Thanks to the K-wing I don't thing 5K would be the best.
5maruaders or 5mar sounds better.
Thanks to the K-wing I don't thing 5K would be the best.
5maruaders or 5mar sounds better.
areFor those of you seeking inspiration:
https://en.wikipedia.org/wiki/List_of_songs_recorded_by_AC/DC
So, what is an AC/DC list afraid of? What counters them?
For those of you seeking inspiration:
https://en.wikipedia.org/wiki/List_of_songs_recorded_by_AC/DC
Fun aside, I think it has some really interesting defensive advantages over BBBBZ variants. Everything gun on AGI1, lots of things don't work on AGI3. Massed 2-attack weapons are going to have a very hard time breaking through AGI3 + a token. The traditional advantage of AGI 1 is that high power expensive stuff like HLC carriers, aren't as efficient against them, but even those weapons are going to have a tough time chewing through 20+ AGI3 hit points with tokens reserved for defense. Of course, the other side of the coin is that BBBBZ can spike damage much better due to 3 dice base and 4 dice at range 1. This is why I think I like Missile versions of these builds compared to just making a durable squad even more durable.
I am inclined to agree.
I ran a squad in the spring TC Open that was 3 AC Tempests plus ATC Vader. My first game was against mu0n's Kath and IG-88B. Kath and Vader were the first to vanish, then I spent more than 2 hours chasing his Aggressor around the board with 3 Tempests. It was just ridiculous trying to get through all of his dice and tokens.
Still, multiple Tempests with Correctors are going to chew up most fat turrets just as badly as BBBBZ already does. Moreso, even, because (a) the hits are guaranteed to roll and (b) you can spend all your actions on defense.
Hard to imagine how Tie swarm will ever recover if this list is actually popular.
So, what is an AC/DC list afraid of? What counters them?
Fel/Vader
Vader/Whisper
Really any list with 2 arc-dodgers. Also Corran.
Fel/WhisperSo, what is an AC/DC list afraid of? What counters them?
Fel/Vader
Vader/Whisper
Really any list with 2 arc-dodgers. Also Corran.
IG A-B is pretty dangerous too
iG A has a useless ability in comparison for 2 ship matches.
How good would 4 storms with ATC be? You could even upgrade one to a named pilot or put conc misl.
iG A has a useless ability in comparison for 2 ship matches.
How good would 4 storms with ATC be? You could even upgrade one to a named pilot or put conc misl.
i wasnt saying against a 2 ship, i was saying against 4 temp and DC
This squad. Sorry. Geordans text isn't working for me for some reason.
What I'm saying is that you won't see the IG A very much due to its not so good match against the prevalent big ships unless we get some turret IG something nerf.
Now two IGs either BC or BD would stil be a strong concern
This squad. Sorry. Geordans text isn't working for me for some reason.
What I'm saying is that you won't see the IG A very much due to its not so good match against the prevalent big ships unless we get some turret IG something nerf.
Now two IGs either BC or BD would stil be a strong concern
I like this squad. If it were me, I would drop the Storms to Tempests and add Predator to Maarek.
That squad would rip Falcons, Outriders, and Decimators to shreds between Colzet and Maarek.
Thanks to the K-wing I don't thing 5K would be the best.
5maruaders or 5mar sounds better.
Given the fighters' colouration, how about Maroon 5?
For those of you seeking inspiration:https://en.wikipedia.org/wiki/List_of_songs_recorded_by_AC/DC
Fun aside, I think it has some really interesting defensive advantages over BBBBZ variants. Everything gun on AGI1, lots of things don't work on AGI3. Massed 2-attack weapons are going to have a very hard time breaking through AGI3 + a token. The traditional advantage of AGI 1 is that high power expensive stuff like HLC carriers, aren't as efficient against them, but even those weapons are going to have a tough time chewing through 20+ AGI3 hit points with tokens reserved for defense. Of course, the other side of the coin is that BBBBZ can spike damage much better due to 3 dice base and 4 dice at range 1. This is why I think I like Missile versions of these builds compared to just making a durable squad even more durable.
I am inclined to agree.
I ran a squad in the spring TC Open that was 3 AC Tempests plus ATC Vader. My first game was against mu0n's Kath and IG-88B. Kath and Vader were the first to vanish, then I spent more than 2 hours chasing his Aggressor around the board with 3 Tempests. It was just ridiculous trying to get through all of his dice and tokens.
Still, multiple Tempests with Correctors are going to chew up most fat turrets just as badly as BBBBZ already does. Moreso, even, because (a) the hits are guaranteed to roll and (b) you can spend all your actions on defense.
Hard to imagine how Tie swarm will ever recover if this list is actually popular.
TIE swarms had their day for a long time. And people still fly Howlrunner, Mauler, Dark Curse and Backstabber, and ties will forever be flown in lists as 1-3 fillers, maybe 4 in a mini swarm. Why does every ship have o have a viable list that crams the maximum allowed by points of that ship? Welcome to X-wing territory, TIE swarm.
Given the fighters' colouration, how about Maroon 5?Thanks to the K-wing I don't thing 5K would be the best.
5maruaders or 5mar sounds better.
I think 3 dice arc dodgers are still rough for AC advanced. They'll get them in arc with good play and sheer numbers but garunteeing only 2 hits isn't going to punch very hard.
I think 3 dice arc dodgers are still rough for AC advanced. They'll get them in arc with good play and sheer numbers but garunteeing only 2 hits isn't going to punch very hard.
The Empire could benefit from a ship that has an ion turret for sure. That being said, Defenders and Advanced are going to be good friends when the Raider hits.
I'm sure Mark from Australia can help us name all variations of this "AC/DC-list"
This squad. Sorry. Geordans text isn't working for me for some reason.
What I'm saying is that you won't see the IG A very much due to its not so good match against the prevalent big ships unless we get some turret IG something nerf.
Now two IGs either BC or BD would stil be a strong concern
I like this squad. If it were me, I would drop the Storms to Tempests and add Predator to Maarek.
That squad would rip Falcons, Outriders, and Decimators to shreds between Colzet and Maarek.
I would put Calculation on Maarek, 2 crits a turn, and you can use the Tempest as a Blocker. Even have 2 more points for something. Who knows what. Honestly, there are a lot of things you can do with the extra 16 points of tempests, but i do really like Storms with ATC for 4. That crit is pretty nasty.
Calculation Maarek draws more agro than Wedge. It's hard to even get a Target Lock without being at 1 hull.
For me, Cluster vs Dark Curse has the following metrics.
Cluster Missiles add a high amount of damage in a single turn. They're easily calculatable.
Dark Curse has several differences compared to them.
DC adds more health/mitigation to your fleet as a whole
DC splits 16 points away from the costs of your main damage
DC adds maneuver complexity, by being another body on the board
DC adds damage over time, though is unlikely to deal it 2 damage at a time.
DC adds an element of non-2 Pilot Skill
Of these, the Non-2 PS isn't enough to shoot before anyone, and the DoT is unlikely to ever match the effectiveness of the AC Clusters, due to having an expectation of only 1.5 damage per shot, minus the defender's probability of damage mitigation.
So the question is: Does the instance of DC's 16 points being on a different body than your TIEs Advanced win you more games than the incredible damage from the Clusters?
IGs are the current problem of high agility difficulty. It's quite annoying to get any hits through 2rvs3g. Especially since its moderately easy also to pop DC still with a 3 or 4 dice attack with higher PS skill.
I don't know. I think that any brobot player would be really nervous to get blocked by one of the ships, and then have to roll well to dodge all of the 2 dice attacks. It wouldn't kill them particularly quickly, but it would happen, especially if in range 2 to that autothrusters don't trigger.
I don't know. I think that any brobot player would be really nervous to get blocked by one of the ships, and then have to roll well to dodge all of the 2 dice attacks. It wouldn't kill them particularly quickly, but it would happen, especially if in range 2 to that autothrusters don't trigger.
Still got 8 health to go through anyway. And 4 of that is shields to avoid cries. Whereas I only have to roll nicely a few times to really cripple some ties.
--
I played against someone who did this:
2 Tempest AC
Soontir PTL
Doomshuttle
vs my Kath and Boba.
I thought it would be really difficult, but it turns out:
1. Tempests have a crappy dial. I lead him through rocks and the Tempests had a really hard time.
2. On the K-turn I blasted one, and it took 4 damage from 5 dice Rear Kath shot. That's about normal.
3. They were also out of range a lot, since I could boost around, and the tempests dial doesn't keep up well.
Not really the same template of four ships but to go along with the naming convention of AC/DC.
Name: You Ain't Got a Hold on Me
Can we call a list heavily featuring Juno, "Hamburger Phone?"
And I'm all about that Cartels Banana.
I would put Calculation on Maarek, 2 crits a turn, and you can use the Tempest as a Blocker. Even have 2 more points for something. Who knows what. Honestly, there are a lot of things you can do with the extra 16 points of tempests, but i do really like Storms with ATC for 4. That crit is pretty nasty.
Calculation on Maarek is tempting, because it's cheap and it's (theoretically) more crits.