soontir+ptl+stealth (33 points)
bounty hunter (33 points)
bounty hunter 33 points)
my plan is to use the firespray's as fire magnets while soontir flanks all game picking off the wounded.
soontir+ptl+stealth (33 points)
bounty hunter (33 points)
bounty hunter 33 points)
my plan is to use the firespray's as fire magnets while soontir flanks all game picking off the wounded.
at 99 points, you will have initiative, so Soontir is at a disadvantage against other PS9 opponents since you will be moving before them.
As you are flying 2 big ships, it is possible that they will block Soontir's path if you fly them too closely. and we all know the best way to kill Soontir is to have him ram into another ship and lose all his actions
Also, your Firesprays do not have any special modifications / upgrades, so they will feel very vanilla-ish. not particularly outstanding in terms of attack, defense, maneuverability etc
at 99 points, you will have initiative, so Soontir is at a disadvantage against other PS9 opponents since you will be moving before them.
That's a very important aspect. Soontir wants to move last. So I strongly suggest you find a way to spend the last point.
yes, you are correct about soontir, but I do not plan on him being any where near the firesprays.
and the cost of 20 hit points is the vanilla-ish feel. but they can take a beating and fire in 2 directions. they move slow, and work as action blockers for soontir to pick off ships with no evade or focus tokens, also prevents them from shooting or acquiring target locks.
I think this is more important than any upgrade I could give them.
also a big ship like the firespray with evade adds to its survivability.
Intelligence agent comes to mind as to how to spend that last point.
In general though, it seems like a strong list. The offensive fire power might suffer a bit, especially if Soontir is spending his actions to move/defensively, as he should. Soontir would be the first target if you ever give them a shot on him, so don't, forcing shots on the BH. By the end of turn two, one of them will likely be dead (it takes 11.77 2F shots to kill it, or 6.5 3F shots... so against either imp swarm or rebel 4 ships it'll die within 2 rounds). The problem is that you've only shot a max of 6 times since then, which is really only enough to knock off 2 TIEs or 1.5 X/B wings. From there, the Swarm/remaining X/B wings should have the upper hand, especially if Soontir isn't firing every turn. But killing Fel off last is always difficult, so he could solo the rest. But I don't think it'll be competitive because I don't think he'll be able to reliably do well.
I see your point, intelligence agent for 1 firespray it is.
The list is solid. The vanilla Firesprays can and will hand out and take punishment. I would add an Intel Agent on one so you lose initiative with luck and can look at a dial, which may give you a further advantage when plotting what Soontir will do.
Be careful to fly Soontir into combat at the same time or later than the Sprays, your opponent will make Soontir priority one. Use that to your advantage.
I plan to start all ships touching my table edge, and in formation
both BH will move as slow as possible forward and soontir will immediately peel off left or right and begin to position himself for a flank in turn 3
I would be so bold as to get Soontir around back of the opponent. That will create some nasty choices for them as to which way to turn their ships. Turn and take Soontir out and face down 2 x BH fire, split the force to face both or let Soontir run free and try and cut down 2 sprays.
None of those options is pretty for your opponent.
Still think this lis tis vunerable to turrets. i know that BH takes two hits to be ion-ed but once soontir is out of the way (he is who I would go after first) the BH's have a realatively bland go at it.
little background on this list.
i used soontir and trelix at 96 points, trelix was loded out.
trelix died, but not after causing damage to a bwing (the nub guy that you cant cancel crits from) luke, and a Ywing. meanwhile soontir took out an awing.
after trelix died sootir cleaned the board without a scratch.
this left me thinking, what kind of damage could i do with soontir if i had 2 firespray pooring fire into enemy ships instead of just 1?
and i have only lost soontir once since i figured out his "What the Fel?!?!" manuever with the focus-evade-focus.
yes even with yt-1300 and ywings on the table. people generaly choose to take the shots at ships they have a good chance of hitting over soontir. problem is by the time they are done killing those ship,they are so banged up soontir doesnt even break a sweat clearing the board.
my only fear is another soontir
DUN DUN DUHHHHHH!
as the 1 time i did lose soontir it was to another soontir.................... ![]()
How about:
soontir+ptl+shield upgrade (34 points)
bounty hunter (33 points)
bounty hunter (33 points)
= 100 points
Hmm, wondering how this list would work out with a shuttle and a firespray (since that's what I have). Would you have the same synergy? Anyone have any good combo ideas?
The shuttle that gives target locks away, with the ship upgrade to grant it the ability to target-lock any ship in play would increase Soontir's effectiveness at least for one of his shots.
Maybe Soontir could hold that lock until he has a range 1 shot? That would leave him able to spend actions on getting into position and not take the first focus from PTL.
Edited by KILODENHow about:
soontir+ptl+shield upgrade (34 points)
bounty hunter (33 points)
bounty hunter (33 points)
= 100 points
I prefer stealth over sheild. Stealth helps with every shot, not just the first hit. Now when Aces finally gets its land legs, i will be Royal TIE and adding the shield to make him 37 points.
Downgrade Fel to Turr and put a Rebel Captive/Recon specialist on a Firespray.
But i love Fel. He's my boy
Hmm, wondering how this list would work out with a shuttle and a firespray (since that's what I have). Would you have the same synergy? Anyone have any good combo ideas?
Standard buzzsaw loadout on an Omicron Lambda (FCS, gunner & engine) is 32pts. If you kept the stealth on Fel, that would leave enough for a seismic charge on the Bounty Hunter. Drop the stealth on Fel and you have 5pts to play with now. Lots of options to choose from.
Gunner on Bounty Hunter
Recon Specialist & Seismic Charge on Bounty Hunter
Seismic on BH and upgrade shuttle to Captain Yorr
Seismic on BH & Ion Cannon on shuttle
Ion Cannon on shuttle & Slave 1 + Flechette Torpedo on BH (not available atm but can be proxied)
Assault Missile on BH
Note that removing stealth from Soontir makes him tempting enough that your opponents might commit to try and take him out early, fearing the endgame beast that is Fel. Be aware of this possibility and use it to your advantage. If you go with an unstealthed Fel then you have a sort of role reversal between him and his escorts. Where the OP seeks to use BHs to buy time and fire for Soontir to flank and enter the midgame/endgame untouched, a list w/o stealth on him will probably end up using him as bait to lure the enemy into the jaws of the big ships.
Soontir and one BH looks good to me. Which makes rebel captive even more useful. The thing that gets me though; keeping value high per ship after Fel and BH.
I have flown the first build, slapping a Intelligence Agent into one of the BH's, with great success. Now, you are at 100 and can lose initiative (which you want to not have) and the Intel Agent can reveal the positioning of a pilot that is likely to be higher than PS 9 during combat (as in, a good candidate for Roark, or a ship with Vet Instincts) so Soontir can even better position himself.
Soontir Fel (Sooper Fel variant) (33)
Bounty Hunter (33)
Bounty Hunter (33)
-Intel Agent (1)
100
By the way, my Soontir variant nick-names:
Soontir Fel (normal or with non-standard upgrades)
Super Fel (27+PtL) (30)
Sooper Fel (27+PtL + Stealth) (33)
Sooper Dooper Fel (27+ PtL, Stealth, Royal Guard TIE, and Targeting Computer) (35)
Edited by Eruletho