Rebs: Poe Dameron
Imp: Soontir Fell
Scum: IG88-B
Rebs: Poe Dameron
Imp: Soontir Fell
Scum: IG88-B
Wasn't one premise that this is about ships as a whole and not single pilots/builds?
Also.....best for what? The B-wing is better in 100 pt Deathmatches, but the X-wing is better in missions or epic play where speed is more important.
the empire doesn't really do generics well except for the TIE fighter.
I disagree with this. I love my Scimitar Pilot Tie Bombers. Omnicron Pilot is still the best Shuttle. Accuracy Corrector Tie Adv is solid. Royal Guard Pilots aren't bad. Tie FO's are also good.
hell, I'd say the empire does a variety of generics the "best"
Rebels thus far only really has Bs and Ys that can perform admirably as the core of a list, while the lone prototype makes for a fantastic blocker and the bandit...is filler
Scum only actually has Ys and Zs an special-Ks thus far, until the mist hunter comes out.
and now we have empire
Black Squadron - crackshot
--> great price for the dice, also punches through high agility and lucky bull. Great and incredibly competitive option
Omega Squadron - Juke + relay
--> having tested it, I have to say it's just an amazing all-rounder loadout that can punch out everything from a Y to an aggressor in sufficient numbers (and through proper abuse of that glorious dial)
Scimitar - Homing + extra + seismics (the chadwick bomber)
--> cheaper than the cheapest (viable) HLC carrier with bombs to boot!
Tempest - Tie/x1, accuracy correctors
-->great maneuverability and guaranteed hits just tear through opposing TLTs and anything with 2 agi or lower
Omnicron - Vader or palpatine
-->**** rolling dice
and soon,
Glaive Squadron - Tie/x7 + Juke
--> high PS beats common generics from TLT Ys to Black Squadron pilots, highly defensive and packs a punch
there's no best generic, because the empire is sporting such a healthy variety of them
Best double tap:
Rebs: Corran, duh (stresshog honorable mention)
Imps: defender with /D title
Scum: TLT BTL unhinged Y
Best blocker:
Rebs: Prototype A with refit
Imps: academy TIE
Scum: feedback Z (Scyk honorable mention)
Best arc dodger:
Rebs: Poe
Imps: Fel (honorable mention prenerf phantoms)
Scum: ? IG, I guess
Best control:
Rebs: TLT stresshog
Imps: ? Ship with Mara and captive
Scum: Scyk with ion
Best unique trick pony
Rebs: Biggs
Imps: doom shuttle
Scum: Z with deadman switch
Just musing really, don't really know what the OP wanted for sure.
I like this version of "best". Here's my list:
Best Double-Tap
Rebel - Corran Horn w/ R2-D2
Imperial - Omicron Pilot with vader/gunner
Scum - Warthog Y-Wings with Unhinged Astromech
Best Blocker
Rebel - Prototype pilot
Imperial - Academy Pilot (classic)
Scum - Binayre Pirate w/ Feedback Array (turn that filler into a frightener!)
Best Arc Dodger
Rebel - Fat Dash
Imperial - Echo with VI/Soontir (tied solely because Echo is just ridiculous in the sheer volume of possible moves available)
Scum - Xizor with PTL and Advanced Sensors (PS beats out IGs)
Best Control
Rebel - Stresshog (with TLT Tactician Wardens as a close second)
Imperial - Oicunn with Rebel Captive and Mara Jade (48 points of "I don't want to be anywhere near you")
Scum - Palob, with the usual trimmings (Moldy Crow, turret, seasoned to taste)
Best Unique One Trick Pony
Rebel - Biggs Darklighter
Imperial - Tie Defenders (that white Kturn does a surprising amount of work)
Scum - Torkil Mux
Edit: Missed the memo on it being ships vs pilots - points still stand, the ships in the list are still great (maybe switch biggs for a z-95 in the one-trick pony list?)
Edited by Simonsays3Also.....best for what? The B-wing is better in 100 pt Deathmatches, but the X-wing is better in missions or epic play where speed is more important.
the empire doesn't really do generics well except for the TIE fighter.
I disagree with this. I love my Scimitar Pilot Tie Bombers. Omnicron Pilot is still the best Shuttle. Accuracy Corrector Tie Adv is solid. Royal Guard Pilots aren't bad. Tie FO's are also good.
I just think that I would never fly bombers, the OGP, interceptors or Advanced without an upgrad of some sort... I shouldn't have said just generics, I meant generic ships wihout upgrades
but it's just my opinion ![]()
I mostly play Scum, but also some Imperial and on occasion I try out a Rebel list or two. How do we quantify we attributes make a ship better? I am going for Efficiency and Raw Power.
Rebel Efficiency: I don't fly rebels often, but when I fly against them I hate seeing B-Wings. They are tough as nails, can mix it up in close, and are relatively cheap for what you get.
Rebel Raw Power: This is a toss up for me between Super Dash or Corran Horn. Either way both of these guys have the potential to take out way more points than they are worth.
Imperial Efficiency: Tie Fighters are the baseline for efficiency. Cheap, maneuverable, cheap, durable enough, and yes, so cheap for what they can do.
Imperial Raw Power: There is a guy at our local store who loves the Phantom so much, and he is very good with his Phantoms. It is so frighteningly powerful when flown well. Soontir, Vader, and RAC all get honorable mentions as well.
Scum Efficiency: I have to go with the Kihraxz here. Z95s are great filler, but the Kihraxz has so much going for it for those extra 8 points. Roughly equal durability of an X-Wing(one more hull and one less shields mean likelihood of crits goes up a smidge.) Three attack means it has some bite and the really great dial lets you knife fight with it(two K-turns and white one hard turns are amazing.) Top it off with an illicit slot and a nice selection of pilots, and oh yeah the cheapest one is only 20 points.
Scum Raw Power: Starviper named pilots. Guri is a sledgehammer. Xizor is a spear you throw at the heart of the enemy. These things aren't interceptors, they aren't fencing with the enemy. They get in the scrum and mix it up relying on their abilities, the potential upgrades, and the raw stats of the Starviper to beat enemy ships down. It took me a while to learn how to fly them and sometimes I think they are a point or two overcosted, and then Guri goes in blows up a ship while tanking four or five shots getting out with just a scratch able to do it all again next round and I think to myself; "yeah that is probably worth 35-40 points." Aggressors and YV-666s get an honorable mention here as well.
B-wing
Tie Fighter
Aggressor
I just think that I would never fly bombers, the OGP, interceptors or Advanced without an upgrad of some sort... I shouldn't have said just generics, I meant generic ships wihout upgrades
but it's just my opinion
I'm not sure I would ever fly them without upgrades, either, but.....why talk about them without upgrades?
"Best" isn't a good word to use, so here are my personal preferences.
Rebels: B-wings. Good argument could be made for the Falcon, but I feel like that's the cheap option.
Empire: Hard to say, as I don't get to play Imps much (I provide everything, friends like to take em). I'd say Interceptors, as they're great all around. Or the Firespray, but since it's cross-faction I'll leave it out.
Scum: Aggressor, hands down.
I'd be curious to know how you are using/kitting out your Firespray. Love the ship, but I am getting little use out of it.
Thanks
This was more of a "without upgrades, off the top of my head" opinion./ The Firespray by itself is a fantastic ship. Three naked ones used to be pretty popular. Add upgrades to that, and it gets even better.
So as i am not sure either what exactly is meant:
Best generic ship:
Rebel: B-Wing with FCS. I still prefer it over TLT Y-Wings, and i have beaten 4Y TLT lists with this really hard
Empire: Tie Fighter Academy pilot. Vanilla.
Scum: TLT Y-Wing with Unhinged
Best Ace:
Rebel: Dameron Poe. Corran is still a bit better but only if you make him about 50 points, so i find Poe better because of price efficiency.
Empire: Soontir. We sill see what the new Defender can do though. Maybe it will switch to Vessery.
Scum: Guri. For me he has the whole package if you outfit him right. He can be extremely hard to kill. Close one and before the MoV nerf it was certainly IG-88
Edited by ForceMMy best ships (best being the ones I find most fun to fly and consequently have the best results with, through practice)?
Rebel:
Wedge, VI, BB-8, EU. Cuddle up close to an asteroid, barrel roll away from it, move, boost. Gotta love it.
Runner up: Tycho, PtL, EH, AT,Refit
Imperial:
Kir Kanos, Autothrusters, Stealth Device. Once he gets on someones tail it is too late for them to run. Like a cat toying with a prey. People underestimate him enough (and dislike the 5 dice with autothrusters and evade) that they realize only at the end what they've done.
Runner up: Echo, standard load
Scum:
Kath Scarlet, Ion Bombs, EM, Ion Projector. Though I don't often play Scum and am only now looking at StarVipers.
Runner up: Kavil, Daredevil, Autoblaster (soon Dorsal) Turret, Unhinged, EU
OK, so my opinion as follows. I'm an imperial player but from my impression of Rebel ships, the best is the...
B-Wing: It's got a slow but fairly agile dial for it's speed, and the ability to take advanced sensors makes it much squirmier than one might think. It has solid HP, most of which are shields, and its cheap generics make it useful as a keystone or a scratch fighter for just about any list. Unlike the YT 1300 though, losing one won't cripple your squad.
Imperials… I feel are a bit harder to pin down in my opinion, but I'd have to go with the Interceptor. While it's true that unlucky ones can be annihilated in one unlucky go, they have an impressive dial, great attack dice, and require usually only one mod or EPT to lend them a comparatively large boost in utility, as many of the available upgrades synergize well the inherent capabilities of the craft.
Unfortunately, I can't give any accounts of Scum ships because I've never used or flown against them. I had stopped playing just after they came out, and they never picked up at our store.