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Strobe
Jun 30, 2014
GW BRAINWORMS CREW
If you bring Boba with PTL, it's practically mandatory to bring the Security Droid. You'll be doing greens to clear stress anyway, and you can three actions a turn. Personally, I prefer Predator in large part, because Boba gets to reroll truly sickening amounts of dice.

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BattleMaster
Aug 14, 2000

Scum Kath with Push the Limit/Engine Upgrade/K4 Security Droid is the only large ship I ever use. I mention it a lot but I can't emphasize how good that loadout is. When you're in fighting range, never not do a green maneuver followed by two of boost/focus/evade and try to get 5 dice range 1 tailgun attacks.

banned from Starbucks
Jul 18, 2004




Irom posted:

Gonna drop the decoy+bodyguard mechanic for a minute and see what happens. Gave lonewolf to Guri because in 100% of the games I've played, she's been the last ship standing. Gave intimidation and the seismic charge to boba to discourage bumping him to deny actions, which happens a lot as well. I figure if you're afraid to bump him, afraid to fly behind him, and afraid to engage him at range 1, it all works out for me.

Wrote this down a week ago or whenevee you posted it and got to play it tonight and its a fun list. Only ship i lost was serrisu

ZenMastaT
Apr 4, 2005

I dun shot my dick off

BattleMaster posted:

Scum Kath with Push the Limit/Engine Upgrade/K4 Security Droid is the only large ship I ever use. I mention it a lot but I can't emphasize how good that loadout is. When you're in fighting range, never not do a green maneuver followed by two of boost/focus/evade and try to get 5 dice range 1 tailgun attacks.

Just used this paired with the Trandoshan Slaver/Bossk/Gunner combo to take out a Chewbacca and Dash Rendar combo. That is one potent Firespray and no mistake - I put an HLC on it for maximal 4-dice throws, definitely a fun combo to remember.

Kai Tave
Jul 2, 2012
Fallen Rib
I just realized that a Conner Net on Scum Kath is probably a brutal combination. Drop the net on someone in your rear arc, saddle them with ion tokens as you take a boosted tailgun shot, then watch as they helplessly drift forward and remain lined up in your rear arc for a second shot.

BattleMaster
Aug 14, 2000

I have 4 points left on my Kath and 4x Binayre Pirate list and I was going to use 4x XX-23 S-Thread Traces with one per Pirate, but in the mean time I should give Conner Net a try.

Panzeh
Nov 27, 2006

"..The high ground"

BattleMaster posted:

I have 4 points left on my Kath and 4x Binayre Pirate list and I was going to use 4x XX-23 S-Thread Traces with one per Pirate, but in the mean time I should give Conner Net a try.

Could stick a mangler on Kath to give her some help at range 3, or you could upgrade your pirates to black sun soldiers.

Deviant
Sep 26, 2003

i've forgotten all of your names.


How do people typically build the decimator? Oicunn + Mara Jade can't be as fun as I think it is.

Panzeh
Nov 27, 2006

"..The high ground"

Deviant posted:

How do people typically build the decimator? Oicunn + Mara Jade can't be as fun as I think it is.

There's a lot of ways to do it- Ysanne and Palpatine on Kenkirk. Oicunn and Mara Jade is decent against swarms. Ysanne is very typical, the other slots are open for discussion. The most typical build if you could call it that is Chiraneau, Gunner, Ysanne, Rebel Captive/Vader, Engine Upgrade, and Predator.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Thinking back, I don't think I've ever flown a Decimator that wasn't Chirpy with Expose, Experimental Interface, Isard, Rebel Captive, and Jerjerrod.

Panzeh
Nov 27, 2006

"..The high ground"

Poopy Palpy posted:

Thinking back, I don't think I've ever flown a Decimator that wasn't Chirpy with Expose, Experimental Interface, Isard, Rebel Captive, and Jerjerrod.
I'm not a big fan of stress-inducing pancake builds aside from super dash because they get super predictable fast.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Panzeh posted:

If you use EI you can't use Isard the same turn. It's a weird combo, honestly.

You trigger EI from Isard's evade action.

Edit: you can do the same with a PtL, Isard, Engine build to effectively boost at PS infinite by boosting in the combat phase.

Panzeh
Nov 27, 2006

"..The high ground"

The Gate posted:

You trigger EI from Isard's evade action.

Yeah I realized that right when I hit post. PTLing to boost off Isard seems more interesting to me, but still- i've killed so many stress pancake builds it's like skeet shooting.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
So guys, my group discovered that Stay on Target has some serious rules holes in it earlier today. That's a conversation for later, but it sparked me to think about putting it on Poe of all people, with BB-8.

Why?

Place a 3-straight maneuver. Reveal it, get a free barrel roll. Then use Stay on target to change to any 3 speed maneuver including the Tallon Roll. Mostly it's the idea of getting a barrel roll + tallon roll in the same turn, because that's some wacky maneuvering hijinks.

Deviant
Sep 26, 2003

i've forgotten all of your names.


Poopy Palpy posted:

Thinking back, I don't think I've ever flown a Decimator that wasn't Chirpy with Expose, Experimental Interface, Isard, Rebel Captive, and Jerjerrod.

This looks/sounds amazing.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Strobe posted:

So guys, my group discovered that Stay on Target has some serious rules holes in it earlier today.

If you're thinking of Navigator or something like that, it was FAQ'd to still be red. The wording was changed slightly for Stay on Target.

But yes, you can change to a maneuver that is already red, that was always meant to be the case. Cool that you can BB-8 then change it, not sure if that's worth the EPT slot though.

Chill la Chill
Jul 2, 2007

Don't lose your gay


Let's say I had an extra falcon. What would be the most #HanYoloSwag paint scheme for it?

ConfusedUs
Feb 24, 2004

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





Chill la Chill posted:

Let's say I had an extra falcon. What would be the most #HanYoloSwag paint scheme for it?

Do it up like some monstrosity from Mad Max

BOGO LOAD
Jul 1, 2004

"You know I always had trouble really chewing the fat with my pops. Just listen to him..."
Carbonite paint job with chrome trim.

Antillese
Feb 16, 2006

I'm trying to get an imperial list together that won't get flattened by my rebel lists. Been having a hard time with that. I've got a Firespray, aces and both cores. I'm willing to proxy auto thrusters. No scum though.

The core of my lists have been Kraxis with HLC, but I'm not sure what to do to support that. My gut feel is either I go high for a Soontir with PTL or go low with two TIEs and two TIE/fo.

Should I go for a higher PS Firespray and put more points there with engine and Fett or just go with two Royal Guards etc? I'm really having a rough go of it.

Keiya
Aug 22, 2009

Come with me if you want to not die.

Chill la Chill posted:

Let's say I had an extra falcon. What would be the most #HanYoloSwag paint scheme for it?

You could always do it up like its appearance in Revenge of the Sith as the Stellar Envoy.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

The Gate posted:

If you're thinking of Navigator or something like that, it was FAQ'd to still be red. The wording was changed slightly for Stay on Target.

But yes, you can change to a maneuver that is already red, that was always meant to be the case. Cool that you can BB-8 then change it, not sure if that's worth the EPT slot though.

The hole is that if you already have a stress token, reveal a green or white maneuver, and then change it with Stay on Target to anything (because everything becomes red). The order of operations for handing your opponent your dial for them to pick is after you reveal it, not after you change it, and they can't change it to anything red (which is now everything). The rulebook is very explicit that you can't execute a red maneuver, so either you are allowed to make a red maneuver in that instance (and you can change it to, say, a 2k on a B-wing or a Tallon Roll on a T-70) while stressed, or you're not allowed to execute a maneuver at all, and stay stationary.

The obvious solution is to FAQ Stay on Target to not be usable when you're stressed, but that errata currently does not exist.

Chill la Chill
Jul 2, 2007

Don't lose your gay


You should bring that up in the official boards or the nova squadron (there's a few play testers and editors who freelance for FFG).

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
That would require signing up for either of those things.

Irom
May 16, 2013

by FactsAreUseless

zVxTeflon posted:

Wrote this down a week ago or whenevee you posted it and got to play it tonight and its a fun list. Only ship i lost was serrisu

nice!

IrvingWashington
Dec 9, 2007

Shabbat Shalom
Clapping Larry

Strobe posted:

That would require signing up for either of those things.

You could always post it to the FB group - https://www.facebook.com/groups/novasquadron2014/

You still have to join but it's just a button click

Ballpoint Penguin
Feb 12, 2004

Awakening the survivor from his frozen bacta prison, he learned a Deathstar had destroyed Dagobah long ago. He took it well, I guess.
Are any other goons playing in the Xwing tournament at World's this year?

I managed to get in, but I'm having trouble settling on a list. I've been practicing with a Vader/Fel/OGP-with Palpy list for a while, and it is amazingly good, but it pretty much gets stomped by Scum Ywing TLT spam lists. The only thing I've tried against TLTs that seems to do well is Brobots and even then a slight misstep can cost you the game. I ended up running the Syndicate Thug w/TLT and Unhinged x 4 list in a 5 round local tournament and won every game but the last, which was against a BBBB list. I really don't wanna be one of the (I'm sure) tons of people who brings a TLT spam list to worlds this year, but it's hard to imagine a more consistent and efficient list. Any suggestions for lists that can consistently do well against TLTs but are also competitive enough to bring to worlds?

Panzeh
Nov 27, 2006

"..The high ground"

Ballpoint Penguin posted:

Are any other goons playing in the Xwing tournament at World's this year?

I managed to get in, but I'm having trouble settling on a list. I've been practicing with a Vader/Fel/OGP-with Palpy list for a while, and it is amazingly good, but it pretty much gets stomped by Scum Ywing TLT spam lists. The only thing I've tried against TLTs that seems to do well is Brobots and even then a slight misstep can cost you the game. I ended up running the Syndicate Thug w/TLT and Unhinged x 4 list in a 5 round local tournament and won every game but the last, which was against a BBBB list. I really don't wanna be one of the (I'm sure) tons of people who brings a TLT spam list to worlds this year, but it's hard to imagine a more consistent and efficient list. Any suggestions for lists that can consistently do well against TLTs but are also competitive enough to bring to worlds?

I run this competitively:


Trandoshan Slaver [Tactician, Gunner, Bossk, Inertial Dampeners] (39)

Binayre Pirate (12) x 5

You've got enough jousting power to beat TLTs, and the right play can get you past arcdodgers. I've beaten pretty much every kind of opposing list with this, but I don't know how it would do against Worlds-level competition.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Panzeh posted:

I run this competitively:


Trandoshan Slaver [Tactician, Gunner, Bossk, Inertial Dampeners] (39)

Binayre Pirate (12) x 5

You've got enough jousting power to beat TLTs, and the right play can get you past arcdodgers. I've beaten pretty much every kind of opposing list with this, but I don't know how it would do against Worlds-level competition.

I think I'd personally drop one pirate in order to fit an HLC and Moralo on the YV. The extra punch and range bonus manipulation from the HLC is worth a Z-95, especially if you can get the unfamiliar arc to play into it.

Panzeh
Nov 27, 2006

"..The high ground"

Strobe posted:

I think I'd personally drop one pirate in order to fit an HLC and Moralo on the YV. The extra punch and range bonus manipulation from the HLC is worth a Z-95, especially if you can get the unfamiliar arc to play into it.

It's definitely a variation worth considering, a way to buff up the shot but in some situations I actually want to miss the first shot at range 2- I beat a Fel/Vader/Palp list by getting two stress on Fel which forced him out of the game for quite a while. I do like the idea of dropping down to 4 Zs for the HLC. I've just been reluctant because I rely on missing+bossk to shoot quality shots, and gunner doesn't let you shoot the HLC.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Panzeh posted:

It's definitely a variation worth considering, a way to buff up the shot but in some situations I actually want to miss the first shot at range 2- I beat a Fel/Vader/Palp list by getting two stress on Fel which forced him out of the game for quite a while. I do like the idea of dropping down to 4 Zs for the HLC. I've just been reluctant because I rely on missing+bossk to shoot quality shots, and gunner doesn't let you shoot the HLC.

The simple solution there is to simply not fire the HLC when you want to miss. There are a number of ships (Decimator, really any big ship that's not an IG) that you're never going to miss anyway, so you want that higher damage, and if you're beyond range 2 then you might as well take the HLC shot anyway.

That's one thing people seem to forget about cannons. You can definitely choose to not use them if you want an effect to trigger instead.

Kai Tave
Jul 2, 2012
Fallen Rib
Meanwhile every time I try flying the Slaver + Bossk + Gunner combo what inevitably happens is my opponent shoots the ship down in two rounds and I find I wasted 40 points on an expensive distraction. Just got done with some games where that effectively happened and it turned into a nailbiter with Kath versus two Royal Guard Interceptors and Deathrain where I just squeezed out a win at 2 hull remaining, but Kath did all the heavy lifting that game. I need to try Tactician and see if that improves things.

On the other hand Wedge + Wes + Dutch continues to go undefeated, this time against Scum Kath with Recon Spec, Heavy Laser, and Lone Wolf + 2x Syndicate Thug with Unhinged Astromechs and TLTs. Second round in my opponent second-guesses where I'm going and allows me to converge all three of my ships into range of his Y-Wings whereupon I erase one of them from existence before it can even shoot. Next round after that I quickly shift targets over to Kath...Recon Spec makes it impossible for me to get Opportunist off, but I still manage to dump a bunch of damage into her. Wedge goes down to focus fire but that leaves Wes and Dutch to finish her off on the following round and from there it's Wes and Dutch versus a single Syndicate Thug. I have to wheel Dutch around so it takes a bit longer and Wes gets chipped down to 1 hull but I put a stake in him to end the game.

(Oh and I got to drop Seismic Charges on someone, so that's still worth the 2 points.)

Having successfully flown this list several times now I can say with some certainty that I really want another R2 Astromech for Wes since Wedge almost invariably gets shot down first and being able to 2-hard out of a K-turn and clear that stress is really quite handy, but also I'm really, really looking forward to Integrated Astromech. That could have kept Wedge in the game and brought things to an even quicker conclusion and it's going to go a long way towards increasing that list's survivability.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
The trick with the Slaver is that it's got enough HP that you can shove it into something worth more points and kill it. If the rest of your list is evasive and a bad target, though, that becomes a lot harder since your opponent has only 1 target. Just depends on how you build it.

enigmahfc
Oct 10, 2003

EFF TEE DUB!!
EFF TEE DUB!!
I've been flying a Bossk plus Outlaw Tech, K4, Recon Specialist, Mangler, and Calculations, alongside 2 Y Thugs with TLT and Agromechs. I haven't lost a match with it yet, although jousters like X-Wings seem to give it the biggest problems, and 88's a tough, but when are they not. Get something in between the two Y's and in range of Bossk and its pretty easy to cause 6-7 damage in a single round of fire (between the TLT's and Bossk's crit flip pilot skill), which is enough to take out any small ship and enough to take out large ships in 2 turns. Main thing to avoid is letting someone get past the 666 and attack it from behind.

Kai Tave
Jul 2, 2012
Fallen Rib

The Gate posted:

The trick with the Slaver is that it's got enough HP that you can shove it into something worth more points and kill it. If the rest of your list is evasive and a bad target, though, that becomes a lot harder since your opponent has only 1 target. Just depends on how you build it.

I really want to like the Slaver with Bossk, it seems like it should be good and other people have had luck with it, but despite the 180-degree firing arc I always have trouble getting enough shots off to make it worthwhile and it soaks up damage like a sponge. I think what I need to do with it maybe is hang back with it more, let the rest of my list get far enough ahead that I can have it bring up the rear. I do think that Tactician is probably going to be a useful inclusion, Engine Upgrade just ain't cutting it.

enigmahfc posted:

I've been flying a Bossk plus Outlaw Tech, K4, Recon Specialist, Mangler, and Calculations, alongside 2 Y Thugs with TLT and Agromechs. I haven't lost a match with it yet, although jousters like X-Wings seem to give it the biggest problems, and 88's a tough, but when are they not. Get something in between the two Y's and in range of Bossk and its pretty easy to cause 6-7 damage in a single round of fire (between the TLT's and Bossk's crit flip pilot skill), which is enough to take out any small ship and enough to take out large ships in 2 turns. Main thing to avoid is letting someone get past the 666 and attack it from behind.

Yeah, once someone gets into that rear arc it's a killer. What are your usual movement strategies?

Floppychop
Mar 30, 2012

Panzeh posted:

I run this competitively:


Trandoshan Slaver [Tactician, Gunner, Bossk, Inertial Dampeners] (39)

Binayre Pirate (12) x 5

You've got enough jousting power to beat TLTs, and the right play can get you past arcdodgers. I've beaten pretty much every kind of opposing list with this, but I don't know how it would do against Worlds-level competition.

What's the reasoning behind the Inertial Dampeners? The YV-666 already has a red 0 maneuver, and the PS 2 of the Slaver means you're probably going to be moving first anyway.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
You can use Inertial Dampener to stop for two turns in a row or stop while stressed.

Slab Squatthrust
Jun 3, 2008

This is mutiny!
I wouldn't fly any large ship without boost unless it's got a turret.

enigmahfc
Oct 10, 2003

EFF TEE DUB!!
EFF TEE DUB!!

Kai Tave posted:

I really want to like the Slaver with Bossk, it seems like it should be good and other people have had luck with it, but despite the 180-degree firing arc I always have trouble getting enough shots off to make it worthwhile and it soaks up damage like a sponge. I think what I need to do with it maybe is hang back with it more, let the rest of my list get far enough ahead that I can have it bring up the rear. I do think that Tactician is probably going to be a useful inclusion, Engine Upgrade just ain't cutting it.


Yeah, once someone gets into that rear arc it's a killer. What are your usual movement strategies?

I just stay back as long as I can using 1 forwards and the red stop, and use the mangler plus Bossk's Pilot skill to turn 1 crit into 2 hits to destroy stuff before it actually gets behind me (Mangler plus Calculations, plus recon Specialist pretty much mean you ARE going to have a couple of crits per attack). With the mangler and TLT's, no one is getting extra green dice ever. In the rare case that anyone ever gets behind me, I just a) have the Y's finish it off, and b) shoot out as far as I can and use hard turns to spin around.

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Panzeh
Nov 27, 2006

"..The high ground"

Kai Tave posted:

I really want to like the Slaver with Bossk, it seems like it should be good and other people have had luck with it, but despite the 180-degree firing arc I always have trouble getting enough shots off to make it worthwhile and it soaks up damage like a sponge. I think what I need to do with it maybe is hang back with it more, let the rest of my list get far enough ahead that I can have it bring up the rear. I do think that Tactician is probably going to be a useful inclusion, Engine Upgrade just ain't cutting it.


Yeah, once someone gets into that rear arc it's a killer. What are your usual movement strategies?

I've had a lot of games where the Slaver will spend a bunch of the game irrelevant but I feel it's probably the best quality shot you can get on a ship that doesn't need actions for that price. The mediocre movement on the Slaver is why i'm leery about dropping a Z for it- the Z-95s do much of the work in the list, the Bosskinator is there to provide support against hard-to-hit ships like Soontir Fel. I think it's really important to slow play your whole force at the beginning and be really patient before going in for the joust.

There are games where the Slaver is going to be underwhelming and there are games where it's going to be dominant, but I think it's the most effective thing you can put in the point slot other than maybe a kitted out Xizor.

You really can't prevent arc dodgers from getting into your backside with a YV, the idea is to use your Zs to try and score bumps or dissuade enemies from spotting up there. Playing Zs against maneuverable ships is something that takes a lot of practice and finesse, but it's worth it when you block Jake on his 2-hard green and wreck his poo poo because his ship is stripped or keeping Super Dash in a bump trap where he only escapes with a couple hull points left.

Panzeh fucked around with this message at 04:37 on Oct 12, 2015

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