I guess the main point is, can 4 ships with high agility and tankyness outlast their opponent with only 2 attack?
How do I fly this Squadron?
eh hemmm.. TIE swarms, mini or large.. remain in charge. lol 2 attack dice..
Tie swarm can't touch Lebo! All hail Lebo, ruler of worlds.
This list would struggle against tie swarms, and tie swarms would struggle against it. It would comedown to arc dodging and flying skill.
Edited by Corellian CorvetteTie swarm can't touch Lebo! All hail Lebo, ruler of worlds.
This list would struggle against tie swarms, and tie swarms would struggle against it. It would comedown to arc dodging and flying skill.
lol.. it always does.. it always.. does
yeah,
OK so...
Going to try running the A-wings as screens with this list
Wild Space Fringer + Lando Calrissian + Heavy Laser Cannon (40)
Prototype Pilot + Chardaan Refit (15)
Prototype Pilot + Chardaan Refit (15)
Prototype Pilot + Chardaan Refit (15)
Prototype Pilot + Chardaan Refit (15)
I also painted up a B-wing to add alternative builds.
Going to try this
Wild Space Fringer + Lando Calrissian
+ Tactical Jammer + Heavy Laser Cannon (41)
Blue Squadron Pilot + Heavy Laser Cannon (29)
Prototype Pilot + Chardaan Refit (15)
Prototype Pilot + Chardaan Refit (15)
A-wings up front offering alternative target screening for the YT-2400
YT-2400 screens the Bwing with the Tactical Jammer.
Panic...
has Any one mentioned biggs? that would solve the shooting at the yt-2400 problem, would have to replace 2 a-wings though....
Edited by clontroper5I know I'm a bit late to the discussion but I just found this post while searching for images of Eaden Vrill. I recently took first in a local store tournament and 3rd in an away game store championship with this build. Give it a shot.
Dash Rendar 36
-Push The Limit 3
-Heavy Laser Cannon 7
-Kyle Katarn 3
-Engine Upgrade 4
-Outrider 5
Green Squadron Pilot 19 x2
-Veteran Instincts 1
-Chardaan Refit -2
-A-Wing Test Pilot 0
-Predator 3
A-Wings with predator love chewing up Falcons. You drop a couple ships but if flown well they survive and death by a thousand paper cuts with the A-Wings. Plus you get to use your pretty repaints!
Drop an A-wing and give autothrusters to the remaining 3 - upgrade Eaden to Leebomination in an HLC Outrider
If you want an up-close in-your-face list here it is:
Wild Space Fringer with Autoblaster, Flight Instructor, Outrider, and Anti-Pursuit Lasers
Arvel with Test Pilot, Refit, Intimidation
Prototype with Refit x2
99 pts so you can get initiative, which you want.
The Fringer acts as a flying brick that wants to slam into formations to break them up and be a blocker. With a 360 Autoblaster, anything in range 1 will have problems and with Anti-Pursuit Lasers he can cause problems with overlapping. At PS2 he can get to where he wants to go often. The Flight Instructor give him he,p on defense without the need for actions.
Arvel gets in close and can blast ships he touches without fear of payback.
The PS1 Prototypes can block really well.
The Fringer acts as a flying brick that wants to slam into formations to break them up and be a blocker. With a 360 Autoblaster, anything in range 1 will have problems and wit Anti-Pursuit Lasers he can cause problems with overlapping. At PS2 he can get to where he wants to go often. The Flight Instructor give him he,p on defense without the need for actions.
My biggest concern here is that this turretted ship has no attacks unless he is at range 1. Autoblaster can be fun but I'm not so sure it's worth it at the expense of all range 2-3 shots.
that is so cool. nice touch with the blue band on the YT-2400.
A little late to the party but...
Trying to stay as close to your initial list as possible, I'd go with this instead of Vrill:
Wild Space Fringer + Mangler + Outrider
That's 39 points. You could spend the last point on Intelligence Agent to look at an enemy's maneuver before moving your PS1 A-Wings in for blocking!
The Mangler Cannon means you can attack from range 3 without giving the defender extra defense dice.
The main "problem" with your list, I find, is the Tactical Jammer, for a few reasons:
- It discourages people from firing at your A-Wings, which means it encourages them to shoot at your YT-2400. The HLC already makes them want to do this.
- It means you're going to want to fly your YT-2400 in front of your A-Wings. This means your highly-agile A-Wings are predictable and aren't making use of the full potential of their very nice dial.
- If your A-Wings are behind the YT-2400, they are likely at range 3. This means that, even if you're shooting at a B-Wing, you're rolling 2 red dice vs 2 green dice, which is not a very advantageous exchange.
- The HLC and Tactical Jammer don't play well together. The HLC wants you to keep it at range 3, Tactical Jammer wants to be in front.
Also, regarding your most recent list, I much prefer Recon Specialist on the YT-2400 than Lando. On the YT-1300 with a single green die, Lando is probably better. But with the YT-2400's 2 green dice, the guaranteed 2 focus tokens will perform better on average.
Edited by KlutzYour ships look awesome, but your strategy is quite flawed from the start. Your strategy hinges on the assumption that your opponent is going to want to shoot at your 2-attack prototypes instead of your much scarier giant cannon, which they won't, which makes the entire Tactical Jammer strategy not work. Further, prototypes don't want to be fighting from the back, they want to be your vanguard, crashing into range 1 where their tiny guns can actually push through damage and where they can start blocking enemy movements and using their 5 k-turn. On the filp side, a YT-2400 with a cannon is really not the ship you want to be leading the charge at range 1, you get no bonus for your cannon and all your opponent's attacks are hitting you harder.
I'll be honest, the YT-2400 isn't a ship that operates particularly well at 40 points, which is what you are looking for. We do have some options though.
(40) Wild Space Fringer - Ion Cannon, Outrider title, [crew]
Basically a Y-Wing on steroids with crew options instead of astromechs. Fly your prototypes aggressively into the enemy and skirt the Fringer around the side of the fight at range 3, taking shots of opportunity and breaking up enemy formations with his Ion Cannon. You can take your pick of the <2 point crew and mods, tactician synergizes with the Ion Cannon but is unlikely to actually trigger, Jan Ors gives you access to the evade action which is nice on a 2 agility ship, Han Solo can give you more flexibility in how you modify your attacks, Intelligence Agent or Anti-Pursuit Lasers if you're interested in blocking. Stay away from Merc Co-Pilot, Nien Numb, Saboteur, and Dash Rendar, those don't work with this ship or aren't worth it.
(40) Wild Space Fringer - Heavy Laser Cannon, Intel Agent, Anti-Pursuit Lasers
A novelty build, the idea is to have the Fringer bring up the rear of the Prototypes and block the opponent's k-turns. Since you don't have Outrider you can still make primary attacks at any range.
Edit: If you're willing to let one of the A-Wings sit on the bench. Super Dash + 3 Prototypes is an effective list that I have run in the past and not been disappointed with. You just have to drop Kyle or downgrade HLC to Mangler to bring Dash down to 55 points.
Edited by TvboyI'll be honest, the YT-2400 isn't a ship that operates particularly well at 40 points, which is what you are looking for. We do have some options though.
I'll admit, 40 points is very tight.
I really like this 42 point build though: WSF + Mangler + Outrider + RecSpec
Very nice looking squad!