So my friends and I are running a Winter mini tournament (including trophies & a prize
60pt Challenge.
Are there any restrictions? Eg some 60pt tournaments require at least 2 ships, or say no large ships.
Otherwise, Fat Han wins and probably quite easily.
Han Solo, title, PTL, engine upgrade, Kyle and Kanan as crew.
Allows 2 actions per turn plus a focus from shedding stress whilst also having the entire dial except the K turns available.
No restrictions, but we can't use the same unique each week, they need to rest
Any imp ideas....
Thanks for the Han.
Han is fine, but Decimators do it better.
I'd go with either PS10 Vader at 34pts plus Omega Leader at 26pts, or a super fat Decimator.
That Han would be crushed against a Decimator, because the Decimator takes Rebel Captive, thus restricting the use of PtL, which makes Kyle and Kanan useless. Decimator is my answer for everything though, so take it with a grain of salt. It's a monster of a ship, and Ysanne and Rebel Captive are both insanely good.
Ryad w/ PTL, X-7 Title and TIE MKII
Acadamy pilot x2
Commander Kenkirk - Predator, Rebel Captive, Gunner, Ysanne Isard (59)
Commander Kenkirk - Predator, Rebel Captive, Gunner, Ysanne Isard (59)
Drop Predator for Lone Wolf, because it's a 60pt game and it will always be active. Also, I tend to prefer an Engine to Gunner, but that's just me. Rebel Captive will probably be enough to handle Soontir, Inquis or Whisper, and Kenkirk can mostly already hit anything else.
Valen Rudor (Push the Limit, v1 title, Proton Rockets, Autothrusters)
Zeta Leader (Wired, Comm Relay, Shield Upgrade)
59 points
Shadow Squadron Pilot (Intelligence Agent, Fire-Control System, Stygium Particle Accelerator)
Delta Squadron Pilot (x7 title)
60 points
Omega Leader (Juke, Comm Relay)
Countess Ryad (Juke, x7 title)
60 points
Miranda (Twin Laser Turret, C-3PO, Advanced SLAM)
Green Squadron Pilot (Push the LImit, Chardaan Refit, Test Pilot title, Adaptability[+1])
60 points
Gold Squadron Pilot (Twin Laser Turret, R3-A2, Hull Upgrade, BTL-A4 title)
Warden Squadron Pilot (Twin Laser Turret, Tactician)
60 points
And too obvious I guess...
Dash (Push the Limit, Heavy Laser Cannon, Kanan Jarrus, Engine Upgrade, Outrider title)
58 points
Edited by admatHan vs the Decimator builds might be close, but I'd back Han with his single green die plus an evade vs the lack of either (until Isard and his abi start working) to give him enough of an advantage to win.
Bear in mind that he still gets a focus (from the stress from the captive) and his own reroll to modify his attack. All he couldn't do would be boosting (not needed to arc dodge) or target locking (his pilot ability is ok) and getting a second focus for the green die.
However, if you have to fly something different each round, it becomes much more interesting: how many rounds? And will you get any notice of what your opponents are flying? So, do you save your really strong builds for later or run them immediately?
Edited by GilariusHan vs the Decimator builds might be close, but I'd back Han with his single green die plus an evade vs the lack of either (until Isard starts working) to give him enough of an advantage to win.
You got me on the focus token. You are correct that Kanan and Kyle still work, just not PtL. Effectively, Han Solo gets two actions per turn (focus from clearing stress), then probably an Evade or a Target Lock. Because he's fighting Kenkirk, he'd probably never boost since the range and obstruction modifiers will work equally for both ships at all times. So that's 13HP and 1 green die for Han, with two actions per turn.
Kenkirk is at 16HP but doesn't get a green die until at least 5 of those HP are gone. So let's call that a draw, healthwise. Kenkirk has 3 more HP but no green die until after he's into hull. Honestly, this is a better deal for Kenkirk than Han, but I'm willing to call it even for the sake of argument. Kenkirk pulls way ahead when you stop to consider action efficiency, though.
We've established that Han gets two actions per turn, but Kenkirk gets Lone Wolf on the attack and the defense, Kallus on the attack and defense, a manual target lock or focus token each round, and a free Ysanne Isard evade for about 60% of the game. Without doing anything, between Ysanne and Lone Wolf and Kallus, Kenkirk is going to get 1.86 evade results per turn, on average. Han Solo tops out at 1.625, and that's only if he spends the focus AND the Evade token on defense, which leaves him with nothing for offense modifiers. The only reason it's still kind of close is because Han is PS9, so he might get one extra attack in for lethal damage before Kenkirk can retaliate, otherwise, Kenkirk blows him out of the water in terms of efficiency.
All that being said, the Lone Wolf and Kallus are both very good in such a small game, and Rebel Captive will straight up win matches, depending on what your opponent brings to the table. Han Solo has no such answers to Soontir or Inquisitor, other than just to keep arc dodging them and hope his dice make it through after enough tries.
Decimator, ftw. Fo sho.
And now I'd really like to try the matchup.
I admit that I didn't account for Kallus and Lone Wolf - partly because all the other 60pt tournaments I've theory crafted for have banned LW.
I'm very partial to the Decimator too, you know. And, if I knew that I was facing that buuld, I'd bring something else that dealt stress for preference and had more firepower.
Sorry to multi-post, but are you allowed to use a Gozanti?
Gozanti 40pt
Automated Protocols 5pt
Dual laser turret 5pt
WED-15 repair droid 2pt
Leaves 8pts for extras of your choice eg Suppressor title is 6pt
Edit: forgot the Backuo Shield Generator! And Darth Vader to be able to damage Fel etc.
Normally, huge ships are comparatively weak because multiple small ships can focus their fire but this setup might be ideal. It'd be worth plonking it onto the table just to see your opponent's face!
Edited by GilariusFat Han is great, but why not use the classic?
Han Solo (46)
R2-D2 (4)
Engine Upgrade (4)
C3-PO (3)
Lone Wolf (2)
Millenium Falcon (Evade Version) (1)
Total: 60 points.
All those nice decimator builds can do a maximum of 1 damage per turn, and that's at range 1 with 4 hits. The inquisitor can never win, and Soontir, Vader and Whisper barely have a chance of doing enough damage. But that's not much fun. Here's my choice:
Corran Horn (35)
R2-D2 (4)
Engine Upgrade (4)
Sensor jammer (4)
Veteran Instincts (1)
Bandit Squadron Pilot (12)
Shield Regen is quite nice, especially when there are fewer guns pointed at you. PS10 and Sensor Jammer gives you a great chance against super aces with stress action economy, and rebel captive holds no sway on non-ptl Corran. The Bandit Squadron Pilot is just a bit of filler. A third list is:
Miranda Doni (29)
Twin Laser Turret (6)
R2-D2 (4)
Sabine Wren (21)
Adaptability (0)
Double shield regen! Miranda can really take a beating here. Sabine gives you some good blocking/support prowess.
Thanks everyone so looking forward to exploring some of these options
(also have a secret love for the decimator )
58 Hera (40), Intel Agent (1), Navigator (2), proton torpedoes (4), EMs (2), Ion Projector (2), Ion Cannon turret (5), Fire Control system (2).
This build (ab)uses the combination of Hera, Intel Agent and Navigator to view you enemy's dial and then choose you maneuver to cause them the maximum difficulty. If you have a slippery ace like Soontir, you can go for a deliberate bump to try and ionise him. Either way he will not be able to shoot at you for a turn. Anyone else you can bring them into range of those massive 4-dice primaries with free Target Locks. Ion cannon turret and torpedoes cover your blind spots.
There are a few points spare so you could upgrade the turret to a LTL if you prefer or replace the FCS with Reinforced Deflectors if you want to mitigate against heavy hitters.