Multi-Role Rebels (New ships; E-wing, Y-wing)
Ordnance Imperials (New ships; TIE Advanced, TIE Bomber, TIE Phantom)
Also getting the new core set, how do I work the new ships
Multi-Role Rebels (New ships; E-wing, Y-wing)
Ordnance Imperials (New ships; TIE Advanced, TIE Bomber, TIE Phantom)
Also getting the new core set, how do I work the new ships
I don't play Imperial but here are my thoughts on the rebels,
The list looks ok but they don't seem to have any key battle plan or strategy and I think you will find more success building around a named Ace to be more successful, especially in three ship lists you need at least one star talent otherwise, despite the astromech defenses higher pilot skill lists will just chew you up all day long. IMO the E-Wing generic pilots are too expensive for not enough reward so I aleays fly a named E-Wing and use my other ships to support them.
Etahn Abaht is a great damage multiplier and since his ability works on himself I think of him as having a built in Mangler cannon for free which makes the points cost seem more reasonable! Get lots of Z-95s to be a rebel swarm or some high damage output ships like B-Wings with cannons to make the most of his ability.
Or build a list around Corran Horn and use his ability to kill difficult targets when you have them in your sights. Corran works well in mobile, high-PS aces list or as the second in a two ship list with Dash Rendar or a "Fat Han". From personal experience, don't use his "double-tap" too often, save it for a killing blow otherwise you will miss his firepower on alternate turns. Corran loves Fire Control System.
You have a lot of torpedoes which are good fun but too often they are unreliable without something to back them up like Munitions Failsafe. Alternatively look for pilot skills or EPT combos that can get you a Target Lock and Focus in the same turn to increase your chances of success. Otherwise their are high chances that your munitions are 16 points of blank dice!
My idea to get all your new ships into a list:
Etahn Abaht, R2D2 - Critical upgrade ability and tough to remove with regen shields
Dutch Vander, Ion Cannon - tough body with Ion to mess your opponents plans and gives out free target locks
Poe Dameron, BB-8, Integrated Astromech - the star of the new core set. Crazy flying shenanigans plus good damge output to benefit from Etahn's ability. If you have the upgrades, definitely add PTL for action craziness or Autothrusters fir inproved defense.
Hope that helps, have fun flying and merry christmas!
You have a lot of torpedoes which are good fun but too often they are unreliable without something to back them up like Munitions Failsafe. Alternatively look for pilot skills or EPT combos that can get you a Target Lock and Focus in the same turn to increase your chances of success. Otherwise their are high chances that your munitions are 16 points of blank dice!
In regards to this, i would swap out the mech on the Y-wing to R7-T1. Getting a target lock on a ship that is within 1 (so to close to use your torps) and boosting out of it's arc. Try to Ion it in the combat phase, and k turn behind it next turn. You don't get to perform an action, but you already have your target lock from the droid last turn and know exactly where he is (if your ion cannon hit of course)
I'll give some thoughts on the Imperial list that you posted.
The most important piece of advice I can give for that build is to drop most of the upgrades on the Bomber. Stealth Device will not do much good on a ship with 2 native agility. There are 27 points of upgrades on the 16 point ship. I guarantee that ship will never use all of its ordnance before it dies, and if a piece of ordnance goes unused, it's wasted points. Consider dropping all but one or two pieces of ordnance and filling the remaining points with a TIE fighter or two.
If you are playing casually, I'd recommend proxying the X1 title for the TIE Advanced. Adding Accuracy Correctors with the X1 title will not increase the cost of the ship, and it will make it a very reliable and tanky damage dealer by freeing up the actions to either barrel roll out of enemy arcs or evade (Accuracy corrector will guarantee 2 hits on your attacks, so you don't need to focus or target lock any more).
For the Phantom, the Targeting Computer can be dropped, as it will gain its target locks from FCS, freeing it up to use other actions.
Here's a suggested alternative list that retains the original ships and much of their upgrades:
I swapped Targeting Computer for Stygium Particle Accelerator, and Rec Spec for Intelligence Agent. This will help the Phantom to get into position more effectively with cloaks, while also adding to its survivability with the free Evade tokens.
The Bomber now only has one missile and one bomb on board. The Ion Pulse missile is a great control upgrade. It's more reliable than other missiles and torpedoes because it does not require you to spend your target lock, meaning you can use it to reroll dice on the Missile attack. The missile will ionize Large and Small ships alike, and between that and the Intelligence Agent it will allow you more knowledge of where your opponent will move. It can also help in setting up the bomb drop.
The added TIE fighters are never a bad idea, and here you can use them either as wingmen for other ships to help keep enemies off their tails, or you could rush them into the enemy to jam up their formation and deny actions through blocking.
Good luck, and have fun!