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KO Derf
Jan 14, 2003

Doctor Rope
I am currently using a Plano 1374; outgrew the old toolbox I was using long ago. It's got a nice exterior top flap to hold tokens too. I've gone full nerd and own 100 points worth of every ship except the Y-Wing, Z95, and TIE Advance (I only own 3 HWKs), and it works well for everything so far. I highly recommend it.

Also, the top section is large enough to fit the Tantive, Transport, and several large ships comfortably with room to spare.

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KO Derf
Jan 14, 2003

Doctor Rope

Aristocrat posted:

On the preview image for the Most Wanted pack does anyone else see what looks like an Andrasta title for the Firespray? Am I being too hopeful that they might be adding Emon Azzameen from X-Wing Alliance as a Firespray pilot?
On both the FFG forums and the s&v reddit page people have already assumed that is what it is.

KO Derf
Jan 14, 2003

Doctor Rope

jivjov posted:

...will X-Wings or TIE interceptors still have a place in lists? Or will new ships with new maneuvers be the only viable ships for the new meta?
I recommend watching that short interview with the new designers. They specifically mention that titles are a way to bring things up to date. They also talk about keeping the classic movie ships relevant.
It's easy to imagine them making Rogue or Wraith Squadron titles to give X-Wings access to things like the s-loop, or a system upgrade slot, or whatever the new hotness is.

KO Derf
Jan 14, 2003

Doctor Rope
I'll echo what others have said, in that Stealth isn't really that good on 1 AGI ships.
Also, removing a lot of the upgrades from the B-wing and keeping it to Dagger+AdvSen is probably the better option.
Personally, I have found that instead of running Arvel, a single Green with PTL is far more fun as you get the 2 actions to zip around, and have an action for TL to shoot your missile, and an action to focus to modify that missile.

In other words
A-Wing: Green+PTL+Missile
B-Wing: Dagger+AdvSen

That would leave you with 47 points. Plenty for 2 X-wings, or perhaps a Chewbacca Falcon with 5 points to spend.

KO Derf
Jan 14, 2003

Doctor Rope

pbpancho posted:

Is anyone else participating in the Team Covenant VASSAL tournament that just started?
I am not, but I went through everyone's lists last night, and it looks to be a drat fun tourney.

I like your missile list. Have you run the Z swarm before?

KO Derf
Jan 14, 2003

Doctor Rope

pbpancho posted:

How'd you do in the first two rounds? I played game two (Team Covenant VASSAL tournament) tonight, the opponent had a Echo/Vessery/Doom shuttle list and a Leebo w/HLC turret and 2 greens list. Brought the ZZZZZ swarm again since I knew the Decimator wouldn't be able to chase down the Outrider.

He took Echo straight in at me and ate Crackens clusters and the ion pulse first round of shooting. Next round I blocked the ioned Echo and had 3 range 1 shots to finish him. Came down to Blount and two Talas (one with homing left, one with clusters) vs Vessery. I whittled him down, losing the homing Tala with his missile unfired, and then he K-turned onto a rock, at range one of both my ships. Game over man!

Z ZUPREMACY! On to round three!

I noticed you were on the pair-down table. Did you beat up some poor 1-1 fool? That's not very nice.

KO Derf
Jan 14, 2003

Doctor Rope

Soulex posted:

Thinking about going to a game shop and playing.

I'm really digging the interceptor/phantom combo I have going but I'm debating on making a team of A wings and B wings. Or would a AA BY combo work out decently?

Imperial methadone (AABBB) was a good list for a while. It suffers now with the prevalence of predator, but with the reduced cost of the A now, maybe something can be done to beef it up.
I've never run AABY myself so I can't really comment on its viability.

KO Derf
Jan 14, 2003

Doctor Rope
All this talk of bombers makes me want to swap one in for my normal Phantom, what do you think?
Soontir Fel — TIE Interceptor 27
Push the Limit 3

Omicron Group Pilot — Shuttle 21
Adv Sensors 3
Tactician 2
Tactician 2
Engine Upgrade 4

Major Rhymer — TIE Bomber 26
Lone Wolf 2
Proton Rockets 3
Proton Rockets 3
Stealth Device 3

99 points
Just not sure about SD. It combos with Prockets and LW nicely, but I could have a two F-Torps in there instead.

KO Derf
Jan 14, 2003

Doctor Rope

susan posted:

Corran Horn + R2-D2 + Expose + Hull Upgrade (46)
Kyle Katarn + Ion Cannon Turret (26)
“Dutch” Vander + Ion Cannon Turret (28)
I'm not sure what you own, so this will be generic.

I can see you are trying to load Corran up with a big 5 dice Range 1 shot, but there are some issues. Not the least of which is, what happens if you lose him? He is target A1 for every opponent you are going to face, and then you are left with no other attackers.

Regardless let's check your build.
Droid: You have him with R2-D2 which is great, I like it a lot and I've had a that combo win games all on it's own. R5-P9 is excellent here as well.
Elite Talent: There's been a lot of work done showing 1 extra die is not worth it for the loss of the action you use to take Expose. With Experimental interface it's better, but that's 7 points and stress. You would be better served with PTL, Predator, or Lone Wolf.
Mod: Now on to Hull upgrade, this is just... not good in your build. You have R2-D2, you should be running Shield Upgrade to make better use of him. Or if you opt for PTL, you can put Engine on there.
Sensor: This is considered to be the best upgrade slot in the game, but you aren't running one. I prefer AdvSen for the hyper-mobility, but you can also use FCS if you want a more reliable second attack. I have also seen Jammer used to good effect.

To use Kyle one typically has to load him up at least a bit. The "Focus Factory" build is good, but it takes up 31+ points. Heck, even going slim and taking just Moldy Crow, or just RecSpec still makes him 29 points.
Also remember that Kyle with only an Ion Turret isn't going to scare a lot of people after they take out Corran.

Dutch as listed is fine.

Final opinion, I would retool Corran, and then take only one of the other 2 ships. Then toss in another heavy hitter so you can still put out damage if Corran dies early. (Or Biggs to protect Corran)

KO Derf fucked around with this message at 09:17 on Dec 31, 2014

KO Derf
Jan 14, 2003

Doctor Rope

Commissar Canuck posted:

Tycho Celchu (31)
A-Wing (26), A-Wing Test Pilot (0), Chardaan Refit (-2), Veteran Instincts (1), Experimental Interface (3), Push the Limit (3)

Keyan Farlander (43)
B-Wing (29), Heavy Laser Cannon (7), Push the Limit (3), B-Wing/E2 (1), Kyle Katarn (3)

Tarn Mison (25)
X-Wing (23), R7 Astromech (2)

Sounds awesome. Let us know how the loaded Keyan does. I've never been bold enough to slap that many points on him.

Your idea has given me something new to try out though:
(33) Tycho Celchu with VI, PTL, P-Rockets
(34) Keyan Farlander with PTL, FCS
(33) Wedge with Engine
Might drop Prockets to Refit to put PTL and R2Astro on Wedge. But I might need Prockets to hunt the Phantom, and Wedge is good enough.
Will need testing...

KO Derf
Jan 14, 2003

Doctor Rope

CODChimera posted:

Wouldn't Adv. Sensors be better than the Z95?
Theorist actually had a fairly long article talking about 4B1Z in his tournament report. Like all of his stuff, it's a good read, and asks the kinds of questions you probably have about it yourself.
http://teamcovenant.com/theorist/2015/02/08/battle-report-store-championship/

KO Derf
Jan 14, 2003

Doctor Rope

Phrosphor posted:

Anyone tried a Starviper with the Virago title to any success? I want to give it a go but I am worried it is too many points into one fragile ship. It is weird that they don't get Illicit equipment without the title, out of all the ships.
I keep saying that I am going to try it out but I just cannot find the points for it either.
I actually like running the StarViper at PS1. I've seen the math that says it's not worth the points, but it's like an X-Wing with 3 Agility, boost, barrel roll and 1-white turns. Well worth the 4 extra points.
I've even run a 4 StarViper list and had a great time.

KO Derf
Jan 14, 2003

Doctor Rope

alg posted:

Trying to work on lists for Regionals. The only viable lists for Rebels now that Soontir is even better seem to be Fat Han and R3-A2 lists. :/ So basically the same things that fought Phantoms
You could be different and run Ten with VI and Mangler. Then outfit the rest of your list to deal with RAC or mini-swarm. (The two things likely to accompany Soontir)

KO Derf
Jan 14, 2003

Doctor Rope

grassy gnoll posted:

Thread, teach me how to not suck with the shuttle.
The shuttle is typically used in 3 variants.
1. Doomshuttle (OMG w/ Vader) 24 points.
- Don't add anything else to it as the purpose of the ship is to hang back and use Vader until it dies. Adding upgrades only serves to give your opponent more points.
2. Fast Shuttle (OMG w/ AdvSen and Engine) 28 points
- Makes the shuttle into more of a dog-fighter. The ability to Boost-Bank, then Hard 2 Red allows it to actually maneuver around the board. I have seen people run this with HLC, others using Yorr or Kagi instead of the Omicron Group for their abilities.
3. Buzzsaw Shuttle (OMG w/ FCS, Gunner, and Engine) 32 points
- It has engine so you use that to boost into position, fire without modification, miss, take a free TL from FCS, then use Gunner to shoot immediately again this time with TL modifying the roll.

There have been people who have done well with just Omicron Group with FCS. But it takes real skill to not get outflanked and shot down.
I recommend using the above 3 shuttles until you get the hang of them. Once you do, add Tacticians, Fleet Officer, or Mara Jade for extra fun.

KO Derf
Jan 14, 2003

Doctor Rope

The Sisko posted:

Whats the preferred loadout for Kavil these days? Meeting up with a friend tonight and I'm trying to use more of my S&V ships besides double 88's.
I prefer running him as such:
Kavil — Y-Wing
Push the Limit
Blaster Turret
Unhinged Astro
Engine Upgrade
Ship Total: 36

KO Derf
Jan 14, 2003

Doctor Rope

Foolster41 posted:

Hmm. I'd really like to keep my two named pilots, but if I drop one of the regular ties that gives me 12 points to fill.

So my alternate Four-Tie swarm is:

Tie Fighter - Academy Pilot (12)
Tie Interceptor - Carnor Jax + Outmanuver(29)
Tie Interceptor - Saber Squadron Pilot+Oppertunist (25)
Tie Advanced - Maarek Steele +Marksmanship + Shield Upgrade (34)

Interesting, I've been thinking of switching from 5 Alpha Ints + AT into something with better PS to deal with Dash and Chiraneau+Fel.
Sort of looks like yours:
TIE Interceptor - Carnor Jax + VI + AT
TIE Interceptor - Turr Phennir + VI + AT
TIE Interceptor - Alpha + AT
TIE Interceptor - Alpha + AT

Then see about replacing Turr with Maarek after the Raider gets here.

KO Derf
Jan 14, 2003

Doctor Rope

jeeves posted:

2x X-Wing
1x A-Wing
1x B-Wing
3x TIE
3x TIE Interceptors
I suggest roughly the same, but I'd add a TIE Advanced to that so you can use Vader.
After doing the starter game (1 X-Wing vs 2 TIE Fighters), I'd recommend something like the following:

100 point Rebel vs 99 point Empire

-- Luke Skywalker — X-Wing - Lone Wolf - R2-D2 - Engine Upgrade
-- Rookie Pilot — X-Wing
-- Blue Squadron Pilot — B-Wing - Fire-Control System
-- Prototype Pilot — A-Wing - Chardaan Refit - Autothrusters
vs
-- Darth Vader — TIE Advanced - Adrenaline Rush - Advanced Targeting Computer - Engine Upgrade - TIE/x1
-- Academy Pilot — TIE Fighter
-- Academy Pilot — TIE Fighter
-- Alpha Squadron Pilot — TIE Interceptor - Autothrusters
-- Alpha Squadron Pilot — TIE Interceptor - Autothrusters

That will teach the importance of initiative. (The A-Wing and TIEs are all PS1)
Teaches positioning with barrel roll and boost for both sides.
Plays with all of the ship types you bought. (Bonus that it's Luke vs Vader)

And most importantly, keep the games timed so that you can reset after an hour and play again with what you've learned.
And be sure to use asteroids once you are comfortable flying the ships. You don't need them the first couple of games, but they are necessary after that.


Edit: I forgot to mention that if the number of upgrades I have listed is too much, you can play the same ships without any upgrades and they are still even. (88 Rebel vs 89 Empire)

KO Derf fucked around with this message at 22:44 on Aug 10, 2015

KO Derf
Jan 14, 2003

Doctor Rope

Razzled posted:

2x
Syndicate Thug
Y-Wing
Blaster Turret (4)
Unhinged Astromech (1)
BTL-A4 Y-Wing (0)

One thing to realize is that firing the Blaster Turret from a Y-Wing without the R4-Agromech means you aren't able to modify your dice.
As such, you are likely to only get 1 shot through the opponent's defenses with the turret. That is why people typically take the Ion Cannon Turret instead of the Blaster Turret. If you are only going to do 1 damage, you might as well have that damage control the ship you hit via ion token.

Understandably your damage potential is slightly higher with BT, since it is possible to roll 5 or 6 hits naturally, but I (and most others) believe having a 2 or 3 dice primary shot and then a 3 dice ion shot with a focus you can use on either attack is better.

KO Derf
Jan 14, 2003

Doctor Rope

Orvin posted:

The Starviper suffers from being a couple of points over costed, and only a single high PS pilot (Xizor at 7, but with veteran instincts can get to 9). The ship is fairly fragile, and needs to move last to make the most use of its abilities. It is essentially a TIE interceptor that can take extra hits, but costs quite a bit more.
I've actually been wondering if it's time to try out the defensive Guri build again. It was counter-productive against RAC, as he would change his hits to crits due to her SJ (and RAC was everywhere). But if people are going to be flying PS2 TLTs, and PS4 counters, Guri might be unstoppable.

Build: Guri w/ Lone Wolf, Autothrusters, Virago title, Sensor Jammer (39 points)

She wants to be at range 1 for her free focus, that disables one TLT, plus she has SJ, AT, and a LW agility re-roll to aid in defense.
Of course I haven't had wave 7 in my hands for more than a week, so it's possible she isn't as effective as 3 Black Sun Z's

KO Derf
Jan 14, 2003

Doctor Rope
I just watched through all of these the last 2 days. (It's some NOVA open matches)

https://www.youtube.com/channel/UCPX3C7Bwe39q3fKR-B-t5Lg/videos

The commentary is not good, but the flying is.

These are better: https://www.youtube.com/user/doctorpauldavis/videos

KO Derf fucked around with this message at 05:52 on Sep 19, 2015

KO Derf
Jan 14, 2003

Doctor Rope

Icon Of Sin posted:

YT-2400 (Dash Rendar)
Wired
Outrider title
HLC
Nien Numb

I am sorry, but how does this work exactly? I assume you are using debris fields to activate Wired?
So this means in order to remain effective you would have to hit one every turn. Seems a bit inefficient as without debris you have no way of generating stress other than a K-turn. And even if you get the stress and want to keep it, you can't go straight or you clear with Nien, or if you turn, you lose the barrel roll action which is vital on Dash.


As has already been noted, the classic 58-Dash (PTL, HLC, Title, Kyle, Engine) leaves you just enough to run 2 rookies.
Problem being rookies aren't all that good right now.


I think I would rather try running the new hotness X-Wings with a Mangler Dash.
Something like:
2x Blue Novice w/ Autothrusters
Dash w/ VI, Mangler, Title
- That leaves you with 2 points free. Go for Merc Co-Pilot, IA or Nien.

KO Derf
Jan 14, 2003

Doctor Rope

ConfusedUs posted:

You can free up one more point by switching Concussions for Cluster missiles. Cluster Missiles are the best thing for Redline, period.

psst, concussions and clusters are the same cost.

KO Derf
Jan 14, 2003

Doctor Rope

kingcom posted:

I guess i've just been using biggs enough to default to him but gently caress it, lets go all in aggressive:

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!0:18,-1,148:-1:20:;175:-1,-1,78,-1:-1:15:;82:27,-1,-1:-1:-1:
Then you might want to think about dropping Autothrusters on Poe and putting VI and IA on him, then adding a R2-Astro and IA to Wes.

KO Derf
Jan 14, 2003

Doctor Rope

Cobbsprite posted:

Another idea is to dump the Recon Specialist. If you place your ships, immediately turn hard right and troll along your edge for a couple rounds before you turn to engage, you can take Focus actions and stack them onto Kyle for use later. Keep your points from Recon Specialist and use 'em somewhere else.
Agree. If you remove RecSpec, also remove Weapon Guidance, and re-add those Prockets to Jake.

KO Derf
Jan 14, 2003

Doctor Rope
Just put 6 TIE/FOs on the table today. drat it was sexy as hell.

KO Derf
Jan 14, 2003

Doctor Rope

The Lord of Hats posted:

General idea is to use the Interceptors to harry the opponent into range of the Bomber's heavy weaponry. I could turn the Proton Bombs into a Seismic Charge to upgrade the bomber pilot to Captain Jonus, and something is telling me that I'm probably missing the point of TIE fighters by beefing Tetran's defenses up that much and I should drop a bunch of upgrades to squeeze a cheap TIE in there, but hopefully it's not the worst first outing.

It's a good idea, but unfortunately ordnance isn't quite that spectacular. So you might want to keep it to a minimum.
Loading up your interceptors is a good idea, and since you're limited in cards right now (Starter kit, a TIE Bomber, Imperial Aces), I think you should consider beefing up Jax and moving to a higher Pilot Skill Bomber.
Leave Tetran as is, add Royal Guard and Shield Upgrade to Jax.
That leaves you with 30 points for a TIE Bomber. So maybe Jonus (even though you don't really get his benefit) with determination and a torpedo and bomb, or Rhymer with a single torpedo/missile.

Or if you are up for proxying cards, it's a whole new world of things you can add.

KO Derf
Jan 14, 2003

Doctor Rope
Duplicate post

KO Derf
Jan 14, 2003

Doctor Rope

The Lord of Hats posted:

What ship would I get Stealth Device and Autothrusters from, anyways?

You can use the squad builders as they have that info, or you can check the wiki:
http://xwing-miniatures.wikia.com/wiki/Stealth_Device (Slave 1 and M3-A)
http://xwing-miniatures.wikia.com/wiki/Autothrusters (StarViper)

KO Derf
Jan 14, 2003

Doctor Rope

zVxTeflon posted:

Also you guys are starting on the wrong sides of the map :)
It hasn't made sense to me why the game starts on the 6' sides during Epic.
So much so, the last couple of times my friends and I played Epic, we went the long way and liked it much better.

KO Derf
Jan 14, 2003

Doctor Rope

KO Derf posted:

The shuttle is typically used in 3 variants.
1. Doomshuttle (OMG w/ Vader) 24 points.
- Don't add anything else to it as the purpose of the ship is to hang back and use Vader until it dies. Adding upgrades only serves to give your opponent more points.
2. Fast Shuttle (OMG w/ AdvSen and Engine) 28 points
- Makes the shuttle into more of a dog-fighter. The ability to Boost-Bank, then Hard 2 Red allows it to actually maneuver around the board. I have seen people run this with HLC, others using Yorr or Kagi instead of the Omicron Group for their abilities.
3. Buzzsaw Shuttle (OMG w/ FCS, Gunner, and Engine) 32 points
- It has engine so you use that to boost into position, fire without modification, miss, take a free TL from FCS, then use Gunner to shoot immediately again this time with TL modifying the roll.

There have been people who have done well with just Omicron Group with FCS. But it takes real skill to not get outflanked and shot down.
I recommend using the above 3 shuttles until you get the hang of them. Once you do, add Tacticians, Fleet Officer, or Mara Jade for extra fun.

This is my post from months ago, there are new things to add to it now, but I recommend trying each of these out before completely tossing it aside.

KO Derf
Jan 14, 2003

Doctor Rope
I just got in another game using some TIE/fo Fighters.
After the game I was talking with my friend and realized a single Accuracy Corrector Tempest may no longer be needed. Zeta Leader with Wired fills that same 21 point slot better in almost every way.

Normally the AC Tempest will take an Evade every turn it is able.
Wired Zeta Leader should follow suit any time it is going to be shot at. (A Target-Lock will only help you re-roll Blanks, and Focus results are hopefully going to be re-rolled into Hits)

Discussing offense
Zeta Leader with Wired has almost the same average damage as an AC Tempest at ranges 2-3. However it has higher variance since it could get unlucky with 2 or 3 Blanks, but it can also pull off 3 hits. Also every Eye you re-roll has a chance to Critical instead of Hit.
At range 1 though, things get interesting.
- The AC Tempest is shooting with 3 reds and getting 1.5 Hits out of it. If it swings to 2 Hits, you keep it, if you only get 1 Hit, AC kicks in and it's 2 again. There's a slight chance of 3 Hits.
- Zeta Leader is firing with 4 reds, and averages out to Hit/Hit/Eye/Blank. Re-rolling the Eye gives you a 50/50 shot at being better offensively. There are also more ways to get lucky as well. Hit/Eye/Eye/Eye, Hit/Hit/Eye/Eye, Hit/Hit/Hit/Eye means higher likelihood of 3 damage and maybe even 4. The one downside is the edge case where you roll 3+ blanks, and don't have AC to even it out.
I like those odds.

Now for defense
- The AC Tempest has 1 more shield
- Zeta Leader gets to re-roll Eye results on defense against targets with lower PS. This means the 3 shots it will take to kill you, you should hopefully have re-rolled one Eye into an Evade, thus making up the difference between Zeta and Tempest. The real bonus is against the dreaded TLT. Since TLT gets two shots, and typically is able to modify one of them, Zeta has a greater chance of avoiding damage altogether. Also of note is that at PS7, Zeta Leader has the opportunity to react to lower PS and avoid arcs. It also does not fall victim to Predator.

There are also a number of other smaller points
- Blocking with PS2 isn't optimal.
- The TIE/fo has a better dial.
- Higher PS means you can kill things before they shoot.
- Tempest can shrug off stress while multiple stress kills Zeta's ability. But that still keeps Wired activated so the downside is limited.

What do you guys think? Is there anything I'm missing as to why it's better to take a TIE Advance with AC?

KO Derf
Jan 14, 2003

Doctor Rope

Strobe posted:

"Crazy Eights"

Long Range Scanners (0)

Go forth and prosper, my son.

Note that LRS is not yet out, so you may not be able to run it.

KO Derf
Jan 14, 2003

Doctor Rope

Improbable Lobster posted:

I want to use a Tie Defender.

How do I use a Tie Defender?

You can use a Biophysicals Defender list:
Rexler Brath
- Predator, HLC, Ion Missile, Hull - 53 points
Colonel Vessery
- Lone Wolf, HLC, Stealth Device - 47 points
Hits hard but is very difficult to run.


Or the classic "Jonus Brothers" list.
Delta x2 with HLC
Captain Jonus, with your choice of upgrade


Otherwise
The better pilot is Vessery, who requires someone else to TargetLock the ship he is going to shoot.
So you can obtain it via mini-swarms of TIE/fos, a Decimator with Weapons Engineer, Lambda Shuttle with title, maybe bombers.

Honestly, just do as everyone else is saying and proxy the new Imp Veterans upgrades.

KO Derf
Jan 14, 2003

Doctor Rope

hooman posted:

Prince Xizor (31)
Veteran Instincts (1)
Autothrusters (2)
Virago (1)

Kavil (24)
Push the Limit (3)
Blaster Turret (4)
Unhinged Astromech (1)
Engine Upgrade (4)

I have 5 points to spend, I'm not sure what system or illicit I want to give Xizor. Advanced sensors lets me focus when I segnor loop and gives me options to boost or barrel roll prior to moving to avoid bumps. Accuracy corrector lets me save tokens for defence since I know I can just correct to two hits, or sensor jammer which gives him more staying power once the ablative z's are gone.

I, like Strobe, think Advanced Sensors is better for PS9 Xizor, since it gives more options pre-move. but I also think you need the initiative bid more than Inertial Dampeners. You are already spending a point to get up to PS9 to deal with Aces, might as well be sure you get to move after them.

I believe hoiyes is correct in that you are going to be boosting and focusing, so you won't have modified dice for that 4 die shot. Average of 2 damage with high variance.
If you are going to pump out 2 damage, I think consistency would be better, so I suggest moving to TLT. It also extends your range of attack as a bonus. To make up the points, switch to VI to give yourself another PS9 booster, keeping the 2 point bid.

Xizor - VI, Virago, AdvSen, AutoThrusters (38)
Kavil - VI, TLT, Unhinged, Engine (36)
Pirate x2 (24)
Total: 98

Of course if you really want Blaster Turret, you can ignore my second paragraph.

KO Derf
Jan 14, 2003

Doctor Rope

Tequila Ranger posted:

Anybody got a X Wing podcast that they like? I'd like to occasionally have someone talking about X wangs in the background while I do other things.

The main three which have been around a while are
NOVA
Scum and Villainy
Heroic 28s Kessel Run

There are a few others out there I haven't listened to that are starting up
Back to Dials (they are right in my backyard but I haven't yet had the time for them)
Mynock Squadron
Cloud City Radio - UK
Squad 201 - Mexico

Listened to but are now defunct
X-Wing Miniatures Podcast - UK
Winging It - Australia

KO Derf
Jan 14, 2003

Doctor Rope

Geisladisk posted:

My meta is being loving decimated by Poe + Fun Police. The addition of Red Ace certainly hasn't helped. Any suggestions for builds which are good against them?
Borrow some Crack from your friends.
Omega Squadron w/ Crack Shot x3
Black Squadron w/ Crack Shot x3
Plus you can sub in Howlrunner w/ Crack Shot or Zeta Ace w/ Crack Shot for one of the Omegas if you like.

Block Poe with a TIE, nuke him with Crack.
Red Ace is great against a single attack per turn. Multiple ships hitting it will take it down just as fast as a regular X-Wing.
Swarm is the natural enemy of the StressHog. Even if you only have a single PS4 TIE vs a PS2 BTL Y-Wing at endgame, I like your odds of winning that fight.

KO Derf
Jan 14, 2003

Doctor Rope

hoiyes posted:

I want chimps to put them on crackshot Ndru and just one-shot ties erryday.
Indeed. N'dru with Crackshot, Homing Missile, Glitterstim, and Chimps are going to hit hard. And at only 25 points.

KO Derf
Jan 14, 2003

Doctor Rope

Foolster41 posted:

My swarm was two Academys with TL mods, two epsilon FOs and two sabre interceptors.
Same as the others I feel Academy with TComp isn't worth the points.
Also, crack shot is your friend on TIE Fighters as it allows them to hit Agility 3+ ships.

If you want to use the ships you have in your current list, I would consider a 5 ship PS-4 list.
Saber Squadron Pilot w/ PTL + Autothrusters x2
Black Squadron Pilot w/ Crack Shot x2
Omega Squadron Pilot w/ Crack Shot
(Actually this looks like fun, I might try this)

If you want to change completely, following Kai Tave's advise is a good idea.

KO Derf
Jan 14, 2003

Doctor Rope

Otisburg posted:

Ram-bulance, Revisited
If you really want to commit to the gimmick, you should find a way to include Epsilon Leader instead of the Black Sq.

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KO Derf
Jan 14, 2003

Doctor Rope

Jeb Bush 2012 posted:

How? You don't have any ways to get an extra action there, so Rage just gets you the one focus token + mini target lock, which is exactly what PTL for focus + target lock would give you.
Keyan will get the mini-lock, a focus token, and 2 stress.
He will use the mini-lock and the stress on the attack (his ability). Thus leaving 1 green die with a focus token to use if needed, and a single stress which will be cleared by Kanan the next turn. Really doesn't sound like it's worth all the trouble.

SoT/AdvSen , or just VI, seems to be the only way to run poor Keyan.

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