Make a list using only the naked pilots. No EPTs, no secondaries, no mods, no titles, no astromechs, no crew, no systems. The ONLY exception is Y-wings may be given ion cannons (point costs still apply). Go!
Challenge: Best List using Pilots ONLY - No EPTs, secondaries, etc.
8 academy pilots
Jek Porkins
Garven Dries
Biggs
Tarn
Howl
Mauler
Dark Curse
4x Academy pilots
Wedge, Wes and the Wookie
always enjoyed Garvin, Arvil, Ibtisan and Dutch. All PS6, interesting abiilities and a round 100pts
I ran Triple Firesprays the other day. Three Bounty Hunters is as much fun as people made it out to be.
Han, Wedge & Biggs
8 academy pilots
8 Z95
And after this, we should just
/thread
I fly this a lot:
Garven
Biggs
2x Dagger sqd
You can swap Garven for Porkins if you like but I like Garven more.
Etahn
Chewie
Tala
Tala
Turr Phennir
Rexler Brath
Carnor Jax
Academy Pilot
Bounty Hunter
Bounty Hunter
Bounty Hunter
Howlrunner
Mauler Mithel
Backstabber
Dark Curse
Night Beast
Winged Gundark
or
3 x Bounty Hunter (as Dr Lucky suggested)
3 x Bounty Hunter
Vessery and 2 x Onyx Squadron
Either:
3x BH
or
Howlrunner
Backstabber
5x Academy pilot
or
Vessery
2x Onyx Squadron
Edited by tiefanaticHow come Y wings get to add turrets but the HWK doesn't?
BXXZZZ
PS2 Rebel Swarm FTW!
I'm not a great player, but this list helped me perform surprisingly well in the Atlanta Regional, 17th overall out of 61. I do well in a local league, having won several titles, but have never played so well in a major tournament.
Benefits being lots of shield and LOTS of attack.
BXXZZZ
PS2 Rebel Swarm FTW!
I'm not a great player, but this list helped me perform surprisingly well in the Atlanta Regional, 17th overall out of 61. I do well in a local league, having won several titles, but have never played so well in a major tournament.
Benefits being lots of shield and LOTS of attack.
That sounds like it would be fun to run. You mind if I ask what ships you fire with first when they all get to make an attack? Do you get more mileage firing the 2 attack dice first or the 3's?
BXXZZZ
PS2 Rebel Swarm FTW!
I'm not a great player, but this list helped me perform surprisingly well in the Atlanta Regional, 17th overall out of 61. I do well in a local league, having won several titles, but have never played so well in a major tournament.
Benefits being lots of shield and LOTS of attack.
That sounds like it would be fun to run. You mind if I ask what ships you fire with first when they all get to make an attack? Do you get more mileage firing the 2 attack dice first or the 3's?
Sure, I'd be happy to. First of all, this is my formation:
ZXX|
BZZ|
This assumes that line on the right side is the direction of the nearest table edge, in this case on the right. You may choose to deploy in reverse, if you want to deploy on the left. Not necessarily ON the edge, but meaning the closest edge.
I setup this way for a couple of reasons. First of all, I like to engage in the asteroid field. I generally place densely, especially if I am playing another swarm or a large base. Also helps corral Phantoms and Interceptors. The BIG reason I deploy in this way specifically, is in case I need to K-turn. You always want your longer K-turns in front, so the back row doesn't bump and therefore doesn't get to turn around. With this setup, you can K-turn forward, or after having turned towards center, without concern of colliding with yourself.
Assuming they don't deploy directly in front of you (they rarely will), I generally deploy near one edge, and then make a 90 degree turn into the asteroid field the turn when I expect combat to begin, changing the formation from rows into a column. Make slight maneuver changes as needed, IE to spread arcs out for mobile ships, or to avoid rocks. But, for the most part, keep your ships facing the same way.
You asked in what order do I shoot. Generally, longer ranged or weaker attacks are best to go first, so then they may cause a damage or two, force them to spend a token, etc, so then your harder attacks are more punishing. Let's assume I deployed like my diagram, then made a left turn to engage. I would prioritize my targets, and attack long range first, most often I'll do the Zs, then Xs, then the B-wing, in closing distances. Again, weak attacks to chip tokens, heavy attacks to deal damage. Also, if you are facing a very durable target, or a Swarm, move slowly at first. Deal any damage you can at Range 3, then dive in and go for Range 1 volleys. Many Threepio Falcons dominated Atlanta Regionals. I had no issues with the ones that I faced, however. Again, lots of attack dice. And only once out of my six matches that day did I lose a ship before I got to fire, which is my biggest fear sitting at PS2. Especially if you face a 4+ ship squad, you can take a LOT of damage before you get to fire.
Edited by Engine25I actually played something close to it, XXXZZZ, since i still don't own any B-wing.
Good thing, i can play if i feel like jousting
XXX
ZZZ
Due to the reach, you can even sandwich the opponent that way with the K-turns while your X's get in the shooting position.
And i like how their dials are pretty close outside that K-turn.
I will give the B-wing a go... but after i go a bit wild with the 3 i am buying by the end of this month ![]()
Other option for the list you are playing btw, would be to
XX
ZZ
ZB
If you want something more manageable between asteroids.
Edited by DreadStarI actually played something close to it, XXXZZZ, since i still don't own any B-wing.
Good thing, i can play if i feel like jousting
XXX
ZZZ
Due to the reach, you can even sandwich the opponent that way with the K-turns while your X's get in the shooting position.
And i like how their dials are pretty close outside that K-turn.
I will give the B-wing a go... but after i go a bit wild with the 3 i am buying by the end of this month
Other option for the list you are playing btw, would be to
XX
ZZ
ZB
If you want something more manageable between asteroids.
While practicing, I also tried deploying in two mini-pinwheels, a BZZ and a ZXX, but my convergence to focus fire was quite lacking. It certainly removes the problems posed by asteroids, but it's much easier for the opponent to make sure that not all of your ships can attack him if you deploy separately. Most successful attempt with that deployment placed them quite close together, with about a base width between the trios.
It is probably far from the best, but it might be fun to fly:
5 Avenger Squad Interceptors.
Set them up in two groups of 3 and 2. It will force your opponent to key in on the larger group allowing for the 2 interceptors to get on his flank. If you can manage to get all 5 to survive to return fire in the 1st round of shooting, you'll be rolling 15 attack dice in return fire. PS 3 means they'll shoot before many generics, really probably only good against a bunch of Zs or Ties.
7 X BSP might be better though. All shooting at PS 4 and sits at 98 points for initiative.