But M3-A's are much better than Ties so...
How so? Is having a shield instead of hull or having a target lock action that big a deal? Is it 1 banks instead of 3 turns?
They seem pretty comparable to TIEs to me.
But M3-A's are much better than Ties so...
How so? Is having a shield instead of hull or having a target lock action that big a deal? Is it 1 banks instead of 3 turns?
They seem pretty comparable to TIEs to me.
But M3-A's are much better than Ties so...
How so? Is having a shield instead of hull or having a target lock action that big a deal? Is it 1 banks instead of 3 turns?
They seem pretty comparable to TIEs to me.
Shield instead of hull, 1 bank is pretty good for flying in formation, better but more expensive.
I've done about 40-50 games with the scum firesprays. They are soooo much better than the imp versions. Really makes me sad I have to go back to the imp versions for the store championships.
I've also had one game against a dual aggressor list. They are pretty cool ships, and you can fit a ton of upgrades on them, but I think the front firing arc will really hurt them compared to all the other big ships, with the exception of the shuttle.
Mux has been terrific overall. He draws a lot of hate, especially against lists that rely on pilot skill bids. It's hilarious to take a ship that someone VIed up to a 10 or 11 and drop them to the back of the firing order. However, with two focus tokens, it's not too hard for him to stay alive even if it costs him an attack.
9 times out of 10, if I'm paying for VI I'm doing it for the Activation Phase instead of the Combat Phase.
It's like fighting a Swarm. You can reduce the damage the swarm does by picking off the individual TIEs before they have the chance to shoot. It's the same concept here, except instead of TIE Fighters you're killing a much more expensive ship.
Palob with tactician is a great control ship. In the admittedly few proxy games I played it really disrupted my interceptors. Especially once it hit Fel while he already had a stress on him.
I tried out a few different Scum lists on vassal. So far my I've had the most success with Guri (Autothrusters, Virago, AdvSen, PTL or Pred, and sometimes Inertial Dampeners) and 4 headhunters with Feedback Arrays (I haven't decided if I like the PS 1 or 3 best). I struggled with 4 Starvipers and ended up feeling that using just one named pilot with the Title seemed best. The Aggressor was really fun but very difficult to use, but I can see it being fantastic once you get the feel for it. The Ys and HWKS were interesting but their dials were pretty weak (I never tried the Rebel versions). I haven't tried the Scyk but I'm glad to hear it's performing better than the forums predicted.
I've done about 40-50 games with the scum firesprays. They are soooo much better than the imp versions. Really makes me sad I have to go back to the imp versions for the store championships.
You mean the imp named versions
There's nothing in the game as efficient as the bounty hunter ![]()
I tried running Torkil + Palob + Kavil, with Torkil using Moldy Crow and Recon Specialist to survive, Palob with Recon Specialist and Bodyguard for Kavil, which ran Opportunist + Blaster Turret + Unhinged (Probably could have switched it for Agromech since the HWKs don't like to go fast, so having 3s greens is probably worse than the lock).
It totally destroyed everything in range 2, killed a Corran in a Dash+Corran list in 2 turns, but then i got raped by Dash since i couldn't manage to get into range 2 of him.
I liked a lot the HWKs abilities and the sinergy between them and Kavil, but in the end it all become a "i hope i throw mi dices better than you" fight, with no real piloting skills involved with only so limited dials and 360 turrets and abilities, and i didn't like it at all
P.S : loved the ability that Palob has of controlling range 1-2 actions. You really don't want to give my HWK that evade or focus token, but even if you don't take it i still win since you are not boosting your defense
Edited by S4tosh1Yeah, tested a bit.
I've done about 40-50 games with the scum firesprays. They are soooo much better than the imp versions. Really makes me sad I have to go back to the imp versions for the store championships.
You mean the imp named versions
There's nothing in the game as efficient as the bounty hunter
Bounty Hunters actually aren't very points efficient compared to other ships in the game. If I wanted a cheap large ship, I'd take a Lambda with Advanced Sensors and Engine for 28 points, and if I had to pick an Imp Firespray, it would be Boba with VI and Recon Specialist as a Phantom Counter.
I've played a few rounds with the new y-wing title on rebel y's and I love it. I'm really excited that the work-horse of the rebel fleet is going be seeing some love (hopefully).
Flew this tonight in a training mission:
Kavil + Blaster Turret + R4 Agromech + Predator + Hull Upgrade (36)
Drea + Ion Turret + Unhinged Astromech + Engine Upgrade + 2x Proton Torpedoes (40)
N'dru + Lone Wolf + Inertial Dampeners + Cluster Missiles (24)
In the future, I'm going to swap out Predator for something else, since it was overkill with the free Target Locks. Otherwise, it ran pretty solidly.
Yeah, tested a bit.
Any thoughts on the ships you tested?
Played a game against scum y-wings last night. One was kavil with unhinged astromech and autoblaster turret. Other was thug with unhinged astromec, ion turret, and btl title.
Kavil getting 3 shot auto blaster shots outside primary arc is nice, but that range 1 is limiting. Only got used once against me. He got 2 hits but had no focus or target lock to get a third.
The btl title y-wing is interesting. When you do get shots, it can be pretty effective, however it also means you can't fly circles like you used to with just the turrets only.
Kavil with the R4 and blaster turret is brutual, throwing 4 dice with a TL, and that is before you add an EPT of some kind. Far superior to any rebel y wing pilot. He's a mini falcon.
also like Ndru with lone wolf. cheap and effective flanker. have not fooled around with much of anything else yet, but the agromech to me is the single greatest upgrade for the y-wing, and I really wish the rebels had something like him.
emon with Andrasta and 3 prox mines can really be rough too.
emon with Andrasta and 3 prox mines can really be rough too.
Need to try it with experimental interface, although dropping two bombs in the same location seems a bit silly.
Flew this tonight in a training mission:
Kavil + Blaster Turret + R4 Agromech + Predator + Hull Upgrade (36)
Drea + Ion Turret + Unhinged Astromech + Engine Upgrade + 2x Proton Torpedoes (40)
N'dru + Lone Wolf + Inertial Dampeners + Cluster Missiles (24)
In the future, I'm going to swap out Predator for something else, since it was overkill with the free Target Locks. Otherwise, it ran pretty solidly.
i ran this exact setup with kavil, but then i went back and read that dice that have been rerolled cannot be rerolled again, so if you reroll with the TL of the agro, you cannot use predator, and vice versa, so I'd go with a different EPT as well.
emon with Andrasta and 3 prox mines can really be rough too.
Need to try it with experimental interface, although dropping two bombs in the same location seems a bit silly.
last time i ran it, it was with a mix of seismics and prox mines, and I could drop a seismic when i move, then drop a prox mine after I move, both with the 1 or 3 template, made for some difficulty for my opponent. Great against high PS ships and phantoms, you can plant a prox mine under them before they move, and they really cannot do anything about it except stay very far away from you.
emon with Andrasta and 3 prox mines can really be rough too.
Need to try it with experimental interface, although dropping two bombs in the same location seems a bit silly.
You can't drop more than one bomb per turn per the latest FAQ, nor can you take the same action (drop Prox Mine) twice in the same turn.
0-4 so far with the Aggressor, though this last time my list was more experimental (88C with AdvSen, Predator, Hot Shot & AT; Kavil w/ Stay On Target, AB Turret & Unhinged; Syndicate w/ Ion, Unhinged & Title). However, it didn't help when IG88 rolled all eyeballs, including rerolls, on two consecutive attacks, and I didn't have a focus. I feel like I'm getting closer to cracking the code on that ship, though.
not sure yet if it's worth all those points but the psychological factor is pretty good, and it's difficult and hazardous to try to chase you down and kill you when you can box them in with a prox mine between 2 asteroids.
so you are saying you cannot seismic and prox mine in the same turn? or just cannot double prox mine in the same turn? I get the double prox ban, but dont see why you cannot drop a bomb and a mine. bombs dont use an action and happen before you move, where mines take your action and normally happen after you move. ill have to go read the FAQ again i suppose...
Edited by Darthfishso you are saying you cannot seismic and prox mine in the same turn? or just cannot double prox mine in the same turn? I get the double prox ban, but dont see why you cannot drop a bomb and a mine. bombs dont use an action and happen before you move, where mines take your action and normally happen after you move. ill have to go read the FAQ again i suppose...
"A ship may only drop one bomb per round" FAQ p.2, and they use "Bomb" to describe all three type of bomb upgrades.
so you are saying you cannot seismic and prox mine in the same turn? or just cannot double prox mine in the same turn? I get the double prox ban, but dont see why you cannot drop a bomb and a mine. bombs dont use an action and happen before you move, where mines take your action and normally happen after you move. ill have to go read the FAQ again i suppose...
"A ship may only drop one bomb per round" FAQ p.2, and they use "Bomb" to describe all three type of bomb upgrades.
Pity, a ship would have a hard time getting past you if you could drop a line of bombs.