Going to try out a "goofy" build Saturday. Roark in the HWK 290 with TLT, EU and Dash with 3x GSP with Title, Chardaan Refit, Swarm Tactics, Autothrusters and Wingman.
Swarm on the GSPs makes everyone a PS 12 for combat thanks to Roark's ability and Wingman to remove stress. I doubt it's going to be very competitive but it should be fun to fly just for the 1st round of combat and the expression on your opponent's face.
Comments?
So sounds like a really cool fun and interesting list to try flying. The comment that I have for her to use what purpose do you intend wing man to serve if you lack push the limit and thus cannot generate stress on yourself? I would recommend dropping something from Rourk and taking push the limit on the greens instead.
Another thing that you could try used to downgrade one of the green squadron pilots to a prototype pilot, and drop the upgrades from work. What that would allow you to do is take either proton rockets or close for missiles on all three of the eight wings, and still fire them all at pilot skill 12.
This obviously has a number of built in weaknesses, in particular you need to be able to keep your pony in arc to get off your absurd Lee powerful Alpha strike. However, if you're able to do that that is a lot of dice that you're throwing before anything else in the game gets to shoot.
Wingman is there to remove stress from k turns. Swarm on all three greens means everybody, including Roark shoot at PS-12. The goal is to keep Roark alive as long as possible hence the EU and Dash. Or maybe swap Dash for Lando.
Didn't fly this tonight. Flew Epsilon Leader and 5 Black Squadron Pilots with VI vs 3 khiraxz and 2 M3-A with mangler cannons. Split two games. The side that drew first blood ended up losing. I needed shots from 5 of my ships to drop one khiraxz while he was one-shotting my Ties at R3. My swarm flying was much better in the first game than the second. It tends to irk me when my opponent blows a move that causes my ships to stack up like cars on a California freeway. As always the pizza was good and it was time well spent.
Sorry stoneface but this is just plain wrong.
-Roark shouldn't be hanging around next to the A's, his ability has long range use it. And he has a range 2-3 weapon, so keep him far away.
-If you want to have actions after k-turns take adrenalin rush, it's cheaper and you will only pull k-turns once or twice a game.
If you want to stay in close formation try this, it does the same thing as you list but better and with prockets.
(100)
Green Squadron Pilot (27)
Adrenaline Rush (1), Proton Rockets (3), A-Wing Test Pilot (0), Autothrusters (2), Swarm Tactics (2)
Prototype Pilot (22)
Proton Rockets (3), Autothrusters (2)
Green Squadron Pilot (27)
Adrenaline Rush (1), Proton Rockets (3), A-Wing Test Pilot (0), Autothrusters (2), Swarm Tactics (2)
Roark Garnet (24)
Autoblaster Turret (2), Recon Specialist (3)
Roark won't be in tight with the As. He'll be back at R2 behind the As providing some overwatch. As you pointed out the wep and his ability works at long range. Depending on what I'm flying against I should get some good use from Roark. As I said originally it's a goofy build for some fun.