So does anyone out there run a three (or more) ship build with 2 PWT ships? How do you build it?
3 ship builds with 2 PWT ships
I don't run this, but it does meet the requirements!
2PWTS AND A FIGHTER!
100 points
PILOTS
Patrol Leader (40)
Captain Oicunn (44)
VT-49 Decimator (42), Anti-Pursuit Lasers (2)
Backstabber (16)
I've been running a 3 ship ship scum list lately with 2 mando mercs and a black sun z-95, so sort of what you're thinking. I'm 31-4 with it so far.
Edited by markcsoulPLayed against this list at regionals, the guy was new but it was quite effective:
Patrol Leader
Patrol Leader
Howlrunner + Swarm tactics
Simple to play, was a challenge to beat and well worth playing.
I found two patrol leaders, one with Vader and Backstabber enjoyable. Though the swarm tactics Howl list looks fun.
Not sure this counts, but this is pretty effective:
Wild Space Fringer (Heavy Laser Cannon, Intelligence Agent) X2.
Blue Squad Pilot, FCS
A lot of fun, using the intelligence agent with the large base barrel roll to block actions, it does tie your opponent in fits. The biggest issue is that HLC and the Agent is anti synergistic and in a desire to use one, you negate the ability to use the other. Since it blocks so hard, it would be good to see if you could sneak Anti-Pursuit Laser, Ion Projector or Tactical Jammer on it, but I really don't want to give up the firepower/durability of a FCS Blue Squad.
I've not played it but have considered trying the following:
ORS with APL x2
Corran Horn with VI, FCS and R2-D2
If these lighties (the opposite of a fat turret) aren't destroyed your opponent will constantly be bumping and having ineffective attacks, and if they're taken down first then Corran makes it to the endgame ![]()
The biggest issue is that HLC and the Agent is anti synergistic and in a desire to use one, you negate the ability to use the other. .
This I don't understand? Why would looking at someones dial negate attacking with the HLC?
The biggest issue is that HLC and the Agent is anti synergistic and in a desire to use one, you negate the ability to use the other. .
This I don't understand? Why would looking at someones dial negate attacking with the HLC?
Because he's saying look at their dial and then block them. But, one can just as easily look at their dial and barrel roll the other way to open the HLC.
The biggest issue is that HLC and the Agent is anti synergistic and in a desire to use one, you negate the ability to use the other. .
This I don't understand? Why would looking at someones dial negate attacking with the HLC?
I think he's talking about using Intelligence Agent to inform your decisions on blocking, but if you block you probably lose your HLC shot. Still get to shoot another ship with your primaries, though. I think it looks like a solid, scary squad.
EDIT: Ninja'd. Kinda. Sorta.
Edited by ParakitorThe biggest issue is that HLC and the Agent is anti synergistic and in a desire to use one, you negate the ability to use the other. .
This I don't understand? Why would looking at someones dial negate attacking with the HLC?
Because he's saying look at their dial and then block them. But, one can just as easily look at their dial and barrel roll the other way to open the HLC.
Exactly, the IA helps in allowing you to choose the best of both worlds, especially with two of them giving you a good guess for the whole squad. That would allow one to block and another to open up with the HLC.
I remember this squad was discussed a while back:
Wild Space Fringer (30)
"Mangler" Cannon (4)
Intelligence Agent (1)
Tactical Jammer (1)
Wild Space Fringer (30)
"Mangler" Cannon (4)
Intelligence Agent (1)
Tactical Jammer (1)
Biggs Darklighter (25)
R2-F2 (3)
Total: 100
I'm going to have to try this now.
Just to join the fun, first one I've drawn up is:
Eaden Vrill (35)
-Int. Agent(1)
-APL(2)
Chewbacca(42)
Gold Sq. Pilot(23)
-Ion Cannon Turret(5)
Total (100)
The biggest issue is that HLC and the Agent is anti synergistic and in a desire to use one, you negate the ability to use the other. .
This I don't understand? Why would looking at someones dial negate attacking with the HLC?
I think he's talking about using Intelligence Agent to inform your decisions on blocking, but if you block you probably lose your HLC shot. Still get to shoot another ship with your primaries, though. I think it looks like a solid, scary squad.
EDIT: Ninja'd. Kinda. Sorta.
Yeah, what it boils down to is that to use IA, you want to be in range 1-2 and to get the most out of HLC, you want to be at range 3.
I suppose you could look at it as having options for all range bands covering each other. I know I have had occasions where I got to excited to use IA and block when it would have been better to take another long range shot before getting in close. I will say its a lot of fun to fly.
Here is the Trolliest build I've put together and fits your requirements:
Biggs Darklighter — X-Wing 25
R2-F2 3
Experimental Interface 3
Ship Total: 31
Outer Rim Smuggler — YT-1300 27
Leia Organa 4
Tactical Jammer 1
Ship Total: 32
Wild Space Fringer — YT-2400 30
"Mangler" Cannon 4
Dash Rendar 2
Tactical Jammer 1
Ship Total: 37
The idea is you put Biggs right inbetween the two big ships and just do 2 forwards on biggs and 1 forwards on the YTs. Every turn you do R2F2 and Focus. The big ships will give you another green die with their jammers.
Just fly straight every turn. Line up the ship with Dash in front of a rock if you can't avoid a rock. That way you don't lose a shot the turn you land on it.
When you're approaching the edge, burn leia and have everyone do a K turn and repeat.
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54 point super dash (no EU) gets you 3 protos or 2 blues
If kwings and death rain get more popular (they will; they just utterly wreck the meta as long as its a dumb PWT) you'll have to introduce their counters: chuncky jousters
They're amazing ships, but they can't trade dice worth a **** unless they're Miranda or redline (in which case no bombs)