I had a chance to fly Norra yesterday* after a splurge on an ARC and HotR.
I flew a basic 35 point Norra with Tail Gunner, AO, PtL and R2 Astro. She's an absolute monster. My opponent gunned straight for her, taking her down to 2 hull within 3 turns. Norra then proceeded to decimate Poe and Wedge on her lonesome. Poe was victimised in the rear-arc (HAHA) and Wedge shut down from the front. Granted, I rolled well to get the four hits I needed every turn, but dice are dice.
So I can't wait to pair her with the Finn/Kanan Rey Sloop mobile. Possibly adding in a regen element to Norra depending on points.
* - Can't remember the finer details of the game.
NorRey
I like your Poe build.I am flying Rey with
PS 9 Poe, Black One Title, PTL, Auto Thrusters, Sensor Cluster, R2-D2
Between Poe's ability, Sensor Cluster and Auto thrusters you should be able to dodge 2 hits a turn, with R2 he should be difficult to bring down quickly.
Does it hold against Defenders? Does he punch trough a token up defender?
I've also consider VCX Kannan with Rey (and replace him with Ezra Crew...to abuse S-loop and 3/4 K-Turn).
I try to fly Poe in to be the main target, if they strip his shields he does what he does to try and regen. Saying that, it's a 2 ship build so needs all guns on target. Against Defenders you can normally strip tokens with Rey, use Poe at range 1 to force through damage on unmodded green die. I use big debris to try and add stress to avoid modifications. But saying that, if you can keep an /x7 at range 2, you will never lose more than 2 shields if you roll 2 blanks 1V1. Even though Rey is PS 10, she is still a PWT so can be used for next round blocking if you try hard enough.
Sorry for the formatting, writing from iPhone and it's a pain in the proverbial.
I am flying Rey with
PS 9 Poe, Black One Title, PTL, Auto Thrusters, Sensor Cluster, R2-D2
Between Poe's ability, Sensor Cluster and Auto thrusters you should be able to dodge 2 hits a turn, with R2 he should be difficult to bring down quickly.
I also like the build but this comes in at 45 points and a standard Rey costs 59 or 58 if you take Adaptability instead of VI.
So you cut what? The EU? That's however a much needed upgrade to either get to range 1 after a Sloop or to get away and arc-dodge...
I am flying Rey with
PS 9 Poe, Black One Title, PTL, Auto Thrusters, Sensor Cluster, R2-D2
Between Poe's ability, Sensor Cluster and Auto thrusters you should be able to dodge 2 hits a turn, with R2 he should be difficult to bring down quickly.
I also like the build but this comes in at 45 points and a standard Rey costs 59 or 58 if you take Adaptability instead of VI.
So you cut what? The EU? That's however a much needed upgrade to either get to range 1 after a Sloop or to get away and arc-dodge...
This is one of my big issues with Rey.
Take EU (since you want to focus to augment your damage) or ...spend that extra 3/4pts with your wingmen/wingwoman.
EU is very situational...and sometimes it doesn't pay off. However... it can save your day!
With Han, EU is mandatory. With Rey...maybe not.
I have gone the non EU route at this stage. I have thought about dropping Poe down to 8, taking Adaptability on Rey and maybe making R2 down to P9. But a lot of those downgrades cut into the synergies and make it less effective. In the games I have played I have found that I was focusing and boosting would have taken a back seat anyway. Focus improves your defense so much with Finn and Rey as your pilot. I am relatively new to Rebels, but I do like this list, I just need to git gudder at flying them.
I am flying Rey with
PS 9 Poe, Black One Title, PTL, Auto Thrusters, Sensor Cluster, R2-D2
Between Poe's ability, Sensor Cluster and Auto thrusters you should be able to dodge 2 hits a turn, with R2 he should be difficult to bring down quickly.
I also like the build but this comes in at 45 points and a standard Rey costs 59 or 58 if you take Adaptability instead of VI.
So you cut what? The EU? That's however a much needed upgrade to either get to range 1 after a Sloop or to get away and arc-dodge...
This is one of my big issues with Rey.
Take EU (since you want to focus to augment your damage) or ...spend that extra 3/4pts with your wingmen/wingwoman.
EU is very situational...and sometimes it doesn't pay off. However... it can save your day!
With Han, EU is mandatory. With Rey...maybe not.
I find it the other way around personally. I always run Rey with EU. I never run Han with EU.
Came up against norrey just last sat, running double casters and having suffered some rather atrocious luck on the way over
Anyway, might just be because ive played the ever loving crap outta ARCs, but i found norra far too easy to nuke down without biggs
The rey was a bit more annoying to deal with, packing mf title higher ps and expert handling and it came down to the wire
Actually a bit of a pitiful slapfight between asajj and rey with both packing weapon disabled crits
Fortunately, guarantees won out over dice and rerolls. Evade action with lattz is not to be messed with
In short, eh. Dont think rey does a good enough job deterring ememies from pouncing on and mauling her little friend
Edited by ficklegreendiceEU is mandatory on Rey, because your arc is so important. EU can boost you to get enemies in arc for attack of for defence, letting you trigger Finn and your pilot ability. It's another reason PS10 is so important.
The hard part is her wingmate - Norra I think is the best choice because she adds damge and is 'reasonably' survivable. Both ships are good in the end game, so hopefully you have enough time to kill some of the enemy before one of them goes.
I'm tempted with the idea of a Space Fringer, Outrider, Autoblaster and Intel Agent though - still struggling with those defenders.
Why not Miranda instead Nora? Miranda seems to hit harder, and can easily Slam out of the heat zone!
EDIT:
With so many Defenders, TL+F Homming Missiles are a must to deal with them.
Edited by SapoNorra is getting a pretty bad rap in here, so I feel like I need to come in here and defend her.
I ran Norra (PtL, R2-D2, Tail Gunner, Vectored, Title) alongside Dash (standard Super-Dash with Kanan) in the Omaha regional this past Saturday, going 5-1 in the Swiss (losing on the top table in round 6), and losing to the overall winner in the Semis. 3rd place overall, if you go by MoV within the top cut. Norra was a huge part of me doing this well. That, and the 34 games of Dash+Norra I played between the release of the ARC-170 and the regional. I feel there are three things that make Norra a uniquely valuable ship in this build.
First, her high, consistent damage output. When taking Focus+TL, Norra will rarely get less than 3 hit results outside of range 1, or 4 within range 1. The ability to completely take chance way when you get a single blank on the initial roll, and guarantee 3 hits, means that you have incredibly consistent damage output. Additionally, you can spike extremely high, with a not insignificant chance of getting 5 hits at range 1. This is incredibly important for dealing with the many large Scum ships out there, as well as Imperial aces/defenders. It also allows the list to punch out Dengar first and surprisingly early in a Dengaroo match.
Second, the rear arc means that this consistent damage output gets consistently dealt round-after-round. Flying through the initial engagement, and still getting shots, is hard to quantify, but on the table, it means that you will often have an advantage over your opponent by virtue of making more attacks.
Last, the specific combo of Dash+Norra is great. They share almost none of the same weaknesses; Phantoms being, in my opinion, the one exception. They have, however, similar strengths, and that is a strength that is incredibly powerful right now. Specifically, I am referring to the high damage output combined with rarely ever missing a round of combat. Additionally, in this pairing, Dash is the primary target for most opponents. As well he should be, as trying to close against Dash is horrible for most lists out there, and people want that HLC off the table as fast as possible. However, even the opponent targets Norra first, she can fly through the initial engagement and regenerate, and if the opponent is running turrets, the combined damage output can often destroy the offending ship before, or at the same time as when, Norra dies.
I'm not going to discount the role that some luck played in my results in Omaha, but the list has great consistency to it, which allows it to perform extremely well in a long tournament.
I've not been playing for long but I'm thinking this:
Rey, VI, Finn, ML Title (loop), EU - 56pts
Miranda, TLT, EM, Homing Missile, Advanced Slam - 44pts
What do people think?
I've not been playing for long but I'm thinking this:
Rey, VI, Finn, ML Title (loop), EU - 56pts
Miranda, TLT, EM, Homing Missile, Advanced Slam - 44pts
What do people think?
Rey and title benefits from Kanan - let's you take a focus or boost after you choose to sloop or not, making Rey have great maneuverability. I would drop the advanced Slam from Miranda, as it's not bringing a great deal to the table, begins to free up points.
I've not been playing for long but I'm thinking this:
Rey, VI, Finn, ML Title (loop), EU - 56pts
Miranda, TLT, EM, Homing Missile, Advanced Slam - 44pts
What do people think?
I've been running a similar list, with Kannan (crew). Miranda hits hard...need some more games to have a serious opinion!
Norra is getting a pretty bad rap in here, so I feel like I need to come in here and defend her.
I ran Norra (PtL, R2-D2, Tail Gunner, Vectored, Title) alongside Dash (standard Super-Dash with Kanan) in the Omaha regional this past Saturday, going 5-1 in the Swiss (losing on the top table in round 6), and losing to the overall winner in the Semis. 3rd place overall, if you go by MoV within the top cut. Norra was a huge part of me doing this well. That, and the 34 games of Dash+Norra I played between the release of the ARC-170 and the regional. I feel there are three things that make Norra a uniquely valuable ship in this build.
First, her high, consistent damage output. When taking Focus+TL, Norra will rarely get less than 3 hit results outside of range 1, or 4 within range 1. The ability to completely take chance way when you get a single blank on the initial roll, and guarantee 3 hits, means that you have incredibly consistent damage output. Additionally, you can spike extremely high, with a not insignificant chance of getting 5 hits at range 1. This is incredibly important for dealing with the many large Scum ships out there, as well as Imperial aces/defenders. It also allows the list to punch out Dengar first and surprisingly early in a Dengaroo match.
Second, the rear arc means that this consistent damage output gets consistently dealt round-after-round. Flying through the initial engagement, and still getting shots, is hard to quantify, but on the table, it means that you will often have an advantage over your opponent by virtue of making more attacks.
Last, the specific combo of Dash+Norra is great. They share almost none of the same weaknesses; Phantoms being, in my opinion, the one exception. They have, however, similar strengths, and that is a strength that is incredibly powerful right now. Specifically, I am referring to the high damage output combined with rarely ever missing a round of combat. Additionally, in this pairing, Dash is the primary target for most opponents. As well he should be, as trying to close against Dash is horrible for most lists out there, and people want that HLC off the table as fast as possible. However, even the opponent targets Norra first, she can fly through the initial engagement and regenerate, and if the opponent is running turrets, the combined damage output can often destroy the offending ship before, or at the same time as when, Norra dies.
I'm not going to discount the role that some luck played in my results in Omaha, but the list has great consistency to it, which allows it to perform extremely well in a long tournament.
Can you share some thoughts how do you play?
How do you get 3 hits? 3ATT+TL&Focus?
I've not been playing for long but I'm thinking this:
Rey, VI, Finn, ML Title (loop), EU - 56pts
Miranda, TLT, EM, Homing Missile, Advanced Slam - 44pts
What do people think?
Rey and title benefits from Kanan - let's you take a focus or boost after you choose to sloop or not, making Rey have great maneuverability. I would drop the advanced Slam from Miranda, as it's not bringing a great deal to the table, begins to free up points.
That leaves me at 101pts, so I guess my choice is reduce homing missiles to advance homing missiles, remove VI or remove extra munitions.
Swap VI for adaptability. Not as good, but might be enough.
Can you share some thoughts how do you play?
How do you get 3 hits? 3ATT+TL&Focus?
Easy answer first: rolling three attack dice, you'll rarely roll more than 1 blank. If you get (hit/crit), focus, and a blank, you can spend the TL, with her pilot ability, to add a Focus, and spend the token to end up with 3 hits. This happens extremely often, for me. What's nice is that you completely remove the 25% chance that your reroll will result in another blank, making her damage output very consistent. In fact, it's a 93% chance to get three hits off of 3 dice... an 11% increase off of a Focus and Target Lock alone. It gets even better when you consider that while that's 93% chance to get at least 3 damage, it's a 42% chance to get 4 hits.
As for play style, I typically play very aggressive. Norra will often do a 3 straight the first two rounds, with Dash going even faster, but splitting off to one flank with his crazy maneuverability. Dash will usually pull opposing ships towards him, leaving Norra to pour fire into the enemy in relative safety. At this point, Norra might very well begin slow rolling to get more rounds to shooting in from her front arc. If the enemy did ignore Dash, or decide to split off from him in favor of Norra, then she'll fly right on past the opponent with green 2-straights, or 3-straights clearing the stress with Kanan on Dash. From the rear arc, she's just as dangerous, between Tail Gunner dropping an agility, and the title granting crits. With modern agility dice being so reliable on ships like Dengar and Defenders, dropping a single agility point is typically a one for one trade off with rolling one less attack dice. Additionally, between Dash's HLC and Norra's primary, the opponent should be out of shields, making that guaranteed crit from the title even more effective. Norra will push through a lot of crits, throughout the course of a tournament.
That's gives you a rough idea, I guess. If you have any more specific questions I'll try to answer them.
I've not been playing for long but I'm thinking this:
Rey, VI, Finn, ML Title (loop), EU - 56pts
Miranda, TLT, EM, Homing Missile, Advanced Slam - 44pts
What do people think?
Took something very similar to a team tournament a couple of weeks back and went 4-0 on the day, facing Boba + Bossk, Triple X-wings, Brobots, and Dengaroo. I had Kanan on Rey in addition to your build (which I think is vital, Rey needs a focus in addition to her blank-re-rolls to ensure maximum damage, especially when faced with token stackers which are everywhere right now), and Miranda had TLT, Homing Missile, Long Range Scanners, and Intel Agent. It's really, really solid, probably what I'll run for Regional season.
Edited by Red42What do people think about putting a smuggling compartment on Rey with Counter Measuree and Inertial dampners? Or even glitterstim? I thought EU would be good, but I found I was focusing 99% of the time to get maximum damage output. With counter measures you can increase your Agi to 2, 3 with Finn in arc for some dodgy shenanigans. Plus you remove a target lock and that could screw with Ryad Palp defenders. At the moment I have played around with Poe and Nora as Rey's wingman. Haven't been able to bring Nora to the table yet, but my Poe build has some strong endgame points on the board.
Edited by ArchangelspivI think that the decision to EU or not depends on what else you are running with Rey. Yes she benefits from Focussing but EU can help her a lot defensively. If you have a regen Ace to accompany her then maybe you can drop EU and mainly Focus in order to use Rey offensively. Keep her churning out the damage for as long as possible so that your Ace can mop up in the end game. If running other ships, then EU may be worthwhile so that Rey can be kept in the game longer, even at the expense of lower damage output.
Going to try this when I get the chance:
Norra Wexley (41) - ARC-170
Push The Limit (3), Nien Nunb (1), R2-D2 (4), Alliance Overhaul (0), Engine Upgrade (4)
Rey (59) - YT-1300
Veteran Instincts (1), Kanan Jarrus (3), Finn (5), Millennium Falcon (1), Engine Upgrade (4)
I'll let you know how it goes.
Forgot to follow up on this, but in case anyone was wondering:
Played two games last week, went 1-1. Win was against Asajj/4-LOM/N'Dru list (can't remember upgrades, N'Dru was very light and mostly filler). Set up across from N'Dru and blew him up in the opening pass, then was able to turn into Asajj/4-LOM as they came in through the asteroids and jousted. Nien and Kanan allowed me to fly Norra much more aggressively than normal, which worked out great.
Second game played against TIE swarm. Tried to get him to come through the rocks clustered on his side of the map, but that didn't work out. Was able to get Norra behind the swarm (thanks to Nien), but Rey ended up coming in perpendicular to the swarm's arcs. I attempted arc-doding, but that left Finn and Rey's ability useless, and wasn't able to push any damage through on the TIEs as he plinked me to death. After Rey went down, Norra made an unexpected four-straight to pass through the TIEs and run away to regen, but at that point the game was going on too long. I played out a few more rounds to see if I could make anything of it, but ultimately conceded.
Obvious lesson: Rey pointed at the enemy, enemy go boom. Rey pointed away from the enemy, Rey go boom.
@WAC47, did you use EU on Rey a bit? Like worth the 4 points you spent on it?
Edited by ArchangelspivTried Rey and Nora yesterday.
Rey (59) - YT-1300
Veteran Instincts (1), Kanan Jarrus (3), Finn (5), Millennium Falcon (1), Engine Upgrade (4)
Norra Wexley (41) - ARC-170
Push The Limit (3), Tail Gunner (2), R2-D2 (4), Alliance Overhaul (0), Vectored Thrusters(2)
I'm still not impressed with Rey...she juste feels...underwhelming. On the other hand...Norra was a very pleasant surprise. Norra ability and Tail gunner work wonders.
I then try a Dash/Norra...and yeah...Dash is a better "damage dealer" then Rey. I might walk from Rey to Dash...goodbye Chicks squad!
@WAC47, did you use EU on Rey a bit? Like worth the 4 points you spent on it?
It was actually a bit of a trap in the game against the swarm. I tried to get too fancy with dodging arcs that I gave up putting my arc on target. I was rolling unmodified dice the entire time. If I had been flying predator/gunner Han I believe the matchup would've gone very differently (given the same maneuvers).
I think it's useful for early positioning and perhaps in the matchup against aces (just in theory). But having it does present a temptation to fly Rey like any other falcon. If you can resist that temptation and adjust your playstyle, great, but if that's difficult you might get more utility out of smuggling compartments.