|
Grab a K-wing for the new turret and put it on Horton. Two shots at range three with an automatic effective target lock is pretty sweet.
|
# ? Jun 18, 2015 14:51 |
|
|
# ? Jun 4, 2024 00:57 |
|
I don't really like the idea of Scum and Rebel Y-Wings competing against each other for meta space. I'd rather have hogs be the scum go-to build and 360 turrets the mainstay of rebel Ys. A couple of new astromechs for the rebels could solidify that difference.Strobe posted:Grab a K-wing for the new turret and put it on Horton. Two shots at range three with an automatic effective target lock is pretty sweet. This is pretty much the main reason I'm buying a K-Wing.
|
# ? Jun 18, 2015 15:02 |
|
Endman posted:I don't really like the idea of Scum and Rebel Y-Wings competing against each other for meta space. I'd rather have hogs be the scum go-to build and 360 turrets the mainstay of rebel Ys. A couple of new astromechs for the rebels could solidify that difference.
|
# ? Jun 18, 2015 15:05 |
|
I would be happy if Rebel Y-Wings had any place in a list besides R3-A2 delivery.
|
# ? Jun 18, 2015 15:07 |
|
Also, the first thing I'm gonna fly when K-Wings come out is Drea Renthal with Proton Torpedoes, Extra Munitions, Twin Laser Turrets and R4-B11. Proton Torps work pretty well with her using that, but the real fun is when you use the twin laser turret, being able to recycle the target lock twice and use R4-B11 twice for only 4 stress
|
# ? Jun 18, 2015 15:26 |
|
Due to the aging YT1300's constraints, I can see the "correct" (popular?) 2-ship rebel build using YT2400 instead for the HLC's ability to cancel an auto thruster - and a K wing. I love the idea of the E-wing but not its fragility. Not when Soontir gets all the cheats.
|
# ? Jun 18, 2015 15:49 |
|
When is the K-Wing coming out, anyway?Chill la Chill posted:the HLC's ability to cancel an auto thruster Wait, what?
|
# ? Jun 18, 2015 16:35 |
|
Geisladisk posted:When is the K-Wing coming out, anyway?
|
# ? Jun 18, 2015 16:36 |
|
Chill la Chill posted:Due to the aging YT1300's constraints, I can see the "correct" (popular?) 2-ship rebel build using YT2400 instead for the HLC's ability to cancel an auto thruster - and a K wing. I love the idea of the E-wing but not its fragility. Not when Soontir gets all the cheats. The Lone Wolf build on Dash is strong: Dash, HLC, Outrider, Recon Specialist, Lone Wolf. I run that with Corran with VI, FCS, R2-D2, and Engine Upgrade. Soontir isn't a huge threat when you move after him with Corran, who can actually threaten to kill or damage him. Corran with engine means you can outrun things and return shields, which makes him really tough. That was going to be my regional list until I couldn't make it, and it's won a regional as well. If you have to replace Corran, you could fit in 3 cheap escorts like bandits or prototypes. Or double blue squads, but they will just get jumped on and killed I think. The nice part about Corran is that he can safely run around solo. Plus, no matter which one dies first, there other ship is a nightmare to have as the last enemy. Lone Wolf is ready to keep rolling with only two ships as well, it might not work as well with more. Geisladisk posted:Wait, what? It rolls 4 dice instead of 3, which effectively cancels out the free autothrusters evade. Slab Squatthrust fucked around with this message at 16:45 on Jun 18, 2015 |
# ? Jun 18, 2015 16:43 |
|
I'll try that lone wolf build sometime, thanks. As for the comparison to Soontir, I apologize for not being clear. I meant that with my preferences, if I could I would take Soontir as my big ship wingman instead of Corran. The barreling boost is more useful IMO than Corran's ability IMO. I just don't like barrel roll because unless one of the ships is off angle, both will always be able to fire at each other. I prefer actually dodging the arc.
|
# ? Jun 18, 2015 17:33 |
|
Ah I got you. Yeah, boost is definitely better for arc dodgers, I agree. I would never run Corran without Engine personally, it's just too helpful at turning around, dodging, and getting out of range for him. You could try Tycho maybe instead? Prockets plus all the usual upgrades. Less durability but even harder to catch than Soontir. Slab Squatthrust fucked around with this message at 18:50 on Jun 18, 2015 |
# ? Jun 18, 2015 18:47 |
|
Tekopo posted:This would be applicable but then there is Kavil, who is the undisputed king of 360 turret builds for Y-Wings. It seems to be the other way around, actually, with scum having a mainstay of 360 turrets and rebels having the hogs. True, actually. Either way, I'd like the two factions to have distinct Y-Wing styles. Tekopo posted:Also, the first thing I'm gonna fly when K-Wings come out is Drea Renthal with Proton Torpedoes, Extra Munitions, Twin Laser Turrets and R4-B11. Proton Torps work pretty well with her using that, but the real fun is when you use the twin laser turret, being able to recycle the target lock twice and use R4-B11 twice for only 4 stress That is a totally rad build that I am going to steal.
|
# ? Jun 19, 2015 05:13 |
|
So inspired by an article on Team Covenant I'm gonna mess around with this list the next time I Wang: Prince Xizor -Autothrusters -Veteran Instincts -Virago -Advanced Proton Torpedoes -Advanced Sensors Syndicate Thug x2 -Autoblaster Turret -Unhinged Astromech Binayre Pirate -Feedback Array The Advanced Protorps are kind of a goofy bluff to see if I can get people shooting at Xizor and let him slide the damage away from him and onto the Thugs and/or the Headhunter. And I mean hell, if the opportunity presents itself. Guri's probably the better choice for those shenanigans but I like having a PS 9 for my Interceptor-alike. Thugs with Unhinged Astromechs and Autoblasters are fairly straightforward, and the Binayre Pirate + Feedback Array is there because what else are you gonna buy for 14 points when you're playing Scum, an unmodified Syck? A slightly more serious and less goofing around version of this list would probably have me ditch the torpedoes and then swap the Autoblaster Turrets out for Ion Turrets. I may try both to see which I like better.
|
# ? Jun 19, 2015 06:12 |
|
APTs are useless without PtL, seems kind of a useless bluff to me tbh.
|
# ? Jun 19, 2015 06:36 |
|
Tekopo posted:APTs are useless without PtL, seems kind of a useless bluff to me tbh. Does "useless" mean "have to wait one turn not spending the target lock you acquired" now? C'mon.
|
# ? Jun 19, 2015 06:48 |
|
It's a waste in terms of action economy and the stars have to align in order to actually make it useful due to the range 1 restriction. You have to get a target lock, then be able to get into range 1 without being able to use a boost/barrel roll (because you need a focus). At that point you probably would have done as much damage just using focus to fire you primary weapons for two turns, instead of doing one unassisted primary attack and one difficult to setup APT shot.
|
# ? Jun 19, 2015 06:56 |
|
I have a silly Starviper + friends list of my own. I call it ULTIMATE N'DRU GURI 9000: Guri (30) Push the Limit (3) Advanced Proton Torpedoes (6) Sensor Jammer (4) Inertial Dampeners (1) Autothrusters (2) Virago (1) N'Dru Suhlak (17) Lone Wolf (2) Cluster Missiles (4) Binayre Pirate (12) "Hot Shot" Blaster (3) Binayre Pirate (12) "Hot Shot" Blaster (3) Total: 100 View in Yet Another Squad Builder Thoughts?
|
# ? Jun 19, 2015 07:07 |
|
My issue with putting PtL on Starvipers is that the pilot skill of the two names pilots (Xizor and Guri) is kind of garbage. Yeah, I agree that PtL is a great upgrade, but does it matter that you can both boost and barrel roll when your PS is 5 and everybody else but nameless mooks gets to go after you? I tried Guri without VI once and got rocked hard, it was just too difficult to effectively set her up when everyone else got to dance around her.
|
# ? Jun 19, 2015 07:18 |
|
I'd use advanced sensors instead. Easier to fine tune range and movement and use inertial dampeners to line up that APT shot.
|
# ? Jun 19, 2015 07:18 |
|
VI is great on them, especially if you have advanced sensors and generally you don't want PtL on them because they don't have enough green to use it effectively, I was only saying in terms of being able to use APT (the only pilot in which I've used them effectively was a PtL Major Rhymer). Guri doesn't need PtL to fire them either since you get the free focus.
|
# ? Jun 19, 2015 07:23 |
|
Good advice. But now I have 3 extra points, where should they go?
|
# ? Jun 19, 2015 07:29 |
|
Hull Upgrade and/or Stealth Device on N'Dru? Extend his survivability a skosh?
|
# ? Jun 19, 2015 07:35 |
|
Kai Tave posted:Hull Upgrade and/or Stealth Device on N'Dru? Extend his survivability a skosh? Stealth Device could work pretty well with Lone Wolf, good recommendation.
|
# ? Jun 19, 2015 07:47 |
|
I was searching for r4-b11 to see if he actually appeared outside of X-Wing and I found that the owner of the droid travels around in this. That picture
|
# ? Jun 19, 2015 09:17 |
|
And yet it's still a more sensible design than an actual AT-AT. Also here's R4-B11's background: quote:The droid's owner soon got tired of its inability to handle simple tasks and had the droid disassembled and rebuilt as an assassin droid. The unit's familiar appearance as an agromech droid allowed it to get close to its targets. Slythor often included the droid in trades whenever he wanted to recover what he gave away. After the unit was traded, it would kill its new owners and return to Slythor, who would recover the other objects that he wanted. The world's deadliest astromech. I just can't bring myself to hate this.
|
# ? Jun 19, 2015 09:27 |
|
I like R4-B11, it's a shame that he only works really well in conjunction with Drea.
|
# ? Jun 19, 2015 09:41 |
|
alg posted:We don't need more x-wing pilots I'd rather see upgrades that improve existing X/Y/E Wings, rather than new pilots.
|
# ? Jun 19, 2015 10:33 |
|
I'm thinkin' about getting into the xwangs with Palob with an ion, Kavil with a blaster and some stuff, and a couple Zs.
|
# ? Jun 19, 2015 12:40 |
|
Panzeh posted:I'm thinkin' about getting into the xwangs with Palob with an ion, Kavil with a blaster and some stuff, and a couple Zs.
|
# ? Jun 19, 2015 13:10 |
|
Since we're posting silly Star Viper lists, this is one I've been playing in more casual games lately. Guri (30) Predator (3) Advanced Proton Torpedoes (6) Autothrusters (2) Torkil Mux (19) Ion Cannon Turret (5) Outlaw Tech (2) Binayre Pirate (12) "Hot Shot" Blaster (3) Munitions Failsafe (1) Binayre Pirate (12) "Hot Shot" Blaster (3) Munitions Failsafe (1) Total: 99 View in Yet Another Squad Builder Torkil and Guri can be a fun combo, I've actually managed to one shot a few different aces who had the misfortune of getting dropped to PS0 right in Guri's sights. I think it's too gimmicky to be reliable for a serious tournament, but I have fun with it.
|
# ? Jun 19, 2015 13:21 |
|
The Gate posted:The Lone Wolf build on Dash is strong: So I tried this out at a monthly tournament and won but I think a lot of it was sheer luck. Only 10 people this time but at least it was some practice against popular builds. Game 1: mirror. We actually laughed at the absurdity. I mistakenly took the initiative and forgot this was a Soontir scenario but was able to block his E-wing with Dash once to kill it. Mop up was easy. I was able to lure the battle onto my debris fields. However, I started with dash in the middle and Corran in a corner. Was this correct? Do I go slow with Dash while Corran swings around? Game 2: decimator and Baron. Dash was able to block Soontir from moving turn 3 which allowed for a quick kill from Corran. However, dash was easily killed by decimator due to movement limitations and early rebel captive. I was able to get inside turning line vs decimator so was able to regen shields and keep firing. I stayed at range 3 and eventually whittled decimator from 10hp at the start of 1v1 to nothing. I count it lucky. Again, what's the optimal set up here? I started with dash in middle with Corran corner again. Thankfully he set up his Soontir and decimator in opposite sides of the board so I was able to boost forward quickly with Corran. I think he wins the joust cuz shields? Game 3: 4B with accuracy correction. Kite them around with dash for a while and was able to make him split fire between dash and Corran so they could regen shields or gain distance while whittling down shields. However, there was a spot where I was at the end of the board and lost the turning battle so had to eat 3 range 2, 1 range 1 shots. I was extremely lucky and was able to shrug off all but 1 hit (lone wolf). Corran should've ate it in one or two rounds against 2-3 ships but survived then regen shields. I think I'm used to falcon boosting out of arc. Do I just kite them as long as possible and try to play Corran at range 3, then if they face him, go as fast as possible and hopefully bump one and arc dodge another? I'll probably play with this for a while to see if I'm comfortable enough against others to take it to regionals but I could use some pointers. Will be playing against my friend's IG88 builds and get extensive testing there. That's what always gave my Han with Zs trouble.
|
# ? Jun 21, 2015 00:43 |
|
Another few thoughts: fighting the urge to go around obstacles after a year of being conditioned that way is hard. However, it's still good practice cuz it allows Dash not to land on asteroids that he must barrel away from. I used the 2 large debris and 1 large asteroid - I'm guessing I should be using the 3 large debris? And, is Dash supposed to be oriented towards things in a 45 degree angle and not in parallel? It seems to be that way geometrically for barrel rolls and upcoming turns, cuz he had a 3 hard turn.
|
# ? Jun 21, 2015 00:55 |
|
Out of curiosity what gets used at tournaments when it comes to debris or asteroids? Is it up to organizers or the players? Also, why would Dash need to worry about anything to do with obstacles (other than firing through or defending himself from fire going through them) since he ignores them?
|
# ? Jun 21, 2015 01:23 |
|
AndyElusive posted:Out of curiosity what gets used at tournaments when it comes to debris or asteroids? Is it up to organizers or the players? I believe the current official tournament rules are that every participant brings six pieces of official terrain of their choice out of the twelve available (six asteroids, six debris fields) and that's what you get to choose from when picking terrain, your six and your opponents' six.
|
# ? Jun 21, 2015 01:27 |
|
Kai Tave posted:I believe the current official tournament rules are that every participant brings six pieces of official terrain of their choice out of the twelve available (six asteroids, six debris fields) and that's what you get to choose from when picking terrain, your six and your opponents' six.
|
# ? Jun 21, 2015 01:30 |
|
Ah, my mistake. I knew it was something like that.
|
# ? Jun 21, 2015 01:40 |
|
AndyElusive posted:Out of curiosity what gets used at tournaments when it comes to debris or asteroids? Is it up to organizers or the players? Dash still uses an action to get off an asteroid if he wants to fire.
|
# ? Jun 21, 2015 01:52 |
|
Chill la Chill posted:So I tried this out at a monthly tournament and won but I think a lot of it was sheer luck. Only 10 people this time but at least it was some practice against popular builds. So, my usual setup is to have either Dash and Corran together in a corner, or on opposite sides. I don't tend to take the center since that makes it easier for things to curve in behind Dash and put him in a corner faster. Dash is good at escaping corners, more than most large ships, but he's even better at never getting really caught in one. If they're together, Corran actually hangs back. Dash pushes up, takes the initial fire with double focus, Lone Wolf rerolls, and extra evade dice, and usually escapes much damage. He can either cut towards the middle and cross the board, or just blitz past the center towards the other side. Corran follows. If they let Dash past, now you have a nasty HLC boat behind you just chewing you up while Corran runs and takes whatever opportunity shots he can. If they chase Dash, you have Corran following their ships and between him and Dash you will just wreck something each turn. Corran loves to joust weaker or fewer ships. Against something like those B's I would probably have moved slow, and then when it came to joust time gone either 3 turn or bank and boosted to get out of most arcs. Corran can just take hits from one ship, it's not a big deal. Pulling them out of position so Dash can do more work while Corran runs is what I usually try. Chill la Chill posted:Another few thoughts: fighting the urge to go around obstacles after a year of being conditioned that way is hard. However, it's still good practice cuz it allows Dash not to land on asteroids that he must barrel away from. I used the 2 large debris and 1 large asteroid - I'm guessing I should be using the 3 large debris? I actually don't use debris, unlike most Dash players. My reasoning is that: 1) you're a two ship list that wins by out-surviving the other list. 2) You do good damage, but you don't carry much HP and need to avoid getting mobbed. 3) debris does not prevent the other ships from shooting you, swarms will just fly over to block or attack you 4) asteroids actually reliably deal damage, which is a big deal over the course of a game. Basically, asteroids actually prevent people from getting into the donut, and prevent shots from ships that fly over them. They're a serious threat to two ship lists that can't afford to not fire for a turn and still win the damage race. They also actually screw up swarms more than debris. They let you escape Soontir being on top of you. And with Lone Wolf, being forced to barrel roll isn't so bad. Usually during set up I try and place them so one side of the board is a little more cluttered, and then set up on the other side. That way, I can fly into them with Dash and break up pursuit while you turn around. Often I'll have to barrel roll one turn, but then get 2-3 turns where they're in bad positions afterwards and I get to move/focus and just hammer away at whatever while ships are a bit scattered. If I'm setting up Dash opposite my opponent's ships, I do the 45 degree thing. It keeps them from blocking your moves turn two, gives you a lot of space, and means you can turn left or right turn two equally well if the board permits, and that forces them to pick one to cover. Corran in that set up is opposite side and just blitzes 5 forward, boost in turn one, so he can swing in and cross paths with Dash and hit whatever is behind. Soontir should be generally terrified of PS10 Corran in a head to head. Corran has enough HP and green dice that Soontir pretty much won't even deal hull damage to him. Soontir can't dodge against his higher PS. In return, Corran should be able to get his two shots back, with rerolls (which Soontir lacks) on one, and has good odds at forcing through that 1 magical damage with decent rolls. If he does, Soontir is screwed as Dash will eventually roll 4 hits a couple times and kill Soontir. Soontir has a really hard time hurting Dash or Corran, actually.
|
# ? Jun 21, 2015 02:04 |
|
As long as advice is being handed out, I'll take some for running the Firespray because I have simply the worst time keeping this drat thing alive long enough to earn its points. Every time I bring one to the table it's basically dead in a couple of rounds and while I'm perfectly willing to accept that this is a problem that needs to be solved by my getting good, I feel like I'm flailing a bit to understand how to properly use the drat thing in the first place. I really want to like it, but it's getting hard to justify making a list around one.
|
# ? Jun 21, 2015 05:37 |
|
|
# ? Jun 4, 2024 00:57 |
|
Kai Tave posted:As long as advice is being handed out, I'll take some for running the Firespray because I have simply the worst time keeping this drat thing alive long enough to earn its points. Every time I bring one to the table it's basically dead in a couple of rounds and while I'm perfectly willing to accept that this is a problem that needs to be solved by my getting good, I feel like I'm flailing a bit to understand how to properly use the drat thing in the first place. I really want to like it, but it's getting hard to justify making a list around one. I like the Scum Firespray a lot. I run Kath with Push the Limit, Engine Upgrade, and K4 Security Droid for 48 points. Doing a green maneuver for a target lock with Push for two of Focus, Evade, and Boost is some serious action economy. I normally run her with two Ys (with Unhinged Astromech, Ion Cannon Turret, and BTL-A4) but I ran a game today against my boyfriend's 2 Interceptors and Phantom with 4 Z-95s and won. (Edit: Not that either of us are amazing players but it was a good proof of concept) The advice I was given by other players is to deploy the Firespray and other ships a bit apart and to turn them early on to try to catch the enemy between Kath's rear arc and the fronts of the other ships. Seems to work okay but I don't know how well it works against someone who sees it coming. BattleMaster fucked around with this message at 05:59 on Jun 21, 2015 |
# ? Jun 21, 2015 05:51 |