I'm thinking of running this list this weekend. I feel like it is flexible enough to take on all types of lists, but I don't know if that also means its not great at any one specific thing.
Thoughts ideas?
I'm thinking of running this list this weekend. I feel like it is flexible enough to take on all types of lists, but I don't know if that also means its not great at any one specific thing.
Thoughts ideas?
Any input? My first post just got approved, so I guess my post is showing as a couple days old.
Hope this is easier to read... ![]()
Wedge Antilles — X-Wing 29
Predator 3
BB-8 2
Integrated Astromech 0
Ship Total: 34
Bandit Squadron Pilot — Z-95 Headhunter 12
Ship Total: 12
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
R3-A2 2
BTL-A4 Y-Wing 0
Ship Total: 25
Tycho Celchu — A-Wing 26
Chardaan Refit -2
Wired 1
Push the Limit 3
A-Wing Test Pilot 0
Ship Total: 28
Edited by Kentc86What are your thoughts on flying these ships together? You have some different dials, but if you are planning on groupings the dials might work.
Looking at Lt. Blount, I'm not clear on how you intend to stress him for wired to be a good choice as an EPT (elite pilot talent). Currently it looks like the only way to do this is with his k-turn and you don't want to do a lot of that (or rather, if he does a lot of that, wired won't help much as he'll be dead).
An A-Wing with autothrusters is going to be a tough ship to fly. You don't really want to shoot a 2 red dice ship at range 3, and you are going to have trouble getting out of arc being PS 1. You might argue that autothrusters would be better on Wedge at the expense of possibly 1 more hull. Edit: Too many T70 X-Wings lately...
So yeah, what were your thoughts on the list, sometimes that helps us know where you are wanting to go or what you are trying to achieve with the ships you put in the list. Obviously you have a strong control element, and a near top tier kinda movable ace. As your damage output is low, how are these ships going to engage?
Edited by GrayfaxWell i like to think i would use the y wing and blount to go after the the hard to hit arc dodgers and swing wedge as the dog fighter and the A-wing as a blocker.
I'm not sure about how to outfit blount as he's kinda one trick pony with the homing missile.
I think i'll try out the autothrusters on wedge and drop them from the a-wing, i'm just worried about his survivability/ being focused on before getting close enough to engage.
just realized, cant give wedge the auto's ![]()
so i dropped the auto thrusters and refitted Blount with crackshot and engine upgrade to help with his maneuverability. I think that makes more sense.
Don't think Blount needs crackshot.
Guess if you want to push dmg through, but if your using crackshot to use the effect from ordnance it'll hit regardless.
If you shoot off advanced homing missle it'll hit regardless, so crackshot not really needed
Also don't put engine upgrade on a z95
Those things die so easily
Personally I'm not a fan of Blount. He's a one hit wonder and I think there are better areas to spend pts really.
I've tried make him work and it always comes to the same conclusion.
He dies just as easily as a bandit but more expensive and usually not as useful as he should be.
Out of the named pilots cracken has some use, but imo he's not much better.
Maybe a little
Edited by Krynn007If you want to use Blount, always put deadeye on him. Its the best way to ensure he gets to shoot his missile. Good missile choices for him are ion pulse missiles or assault missiles. You could try advanced homing missiles for fun, but harder to use effectively.
going along that train of thought.
drop the z to a bandit and up the a-wing to Tycho