I have three Z95s waiting for me when I get back to the UK. But despite fiddling around with squad building I can't seem to find a compelling squadron to use them all.
What would you suggest?
I have three Z95s waiting for me when I get back to the UK. But despite fiddling around with squad building I can't seem to find a compelling squadron to use them all.
What would you suggest?
maybe paired with a falcon? That is a new take on han shoots first!
Cracken
tala
tala
han+marksmanship+gunner
99points
3 Z's is a bit of an awkward number to make into a squad..
Having said that I think this will be strong:
100 points
22 Blue Sqn
21 Rookie
21 Rookie
12 Bandit
12 Bandit
12 Bandit
Pretty straight fwd Rebel swarm.
Another idea to showcase the Z-95 Talents:
100 points
25 Biggs
21 Rookie
21 Cracken, Squad Leader
17 Bandit, Assault Missiles
16 Bandit, Concussion Missiles
In this squad Biggs protects Cracken early and allows Cracken to use his Squad Leader and pilot ability to give each Bandit a Target Lock to combine with their focus for a nice little Alpha Strike.
Edited by McBainSuper-Han:
Han Solo + PtL + MF + Engine Upgrade + C3P0 + Luke (64)
3x Bandit (36)
BXXZZZ should also be very very good.
This might help you out. Three Z's can be very fun with other ships. They will shine in X-Wing Epic.
Gimmicky, post Rebel Aces:
3 Tala
Jan Ors with Kyle crew and a hull upgrade
Luke with Wingman
Cracken + Swarm Tactics, Blount with PTL, and a Bandit; all with Assault Missiles, leaving 32pts free for a Flanker or bait (I'm thinking Wedge + Outmaneuver or Pred). That is an Alpha Strike at minimum PS6.
If you throw Decoy on Blount you can give Wedge Opportunist. Blount now shoots at 9, guaranteeing a hit and splash damage early on, Cracken makes out like a Bandit, someone is going to lose a token and Wedge will clear up.
Cracken + Swarm Tactics, Blount with PTL, and a Bandit; all with Assault Missiles, leaving 32pts free for a Flanker or bait (I'm thinking Wedge + Outmaneuver or Pred). That is an Alpha Strike at minimum PS6.
You've got that backwards. Blount shouldn't have PTL because his ability allows you to automatically splash with the assault missile no matter how badly you roll. Cracken, on the other hand, needs some kind of damage boost to consistently hit and trigger the splash damage. So put swarm tactics on Blount if you really want the PS 6 shot (or just upgrade to a Tala Z-95 and free up Blount's EPT) and put PTL on Cracken, or give Cracken predator + cluster missiles to pass two free actions and give a much bigger benefit once the missiles are gone.
How about Wes with Predator to strip tokens for the alpha strike?
Edited by voidstateI like Cracken with two generics with missiles alongside a falcon!
I'd use them much I like I do Tie Fighters.
A Way to get 5 ships into a list.
Fo instance, two 32 point ships and 3 Z-95s can work.
That means you can fit Luke with R2d2 and Wedge with a 3 point EPT into a 5ship list.
Granted, the Imperials still have better ships to use this with considering I'd rather have a Bounty hunter and a Shuttle for the 64 points, but Find two expensive things you like and run them with Z-95s.
In theory you can fit 4 Z-95s onto a Han Shot first list where han has Gunner and Vet insticts.
Yeesh. 5 Ships with a falcon...
XXXZZZ, at 99 points. Blammo!
What about a 7 ship Rebel swarm?
======================
Let The Swarm Commence
======================
99 points
Pilots
------
Prototype Pilot (15)
A-Wing (17), Chardaan Refit (-2)
Prototype Pilot (15)
A-Wing (17), Chardaan Refit (-2)
Prototype Pilot (15)
A-Wing (17), Chardaan Refit (-2)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
Gold Squadron Pilot (18)
http://xwing-builder.co.uk/view/88663/let-the-swarm-commence
"Smokey and the Bandits" (100 Points)
Lando Calrissian (44)
+ Squad Leader (2)
Airen Cracken (19)
+ Cluster Missiles (4)
Bandit Squadron Pilot (12)
+ Concussion Missiles (4)
Bandit Squadron Pilot (12)
+ Ion Pulse Missile (3)
Bandits move up and focus. Lando moves up and lets each Bandit pick up a Target Lock. Airen takes a Target Lock as well to fire his Missiles, giving Lando an action with each shot, for Focus and Target Lock as well. First round of firing that's Ion Pulse Missiles with Focus, Concussion Missiles with Focus, unmodified Cluster Missile shots, and Lando's Turret with Target Lock and Focus. And it's not just an alpha strike list, because after that you still have Lando's greens (and Squad Leader if needed) and Airen's attacks passing out actions, for multiple F+TL shots each turn.
What about a 7 ship Rebel swarm?
How about an 8? ![]()
7x Z-95
1x A-wing
3x Z95 Tala Squad (Assault Missile+Munitions Failsafe)
YT1300 Chewie.
99 points.
3 missile alpha strike will wreck TIE swarms in formation. The expected IMP version of HSF...Decimator and 2-3 TIE INTs will also get murdered PDQ. Each missile can do up to 4 on the Deci with each INT taking a free damage.
I would say sell them for a phantom and a defender. ;-)
Not 3, but just playing around with Z-95 swarms...
6 bandit squad Z-95s
Airen Cracken + Determination
Green Squad A-wing + chaardan refit + Test pilot + Squad Leader + Draw their fire
= 100 points... If you need lots of people to have extra actions ![]()
Best use of 3 Z-95s?
Target practice.
Line em up on the table, look at them a long time. And then remember what they look like. Cause they will die in droves. Its gonna be nice to have a cheap ship for the rebels, but remember its worse than a Tie fighter , even with the missile. It will help even the numbers out and hopefully run interference for the better ships.
Line em up on the table, look at them a long time. And then remember what they look like. Cause they will die in droves. Its gonna be nice to have a cheap ship for the rebels, but remember its worse than a Tie fighter , even with the missile. It will help even the numbers out and hopefully run interference for the better ships.
I ran the numbers and the math indicates otherwise: Z-95 durability, meta gamed average, should be around 100% to 106% of a TIE Fighter.
Line em up on the table, look at them a long time. And then remember what they look like. Cause they will die in droves. Its gonna be nice to have a cheap ship for the rebels, but remember its worse than a Tie fighter , even with the missile. It will help even the numbers out and hopefully run interference for the better ships.
I ran the numbers and the math indicates otherwise: Z-95 durability, meta gamed average, should be around 100% to 106% of a TIE Fighter.
You ran "your" numbers not "the" numbers.
And I don't run numbers, I just play. I was just going by a casual observation, of dials, skills, and stat differences. Time will tell.
You ran "your" numbers not "the" numbers.
Can you define the difference between the two?
I'm really looking forward to two specific uses of the generic bandit Z-95s: 3 Rookie 3 Bandit squad, and 2 bandits to fill the 24 point holes emptied by Blue+FCS in some of my lists, to give me more ships in the build. I'll use the two elites in some squads for their specific roles, and the Tala looks like it'll be my ship to avoid from this wave, barely ever hitting the table (just like Maarek, Arvel, and Ten Numb)