He's particularly hilarious against T65s. As long as his TL isn't stripped (Wes!) he stands a very good chance of nuking one outright in the first turn of combat.
N'Dru Suhlak 8 damage
He's particularly hilarious against T65s. As long as his TL isn't stripped (Wes!) he stands a very good chance of nuking one outright in the first turn of combat.
Seen him nuking an u-boat >_>
Gotta see the boat-masters face when against 4\4 he rolls 2 eyeballs but shrugs "huh, still not gonna derp me, my torp will blast him"
and then gets 4\4 again. 2 crits.
burning console and roll hit to get a hit (old deck)
guess what? one-shot.
Edited by WarpmanOh, it's certainly possible for him to kill a u-boat.
Not actually THAT unlikely in the scheme of x-wing maths.
He's also very near certain to survive a single u boat's return fire, as he has a 90% chance of only taking shield damage even if they manage to get all 4 hits.
Edited by thespaceinvaderEven with Lone wolf and stims, that's merely 2 evade dice. And only 4 Hp total.
Can't name him the toughest nut.
Even with Lone wolf and stims, that's merely 2 evade dice. And only 4 Hp total.
Can't name him the toughest nut.
Definitely not no.
But when those two evade dice almost always come up evades, he's surprisingly tough for his points .
Expose, Clusters, Glitterstim, and Chips :-)
So much love. (yes I know expose is terrible)
Expose, Clusters, Glitterstim, and Chips :-)
So much love. (yes I know expose is terrible)
Doubly so when it works only on your primary weapon so it does nothing for your missile attacks...
I like running him with Latts Razi Party bus with Weapons engineer instead of Dengar on the bus.
throw Assault on him to break up the swarms (or get the free damage if they want to stay together)
63 points for this which means you have 37 points for a u boat or any number of other threats.
Saw him one-shot a tlt y wing on a stream.. Very very satisfying!
Got him to do 10 damage to a TIE swarm with an assault missile. It was great.
Put fearless as his EPT with clusters and glitter. Add a hit for each attack, plus he is rolling 4 dice with his ability. 10 dmg potential getting him within range 1.
eh I guess it's a slight necro, but w.e it's relevant now that some guys are getting their pre-releases from gencon
so this is a slight excuse to post sexy ARC pictures (which I will shamelessly take) but I really really wasn't impressed with opposing fearlessness...es
even with a squad that basically can't do much more on the initial approach than slowly trundle up to the enemy (that's ARCs for ya), freaking Biggs was giving my poor opponent a headache
Thane there is at range 1 of Fearlness Rau AND Cobra, and he's never been safer
it was better served on Rau, who could also use his ability and "Concord Dawn Protector" to provide himself with a modicum of protection. But when you know exactly where your opponent wants to be, well...
(stress is from a thrust control fire)
it's
exactly
as situational as we all feared it would be, even when we had someone proxy it on Kath Scarlet last sunday. Poor guy got to
live the dream
(Tailgunner aux-arc fearlessness!
FIVE dice
+ 1 hit; -1 agility!!!!) and it only killed half a vessery
in short, don't put much stock in Fearlessness especially when you're trying to use missiles that can be shot at range 2
crackshot instead. You'll get as many triggers out of it anyway
(Recommendation not valid when pursuing nothing but awesome moments, like that time your teeny tiny fearless n'dru one-rounded a full health YV-666)
Edited by ficklegreendiceManaroo should be able to handle any variety of ordnance based N'Dru. He's good for his cost but a hard counter is a hard counter.
I like to run ndru with vi(or lw) homing missiles chips. When bmst becomes available i will run that on him too. I run him with manaroo. I run manaroo on the side and kinda slow play ndru. Manaroo runs forward and torps whatever is in front of her and keeps going. Ndru comes behind and gets second crack after manaroo flies past. Manaroo passes a focus. Ndru fires a 5 dice missile that is fully modified and u cant spend an evade. Good for mopping up ships on second pass.
I used him in a recent match with only cluster missles (he went down in flames but baited my opponents tie phantom into a killing position, I was ok with that trade) but I think he'd be even better with glitterstim! Chips might be overkill in my opinion, but I tend to like a few small ships with few upgrades supporting one big ship with lots of upgrades, so maybe I'm not giving this little guy enough love.
Manaroo should be able to handle any variety of ordnance based N'Dru. He's good for his cost but a hard counter is a hard counter.
Eh, if you're expecting to see a lot of Manaroo, Deadeye is what you want to put on N'Dru.
FWIW, Fearlessnessisn't where I'd go with him. VI or Lone Wolf, unless you expect a lot of manaroo in which case Deadeye.
Regardless of his pilot ability, range 1 arc is a death zone for a z95, and it's not worth getting into for one extra hit.
I ran:
Binarye
2x Contracted Scout, Deadeye, Plasma Torps, Extra Munitions, Overclocked R4, Guidance Chips
N'Dru - Crack Shot, Cluster Missiles, Glitterstim, Guidance Chips
through store champs & regional season this year. On one occasion, an opponent Chewbacca engaged... very poorly and I was able to 1-shot him with Cluster N'Dru & 2 Plasma Torpedoes...
It was great, but was also really dirty. N'Dru needs VI in my opinion - it's not useful in every game, but I've had him blown up by aces far too often!
Whoops, disregard my last comment, I don't know what mistake I made in my head but obviously chips don't cost anything hahaha.
Eh, if you're expecting to see a lot of Manaroo, Deadeye is what you want to put on N'Dru.Manaroo should be able to handle any variety of ordnance based N'Dru. He's good for his cost but a hard counter is a hard counter.
FWIW, Fearlessnessisn't where I'd go with him. VI or Lone Wolf, unless you expect a lot of manaroo in which case Deadeye.
Regardless of his pilot ability, range 1 arc is a death zone for a z95, and it's not worth getting into for one extra hit.
I've been obsessed with an Attani ML list with Manaroo, Palob, and Guri so it doesn't really matter what build he takes. If he needs TL, rush with Manaroo and pass the lock. If he needs focus, send Palob. That list excels at crushing isolated ships.
I'm not saying N'dru is bad, just that I have a hard time not looking at him through that lens right now.
Since seeing the preview of Most Wanted Suhlak caught my eye as a fun pilot.
With all the new upgrades I needed to give him a go.
Unknowingly he would be pitten against the Ghost. Before the green dice failed me (admittedly flying straight at the Ghost was rather stupid) Suhlak dealt a whopping 8 damage.
N'Dru, as you know gets an attack die extra when his buddies are at least at range 3.
Add Cluster Missiles: now firing 2x4 dice.
For modification there was glitterstim, guidance chips, and predator.
The latter was unneeded.
I could change both throws to 4 hits.
Though setting my damage record in one attack Suhlak perished soon thereafter.
I really like this pilot and will think of more builds to add him in!
Dengar has Deadeye, Punishing One, Overclocked R4, Zuckuss, Inertial Dampeners (in order to force APT shots), Extra Munitions, Advanced Proton Torpedoes, Countermeasures. Dengar's ability doesn't specify primary attack, when Manaroo hands him a focus token he can use it with Deadeye to fire the APT, OR4 to keep the focus and to modify it to 5 hits every time, then if they attack you Dengar can fire his second one off.
Oh, and you're getting Zuckuss rerolls. If people don't shoot at you, then they're giving up range 1 shots haha.
Edited by ParaGoomba SlayerThat Dengaroo is a tad more expensive than Andrew Suhlak.
That Dengaroo is a tad more expensive than Andrew Suhlak.
I'm genuinely surprised whenever I hear anyone complain about ~60 point ships being too expensive considering the game has been dominated by them for half its lifespan now.
Eh, if you're expecting to see a lot of Manaroo, Deadeye is what you want to put on N'Dru.Manaroo should be able to handle any variety of ordnance based N'Dru. He's good for his cost but a hard counter is a hard counter.
FWIW, Fearlessnessisn't where I'd go with him. VI or Lone Wolf, unless you expect a lot of manaroo in which case Deadeye.
Regardless of his pilot ability, range 1 arc is a death zone for a z95, and it's not worth getting into for one extra hit.
I've been obsessed with an Attani ML list with Manaroo, Palob, and Guri so it doesn't really matter what build he takes. If he needs TL, rush with Manaroo and pass the lock. If he needs focus, send Palob. That list excels at crushing isolated ships.
I'm not saying N'dru is bad, just that I have a hard time not looking at him through that lens right now.
Yeah, I mean, he's hard countered by some lists, sure. Wes in particular just plain stuffs him unless he's running with Manaroo with RecSpec and he has deadeye.
but he's a very solid alpha against a lot of lists. And usually more than pays for himself either in damage dealt or in enemy ships dragged well out of position to negate his 24-25 points.
Edited by thespaceinvaderHe's 22+pts of fun. He certainly should be the 2nd or 3rd threat in a list but he's everything a T-65 wishes it was.
That Dengaroo is a tad more expensive than Andrew Suhlak.
I'm genuinely surprised whenever I hear anyone complain about ~60 point ships being too expensive considering the game has been dominated by them for half its lifespan now.
He said absolutely nothing about 60+ points being too expensive; it was an observation that, since one ship costs over 2x as much as the other, there's little point in trying to make a comparison.