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Burning_Monk
Jan 11, 2005
Mad, Bad, and Dangerous to know

enigmahfc posted:

This feels like a good 'Ram it in and get it done' type list

Rey — Scavenged YT-1300 73
Rose Tico 9
Finn 10
Ship Total: 92
Half Points: 46 Threshold: 6

Black Squadron Ace — T-70 X-Wing 49
Heroic 1
Integrated S-Foils 0
Advanced Optics 4
Ship Total: 54
Half Points: 27 Threshold: 4

Black Squadron Ace — T-70 X-Wing 49
Heroic 1
Integrated S-Foils 0
Advanced Optics 4
Ship Total: 54
Half Points: 27 Threshold: 4

Looks cool, thanks I'll give it try at next weeks game. :)

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Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I'm going to try out this list sometime in the next few weeks. Another big part of why I trailed off playing is that most of the local scene migrated to a store that's another ~20 miles longer drive than I already have to make to get to my normal store (~25 miles). Even on the designated X-wing night sometimes there's nobody there, which really makes it hard to keep playing regularly.

Red Squadron Veteran (43)
Red Squadron Veteran (43)
Thane Kyrell (48)
Wedge Antilles w/Afterburner (61)

Total: 195 (5 point bid)

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
Oh man. Monday was have a league night where we have to build a 215 point list then we get a random generic scum ship as well.

I am thinking running triple t70s and toss protorps on one or two of em.

ConfusedUs
Feb 24, 2004

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





Voodoofly posted:

Strikers, because they move fast, blow up faster and sometimes blow up other things fastest.

Countdown + Ruthless
Sabacc + Ruthless
Duchess + Ruthless
Major Vermiel + Ruthless + Darth Vader

Ram Vermiel down their throat with Countdown at his side. Take the evade on Vermiel if they have enough firepower to kill him before i4. Jam or coordinate if not.

Flank, slightly, with Duchess and/or Sabacc. The goal is to make sure all your guns are pointed at the same thing as Vermiel, but don't let their entire list shoot at anything but Vermiel or Countdown.

You will annihilate whatever is in front of Vermiel.

Vermiel will probably die. You might kill him with Ruthless, although it's better if you spread the damage between him and countdown.

Next round, gently caress up all their movement options, toss out jam tokens like candy, and generally just be a nuisance with whomever is wounded, and do it again.

You'll die hard to aces but you will kill drat near anything else. I one-rounded a Ghost with this list, once.


bunnyofdoom posted:

I like jousters to be honest. Not swarms, but like three hard hitting ships all designed to get in your face.

Which is why I loved triple t-70s

Have you tried RAAey? I forget exactly what it looks like, but it's something like

Tallie + Heroic + Optics
Greer + Heroic + Optics
Rey + Finn + Rose + chick-who-clears-all-stress-on-a-blue + Heightened Perception + Title + Contraband Cybernetics

If there's points left you do health upgrade on rey, or some kinda missle on the As, or Crack Shots. I dunno. It's got a tiny bit of slack in it.

You want to basically joust them, but keep either Rey or the As to one side. If they go for Rey, use her ability defensively (don't forget to pick up locks with any spare blanks you get, with Rose). If they go for the A's, unleash the full firepower.

This list's time-on-target is through the roof. Rey can sloop multiple rounds in a row, clear it all with a single blue, and do it again. Resistance As have butt guns.

Rey should come through the first round or two of fire with minimal damage, and the As can just disengage if they're scared.

Raged
Jul 21, 2003

A revolution of beats
I really love the competitive scene in Australia. I'm not the best by a long shot, but except for showing up to a tournament with a post car crash concussion, I had a good year. I went 4-2 at Nats, SOS and 5 trials which is a big improvement to the year before. Except for the trail my rural shop gets I have to drive a minimum of 2 1/2 hours to get a decent sized event. I mainly do it because I can walk into a 75 player trail and play with 50 people I consider good friends and win or lose we always have a great weekend. The community is stupidly friendly and there are very, very few players that are bad to be around.

Somehow we lucked out and my rural town has Australia's only Grand Championship. So next weekend I have 8 people crashing at my house and about 30 coming by on Friday night for a BBQ. Honestly, I would never consider doing that with any other game I played, but our community here is that good.


ConfusedUs posted:

What do you like to fly, and why?

I loving love the Resistance. I haven't flown anything else since the conversion kit came out. It is just a fun faction to fly and Nien is my personal lord and saviour. It's the faction the feels most like 1.0 scum to me, especially with Leia. Most of my Resistance lists strike a good balance between offence, defence and my opponents saying "I did not expect that" and now with Leia that is cranked up to 11.

I really hope that the Fireball is not DOA.

Rhjamiz
Oct 28, 2007

ConfusedUs posted:

What do you like to fly, and why?

Interceptors, Starvipers, Phantoms. I mostly fly Imperial, though sometimes I'll fly First Order for their very cool TIE/SFs. I only fly Scum for StarVipers. My typical lists tend to consist of three or four ships; a pair or trio of Interceptors and a heavy-hitting Ace like the Defender or Phantom, sometimes a pair of them. I also like swarms/mini-swarms of generic, identical aces that allow me to be flexible without worrying about lynchpin pilots or not having what I want on the ship that's on target and choose who I want to activate when it's most advantageous. I like the Empire's focus on precision flying and I love arc-dodging with Interceptors.

I think the list I've had the most success with was a pair of Inties escorting a Defender.

Icon Of Sin
Dec 26, 2008



Interceptors are just fun. Every turn past the first could be your last if you made even a single mistake, it's the most :black101: way to play. 12 hull, no shields, no problems :getin:

Rhjamiz
Oct 28, 2007

Icon Of Sin posted:

Interceptors are just fun. Every turn past the first could be your last if you made even a single mistake, it's the most :black101: way to play. 12 hull, no shields, no problems :getin:

Exactly. A single mistake and boom, a ship could just disappear. I usually slap on Baffles in order to shed stress at critical times since lol, I already have no health, what's one less? :v:

Four Sabers with Juke and Electronic Baffles is great.

Rhjamiz fucked around with this message at 02:22 on Nov 2, 2019

banned from Starbucks
Jul 18, 2004




I love interceptors. They've been my favorite Star War ship since i saw them in RotJ on VHS when i was 7. The Outrider too ever since I played Shadows of the Empire on N64. But FFg refuses to make that ship viable in the slightest despite it being absolutely nonexistent in competitive play for what....3 points adjustment cycles now?

Friction
Aug 15, 2001

Got 3rd place at store tournament with TIE Aggressors.

Colonel Jendon (46)
Admiral Sloane (9)

Sienar Specialist (28)
Barrage Rockets (8)

Sienar Specialist (28)
Barrage Rockets (8)

Sienar Specialist (28)
Barrage Rockets (8)

Sienar Specialist (28)
Barrage Rockets (8)
Total: 199

View in Yet Another Squad Builder 2.0

New meta confirmed.

LanceKing2200
Mar 27, 2007
Brilliant!!

ConfusedUs posted:

What do you like to fly, and why?

The list I keep coming back to in 2.0 is a BBU list built around manipulating stress. I've always loved the B-Wing design, and using two of them to jack-knife around the board and constantly be behind people while the U-Wing does donuts in the parking lot is a blast.

I haven't been going to locals because it's an hour drive each way and a combination of time and money has been holding me back, but the Epic stuff and the new cards early next year are very exciting to me. I have some friends who aren't interested in "1v1 Fox only Final Destination" X-Wing, but are super down for missions, FFA, team games, etc.

EDIT: On that note, I wish there was more X-Wing content online that wasn't just competitive matches or people discussing competitive matches. To this day the most viewed X-Wing YouTube video BY FAR is the Geek and Sundry video from 6 years ago of Wil Wheaton and Seth Green doing a random objective game.

LanceKing2200 fucked around with this message at 04:29 on Nov 3, 2019

Iron_Chef
Sep 19, 2003
Chef of Iron

LanceKing2200 posted:


EDIT: On that note, I wish there was more X-Wing content online that wasn't just competitive matches or people discussing competitive matches. To this day the most viewed X-Wing YouTube video BY FAR is the Geek and Sundry video from 6 years ago of Wil Wheaton and Seth Green doing a random objective game.

I haven't listened to it but the Shuttle Tydirium podcast supposedly focuses on casual play

banned from Starbucks
Jul 18, 2004




LanceKing2200 posted:


EDIT: On that note, I wish there was more X-Wing content online that wasn't just competitive matches or people discussing competitive matches. To this day the most viewed X-Wing YouTube video BY FAR is the Geek and Sundry video from 6 years ago of Wil Wheaton and Seth Green doing a random objective game.

Because G&S have 2mil subs who will watch every episode they put out regardless if they play the game or not. Not because its what most of the x-wing player base wants to see.

LanceKing2200
Mar 27, 2007
Brilliant!!

banned from Starbucks posted:

Because G&S have 2mil subs who will watch every episode they put out regardless if they play the game or not. Not because its what most of the x-wing player base wants to see.

Oh yeah this is certainly a factor, but it literally has more than double the views of the next highest. Another element is that video has really high production values that basically no other X-Wing video has.

I know it's a pipe dream, but a semi-regular series of "High Production" X-Wing game videos a la what Game Knights does for MtG Commander would be amazing. Sadly X-Wing doesn't have the audience numbers necessary to get enough views to cover the editing costs.

Icon Of Sin
Dec 26, 2008



So I got my rear end beat in the tournament I played in :laffo:

Buuuut I didn’t come in dead last! I think I may try to join them for their monthly tournaments, their normal play night just can’t fit into my schedule. Are TIE swarms of any flavor or faction doing alright these days?

My old favorite list in 1e was Omega Squadron (Leader, Ace, 3x generic pilots), but I see that I can do the same list with 4x generics now, all with Crack Shot...:getin:

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Any advice against lists that are vulture swarms with two hyenas holding torpedoes and those drat remote drones?

It's kinda unavoidable locks, which then makes approaching really tricky, what with there being lots of arcs and no real comfortable range to fight at.

I remember those to be a tough puzzle to figure out, while also not getting enough chances to go at them to really workshop it out.

For reference, I'm flying Boba/Emon and it's the one list I don't really have a gameplan against.

Burning_Monk
Jan 11, 2005
Mad, Bad, and Dangerous to know

Lichtenstein posted:

For reference, I'm flying Boba/Emon and it's the one list I don't really have a gameplan against.

I've seen this in tournaments lately, what is the point of Maul on Boba? I can't parse it.

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
Oh my beloved t-70s how I missed flying you.


I somehow killed a scum falcon with 18 damaged cards. (Fuel leak, hull breach, and a buncha direct chains)

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:

Burning_Monk posted:

I've seen this in tournaments lately, what is the point of Maul on Boba? I can't parse it.

A reusauble force token?

Burning_Monk
Jan 11, 2005
Mad, Bad, and Dangerous to know

bunnyofdoom posted:

A reusauble force token?

But what do you use that for? I thought you need a force ability to use it with?

I just started playing and haven't really used any force stuff yet.

ConfusedUs
Feb 24, 2004

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





Burning_Monk posted:

I've seen this in tournaments lately, what is the point of Maul on Boba? I can't parse it.

Boba with his re-rolls LOVES things that modify focus results. People used to do perceptive co-pilot, but then boba could bump and have no tokens. Now he has some kind of token even if he bumps, which he can choose to do strategically with Slave 1.

Burning_Monk posted:

But what do you use that for? I thought you need a force ability to use it with?

I just started playing and haven't really used any force stuff yet.

Force tokens have a default effect: spend it to turn an eyeball to a hit or evade. You don't have to have a force upgrade like Sense to use that.

Burning_Monk
Jan 11, 2005
Mad, Bad, and Dangerous to know

ConfusedUs posted:

Boba with his re-rolls LOVES things that modify focus results. People used to do perceptive co-pilot, but then boba could bump and have no tokens. Now he has some kind of token even if he bumps, which he can choose to do strategically with Slave 1.


Force tokens have a default effect: spend it to turn an eyeball to a hit or evade. You don't have to have a force upgrade like Sense to use that.

Ah thank you! Didn't realize they had a default effect. Been thinking of getting a Slave-1 for my scum set.

ConfusedUs
Feb 24, 2004

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





Lichtenstein posted:

Any advice against lists that are vulture swarms with two hyenas holding torpedoes and those drat remote drones?

It's kinda unavoidable locks, which then makes approaching really tricky, what with there being lots of arcs and no real comfortable range to fight at.

I remember those to be a tough puzzle to figure out, while also not getting enough chances to go at them to really workshop it out.

For reference, I'm flying Boba/Emon and it's the one list I don't really have a gameplan against.

You have to accept that the enemy WILL get target locks. From that point on, it's a matter of range control and minimizing the number of shots coming at you.

Eamon is a great piece for this. Unshielded, low-health ships like Vultures hate bombs. A well-placed seismic or proton can take off a huge chunk of their total health, making the rest easy kills.

Good swarm players will take this into account, but you can use the threat of the bombs to stop the enemy from pouncing on you.

Boba is also really good at dealing with the swarms. If you can dive into range 1 and arrange it so you're reinforced, Boba will only take a little damage. While probably killing a vulture in return, which makes it even easier for him to survive the next round.

and once one gets to critical health status, don't be afraid to dive it in to get a kill shot. Every vulture you kill makes it easier for the other firespray to survive.

Basically: Both should dance at range 3, try to avoid being shot at by more than a few at once. Eamon should block paths with bombs (or threaten to), while Boba tries to get into range 1 where he's almost invincible. Use Boba's bombs to finish off weakened ships once he's in the mix, and Eamon should snipe from afar.

ConfusedUs
Feb 24, 2004

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





Burning_Monk posted:

Ah thank you! Didn't realize they had a default effect. Been thinking of getting a Slave-1 for my scum set.

You're welcome!

This is the 'default effect' referred to on the Blinded Pilot crit, by the way: turn one eyeball result to a hit

Lichtenstein
May 31, 2012

It'll make sense, eventually.

Burning_Monk posted:

I've seen this in tournaments lately, what is the point of Maul on Boba? I can't parse it.

At first glance, I thought "man, that's a lot of points to put on an already really expensive ship".

In my previous iteration of the Double Firespray list (this ship is a bit of my specialty) I've run Perceptive Copilot on both ships and found that extra token really key to have this thing work - with only six red dice in a list you *need* the ability to spend the tokens willy-nilly to have them pack the necessary punch to break through - as being outgunned against nearly other list you also *need* something up your sleeve on the defense not to melt too fast. With the double mod and the other ships you really do get *local* superiority in a fight and can get in all sorts of divide & conquer shenanigans with your controls and bombs.

Having said that, I recently tried Maul on a Boba/Guri list on a lark (seeing it's popular and wondering how the hell can it be worth the points) and I immediately fell in love with it and dumpstered the copilots on the spot. The trick is as simple as:
- Treated as equivalent of that second focus token a copilot would give you, that force point is really enough most of the time, given you're usually saving it for a 2 dice defense (also why the budget IG-88 is just fine for Emon).
- Enabling you to actually take other actions and still have the mod.

Now there's some built-in utility in that on its own (repair crits when chased and still have decent defense! Rip through gas clouds for sick rear arc maneuvers!), but Boba in particular has some really good use of having a passive mod like that:
- First, Boba *loving loves* his boosts. Do rear arc ace plays! Roll forward for disgusting rerolls-and-force combos! Wiggle through debris easily! Feels good not to have to "sacrifice" your eyes for that.
- Much easier to sneak target locks in, and Boba in general really likes his double mods, what with being a reroll factory.
- The budget Hate ability of Maul is a decent enough addition in a pinch, if you get focus fired by several ships. Stress isn't great, but it doesn't really limit your actual maneuvers on this ship, so it's often a decent trade-off. And with both the force and Boba's pilot ability not requiring actions - it's not that big of a deal to spend a turn or a few stressed. Go for those cheeky white maneuvers!
- Finally, know how Firesprays got those oh-poo poo-button red reinforces that you never really take because ultimately a white focus works out better? How about having a reinforce *and* an eye-mod you can replenish after each of those 1-damage plinks?



TL;DR Passive eye mod is loving amazing on Boba Fett, if you worried about how Maul is point-costed compared to other users you wouldn't be flying scum anyway.


[edit] Also - strategic bumps get so much sweeter! You take a gun pointed at you out, get a reroll *and* still have your eye mod!

Lichtenstein fucked around with this message at 21:45 on Nov 5, 2019

Lichtenstein
May 31, 2012

It'll make sense, eventually.

ConfusedUs posted:

Basically: Both should dance at range 3, try to avoid being shot at by more than a few at once. Eamon should block paths with bombs (or threaten to), while Boba tries to get into range 1 where he's almost invincible. Use Boba's bombs to finish off weakened ships once he's in the mix, and Eamon should snipe from afar.

Yeah, that's my general plan with swarms - those drat remotes just make that long-distance dance that much trickier! I suppose that takeaway is to play it out *flankier* - rather than keeping them in a loose formation for Great Coverage as with normie swarms, prod from two directions so they have to commit somewhere. One ship ends up with a Try Not To Melt duty, the other gets to try and get Where It Wants To Be (whether that's close or mid-range depending on the context).

ConfusedUs
Feb 24, 2004

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





Lichtenstein posted:

Yeah, that's my general plan with swarms - those drat remotes just make that long-distance dance that much trickier! I suppose that takeaway is to play it out *flankier* - rather than keeping them in a loose formation for Great Coverage as with normie swarms, prod from two directions so they have to commit somewhere. One ship ends up with a Try Not To Melt duty, the other gets to try and get Where It Wants To Be (whether that's close or mid-range depending on the context).

If you can get them chasing Eamon, you've probably won. Swarms haaaaate bombs and no one's better at putting them where they need to be than Eamon.

Xenomrph
Dec 9, 2005

AvP Nerd/Fanboy/Shill



I’ve got a decent mix of v1.0 minis for the Rebels and Empire (and the v1.0 Resistance/First Order starter box), someone talk me into/out of dropping the coin on the 2.0 upgrade boxes.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Xenomrph posted:

I’ve got a decent mix of v1.0 minis for the Rebels and Empire (and the v1.0 Resistance/First Order starter box), someone talk me into/out of dropping the coin on the 2.0 upgrade boxes.

Self-fund it by selling the minis from one or more of your factions

Xenomrph
Dec 9, 2005

AvP Nerd/Fanboy/Shill



But then wouldn’t I just end up replacing those minis anyway?

What did they change with 2.0 on a nuts and bolts gameplay level? Like, does the game play differently from 2.0?

banned from Starbucks
Jul 18, 2004




The game is mostly the same they just removed a bunch of overpowered bullshit cards and rebalanced stuff. If you enjoyed the core fundamentals of 1.0 you will enjoy 2.0

polynominal-c
Jan 18, 2003

Xenomrph posted:

But then wouldn’t I just end up replacing those minis anyway?

What did they change with 2.0 on a nuts and bolts gameplay level? Like, does the game play differently from 2.0?

- Turrets aren't full 360 anymorre. So you need to spend actions to rotate them sometimes. Like Shadowcaster in v1.0
- No more Push the Limit, but PTL-like linked actions are built into the action bar of most ships now.
- Token stacking isn't really easy anymore
- Missiles, bombs and torpedoes all use charges now so they're not just one-time use

polynominal-c fucked around with this message at 06:08 on Nov 7, 2019

ConfusedUs
Feb 24, 2004

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





Xenomrph posted:

But then wouldn’t I just end up replacing those minis anyway?

What did they change with 2.0 on a nuts and bolts gameplay level? Like, does the game play differently from 2.0?

Second edition has a bunch of changes, most of which are outlined in the OP.

But in short: positioning matters again (a lot) thanks to no 360' turrets. Honestly, that one change has made the game 1000x better than it was at the end of first edition. You can outfly anything if you're good enough!

ConfusedUs
Feb 24, 2004

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





I'm going to the St. Louis grand championships this weekend and I'm torn between two lists.

One is that weird "It's the Resistance!" list with three A-Wings and two pods that brings Finn into the fight way late into the game
https://raithos.github.io/?f=Resist...20Squadron&obs=

The other is some old-school Palp aces: Vader/Whisper, stacking a bazillion Force points for ultra-reliable dice.
https://raithos.github.io/?f=Galactic%20Empire&d=v8ZsZ200Z168XWW29WWWY199X116W240W82WY173XW240WW105&sn=Unnamed%20Squadron&obs=

What are your thoughts, guys?

I think the Resistance list is fun and hilarious, but plays long games with a lot of running. The Imperial list rewards more aggressive play. I've more recent practice with Resistance, but I've been playing Imp Aces for literal years; I could fly that in my sleep.

banned from Starbucks
Jul 18, 2004




Do the resistance list imo. It seems fun and good. The palp aces is just kinda ...well Palp aces.

I was gonna hit up St Louis but the 5+ hour drive and steep price tag kinda changed my mind. Good luck though. Let us know if you're on stream.

ConfusedUs
Feb 24, 2004

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





Me and a buddy are splitting the costs so it shouldn’t be too bad. We’re gonna drive up after work today. It’s about six hours for us.

BuffaloChicken
May 18, 2008

polynominal-c posted:

- Turrets aren't full 360 anymorre. So you need to spend actions to rotate them sometimes. Like Shadowcaster in v1.0
- No more Push the Limit, but PTL-like linked actions are built into the action bar of most ships now.
- Token stacking isn't really easy anymore
- Missiles, bombs and torpedoes all use charges now so they're not just one-time use
The inclusion of new markings on all ship bases for bullseye, fore, aft, and flanking has also opened up a lot of design space that makes it easier for designers to explore positioning in upgrades and pilot abilities. In addition to tracking "ammo" on munitions, charges are also an easy way to limit the use of power abilities like regeneration.

All this makes the new edition well-worth updating into. Heck, I would have ditched 1.0 for the turret changes alone.

Raged
Jul 21, 2003

A revolution of beats
Just finished up the Australian GC. I did not have a very good run, but my MOV earned me a Resistance damage deck. 4 of the top 8 were droid swarms w/ Sear and discord missiles.

Buzz droids ain't no joke in the right hands

The winner was a very well flown Obi, Plo & Ric list. If the final was 75 minutes instead of 2 hours I don't think the Jedi list would have stood a chance against Akhter's droid swarm.

Funzo
Dec 6, 2002



Went 2-3 yesterday at the Green Bay hyperspace event with a 4 TIE/SF list. I don't feel too bad about it, it's actually my best tournament result. My three losses were against 2 guys that ended up top 8 and one that finished 12. My biggest takeaway was that I actually felt like I was competitive, and it makes me want to get more practice in and get better.

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ConfusedUs
Feb 24, 2004

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





Wrapped up my time at the St. Louis grand championship.

Had a moderately disappointing run, going 3-3 with PalpShuttle/Soontir/Delta Sq Defender.

My first loss was all on me, against ObiWan and 3 arcs. I got too aggressive with Soontir, and not aggressive enough with the defender. It still came down to the last shot. If I'd done one more damage, I'd have killed one of the arcs and been ahead.

Second loss was to a random hard counter: 4x gunboats with autoblasters and Echo. I think my defender shot like once the entire game. They'd just SLAM away from his arc. Soontir did work; I got a decent chunk of damage on everything but Echo, but in the end, I lost everything.

Third loss was to Vader/Triple Foresight Inquisitors. Fuckin' Vader, man. Every time I fly him, he dies the first time he's out of position; it's why I flew Soontir/Delta instead of Whisper/Vader. But every time I fly against him in a major event, he just tanks shot after shot after shot. Soontir and the Defender bullied him for three rounds together, and the defender for the entire rest of the game, and I only got his shields. I must've shot him nine or ten times, all modified, for a whopping 2 damage. The inquisitors were completely unable to hurt the defender, which was funny. It took them four rounds just to kill the shuttle.

Won against Han/Hera, 4x T70s (three heroic generics and jess with BB8), and a weird Tel Trevura/4 snap shot mining TIEs list.

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