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ro5s
Dec 27, 2012

A happy little mouse!

So would you fly the B's together in formation, or have them flying individually to cover a lot of territory/angles? I usually try 2 ships together and 1 alone, or 2 pairs, is that part of where I'm running into problems?

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Slab Squatthrust
Jun 3, 2008

This is mutiny!
Rebels are pretty different from Imps. They have a lot of ships in the mid to low 20 point range they can field, and have a lot of options for solid jousting ships, but fewer arc dodging options. The arc dodgers they do have tend to be very expensive, in the 45-50 point range. Rebel ships often rely on raw HP rather than evade dice for their durability as well.

One of the biggest assets Rebels have currently is their ability to run "control" lists that can cause stress/ion effects on their opponents. R3-A2 and B-Wings carrying Tacticians are very effective at disrupting other ships.

Currently, BBBBZ is still a popular build. Y-Wings, and Miranda in her K-Wing, with TLTs and sometimes an R3-A2 are getting more common. Jake Farrell in an A-Wing is starting to see more play, he's one of the Rebels few arc dodgers that comes in under 40 points. The Rebel large ships with either an elite buddy or 2-3 support ships like Z95's are also still fairly common, but aren't as amazing as they were.

I don't play a ton of Rebels personally, so hopefully someone can jump in with some specific new player friendly lists. Rebels can be hard because the best lists often don't have any ability to reposition after they move. If you guess wrong, it hurts. Guess right though, and they have amazing firepower and toughness.

Genghis Cohen
Jun 29, 2013
So I've mentioned here before that I have limited experience playing against the wider competitive X-wing lists. I think I just got a taste today, as my mate has bought a millenium falcon, which he used with Chewbacca+Gunner and some other upgrades. I've played against turrets once or twice, but only on a Y-wing or two. This is a whole different kettle of fish and seemed to throw my game off with my arc-dodging interceptors and phantom quite a lot. So I gather against these big, heavy, turret-mounted ships it is considered better to go for straightforward swarm tactics or blunt, powerful ships? What is that for imperials, beyond just tie fighters?

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Genghis Cohen posted:

So I've mentioned here before that I have limited experience playing against the wider competitive X-wing lists. I think I just got a taste today, as my mate has bought a millenium falcon, which he used with Chewbacca+Gunner and some other upgrades. I've played against turrets once or twice, but only on a Y-wing or two. This is a whole different kettle of fish and seemed to throw my game off with my arc-dodging interceptors and phantom quite a lot. So I gather against these big, heavy, turret-mounted ships it is considered better to go for straightforward swarm tactics or blunt, powerful ships? What is that for imperials, beyond just tie fighters?

Interceptors can actually do well against turrets now, if you're using Autothrusters. It's still not a guarantee with Gunner in play, but being able to Focus + Evade, plus getting the Autothrusters bonus, makes it a lot harder for you to get ripped up. TIE Swarms are definitely a thing, especially with Howlrunner to buff their shooting. Imperials can also run Decimators which are similarly tough and capable of racking up the damage. Phantoms can deal out a ton of damage, but are somewhat fragile against a turret.

A lot of lists these days are seeming to combine 3-5 TIE Fighters (a mix of Academy Pilots, Howlrunner, and/or Obsidian Squads usually) with a more elite ship that's usually an arc-dodger as well. Fel of Whisper with a miniswarm means you have the bodies to block the large ship and fire tons of shots, while still having an annoying dodgy ship to zip around more mobile ships and be a pain in the rear end. Be aware though, flying swarms is tougher than it looks on paper, it takes a good bit of practice to keep them moving and not turning things into a parking lot for your own dudes, so don't get discouraged if it doesn't go so well at first.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Played my first tournament today, at Team Covenant's monthly tournament. Placed 6th out of 8, and I'm pretty drat stoked about that! I learned a lot.

My list was:
Echo (TIE Phantom) + Fire Control System + Advanced Cloaking Device + Recon Specialist + Veteran Instincts

Deathrain (TIE Punisher) + Proxy Mines + Ion Bombs + Plasma Torpedoes + Extra Munitions

2x Academy Pilots (TIE Fighter)

The absolute star of the show was the TIE Punisher. I was consistently able to get off 3-5 ordnance every game.

In two games I was able to use the ion bomb to force enemies off the board. I took out a YT-2400 and a Hound's Tooth that way! Huge gains for so few points.

I ended with one win and two losses. Scores were 67-100 (loss), 43-100 (loss), and 76-40 (win, time ran out. I lost Echo on the last round when I made a poor maneuver).

The first of those losses was by the absolute skin of my teeth. That game was mine to lose, and I totally hosed it up. We got caught up in some rules challenges based around Deathrain's ability to barrel roll after dropping a bomb, and I messed up my placement. It left me in range of my ion bomb, and it caused me to run off the board. :( If I hadn't, my opponent's last ship, a Miranda K-Wing with 1 hull left, would have ran straight into my last proxy mine.

Key takeaways:
The Punisher, in general, is my new favorite ship. It can reliably pump out two ordnance a round: one bomb/mine and one missile/torpedo. It's got enough health (6/3) to survive for at least 2-3 rounds against most lists, although it does struggle with swarms.

With Deathrain, if you start your round anywhere close to the opponent, you can drop bombs on them. Doesn't matter if you're in front or behind, because Deathrain can throw bombs forwards and backwards both. This owns.

Deathrain also has ridiculous maneuverability. All Punishers have a boost, and with Deathrain, you get an optional free barrel roll when you drop a bomb. Depending on the kind of bombs you have, this can be pre- or post-maneuver.

Echo was drat near useless in this list. She's a great flanker, but the prevalence of turrets (TLTs!) makes her too drat squishy. I'm going to replace her, I think. She's worth 40 points so I can do quite a bit. I can't decide between throwing a Firespray of some sort into the list (maybe Kath + Tactician for stress to keep high-value targets in range of the Punisher?), or just going balls out with TIE fighters. Any thoughts?

Veritek83
Jul 7, 2008

The Irish can't drink. What you always have to remember with the Irish is they get mean. Virtually every Irish I've known gets mean when he drinks.

ConfusedUs posted:

Played my first tournament today, at Team Covenant's monthly tournament. Placed 6th out of 8, and I'm pretty drat stoked about that! I learned a lot.

My list was:
Echo (TIE Phantom) + Fire Control System + Advanced Cloaking Device + Recon Specialist + Veteran Instincts

Deathrain (TIE Punisher) + Proxy Mines + Ion Bombs + Plasma Torpedoes + Extra Munitions

2x Academy Pilots (TIE Fighter)

The absolute star of the show was the TIE Punisher. I was consistently able to get off 3-5 ordnance every game.

In two games I was able to use the ion bomb to force enemies off the board. I took out a YT-2400 and a Hound's Tooth that way! Huge gains for so few points.

I ended with one win and two losses. Scores were 67-100 (loss), 43-100 (loss), and 76-40 (win, time ran out. I lost Echo on the last round when I made a poor maneuver).

The first of those losses was by the absolute skin of my teeth. That game was mine to lose, and I totally hosed it up. We got caught up in some rules challenges based around Deathrain's ability to barrel roll after dropping a bomb, and I messed up my placement. It left me in range of my ion bomb, and it caused me to run off the board. :( If I hadn't, my opponent's last ship, a Miranda K-Wing with 1 hull left, would have ran straight into my last proxy mine.

Key takeaways:
The Punisher, in general, is my new favorite ship. It can reliably pump out two ordnance a round: one bomb/mine and one missile/torpedo. It's got enough health (6/3) to survive for at least 2-3 rounds against most lists, although it does struggle with swarms.

With Deathrain, if you start your round anywhere close to the opponent, you can drop bombs on them. Doesn't matter if you're in front or behind, because Deathrain can throw bombs forwards and backwards both. This owns.

Deathrain also has ridiculous maneuverability. All Punishers have a boost, and with Deathrain, you get an optional free barrel roll when you drop a bomb. Depending on the kind of bombs you have, this can be pre- or post-maneuver.

Echo was drat near useless in this list. She's a great flanker, but the prevalence of turrets (TLTs!) makes her too drat squishy. I'm going to replace her, I think. She's worth 40 points so I can do quite a bit. I can't decide between throwing a Firespray of some sort into the list (maybe Kath + Tactician for stress to keep high-value targets in range of the Punisher?), or just going balls out with TIE fighters. Any thoughts?

This sounds like a really fun list. I'd think about filling out the list with a mini-swarm of TIE/LNs- you could do 3 Black Squadrons + Howlrunner with 4 points leftover for EPTs.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Veritek83 posted:

This sounds like a really fun list. I'd think about filling out the list with a mini-swarm of TIE/LNs- you could do 3 Black Squadrons + Howlrunner with 4 points leftover for EPTs.

My one concern with doing a mini-swarm is that I'm pretty sure I'll end up nuking some of them from time to time. The key to Deathrain in this list is to have at least one on-reveal bomb and one action bomb.

The on-reveal bombs blow after everyone moves and tend to hit everyone in range 1. In my current echo+deathrain+2x Academy list, I really don't care if I tag one of the TIES with an ion bomb. They're used primarily as blockers to keep people in range of those bombs. If they get shots, great! But I mostly use them to hem people in for Deathrain to do his thing.

If I switch to four (or more) of them, their role shifts from blockers to primary damage dealers. That scares me, because I'll have to be really careful not to hit them and leave one or more of them sitting ducks. Bombs are somewhat imprecise, and most are easy to escape if you're not blocked in.

It also leaves the Punisher as the obvious target. They're tough, but if it dies before I throw enough ordnance, it's wasted points.

That's why I was thinking of taking something a bit beefier instead of a miniswarm, like a firespray. It can run interference while the 2 TIEs block and Deathrain, well, rains death. It also forces people to decide whether to kill it, or the Punisher, because both are dangerous. No one cares about a couple of TIEs.

ConfusedUs fucked around with this message at 06:18 on Sep 27, 2015

KongGeorgeVII
Feb 17, 2009

Flow like a
harpoon
daily and nightly.
I saw a really interesting Echo build recently online now that Whisper isn't the only phantom you should take. Stygium Particle Accelerator and push the limit. You de-cloak and get a free evade token, push the limit for the a focus and get a stress. You then reveal a green manoeuvre to get rid of the stress which leaves you with an action. You can then re-cloak if your in a bad position, or barrel roll if you have a good shot and can unload with a focus. Worst case scenario you have 4 green dice, a focus and an evade up your sleeve. Its also hard for your opponent to block you to stop your action because Echo gets so many different de-cloak locations. Chuck FCS on as well and stalk your prey like a phantom should.

The biggest downside is how predictable phantom green manoeuvres are but you could use that to your advantage sometimes if you are confident you won't need to cloak by using a white manoeuvre to throw your opponent off and leave yourself stressed.

KongGeorgeVII fucked around with this message at 09:23 on Sep 27, 2015

Irom
May 16, 2013

by FactsAreUseless

KongGeorgeVII posted:

I saw a really interesting Echo build recently online now that Whisper isn't the only phantom you should take. Stygium Particle Accelerator and push the limit. You de-cloak and get a free evade token, push the limit for the a focus and get a stress. You then reveal a green manoeuvre to get rid of the stress which leaves you with an action. You can then re-cloak if your in a bad position, or barrel roll if you have a good shot and can unload with a focus. Worst case scenario you have 4 green dice, a focus and an evade up your sleeve. Its also hard for your opponent to block you to stop your action because Echo gets so many different de-cloak locations. Chuck FCS on as well and stalk your prey like a phantom should.

The biggest downside is how predictable phantom green manoeuvres are but you could use that to your advantage sometimes if you are confident you won't need to cloak by using a white manoeuvre to throw your opponent off and leave yourself stressed.

very interesting

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





High PS arc dodgers are going to eat that Echo for lunch. You'll either have to play very conservatively, with cloaks if you're anywhere near someone like Soontir or Jake Farrel, or you'll take hits.

And "near" for those two is relative.

Turrets will also munch it up.

Genghis Cohen
Jun 29, 2013
I'm still trying to get round how the phantom manuevers when decloaking. Essentially it is always moving forward.

Foolster41
Aug 2, 2013

"It's a non-speaking role"

Genghis Cohen posted:

I'm still trying to get round how the phantom manuevers when decloaking. Essentially it is always moving forward.

It can also move sideways. With Echo you use 2 bank instead for extra fun.

Irom
May 16, 2013

by FactsAreUseless

Foolster41 posted:

It can also move sideways. With Echo you use 2 bank instead for extra fun.

you can decloak to the side, but I think he's saying even after decloaking, once you reveal a maneuver you're always moving forwardish

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?

Irom posted:

you can decloak to the side, but I think he's saying even after decloaking, once you reveal a maneuver you're always moving forwardish

But that's true of almost every ship in the game, so.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Devlan Mud posted:

But that's true of almost every ship in the game, so.

It's more true for this particular build of Echo than almost any other ship in the game, which was the entire point of his statement. No need to be stupidly pedantic about it.

Irom
May 16, 2013

by FactsAreUseless

quote:

Guri (30)
Lonewolf (2)
Autothrusters (2)


Boba Fett (39)
Bodyguard (2)
Recon Specialist (3)
Inertial Dampeners (1)


Serrisu (20)
Veteran Instincts (1)

flew this tweak, pulled out a win from a Palpatine shuttle, a decked out soontir and decked out darth x1 advanced

Serissu lasted much longer than before so I might keep this tweak goin for a while. I was able to use the bodyguard ability almost every round and 4 focused evade dice is really good against 2-3 ship lists.

Vitamin P
Nov 19, 2013

Truth is game rigging is more difficult than it looks pls stay ded
I was just at a charity shop and bought a whole load of those old Micro Machine ships for a quid. The scales are all over the shop but the Y-Wing, B-Wing and TIE Advanced are a very similar scale, and with an ink wash would look alright, just a bit 'stubbier'. I'm tempted to get a few extra stands and use them.

If you were playing against someone, not at a tournament but you aren't like, friends, would that piss you off?

Panzeh
Nov 27, 2006

"..The high ground"

Vitamin P posted:

I was just at a charity shop and bought a whole load of those old Micro Machine ships for a quid. The scales are all over the shop but the Y-Wing, B-Wing and TIE Advanced are a very similar scale, and with an ink wash would look alright, just a bit 'stubbier'. I'm tempted to get a few extra stands and use them.

If you were playing against someone, not at a tournament but you aren't like, friends, would that piss you off?

If you get em on the stand with the right cardboard insert i'm sure no one would really care too much.

Genghis Cohen
Jun 29, 2013
It wouldn't piss me off in the slightest, but wouldn't you still need to buy the dials?

Floppychop
Mar 30, 2012

Vitamin P posted:

I was just at a charity shop and bought a whole load of those old Micro Machine ships for a quid. The scales are all over the shop but the Y-Wing, B-Wing and TIE Advanced are a very similar scale, and with an ink wash would look alright, just a bit 'stubbier'. I'm tempted to get a few extra stands and use them.

If you were playing against someone, not at a tournament but you aren't like, friends, would that piss you off?

As long as you have the right dials, tiles, and cards (or close enough proxies) I wouldn't care.

Irom
May 16, 2013

by FactsAreUseless
can you image how bad you would feel beating the piss out of the poor kid with laserjet ship tiles and weird not-to-scale y-wings

Irom
May 16, 2013

by FactsAreUseless

:shepface:

Panzeh
Nov 27, 2006

"..The high ground"

Yeah if the idea is that you don't have to buy the FFG stuff you're probably not going to be successful.

waah
Jun 20, 2011

Better stay in line when
You see a Pavel like me shinin

FFG isn't Games Workshop. It's okay to give FFG money.

Dagon
Apr 16, 2003


The new micromachines aren't quite as bad as the old ones:

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Those plastics should still respond pretty well to getting a bit of steam to get their shape back. All else fails, just bend it until it doesn't bend back.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Man FFG have come a long way since the original core sets with the hosed up engines and laser cannons on the X-Wings and the super-thick/no wash paint job the TIE-Fighter had.

Von Humboldt
Jan 13, 2009
I just got into the game - picked up a starter and was waiting for my friend to get his and come out so we could play. However, I played some demos today at the local store and had a blast. The fellow demoing lent out his models and we did the starter scenario, a small game of two X-Wings and four TIES, and then he cut me loose versus another new guy. In that, we both played lists we built with help from his collection - I had Vader (since I had to try him, you know?) and Interceptors versus a K-Wing (which my opponent thought was the sickest looking poo poo ever,) Biggs, and another X-Wing. Tremendously fun stuff, and now I'm chomping at the bit to play more.

Now, my buddy and I are each getting a starter (as mentioned) and swapping the faction we aren't playing. Since I am going Imperials, I am going to end up with four TIEs. What next would be the best purchase for me, if my goal is just to make a solid 100 point list with those four ships and dive right in to playing with other guys? I gather that it wouldn't be the most optimal thing, but I want to get a feel for the game before I start expanding out too much. I had the Imperial Aces and TIE Expansion Pack both recommended to me, and I really dug the play of rolling around dudes and maneuvering a ton if that matters. I feel Barrel Roll is the best.

kingcom
Jun 23, 2012

Von Humboldt posted:

I just got into the game - picked up a starter and was waiting for my friend to get his and come out so we could play. However, I played some demos today at the local store and had a blast. The fellow demoing lent out his models and we did the starter scenario, a small game of two X-Wings and four TIES, and then he cut me loose versus another new guy. In that, we both played lists we built with help from his collection - I had Vader (since I had to try him, you know?) and Interceptors versus a K-Wing (which my opponent thought was the sickest looking poo poo ever,) Biggs, and another X-Wing. Tremendously fun stuff, and now I'm chomping at the bit to play more.

Now, my buddy and I are each getting a starter (as mentioned) and swapping the faction we aren't playing. Since I am going Imperials, I am going to end up with four TIEs. What next would be the best purchase for me, if my goal is just to make a solid 100 point list with those four ships and dive right in to playing with other guys? I gather that it wouldn't be the most optimal thing, but I want to get a feel for the game before I start expanding out too much. I had the Imperial Aces and TIE Expansion Pack both recommended to me, and I really dug the play of rolling around dudes and maneuvering a ton if that matters. I feel Barrel Roll is the best.

If you like the idea of swarms of TIEs you definitely want a TIE Fighter expansion. It gets you Howlrunner who is essentially a squad leader making your formation of TIEs that much scarier. For your arc dodging (thats the term for pilots who excel at flying around and dodging dudes) you will want a TIE Interceptor pack to get your hands on a pilot called Soontir Fel. Hes pretty great. Deck him out in toys and your squad of 4 TIE Fighters + 1 TIE Interceptor would be a solid 100point intro force. Imperial Aces is always good just to increase your number of ships cheaply and have some cards to upgrade your ships in special ways (like the super useful push the limit).

With just those packs this would be a perfectly functional squadron:

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!28:18:5:5:M.1;18:9:-1:6:;17:-1:-1:-1:;10::-1:-1:;10::-1:-1:

kingcom fucked around with this message at 11:59 on Sep 28, 2015

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

Von Humboldt posted:

I just got into the game - picked up a starter and was waiting for my friend to get his and come out so we could play. However, I played some demos today at the local store and had a blast. The fellow demoing lent out his models and we did the starter scenario, a small game of two X-Wings and four TIES, and then he cut me loose versus another new guy. In that, we both played lists we built with help from his collection - I had Vader (since I had to try him, you know?) and Interceptors versus a K-Wing (which my opponent thought was the sickest looking poo poo ever,) Biggs, and another X-Wing. Tremendously fun stuff, and now I'm chomping at the bit to play more.

Now, my buddy and I are each getting a starter (as mentioned) and swapping the faction we aren't playing. Since I am going Imperials, I am going to end up with four TIEs. What next would be the best purchase for me, if my goal is just to make a solid 100 point list with those four ships and dive right in to playing with other guys? I gather that it wouldn't be the most optimal thing, but I want to get a feel for the game before I start expanding out too much. I had the Imperial Aces and TIE Expansion Pack both recommended to me, and I really dug the play of rolling around dudes and maneuvering a ton if that matters. I feel Barrel Roll is the best.

You can actually have tons of fun with named pilots with a single (normal) TIE Fighter expansion. You can run a pretty fun list with just named TIE pilots, if you want to.

Also suggestion: Get two of the NEW starters instead of the old starters. The new damage deck is better, and the new ships are superior.

parabolic
Jul 21, 2005

good night, speedfriend

Ran a few missions of the co-op campaign Heroes of the Aturi Cluster. Way less clunky to run the AI of the TIEs than I thought it would be, and their quantity makes up for any boneheaded mistakes they make. Very impressed, over all. If you're even a bit interested in co-op X-wing take a look.

Kai Tave
Jul 2, 2012
Fallen Rib
If my work schedule weren't such a deranged mess I'd be trying to get an Aturi Cluster game going irl, I'm honestly hoping that FFG takes notice of that guy's work and makes him an offer to come on board and do some full-fledged co-op X-Wing supplements or something.

kingcom
Jun 23, 2012

Kai Tave posted:

If my work schedule weren't such a deranged mess I'd be trying to get an Aturi Cluster game going irl, I'm honestly hoping that FFG takes notice of that guy's work and makes him an offer to come on board and do some full-fledged co-op X-Wing supplements or something.

Yeah with the amount of effort they should really be linking that stuff and talking about it. Maybe even doing like a scenario guide book or something with him.

Dre2Dee2
Dec 6, 2006

Just a striding through Kamen Rider...
Oh man, dedicated campaign books would absolutely be a thing I would buy. Co-op is definitely really awesome to play, just to mix things up

Von Humboldt
Jan 13, 2009

kingcom posted:

If you like the idea of swarms of TIEs you definitely want a TIE Fighter expansion. It gets you Howlrunner who is essentially a squad leader making your formation of TIEs that much scarier. For your arc dodging (thats the term for pilots who excel at flying around and dodging dudes) you will want a TIE Interceptor pack to get your hands on a pilot called Soontir Fel. Hes pretty great. Deck him out in toys and your squad of 4 TIE Fighters + 1 TIE Interceptor would be a solid 100point intro force. Imperial Aces is always good just to increase your number of ships cheaply and have some cards to upgrade your ships in special ways (like the super useful push the limit).

With just those packs this would be a perfectly functional squadron:

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!s!28:18:5:5:M.3;18:9:-1:6:;17:-1:-1:-1:;10::-1:-1:;10::-1:-1:
Greatly appreciate it! This is exactly what I needed to know. I actually had Fel in my game with Vader - him with Push the Limit (like what your list has) was a ton of fun.

Cobbsprite posted:

You can actually have tons of fun with named pilots with a single (normal) TIE Fighter expansion. You can run a pretty fun list with just named TIE pilots, if you want to.

Also suggestion: Get two of the NEW starters instead of the old starters. The new damage deck is better, and the new ships are superior.
We made sure to get the new starter on the advice of other players, mostly because I gather the new damage deck is going to be standard.

One more question - for my buddy with the Rebel side of things, what should be his next step? He certainly likes tankier things, and really like X-Wings as is.

Pyronic
Oct 1, 2008

ROYAL RAINWHARRGARBL
Just bought in with a TFA Core set and Slave-1, working my way towards a Scum list but had issues finding Most Wanted, and my wallet's tapped out for now.

Till I get the Most Wanted and Hound's Tooth I want, I'll be playing a little unoptimized Imperial with what I've already got, and I'd love to see what you guys think:

Krassis Trelix (57)
Homing Missiles (5)
Heavy Laser Cannon (7)
Gunner (5)
Slave-1 (0)
Proton Torpedoes (4)

"Omega Ace" (24)
Expose (4)

Omega Squadron Pilot (18)
Wired (1)

I figure that the Firespray presents a big enough threat/distraction to allow the Omega Ace to build up to its 4 crits attack and just wipe a lot of ships off the board.

Gonna try and find time to play with it a few times this week as my LGS is relatively new and hasn't started doing X-wing tourneys yet.

Kai Tave
Jul 2, 2012
Fallen Rib

Von Humboldt posted:

One more question - for my buddy with the Rebel side of things, what should be his next step? He certainly likes tankier things, and really like X-Wings as is.

The individual X-Wing expansion comes with thread favorite Wedge Antilles, and if he likes tankier things a B-Wing or Y-Wing would be decent choices. The Rebel Aces pack comes with, in my opinion, the best named B-Wing pilot in the game in Keyan Farlander and while the A-Wing is more of a speedy ship akin to the Interceptor the Aces pack also comes with some good pilots for it as well.

Conversely he could get a K-Wing because it sounds like he digs it and it's a decent ship in its own right.

kingcom
Jun 23, 2012

Von Humboldt posted:

One more question - for my buddy with the Rebel side of things, what should be his next step? He certainly likes tankier things, and really like X-Wings as is.

I'm not sure about the new stuff (dont have a set yet) but if he likes tankier things then he should probably get his hands on the millenium falcon. Thats been a long standing tried and true tank, especially if you make Chewie the pilot. That + a buffed x-wing or two sounds solid.

Lunatic Pathos
May 16, 2004

I shouldn't tell you this but you're the only one I can trust...

Pyronic posted:

Just bought in with a TFA Core set and Slave-1, working my way towards a Scum list but had issues finding Most Wanted, and my wallet's tapped out for now.

Till I get the Most Wanted and Hound's Tooth I want, I'll be playing a little unoptimized Imperial with what I've already got, and I'd love to see what you guys think:

Krassis Trelix (57)
Homing Missiles (5)
Heavy Laser Cannon (7)
Gunner (5)
Slave-1 (0)
Proton Torpedoes (4)

"Omega Ace" (24)
Expose (4)

Omega Squadron Pilot (18)
Wired (1)

I figure that the Firespray presents a big enough threat/distraction to allow the Omega Ace to build up to its 4 crits attack and just wipe a lot of ships off the board.

Gonna try and find time to play with it a few times this week as my LGS is relatively new and hasn't started doing X-wing tourneys yet.

I don't see a way to actually do your for crit attack. Expose takes an action, and you need a focus token, which expires each round. Could maybe fit experimental interface in there to do it.

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Pyronic
Oct 1, 2008

ROYAL RAINWHARRGARBL

Lunatic Pathos posted:

I don't see a way to actually do your for crit attack. Expose takes an action, and you need a focus token, which expires each round. Could maybe fit experimental interface in there to do it.

Oh! I didn't see that, thanks! I'll take another look at the cards I've got and see what else could work.

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