What's wrong with owning 3 shuttles?
The fact that there are only three
What's wrong with owning 3 shuttles?
The fact that there are only three
What's wrong with owning 3 shuttles?
What's wrong with owning 3 shuttles?
The fact that there are only three
Nothing wrong with increasing the genetic diversity of the HERD. As a new player, one is sufficient. 2 evil. 3 genius.
What's wrong with owning 3 shuttles?
What's wrong with owning 3 shuttles?
The fact that there are only three
Nothing wrong with increasing the genetic diversity of the HERD. As a new player, one is sufficient. 2 evil. 3 genius.
You need 5 more for Epic play.
Ya, I originally bought 6 interceptors (gave 1 red-stripes cause I couldn't wait for Imp Aces). So I decided to fly 5 Alphas +3 Hull upgrades at an Imdaar to help me justify owning that many
. Nearly won the event too. Although with 300pt Epic games, I'm not feeling too terrible about having 10 interceptors.
Ya, I originally bought 6 interceptors (gave 1 red-stripes cause I couldn't wait for Imp Aces). So I decided to fly 5 Alphas +3 Hull upgrades at an Imdaar to help me justify owning that many
. Nearly won the event too. Although with 300pt Epic games, I'm not feeling too terrible about having 10 interceptors.
You can never own too many Interceptors. Buy another Aces pack for a full squadron of 12.
When Rebel Aces comes out I think you'll see some people attempting to run a squad exclusively composed of A-Wings in several configurations. You may also see someone trying to run a sleep squad full of Zs.
I want to try this:
5x Green Squadron pilot, A wing Test pilot, chardaan refit, push the limit and wing-man looks neat.
+ Jake Farrell with the same kit too.
Edited by GeneticDriftWhen Rebel Aces comes out I think you'll see some people attempting to run a squad exclusively composed of A-Wings in several configurations. You may also see someone trying to run a sleep squad full of Zs.
As a natural Imperial player, I would totally run 8 Z's. I'd also try 6 Z's with missiles
When Rebel Aces comes out I think you'll see some people attempting to run a squad exclusively composed of A-Wings in several configurations. You may also see someone trying to run a sleep squad full of Zs.
As a natural Imperial player, I would totally run 8 Z's. I'd also try 6 Z's with missiles
Not a monotype list but try Etahn with 5 bandits, leaving 8 points for upgrades on Etahn. Etahn is no Howlrunner, but upgrading those hits into crits? Nice.
sables been thinking about 4 naked phantoms. that is a lot of dice... if you're incredible at flying
sables been thinking about 4 naked phantoms. that is a lot of dice... if you're incredible at flying
Pretty sure he is. He made the Shuttle viable, after all ;-)
sables been thinking about 4 naked phantoms. that is a lot of dice... if you're incredible at flying
I don't think I'd ever run a Phantom without ACD...maybe I'm OCD...
sables been thinking about 4 naked phantoms. that is a lot of dice... if you're incredible at flying
I don't think I'd ever run a Phantom without ACD...maybe I'm OCD...
They certainly aren't the powerhouse that ACD makes the named Phantoms but they could be quite a bit of fun. Especially Echo built this way.
Yeh, SPA has some great possible uses. I wanna try 2 Shadow Squad with SPA and Echo with ACD and VI. Not sure what to spend the last 7 on. Two recon spec for the Shadow and an initiative bid? Anyway, long story short, I think SPA can be awesome.
Yeh, SPA has some great possible uses. I wanna try 2 Shadow Squad with SPA and Echo with ACD and VI. Not sure what to spend the last 7 on. Two recon spec for the Shadow and an initiative bid? Anyway, long story short, I think SPA can be awesome.
The Shadows would never use the Recon Spec. I'd put the points on Echo, maybe Advanced Sensors and Recon Specialist.
Some IA's to see where your opponent is headed?
My favorite squad is five TIE Interceptors, I really love this ship, even with the low hull and the fragility of this, it's compensated with an excellent movility, and today and Sunday Iuse this list
-Carnor Jax with Royal Guard TIE, Stealth Device Hull Upgrade and Opportunist
-Saber Squadron Pilot with Hull Upgrade and Opportunist
-Alpha Squadron Pilot x2
and I win both games, greettings.
For Rebels, you really need to fly mixed squads. Assuming a 4 ship list, a Ywing/HWK provides not only its supportive buffs, but also a nice turret weapon that helps you deal with flankers and slippery targets with ease. Going pure Xs or Bs will be a big problem when you realize your opponent is flying phantoms or elite interceptors. At the same time, you cannot have everybody flying Ys or HWKs, and you should not be flying more than one A due to their lack of firepower.
For Imperials, I find pure lists to be more potent than mixed lists, but they also magnify the weakness of the ships. pure bombers can deliver amazing first combat round punches or can frustrate the opponent with massed seismic charges, but they really cant dogfight with their restrictive dials. TIE swarms are amazing but have problems dealing with anything that has 3 or more agility. Interceptor builds like 4x royals can attack from all directions, but absolutely cannot go head-on against the opponent due to their fragility. 4x or 3x phantoms has tempo issues. 2x or 3x Defenders/ Firesprays are not that bad, but they require good flying to coordinate their attacks, and when they get picked off one by one, it becomes a lot harder to turn the game back around. etcetc.
I agree, but also it feels more correct for the imps to have 'pure' fleets. Rebels always should be a slightly rag-tag fleet with whatever ships they could lay their hands on, but Imperials would normally be X or Y squadron - at most a mix of two units.
5x Green Squadron pilot, A wing Test pilot, chardaan refit, push the limit and wing-man looks neat.
I'm thinking of something similar. 5 green squad pilots, chardaan refit and Predator. Almost like having 5 Ties with Howlrunner.
I agree, but also it feels more correct for the imps to have 'pure' fleets. Rebels always should be a slightly rag-tag fleet with whatever ships they could lay their hands on, but Imperials would normally be X or Y squadron - at most a mix of two units.
In team epic having a wing of ties and a wing of squints could be fun and tthematic+ but 100 points never feels thematic(and I think that was on purpose.)
For Rebels:
I've found that 4 Xwing lists are very viable and you have a lot of options on how to build them (especially with all the new pilots now).
4 Bwing lists suffer from a lack of agility and you pretty much have to sacrifice PS across the board, but it does have a lot of HP to chew through. 3 Bwing lists can be interesting and built in various ways, but that lack of agility really hurts and now you've also sacrificed a ship. I don't like 3 small ship Rebel builds, at all.
4 Ywing lists are very hard to make work. I've seen 4 Grey Squads with R2 astromechs and Engine Upgrades be surprisingly robust and effective. You can swap out the R2s for R5s to help with survivability, but then you sacrifice mobility which is what you really need to make the list work. Other than that, Ywings need to be glued to Ion turrets and it's hard to make a 4 Ion turret list deal enough damage to be really effective...although, that list is definitely super annoying.
4 Awing lists are currently really hard to use. They suffer from a critical lack of firepower and hit points. After Rebel Aces though, legit 5 Awing lists become possible which is intriguing. I'm also interested in trying out the following 4 Awing list I'm lovingly referring to as Tycho's Psychos:
Tycho + Refit + Test Pilot + PTL + Predator (PS8) = 30 pts.
Green Squad + Refit + Test Pilot + PTL + Predator (PS3) = 23 pts.
Green Squad + Refit + Test Pilot + PTL + Predator (PS3) = 23 pts.
Green Squad + Refit + Test Pilot + PTL + Predator (PS3) = 23 pts.
TOTAL = 99 pts.
PTL helps with the survivability and Predator helps with the firepower. Plus, Tycho is slippery as all hell.
Here's another that I'm interested in running which actually makes use of Arvel!
Arvel + Cluster Missiles + Test Pilot + Daredevil (PS6) = 30 pts.
Green Squad + Refit + Test Pilot + Daredevil + Outmaneuver (PS3) = 23 pts.
Green Squad + Refit + Test Pilot + Daredevil + Outmaneuver (PS3) = 23 pts.
Green Squad + Refit + Test Pilot + Daredevil + Outmaneuver (PS3) = 23 pts.
TOTAL = 99 pts.
Being able to finally make use of Daredevil to smash Arvel into things to make the most out of his ability seems like incredible fun. Giving the rest of the GSPs the same ability in combo with Outmaneuver seems like a fun combo to test drive.
I protest the concept of 2 1300s on principle, but it can be viable if flown correctly with the right combination of upgrades. 3 1300s is just silly. Not enough offense. Not enough defense. At best, it's annoying when they're used as massive blockers, but definitely not viable.
Nobody should ever fly a squad composed entirely of HWKs.
A swarm of Z-95s will be interesting, but I really doubt they'll be terribly potent without a Howlrunner-like support ability.
A 3 Ewing list will also be interesting, but I don't like the idea in theory. Seems far too fragile and I again don't normally like 3 small ship Rebel builds.
3 2400s will be very interesting to try out, for sure. I see this as a similar list to 3 bounty hunters which can be viable, but I'm worried a bit about the 2 dice turret and the damage output. 2 2400s kitted out the right way with the right pilots and upgrades could have similar validity to the 2 1300 builds, though.
5x Green Squadron pilot, A wing Test pilot, chardaan refit, push the limit and wing-man looks neat.
I'm thinking of something similar. 5 green squad pilots, chardaan refit and Predator. Almost like having 5 Ties with Howlrunner.
5 TIEs, all at PS3, with shield and engine upgrades and targeting computers, essentially. There's also a much better dial and no range restriction for taking advantage of the rerolls and you're never at risk of losing the reroll. You don't have the ability to barrell roll, though.
13 pt. Obsidian Squadron Pilot
4 pt. Engine Upgrade
4 pt. Shield Upgrade
2 pt. Targetting Computer
that equals the equivalent of a 23 pt. Obsidian Squadron Pilot that has access to Barrell Roll, but has 1 more hull and 1 less shield, and doesn't have access to rerolls without Howlrunner.
seems pretty point effective to me....you essentially lose a 2 dice attack at PS8 and a high priority 3 agility target, but gain a lot more in other areas. Seems like a legit trade to me.