The Admiral And His Countess
99 points
Predator
Agent Kallus
Ysanne Isard
Rebel Captive
Engine UpgradeJuke
TIE/x7
Stealth DeviceAny thought, feed back or improvements?
The Admiral And His Countess
99 points
Predator
Agent Kallus
Ysanne Isard
Rebel Captive
Engine UpgradeJuke
TIE/x7
Stealth DeviceAny thought, feed back or improvements?
PTL for the Countess is pretty nice, too. Did you consider that?
PTL for the Countess is pretty nice, too. Did you consider that?
Yeap but with 4 green a focus and an evade she is almost impossible to kill while the deci boost into range 1 for a hand full of crits. And I found having her unscratched in the end game brings a lot
I've flown something similar, and I actually recommend Lone Wolf on the Countess. It's easy enough to keep the two ships separated enough, and then the Countess becomes a defensive monstrosity.
But you retain that, you'll have 4 greens with Focus/Evade but also a Target lock or barrel roll!
But you retain that, you'll have 4 greens with Focus/Evade but also a Target lock or barrel roll!
But to fly PTL less predictably you need to swap out stealth device for twin ion MKII. dropping that one green dice.. no one wants to shoot the deci as they get a stress (if they are the first) and the countess is almost impossible to hit. so if they shoot at her it frees up the deci to deal out damage.
I've flown something similar, and I actually recommend Lone Wolf on the Countess. It's easy enough to keep the two ships separated enough, and then the Countess becomes a defensive monstrosity.
Haaaa interesting idea Ill try that one out
Edited by shotbyscott
Lone wolf will do you wonders with that stealth device.
I definitly agree that the Elite slot needs some looking at. Juke is excellent, but as you noted the Countess will very often be the first target, which makes her very likely to spend the Evade. Lone Wolf is an awesome idea, but of course a bit iffy to fly, so if thats not what you like Predator would be an idea.
I was thinking about similar list but with VI on RAC and Vader/Gunner combo instead of Kallus and Rebel Captive.
I am not sure what is your local meta, but if there are a lot of aces and swarms I think this will work simply better. You get down Howly / an Ace in the first engage with just a little luck. Then you just need to go through the rest of the enemies squad.
It would not be recommended if you have to deal with a lot of Brobots or other high high hp/high agi ships. Though, that is still possible.
I am mostly concerned about how it will do against 2/3 defender lists which are now popular in my FLGS. 3/4 green with a focus and evade means I will hardly do any damage against them while any 3 red dice attacks will hit Deci hard. Probably not worth to leave him alive in such match up and will just suicide as much damage through as possible, leaving the cleaning for Countess.
Honestly speaking, RAC will go down most of the games and at that point you will get full advantage of Lone Wolf without any issues with maneuvers AND it will give you a little bonus in offence as well.
Did they get rid of the Squad list forum?
List looks good. Flying PWTs isn't for me, but it looks like it can tear stuff up pretty nicely, though, other Defenders, who aren't too terribly concerned about stress (like Vessery) might make that Decimator sad.
Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Emperor Palpatine (8)
Rebel Captive (3)
Engine Upgrade (4)
Countess Ryad (34)
Lone Wolf (2)
Stealth Device (3)
TIE/x7 (-2)
Total: 99
View in Yet Another Squad Builder
Why yes, you do need to kill chirpy first... And leave Ryad laughing till the endgame.
I ran something similar with soontir after palp came out. Y'all think killing his shuttle is bad, wait till it's an arc dodging PS10 fat turret.
SD is always a bit of a lottery but it usually does pay for itself on a x7 defender. Except when you face brobots that is. Then it doesn't last past the first shot.
The one iffy choice I see here is Kallus. On RAC he seems way too situational. You'll only get to use him if:
1. The chosen target fires at you using his primary weapon at range 3 or through an asteroid AND you roll an eye on your single die.
2. You fire at the chosen target at range 3 and roll a single eye.
3. You fire at the chosen target at range 1-2 and roll multiple eyes.
Kallus is a very situational upgrade because the benefits vary wildly depending on what you face. Against a 2-ship list he's fantastic. Against a crack swarm - far less so. Still, he's great on Phantoms because you roll so many dice (both green and red) that even though the effects are limited to a single opponent you have a pretty good chance of trigerring him twice every time you exchange fire with the target. That preserves the Phantom's tokens and allows her to survive the crucial early stage of the game.
On RAC on the other hand the defensive benefits of Kallus will probably be non-existent and the offensive ones will be very luck-dependent. Statistically speaking the probability of rolling multiple eyes on 3 dice aren't that great. It will happen from time to time of course and if the effect was not limited to one target it would be a solid choice despite the overlap with RAC's ability. As it is though, you might never get to use him all game.
The other problem I see is how this list would fare vs arc dodgers. Ryad is great but her firepower isn't exceptional and her low PS makes her vulnerable to repositioning despite her spectacular k-turning skills. RAC traditionally struggles vs autothrusters.You also don't have the spare ships to block and thus deny actions. Rebel captive will help vs Phantoms and PTL dependent aces but it won't be enough. The 3 most common of the latter (Inquisitor, Soontir and Ryad) can still get 2 actions per round even if they don't use PTL in anticipation of attacking RAC. Traditionally the most common way to deal with that problem is to put Vader on RAC. You do have the points for it if you replace Kallus. You won't have the point for initiative bid but then, Ryad doesn't really care.
That is nasty! I want to try it now.
Your greens are better than mine, especially when I fly Defenders. I mostly roll bæanks so focus wont even help.
Did they get rid of the Squad list forum?
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List looks good. Flying PWTs isn't for me, but it looks like it can tear stuff up pretty nicely, though, other Defenders, who aren't too terribly concerned about stress (like Vessery) might make that Decimator sad.
to be honest the last 3 list i posted in the squad forum go next to no feed back.
SD is always a bit of a lottery but it usually does pay for itself on a x7 defender. Except when you face brobots that is. Then it doesn't last past the first shot.
The one iffy choice I see here is Kallus. On RAC he seems way too situational. You'll only get to use him if:
1. The chosen target fires at you using his primary weapon at range 3 or through an asteroid AND you roll an eye on your single die.
2. You fire at the chosen target at range 3 and roll a single eye.
3. You fire at the chosen target at range 1-2 and roll multiple eyes.
Kallus is a very situational upgrade because the benefits vary wildly depending on what you face. Against a 2-ship list he's fantastic. Against a crack swarm - far less so. Still, he's great on Phantoms because you roll so many dice (both green and red) that even though the effects are limited to a single opponent you have a pretty good chance of trigerring him twice every time you exchange fire with the target. That preserves the Phantom's tokens and allows her to survive the crucial early stage of the game.
On RAC on the other hand the defensive benefits of Kallus will probably be non-existent and the offensive ones will be very luck-dependent. Statistically speaking the probability of rolling multiple eyes on 3 dice aren't that great. It will happen from time to time of course and if the effect was not limited to one target it would be a solid choice despite the overlap with RAC's ability. As it is though, you might never get to use him all game.
The other problem I see is how this list would fare vs arc dodgers. Ryad is great but her firepower isn't exceptional and her low PS makes her vulnerable to repositioning despite her spectacular k-turning skills. RAC traditionally struggles vs autothrusters.You also don't have the spare ships to block and thus deny actions. Rebel captive will help vs Phantoms and PTL dependent aces but it won't be enough. The 3 most common of the latter (Inquisitor, Soontir and Ryad) can still get 2 actions per round even if they don't use PTL in anticipation of attacking RAC. Traditionally the most common way to deal with that problem is to put Vader on RAC. You do have the points for it if you replace Kallus. You won't have the point for initiative bid but then, Ryad doesn't really care.
valid point., my idea was people are probably not wanting to get to close to the deci i.e. range 1 or they will try to stress the deci so it cant take actions so for 2 point Agent Kallus gives you that bit of insurance against things like the palp shuttel at range 3 where the deci is less affective .... if you remove him then you would have 3 point to play with maybe Mara Jade or Intelligence Agent
this should be the Countess and her Admiral.
this should be the Countess and her Admiral.
nice idea .....
The Countess And Her Rear Admiral
100 points
Veteran Instincts
Seismic Charges
Navigator
Rebel Captive
Ysanne Isard
Engine Upgrade
Lone Wolf
TIE/x7
Stealth DeviceSD is always a bit of a lottery but it usually does pay for itself on a x7 defender. Except when you face brobots that is. Then it doesn't last past the first shot.
The one iffy choice I see here is Kallus. On RAC he seems way too situational. You'll only get to use him if:
1. The chosen target fires at you using his primary weapon at range 3 or through an asteroid AND you roll an eye on your single die.
2. You fire at the chosen target at range 3 and roll a single eye.
3. You fire at the chosen target at range 1-2 and roll multiple eyes.
Kallus is a very situational upgrade because the benefits vary wildly depending on what you face. Against a 2-ship list he's fantastic. Against a crack swarm - far less so. Still, he's great on Phantoms because you roll so many dice (both green and red) that even though the effects are limited to a single opponent you have a pretty good chance of trigerring him twice every time you exchange fire with the target. That preserves the Phantom's tokens and allows her to survive the crucial early stage of the game.
On RAC on the other hand the defensive benefits of Kallus will probably be non-existent and the offensive ones will be very luck-dependent. Statistically speaking the probability of rolling multiple eyes on 3 dice aren't that great. It will happen from time to time of course and if the effect was not limited to one target it would be a solid choice despite the overlap with RAC's ability. As it is though, you might never get to use him all game.
The other problem I see is how this list would fare vs arc dodgers. Ryad is great but her firepower isn't exceptional and her low PS makes her vulnerable to repositioning despite her spectacular k-turning skills. RAC traditionally struggles vs autothrusters.You also don't have the spare ships to block and thus deny actions. Rebel captive will help vs Phantoms and PTL dependent aces but it won't be enough. The 3 most common of the latter (Inquisitor, Soontir and Ryad) can still get 2 actions per round even if they don't use PTL in anticipation of attacking RAC. Traditionally the most common way to deal with that problem is to put Vader on RAC. You do have the points for it if you replace Kallus. You won't have the point for initiative bid but then, Ryad doesn't really care.
Kallus is indeed a tough call. Partly why I prefer palp; ryads lower PS actually plays to her strengths here, too: against a lot of opponents you'll have either used palp or not by the time she's last to shoot; being able to get that extra critical in could help a lot.
Still though, this build had 1pt left. And a free critical from palp. Sooooo... You could legit throw in Marek instead. Less so vessery, as he wants locks and lone wolf wants space, and if you swap it out he gets squishier, but the build has lots of options nonetheless.
I have been running RacPalp with Stele with Juke and x7. It is glorious
The Admiral And His Countess
99 points
Rear Admiral ChiraneauVT-49 DecimatorPredator
Agent Kallus
Ysanne Isard
Rebel Captive
Engine UpgradeCountess RyadTIE DefenderJuke
TIE/x7
Stealth DeviceAny thought, feed back or improvements?
I have had some fun with...
RAC - VI/EP/MOFF/EU
Countess - PTL/T7/MK11
its 97 because I just didn't know what else I could put on it. Title for decy? Plasma torps? idk
Was totally awesome evading 4 hits with Ryad( Blank, Focus and Evade naturally then spend evade token and focus for evades and palping for the 4th being what happened 90% of the time). And to Moff a crucial crit like Blinded Pilot or Damaged Cockpit. Competitively not sure ill keep it. Really hurts against four ship builds and one wrong move against three ship builds can get ya killed.
i dont get why you'd put VI on a decimator. Its a turret and has a lot of HP, what does it gain from firing first or moving last? In terms of 1pt epts i'd rather just slap crackshot for when i get a high-crit hit.
i dont get why you'd put VI on a decimator. Its a turret and has a lot of HP, what does it gain from firing first or moving last? In terms of 1pt epts i'd rather just slap crackshot for when i get a high-crit hit.
I need to guarantee to shoot first. having no green dice is hard for me to justify so maximum damage output is key for me. I understand other things can be 11 but those ships usually have other EPTs on them. Can stand to have someone shoot before my decy. I just cant!!! lol
Plus depending on what they do I have the option to boost in/out of arch or into range 1-2 for his ability.
Edited by CooMasterCoo
i dont get why you'd put VI on a decimator. Its a turret and has a lot of HP, what does it gain from firing first or moving last? In terms of 1pt epts i'd rather just slap crackshot for when i get a high-crit hit.
I need to guarantee to shoot first. having no green dice is hard for me to justify so maximum damage output is key for me. I understand other things can be 11 but those ships usually have other EPTs on them. Can stand to have someone shoot before my decy. I just cant!!! lol
Plus depending on what they do I have the option to boost in/out of arch or into range 1-2 for his ability.
yeah VI RAC is an arc dodger that doesn't care about his own facing in the end