Carnor's Shadows
Both lists look like fun!
The sensor jammer idea seems fun too (I might have to borrow one). If I drop it to pilot skill 3, I could also do this:
The sensor jammer idea seems fun too (I might have to borrow one). If I drop it to pilot skill 3, I could also do this:
Sigma Squadron Pilot (32)
TIE Phantom (25), Intelligence Agent (1), Sensor Jammer (4), Stygium Particle Accelerator (2)
Sigma Squadron Pilot (34)
TIE Phantom (25), Mara Jade (3), Sensor Jammer (4), Stygium Particle Accelerator (2)
Carnor Jax (34)
TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3)
Find out where the most annoying enemy will be one with phantom, block it with either of them and hopefully Mara Jade trigger at the end of the turn
This is on my 'to try' list. Also trading out both crew for 2 tacticians
Jax is really tough to fly well.
So are PS3 Phantoms. Either way, both lists are incredibly hard.
This is on my 'to try' list. Also trading out both crew for 2 tacticiansThe sensor jammer idea seems fun too (I might have to borrow one). If I drop it to pilot skill 3, I could also do this:
Sigma Squadron Pilot (32)
TIE Phantom (25), Intelligence Agent (1), Sensor Jammer (4), Stygium Particle Accelerator (2)
Sigma Squadron Pilot (34)
TIE Phantom (25), Mara Jade (3), Sensor Jammer (4), Stygium Particle Accelerator (2)
Carnor Jax (34)
TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3)
Find out where the most annoying enemy will be one with phantom, block it with either of them and hopefully Mara Jade trigger at the end of the turn
Here's a link to my batrep in case anyone is interested: https://community.fantasyflightgames.com/index.php?/topic/175877-my-first-regional/
*Edited: grammar
Edited by darthlurkerThis is almost identical to the list I took to third place at regionals last weekend! I also play-tested the 3-sigma variant (two intel agents, mara jade and stygiums and sensor jammers for all) but found that I preferred Carnor. The rule change really makes intel agents incredibly useful, so I'd pass on tactician as you really want to provoke bumps and generally be at R1 if you're using sensor jammer, but mara can really shine in that situation.
Here's a link to my batrep in case anyone is interested: https://community.fantasyflightgames.com/index.php?/topic/175877-my-first-regional/
Yeah I recall reading that. My very limited practicing has shown how difficult this list can be to fly, so hats off for having a good result with it. My biggest concern with Mara Jade is the fact that its a bit situational (whereas Tactician is always useful). I say situational because against some lists it will be hard to end in range 1 (vs high PS turrets/interceptors w/ boost or barrel roll) and any ship that stresses itself just doesn't care about Mara. Its great against swarms, especially PS 1/2 though, so that's worth something.
These seem like the kind of lists that when it works you feel like a genius. As soon as it hits particular counters it seems like the dumbest way to spend 100 points that isn't 5 Rebel Operatives with Flight Instructor. There won't be a lot of middle ground.
Yeah I recall reading that. My very limited practicing has shown how difficult this list can be to fly, so hats off for having a good result with it. My biggest concern with Mara Jade is the fact that its a bit situational (whereas Tactician is always useful). I say situational because against some lists it will be hard to end in range 1 (vs high PS turrets/interceptors w/ boost or barrel roll) and any ship that stresses itself just doesn't care about Mara. Its great against swarms, especially PS 1/2 though, so that's worth something.
Thanks! The main difficulty of this list is the initial approach as it only really works once you're in range 1 to 2, which in most cases means that you'll be taking shots from range 3 while cloaked and unable to shoot back, but at least Carnor has autothrustors and the sigmas will evade with 5 dice plus the evade token.
Tactician could work well if you decide to go for FCS or AS on the sigmas and keep your distance, but the way I played it was to either cause bumps to prevent actions (ie. no focus for sensor jammer) or bring Carnor in close. Or both. I fear that tactician isn't the way to go if your want to use sensor jammer effectively, but if you try it feel free to let me know how it goes.
The only way my version of the list can catch a high-PS interceptor is by blocking it and then hope it rolls average (or worse) evade dice to your focused R1 shot. In this endeavor the importance of intel agents cannot be understated. Something else you can try in parallel is to put Carnor in the middle of where you think Soontir will be (with your guns behind him to cover him) so that he spends all of his actions to get out of the range 1 ring of death and hopefully into a place he didn't want to be and with only one focus token. The only fat turret I really had a problem with was the predator-Chiraneau combination, as Dash and Han can't turn those eyeballs back up without a focus token.
While Mara Jade is situational, I did use her effectively to keep a 52-point Dash (mangler, PtL, EU, title) grounded every turn by taking turns with the sigmas to cause bumps and have the others shoot. Keeping fat turrets stressed turn after turn makes their maneuvers predictable, or they do a white maneuver to try to get away, but still can't focus for their shot. Of course, this probably wouldn't have worked with the 58-point super Dash with Kyle on board, which is partly why I decided to go for Carnor instead of a third phantom with Mara.
I agree intel agent is pretty valuable, and probably worth more than the 2 tacticians to deal with high PS (since arc-dodgers will avoid range 2 anyway). It will be a while before I get to try it though. I want to get better at this game before I tackle a super finesse list like this ![]()