So this Sunday I have my first store championship, ive been playing with some friends but I provide all the ships and material so they have been pretty amateur competition and I generally win. The team I have chosen to bring is
Lambda Captain Yorr + Sensor Jammer
Major Rhymer + 2 Advanced Proton Torpedoes +PTL
Darth Vader + Swarm Tactics
I generally have faired pretty well with this squad, flying Captain Yorr up front to tie up ships with collisions or simply by being huge in your face while Darth Vader flies escort in-between him and Major Rhymer giving my bomber a level 9 which I then push the limit with, target lock and focusing while transferring stress tokens to the Lambda as I shoot advanced torpedo's from 2 range usually immediately taking out two lower evading ships or one heavy hitter.
Just wanted to hear some of the experienced players thoughts on how well it will fair at a tournament, and what weakness you can see being exploited. Ive also noticed Vader gets a lot of hate on the forums and hasn't appeared in to many peoples tournament list would take some suggestions on replacing him. Any tips/comments are appreciated
First store championship build
Rhymer + 2x Adv Torps is waaaaaay to fragile a basket for all of those eggs you're putting in.
I mean, Jesus, it's a 41 point boat with only 2 agility and 6 health!
For 1 point cheaper, you can get a Bounty Hunter + HLC!
I also am not a fan of your use of Yorr. Sensor Jammer just... isn't worth it.
Outside of Rhymer, no one is a threat. Vader is annoying to kill due to the fact that he can turtle w/ F+E every turn. But he can't do much damage, even with F+TL. Meanwhile, Yorr doesn't have EU, nor do you have a way of action denying the opponent, so SJ is rather meaningless on him. Plus he's not really the target anyways. SJ can be great if you can deny at least one hit (then it's as good as a hull upgrade), but without a way to force your opponent to not have a focus token, either by out maneuvering them with BR/Boost, or blocking them with academies, he'd be silly to do anything besides focus against the SJ, making its use questionable.
I think you'd be better off dropping SJ and putting a missile on Vader. That way you can at least say you have two ships with an alpha strike. Though I might consider dropping one of the APT to just a PT or something. It's unlikely that he'll survive a full round at R2 to get the 2nd one off the next turn. Though if he stayed at R3, you could put him in a place that only some of his squad could shoot at him, and at R3, so he'd have 3 dice. In that case, he'd likely live to the 2nd turn, where Vader will ST him to PS9 and he'll shoot off the APT before dying.
I agree its a lot to put into one ship, it if gets focus fired it goes down but if it can get its advance protons off first the effects are quiet deadly. sensor jammer I found does pay off if your opponent isint rolling to well, but again ive never really had competition with extremely well built squads, and ive seen it get a lot of hate on here... I was already worried an expert player would pick it apart at a tournament
rhymers gonna pack a punch and at range two you ll b laughin people should go after rhymer but you may be able to give vader or yorr there attention more. your lack of ships is probably th only bad thing, but im a strong believer any 100 pt list can beaqt another 100pt list. You cant beat the dice. honestly at range three i dont think youll lose many hull off of rhymer and thats if you give your opponent the option to shoot him. I believe youll be able to get both missiles off with quite success and leaving the opponent scrambling.
maybe take jendon over yorr with ST-321 and fire control system and use his ability to pass the target locks and all you have to do is focus with rhymer. But its your call i dont think clearing stress will be that difficult unless you wanna shoot a torp 5 k turn and shoot another.
Its an intresting idea, swarm will be hard.
I think I might seriously consider removing the one advanced proton for the normal proton, getting rid of sensor jammer is such a difficult thought for me as it played really well in my few amateur matches but if I get a few more post about it ill have to take the advice lol
When I look at your List Rhymer is me first target, he's all of your offense, and almost all of your points. If I can take him out early, and it's not that hard to drop a bomber, then your in trouble. Your squad needs more offensive and defensive balance.
I think this list will struggle a lot against most competitive lists out there.
I like SJ, probably more than most do. It really only needs to work once in order to be useful. And it's a great end of the game thing. The problem is that it shares the same slot as Advanced Sensors and Fire Control System, both of which add to the offense of a ship, and therefore have a more visible benefit.
On any turn where someone K turns, if they shoot at you, you're removing 1 damage each shot (unless they roll only crits and blanks/focuses...). On any turn they choose to Boost or Barrel roll as their action, you're removing 1 damage. Any turn they choose to TL (say for ordnance) they lose a damage. Any turn they hit an asteroid or another ship, they lose a damage. As you can see, it's quite a powerful upgrade. But it scales poorly. Against new players who are prone to making lots of mistakes, they're going to hit things more often and K turn more frequently, making it worth even more. Against experienced players, not only are they going to not lose their action as often, but they're going to consider whether they really want to boost or stay still and focus.
It also plays the same psychological game with lower PS pilots as Opportunist will - if they spend their token on defense, they lose a damage on offense. This could play very well in combination with Opportunist... Do they spend their token on Offense to negate the effects of SJ, but then allow Opp to come through? Or do they hold on, allowing SJ to prevent damage, but they have a token to prevent Opportunist. Given this means you want Opportunist shooting after the target... but yeah.
Yes there is a lot dependent on the bomber, that's why I keep him at the rear and hopefully distract the opponent with my other 2 bigger ships, its a gamble to be sure, but like Guitarquero said I believe any 100pt team is capable of defeating another 100pt team, then again ive never faced a swarm or any of the rebel meta builds lol
I appreciate all the quick reply im going to test some of the suggestions out against my buddy tonight, then compose a final team for the championship, a few tweeks but ill let you all know how it fares and if your predictions came true
While I'm not denying any 100 pt list can beat any other 100pt list (if you roll all hits and all evades while your opponent rolls all blanks, i'm pretty sure a single TIE/ln could kill a 1000pt list!) you want to minimize your risk and maximize your gain. A squad that can repeatably put out the hurt will do better than a squad that may/may-not hurt, but if it does, boy does it hurt! A squad that does decent against a lot of different types of lists will fare better than one that demolishes a specific type (fyi, your list would demolish double YT, but completely fail against swarm). Just a bit of generic advice when considering builds. But at the end of the day, a list that you have fun flying, is going to be the most fun for you, and you should ignore our min/maxing comments if all you want to do is fly for fun.
Swarm is my fear, I have night mares about my first battle against an experienced swarm player lol