Edited by Jarval
Escalation for Scum
Edited by Jarval
One option I'm considering is dropping the Glitterstim from the two Binayre Pirates to put an Engine Upgrade on Talonbane Cobra at 120 points.
I'd re-examine the list, sorting into the following 3 slots.
- What, in your 150 point list, is your key to victory?
- What, in your 150 point list, is included to stave off lists that can exploit your weaknesses?
- What, in your 150 point list, is ultimately included because you had no better purpose for the points?
Having played with this list on Saturday, I'm now pretty certain I'll drop the Glitterstim on the Z-95s for an Engine Upgrade on Talonbane Cobra. He was far and away my MVP, and making it easier to get into Range 1 is all for the good...
So, looking at DraconPyrothayan's list:
1) Talonbane Cobra plus Latts Razzi is a very strong combination, with Latts' ability meaning that Talonbane's strong attacks can hit for maximum effect.
2) Arc dodgers are definitely a weakness for the lower PS elements of the list, and Latts will really suffer from other ships getting on her tail. The two Z95s add in some extra arcs, the StarViper is manoeuvrable enough to be unpredictable, and Talonbane has PS 9 and Boost (in the revised list), but it's still going to be a bit of a struggle against an Interceptor list or the like. One possibility is dropping the Z95s and the Glitterstim on the Cartel Marauder for a a Syndicate Thug with TLT and Unhinged Astromech, but I'm not sure if the turreted attack helps enough to be worth taking instead of two ships.
3) The Glitterstim on the Marauder and Z95s feels like filler to be honest. EU on Talonbane seems like a better use of 4 of those points. I'm not certain how valuable the StarViper will be, as I haven't had a chance to try out the 150 point version of the list, but it feels like there might be a better us of 29 points. However, I'm aware without it I've not got much manoeuvrability available to me.
I'm not sure about the StarViper m'self: It's a tough ship to do well with at PS 2 : the Arc-Dodgers don't need to predict it; they can see where it lands and act accordingly.
For that matter, I'm also not certain about the upgrade you've given Talonbane: He does have a boss ability, but he has no way of adjusting his own range.
Adding the purely-offensive Predator leaves you with very little to do with your action economy, other than using a Focus to defend.
So that leaves us with:
150 Points:
Latts Razzi (33)K4 Security Droid (3)Weapons Engineer (3)Cartel Marauder (20)Glitterstim (2)Talonbane Cobra (28)Predator (3)Binayre Pirate (12)Glitterstim (2)Binayre Pirate (12)Glitterstim (2)Black Sun Vigo (27)Autothrusters (2)Total:14967
As your Core Build.
Further expansion:
- Mobility Upgrades for Talonbane?
- Defensive Upgrades for Talonbane?
- Hound's Tooth for Latts?
- Third-Key Ship?
- Wingman?
- Anti-Dodger
- Anti-Swarm
- Anti-Alpha-Strike
- Swarmish Support?
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Predator on Talonbane is a mistake if he's core to your strategy;
You want to buff his mobility (to control his range against the opponent, potentially turning him into a low-agility arc-dodger), and/or you want to buff his defense (to keep him alive longer, as he's core to your victory).
From the Modification side of things, that's an Engine Upgrade (4).
From the Elite Talent side of things, we have Lone Wolf (2), Expert Handling (2), Stay on Target (2) , and Elusiveness (2).
Of these, EH has the benefit of being both Mobility and Defense in one, and the Barrel-Roll is better for arc-dodging and traveling backwards/laterally than the Boost, so I think it's a very strong option in general.
More specifically, the Khiraxz has 1 turns, and 2 speeds of Green Bank, so its got Barrel-Roll's favorite maneuver, and plenty of meaningful methods of stopping the stress.
Not to mention that Talonbane is PS 9, which means that any TLs the opponent brings to bear, he'll be able to break.
Which means that the opponent won't Target Lock him, unless there's other reasons to.
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Latts is basically the best vector for the Hound's Tooth title in the game.
Bossk's ability in a Z-95 won't have the uncanceled Crit often enough, and Moralo has neither a Cannon nor an Aux Arc in the Pup.
If we find ourselves having 6 spare points, the added survival of the ability keeps our Agility 1 flies-like-a-brick from fully dying. May be worth it.
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Four options flare to life for me as potential 3rd key-ships in this fleet, each for different reasons. Remember that I struck your StarViper, which is otherwise your 3rd biggest threat.
Prince Xisor
Guri
Palob Goldahi: aka THE Scummiest ship.
Drea Renthal with TLT and Unhinged.
Alternatively, you could throw down with 2 or 3 generic ships that are threats in their own right, like TLTs or Mauraders.
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Wingman.
It's great when near Talonbane if you pick up one of his stressful Elite Talent options, and it's great near the 666, as you can choose to stop indefinitely.
Doing so loses your action, and is frowned upon as fortresseing, but it makes those arc-dodgers have one heck of a time getting around your 180* mess, as they tend to have difficulty slow-playing it.
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Z-95s are great swarmy things, but you can also give them upgrades to help them counter the opposing lists to you. Like Feedback Array, or Assault Missiles. This is another viable option over the 3rd threat; just make sure the rest of your fleet can take out the fleets that can take out your main boyos, aye?