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Recently picked up a pair of Defenders with the new Wave 4 stuff. The second Rebel Aces comes out I'll be snatching a couple of those just for the Proton Rockets, too. End goal is a pair of Defenders with Ion Cannons, Proton Rockets, and Munitions Failsafe (best modification) that can get behind absolutely anything for a pair of 5-dice TC-assisted haymakers. Add a couple Academy Pilots to block and soak. Also experiencing evil fantasies of dealing ion crits with Rexler - bonus points for ion critting Chewie (that bastard).
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# ¿ Jun 30, 2014 04:28 |
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# ¿ May 10, 2024 13:18 |
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Three ship Rebel builds really hinge on dealing some serious damage early and evening the odds. If you can't do that, the dice disparity just becomes insurmountable. I'd consider dropping Wedge down to a cheaper X-Wing, swapping R2-F2 for R2-D2. Getting shields back is more certain than extra defense dice helping out, and your maximum extra from the defense dice is one hit per attack anyway, which doesn't start to statistically outpace R2-D2 until you're taking at least three attacks per turn. If you want to keep Wedge, he doesn't need Marksmanship. He functions much better with a normal attack and PTL to get both TL and Focus on the same target, or even taking an extra turn of non-focus or TL combat to get the combo going. You can drop his Proton Torpedo because he'll be doing better damage at close range with a normal attack anyway since he can keep the TL to fire. I'd use the points from dropping the one Proton Torpedo to make the other two Torpedoes advanced versions. If you're feeling cheeky, don't bother with PTL on Wedge, and add Munitions Failsafe to the two advanced torpedoes to make sure they take something out. If you're unfamiliar with the Failsafe, it makes it so that if you don't make a successful attack with your secondary weapon, you can avoid discarding it until you make a successful one. That means your opponent can get ridiculously lucky and roll three squigs with an evade token, and you can just tell him to do it again next turn. That should put you at 100 points exactly. Could easily consider Porkins with PTL instead of Wedge. To sum up my recommendations: "Dutch" Vander (23) Ion Cannon Turret (5) Advanced Proton Torpedo (6) Munitions Failsafe (1) Wedge Antilles (29) Biggs Darklighter (25) R2-D2 (4) Advanced Proton Torpedo (6) Munitions Failsafe (1) Total: 100 Squad builder link
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# ¿ Jun 30, 2014 18:12 |
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Munitions Failsafes are the best modifications yet released. Not because they're 1 point, but because they keep your 3-6 point missile/torpedo from being an accidental waste of points. I am in total love with them. I'm personally itching to try out a TIE Defender with an ion cannon and proton rockets. That 3 agility means it's a 5-dice slam at range 3, and the munitions failsafe means you're going to do some damage with it. Plus ion cannon and white 4 k-turn leave me all giddy.
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# ¿ Jun 30, 2014 19:17 |
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Proton Rocket has the distinction of having the header "Attack(Focus)" so you can still use your Target Lock on it. Or, if you're Rexler, use PTL and Proton Rocket to grab a pair of focus tokens and a TL, spend one to fire, use the TL, and then turn those 4-5 hits into 4-5 crits.
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# ¿ Jun 30, 2014 19:41 |
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The Gate posted:How do you use PtL to get 2 focus and a TL? He's not Fel. Target locks carry over between turns. As far as I know, there's nothing stating that you cannot do the same action twice with PTL. It's a little bit of long game, but since PRs can only be fired at range 1, so if you're trying to get the most bang for your buck and don't have a target lock by the time you get there, you're doing it wrong or your opponent has a good counter.
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# ¿ Jun 30, 2014 20:12 |
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Poopy Palpy posted:There is the general rule that you can't do the same action more than once per turn which PTL doesn't specifically override. So you are correct. I managed to miss that little bit of the rulebook, and kept wondering why no one else thought of it first. Mystery solved. Still, having a focus token and a target lock available to either ensure that the entire salvo of five dice hits (which is enough to outright kill several ships if they roll poorly) or to turn the 3-4 unmodified hits into crits can be invaluable. Plus you can crit Chewie. That alone makes me happy.
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# ¿ Jun 30, 2014 20:28 |
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No, that was me not realizing that there have been 12 replies since I last mentioned Rexler and completely forgetting that you can't read my mind.
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# ¿ Jun 30, 2014 20:57 |
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That's the gist of the rule as it was just explained to me, and as it appears in the book once I saw it. Besides which, you can only ever have one TL at a time. Trying to get another just swaps the target, not give you both. For your reference: pg. 9 posted:However, a ship cannot perform the same action more than once during a single game round (not even when the action is a "free action"). That's the actual formatting used, too, no emphasis mine.
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# ¿ Jun 30, 2014 22:04 |
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If you're dead set on doing that, I'd drop the Pulse missile, honestly. I've never put too much stock into secondary weapons, and a pulse missile is a one-shot way of doing what an ion cannon can do every turn anyway (except to big ships).
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# ¿ Jun 30, 2014 22:28 |
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Yeah, Munitions Failsafe basically does the same thing Lieutenant Blount does except better. It might delay your success by a turn, but it will do damage, and it's cheaper. My take on it Wedge, Biggs, Airen, and a Bandit. Saved points went into a munitions failsafe, R2-F2, and a stealth device on Wedge. Yes, at Range 3 Wedge will have 5 defense dice when someone turns their guns on him. Good luck.
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# ¿ Jun 30, 2014 22:33 |
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Rebels are generally cheaper than Imperials, because a lot of Imperial squads use lots of TIEs. That's not a truism, though. I'm currently running an Imperial squad that consists of two TIE Fighters and two TIE Defenders, which I'm reasonably sure is the cheapest build I could run and still expect to be competitive in the meta. You want the Starter Box Minimum two more small ships, more probably 3 at $15 each (2x TIE Defenders or Phantoms, 3x X-Wing or 1x X-Wing and 2x B-Wing) Cheapest feasible is $70. More realistic is $85+
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# ¿ Jun 30, 2014 23:07 |
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Took my 2x Defender 2x Fighter list out for a spin tonight. Rexler went down hard and early to a pain in the rear end Phantom, but the Delta squaddie more than held his own for the rest of the game. Granted, it was against a 3-ship Imp squad, but it's a promising result.
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# ¿ Jul 1, 2014 05:35 |
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A-wings are turning into good swarm ships with Chardraan Refit. You can get a Green Squad pilot with PTL for 18 points, and an A-wing with a semi-perpetual focus evade 3 agility ship is not going down easily. A-Wings are also good to use as blockers because they can get in places easily. Low PS green squad pilots can use the A-wing's innate speed and boost to get in the way of just about anyone. I'm not a big fan of missiles in general, but the upcoming Proton Rocket with munitions failsafe promises to be a bucket of funtimes.
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# ¿ Jul 2, 2014 01:06 |
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Chardraan Refit really changes the game when it comes to A-Wings. Prototype Pilot then lets you do stupid amounts of things with them. I've been toying around with something like this: Squadron Builder link Four A-Wings, all with Chardraan Refit, Prototype Pilot, PTL, and Outmaneuver (and God said to the A-wings, "Thou shalt actually do damage"). Two A-Wings have shield upgrades for a little more survivability and to eat points because there's literally no reason not to use Chardraan Refit if you're not taking missiles.
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# ¿ Jul 2, 2014 04:10 |
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midge posted:Outmaneuver is a waste it only works for the printed arc, not 360 degrees (I'm assuming you thought this wasn't the case). Predator on Han Solo, you can't reroll a dice more than once. Also remember that C3-PO is once per turn, same as that evade token. How sure are you of that? Outmaneuver as printed just says "when attacking a ship inside your firing arc". The Falcon's firing arc is 360 degrees (as helpfully designated with that circular arrow). This sets it apart from ships that are capable of mounting turreted weapons that specifically mention "outside your firing arc".
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# ¿ Jul 2, 2014 19:59 |
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Holy crap, that's elegant genius. It's not even a once per turn thing, or a free action. You just get the target lock, and tank like a boss for every single thing that comes at you. Jeez. EDIT: Does that count for Gunner/Han Solo's ability, too, or just the first attack per attacker? Strobe fucked around with this message at 02:35 on Jul 3, 2014 |
# ¿ Jul 3, 2014 02:33 |
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I'd drop Gunner to make room for it. With 5 dice at range 1, it's really only insurance against the worst rolls you can possibly make. Bad Luck Insurance has a place in the game, but not on something that on even average rolls is going to gently caress someone up.
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# ¿ Jul 3, 2014 17:14 |
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Lunatic Pathos posted:Very similar to the list I planned to run at Imdaar, but with Whisper. Might actually stand a chance against a Falcon if you can stay at range 3 as much as possible and send the Academy to block. Recon isn't great for a Phantom. You don't want to be spending actions to get focus, you want to be spending actions to cloak the gently caress up again or get to a place where you can't be shot at, especially since Whisper gives you focus anyway without spending an action. If you had an opponent with a higher pilot skill than you, I'd say go with Intelligence Agent. Being able to peek at a dial before you move is very helpful for something that has the power to end up ANYWHERE like a Phantom.
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# ¿ Jul 3, 2014 17:48 |
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Took out my five ship Rebels (3x2y) today for a local tournament. I rolled two evades the entire day across three matches. I bought some new dice.
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# ¿ Jul 6, 2014 05:31 |
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Rexler w/HLC and Outmaneuver. Spits four dice all day long, ignores defense dice from range, takes away more defense dice when you get a good line-up, and flips hits to crits with a focus. It's like being at short range all day long. That's a solid 47 points, though. Bump it up to 50 with a Stealth Device, and then fill the remaining 50 with Academies and either take the guaranteed initiative or try to get a higher PS TIE (not particularly worth it, I don't think).
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# ¿ Jul 19, 2014 08:15 |
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7thBatallion posted:Would Engine Upgrade be useful in this situation, getting you to range 1 in a back arc if you weren't already? Emphatic no. You need to focus to turn those damage into crits.
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# ¿ Jul 20, 2014 05:27 |
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KO Derf posted:I have a number of Defender builds I am thinking up, but I am running into the same problems everyone else is right now. How do I beat a Phantom and how do I beat a Falcon list built to beat a Phantom? The list that I want to try out as a dual Phantom/YT killer doesn't rely 100% on blocking, but instead adds stress to the mix. Stress does awful things to Phantoms, because while they're stressed they can neither cloak nor decloak. Blocking on top of that makes for some really dead Phantoms. Decimator isn't out yet, but the second it hits shelves, the list I'll be running is: Omicron group pilot (34) Heavy Laser Cannon Rebel Captive Mara Jade Black Squadron Pilot (15) Draw Their Fire Black Squadron Pilot (15) Draw Their Fire Academy Pilot (12) Academy Pilot (12) Academy Pilot (12) Total: 100 points. The only things that any of my guys are going to be moving after are Sigmas with my Blacks, so making the initiative bid is fairly pointless. Rebel Captive and Mara Jade can dispense at least one and up to three or four stress per turn with the right positioning, and if the Phantoms try to come in for a good range 1 shot, the first one doesn't get to cloak even with ACD (stress happens at declaration, free cloak happens after), and the rest don't get to decloak the next turn.
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# ¿ Jul 21, 2014 18:15 |
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It can also be fun to make them into a giant blocker. Engine upgrade, navigator, intelligence agent, advanced sensors, and an ion cannon makes for some infuriating potential. Bonus: with an omicron group (so you don't really have to spend on enhanced scopes and can take advanced sensors) all of that is 35 points. Flesh out the rest of the list with a hideous number of Academy Pilots (and maybe Mauler? You'll be at range 1 a lot). Enjoy.
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# ¿ Jul 21, 2014 20:04 |
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I'm in love with the concept of Proton Rockets on Tycho. PTL, Outmaneuver, Proton Rocket, use PTL to Focus+TL and then lay down the hurt on something that doesn't like it.
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# ¿ Jul 23, 2014 00:01 |
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I think at 97 points you're surrendering too much for an initiative bid. Give that Jake a stealth device or a hull upgrade or something.
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# ¿ Jul 23, 2014 02:09 |
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Maybe up to Arvel on one of the As? PTL and Expert Handling strikes me as a fine way to block around. Hell, being able to PTL and barrel roll in the same turn might actually make him halfway useful! Now the only thing missing is advanced scopes. :P
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# ¿ Jul 23, 2014 02:29 |
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Feeple posted:Anyone having success with the HWK 290? It feels like a good support ship in 150 games, but too tight in 100. Moldy Crow with Recon Specialist and Blaster Turret is a pain in the rear end to deal with.
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# ¿ Jul 23, 2014 02:53 |
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Another TIE Fighter, or a TIE Advanced. TIE Advanced are pretty poo poo on the competitive meta, but they open up some interesting options to Imperial players that they don't get on anything up until they hit Phantoms or Defenders, which are comparatively expensive. Another TIE Fighter gives you more TIE pilots to have some fun with. In that vein, I'd also recommend getting a second X-Wing for the same reason. X-Wing versus TIE Fighter battles never get old, and two X-Wings with a couple upgrades is pretty even to a few of the TIE elite pilots.
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# ¿ Jul 23, 2014 03:14 |
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Fun lists to run with 50 points: 2x Royal Guard Interceptors w/PTL (All needed materials come with Imperial Aces) 2x Red Squadron Pilots w/R7 Astromechs (R7s come with the E-wing, but proxying in friendlies shouldn't be frowned upon IMHO) Biggs Darklighter w/R2-D6 (Rebel Transport) and PTL (various), along with one Rookie Pilot 2x Grey Squadron Pilots w/Ion Cannons (Y-wing) Black Squadron Pilot, 3x Academy Pilots Obsidian Squadron Pilot, 3x Academy Pilots plus initiative. Etc, etc.
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# ¿ Jul 23, 2014 22:20 |
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I demo'd the game to a couple of my friends earlier, using first 30/50 point games with non-core set material, and then a single, 24 point box set game. The box set game was by far the best overall game, with two Academy Pilots flying opposite a Red Squadron Pilot w/R2 Astromech. Reactions were positive all around, and I'll be picking up a box set for one of them tomorrow when I hit the shop.
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# ¿ Jul 24, 2014 22:00 |
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Application of the "Don't be a dick" rule has its merits. One of the games we played today was a 30 point game. A Delta Squadron Pilot on one side, Horton Salm with an Ion Cannon on another, and I ran Luke with Expert Handling. It was a good game. Horton rolled hilariously well and sent the Defender careening off the play area with four consecutive ion cannon hits, and then nearly managed the same thing against my X-Wing before a spectacular range 1 combo blew him out of the sky. I felt bad for the Defender, but that sort of thing happens. Still more balanced than anything including a Phantom.
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# ¿ Jul 24, 2014 22:19 |
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Alright, I'll amend my statement. Still more fun than playing against a Phantom.
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# ¿ Jul 24, 2014 23:04 |
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Poopy Palpy posted:Now I feel bad that I can't be bothered to drive an hour. I drive for nearly this long just to get to my favorite game shop. Check your privilege.
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# ¿ Jul 25, 2014 03:12 |
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Defender also has Outmaneuver, which is also killer. It basically turns EVERYONE with an EPT into Wedge if they're out of arc.
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# ¿ Jul 26, 2014 19:29 |
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It sucks slightly less with Recon Specialist, Moldy Crow title, and a Blaster Turret at least. Shoot that poo poo all day long. Granted, that's a fairly expensive ship to have just to be a mini-Falcon. Use Kyle Katarn, and at least you can be support while doing it.
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# ¿ Jul 27, 2014 06:27 |
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Lemon Curdistan posted:My favourite part of this is the Fel's Wrath/Corran Horn interaction ruling which can result in zombie Fel's Wrath getting an entire turn past when he's dead. This is possibly the best thing. Especially since if Fel's Wrath kills the last something on that next turn, that player wins the game 100-100.
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# ¿ Jul 28, 2014 21:11 |
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You know what else does that? Focus. Han Solo as a crewmember is extremely situational for the times where you have a target lock and no focus and you need to spend that TL *now* for less potential but more likely hits than spending it for more potential but slightly less likely hits. If you have a way to get both focus and target lock, he is pretty niche and not useful.
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# ¿ Aug 2, 2014 23:17 |
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midge posted:totally hadn't thought of that thanks man Sorry, I didn't realize that my sarcasm and pointing out the bloody obvious would offense your tender sensibilities. He's not a particularly good card unless you build your entire list (or a big ship) around him. There are better ways to do it. Literally any Rebel pilot that can take PTL qualifies, especially since you can use PTL in many more situations while also getting
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# ¿ Aug 2, 2014 23:31 |
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midge posted:It gives you an option. I've ended up rolling double focus dice many times with a target lock because I'm attacking the same turn that I acquired the lock. I'd much rather turn those two eyes into hits instead of rolling the dice again. "extremely situation" is a bit of a push. The turn when you get a TL (unless you have the ability to otherwise grab a focus) you will not have the focus. Not to mention that if you do have a focus you'd be able to save it ready to use during defense. A better use of two points on a B-wing is FCS, which gives you a target lock and the ability to get a focus on the following turn. He's not a good card. EDIT: especially because that B-Wing title costs points, too, so you're effectively spending four points in order to get "swap between focus/TL" ability. That's way too much, especially since you can pick up PTL to let you do both for three points. The only situation in which Han is more points-effective than PTL is a ship that has a crewmember slot but can't take PTL. Also known as the Rebel Operative, who is useless in more ways than any rebel ship on the field, and the Outer Rim Smuggler, which is similarly pretty useless when you can get a Y-wing with a blaster turret and a hull upgrade to get more attack, one less shield, and a better dial for the same cost. EDIT II: gently caress, Rebel Operative can do better, too, by taking the Moldy Crow Title. There you have it, the only place that the Han Solo Crew is more effective than other options available to the same ship is the Outer Rim Smuggler, which is a pretty poo poo ship. Strobe fucked around with this message at 00:01 on Aug 3, 2014 |
# ¿ Aug 2, 2014 23:47 |
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# ¿ May 10, 2024 13:18 |
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C-3P0 is hands down the best crew to come in the pack, if you can fit him on a one-agility ship, like the Falcon or a new B-Wing with title. He guarantees at least one free evade per turn, and if you need more than one or you die, he can pull through in a pinch.
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# ¿ Aug 3, 2014 00:27 |