every round. You can AdvSensors to PTL and then really interesting movement options similar to how Phantoms used to work, and you can queue up a green maneuver for a zero-stress PTL if you're going that direction anyway. It's not better, but it's not stupid either.
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# ? May 12, 2015 04:18 |
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I wonder if they're ever going to actually print updated cards explaining how Cloak works post-errata, it'd be a lot more helpful to have on hand than an FAQ printout. I mean, I also wonder if they're ever going to make another ship that has Cloak at all.
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# ? May 12, 2015 04:22 |
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Strobe posted:You can AdvSensors to PTL and then really interesting movement options similar to how Phantoms used to work, and you can queue up a green maneuver for a zero-stress PTL if you're going that direction anyway. Good point. Sensors + Boost + Barrel roll could make Corran an ultra-manoeuvrable monster.
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# ? May 12, 2015 04:28 |
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# ? May 16, 2024 18:36 |
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Endman posted:Good point. Sensors + Boost + Barrel roll could make Corran an ultra-manoeuvrable monster. Sensors plus boost (courtesy of an Engine Upgrade) plus barrel roll is how I've run Keyan Farlander and it seems to work out pretty great, especially since he eats the stress it generates.
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# ? May 12, 2015 04:31 |