My favorite is the rebel defender
27pts
Hobbie Klivian 25
Targeting Astro 2
Integrated Astro 0
White K turns for ever and double modification!
My favorite is the rebel defender
27pts
Hobbie Klivian 25
Targeting Astro 2
Integrated Astro 0
White K turns for ever and double modification!
A well flown VI N'Dru will murder him to death for 24 or 25 points so...
Omega Leader with Juke/Comms Relay at 26 points. He is a beast late game.
This. I don't think you will find better than 26 point Omega Leader for 26 points.
Very unlikely, with no modification at all on his side, all depends on him getting that TL and the missile off and just score all natural hits.
Getting the TL is one thing, then getting a shot is the other. OL has more pilot skill and is more mobile. And with permanent juke, he will also hardly need more than 2 turns to get through a Z-95.
VI Glitterstim and Cluster Missiles and Guidance Chips is on average scoring 2-4 damage against OL. Homing Missiles similarly (homing is actually better in fact, but the converse is that it leaves him with his Evade token so not as good against his action economy). Maybe not killing him outright, but almost certainly killing his tokens (focus for the Homer, both for the Cluster) and his action efficiency.
And well flown means 'N'Dru closes into firing range before OL can get lock'. Usually doable with VI, but admittedly not always.
Note that I called out VI N'Dru specifically BECAUSE he out-PSes OL and can therefore shoot with full mods in the hands of a good player.
VI Glitterstim and Cluster Missiles and Guidance Chips is on average scoring 2-4 damage against OL. Homing Missiles similarly (homing is actually better in fact, but the converse is that it leaves him with his Evade token so not as good against his action economy). Maybe not killing him outright, but almost certainly killing his tokens (focus for the Homer, both for the Cluster) and his action efficiency.A well flown VI N'Dru will murder him to death for 24 or 25 points so...Omega Leader with Juke/Comms Relay at 26 points. He is a beast late game.
This. I don't think you will find better than 26 point Omega Leader for 26 points.
Very unlikely, with no modification at all on his side, all depends on him getting that TL and the missile off and just score all natural hits.
Getting the TL is one thing, then getting a shot is the other. OL has more pilot skill and is more mobile. And with permanent juke, he will also hardly need more than 2 turns to get through a Z-95.
And well flown means 'N'Dru closes into firing range before OL can get lock'. Usually doable with VI, but admittedly not always.
Note that I called out VI N'Dru specifically BECAUSE he out-PSes OL and can therefore shoot with full mods in the hands of a good player.
VI is however not the standard build on N'dru, and for a reason. So far i have always seen him with Lone Wolf or Attani Mindlink. This gives him rerolls or Action efficiency. Both of which are incredibly good on him, just not against OL...
On the pro side you might use Vector Thrusters every turn since allyour other actions are useless. But it is very likely that unless you really hamper OL with a Crit on the missiles, should he get them off, he will just not score more hits and get plinked down.
VI Glitterstim and Cluster Missiles and Guidance Chips is on average scoring 2-4 damage against OL. Homing Missiles similarly (homing is actually better in fact, but the converse is that it leaves him with his Evade token so not as good against his action economy). Maybe not killing him outright, but almost certainly killing his tokens (focus for the Homer, both for the Cluster) and his action efficiency.
A well flown VI N'Dru will murder him to death for 24 or 25 points so...
Omega Leader with Juke/Comms Relay at 26 points. He is a beast late game.
This. I don't think you will find better than 26 point Omega Leader for 26 points.
Very unlikely, with no modification at all on his side, all depends on him getting that TL and the missile off and just score all natural hits.
Getting the TL is one thing, then getting a shot is the other. OL has more pilot skill and is more mobile. And with permanent juke, he will also hardly need more than 2 turns to get through a Z-95.
And well flown means 'N'Dru closes into firing range before OL can get lock'. Usually doable with VI, but admittedly not always.
Note that I called out VI N'Dru specifically BECAUSE he out-PSes OL and can therefore shoot with full mods in the hands of a good player.
VI is however not the standard build on N'dru, and for a reason. So far i have always seen him with Lone Wolf or Attani Mindlink. This gives him rerolls or Action efficiency. Both of which are incredibly good on him, just not against OL...
On the pro side you might use Vector Thrusters every turn since allyour other actions are useless. But it is very likely that unless you really hamper OL with a Crit on the missiles, should he get them off, he will just not score more hits and get plinked down.
It is when I run him, for both this reason and because I keep getting him PS killed by PS9 and PS8 ships.
My normal is jake, gemmer and etahn (with R2-D2, fcs, engine upgrade and vi to stick them all at ps7)
Etahn! Love that man! Great ability
. Yes indeed, like this variation very much. Jake & Gemmer (I will admit) see more action than Tycho on our table top.
#notbiggsbecauseeveryoneusesbiggs
sure everyone uses Biggs
every 25ish point ship worth its salt IS Biggs, based on how the enemy does everything they can to destroy it
Dfire is a great example thereof
And finally, here would be my Imperial Entry:
needs conners
Edited by ficklegreendiceMy normal is jake, gemmer and etahn (with R2-D2, fcs, engine upgrade and vi to stick them all at ps7)
Etahn! Love that man! Great ability
. Yes indeed, like this variation very much. Jake & Gemmer (I will admit) see more action than Tycho on our table top.
I only haven't used tycho as I don't have Rage and only recently got the a wing pack
My lucky sevens list suffers hideously to turrets but keep them out of arc and they have a fighting chance
My original Thug Life.
Scum Thug (Y wing). Autoblaster Turret. Unhinged Mech. Bomb Loadout. Seismic Charge. Extra munitions.
25 points.
My favorite for each faction
Imperial: Omega with Comm Relay and Juke
Rebel: Green Squad with Push the Limit, Juke, and Autothrusters
Scum: 2 Z95s with BMST
Its gotta b ndru for me. I run him with vi, homing missile, and guidance chips.... Sometimes i will put black market slicers on him. Sometimes i will just leave him at 23 points. Manaroo gives him a focus and he takes a target lock action. I fly in fast with fenn rau and ndru comes in behind. The 2 of them together have alphad a lot of ships off the board. Including igs.
23 points. OL cant target lock me because im out of range. I get 5 dice fully modified with guidance chips. ...
25 Ahsoka Tano (17), Sabine's Masterpiece (1), VI (1), Captured Tie (1), Recon Specialist (3), Scavenger Crane (2)
For just 25 points, you have a great support ship. Ahsoka is immune to all pilots of PS8 and below until she chooses to blow her cover. She even has the ability to retrieve the "Capured Tie" using the Scavenger Crane. She can get 2 Focus tokens per turn to allow her wingmen free actions. This can work really well for the likes of Poe who loves his Focus token but sometimes need to pull a Boost or TL instead.
sure everyone uses Biggs
every 25ish point ship worth its salt IS Biggs, based on how the enemy does everything they can to destroy it
Dfire is a great example thereof
And finally, here would be my Imperial Entry:
needs conners
Hmmm...a good point.
Have you found they work better on Aces then Cluster Mines?
sure everyone uses Biggs
every 25ish point ship worth its salt IS Biggs, based on how the enemy does everything they can to destroy it
Dfire is a great example thereof
And finally, here would be my Imperial Entry:
needs conners
Hmmm...a good point.
Have you found they work better on Aces then Cluster Mines?
They *absolutely* do. Clusters will only ever do damage. Conners kill your actions for at least one turn (two if you happen to get stressed somehow, or you can arrange to bump them the following round, which you should be able to), and aces live and die by having actions.
And that's not even taking into account the predictability you get from ions.
I don't have any S&V yet, but I really want to run one of these guys in a list
Tansarii Point Veteran (17)
Trick Shot (0)
Heavy Laser Cannon (7)
"Heavy Scyk" Interceptor (Cannon) (2)
Total: 26
Taking 5 die focused shots (with +1 on thier defense), maybe with a prior TL, at range 3, with 5 defense dice (3 Agi + 1 Range + 1 Obstruction) against return fire seems nice at that price.
Otherwise this is my current fav Deathfire
"Deathfire" (17)
Extra Munitions (2)
Cluster Missiles (4)
Proximity Mines (3)
Guidance Chips (0)
Total: 26
Since you have to fly close to drop Prox's on someone's head, I expect to be in range 1-2 pretty often, so Cluster's and chimps instead of LRS.
sure everyone uses Biggs
every 25ish point ship worth its salt IS Biggs, based on how the enemy does everything they can to destroy it
Dfire is a great example thereof
And finally, here would be my Imperial Entry:
needs conners
Hmmm...a good point.
Have you found they work better on Aces then Cluster Mines?
they work better v everything
because they're guaranteed to do things
unlike dice roll dependent mines
also can't be palped
and v large ships, that ion is just brutal as it tends to land them on obstacles (or off the table)
just recently at a local tournie, I got the privilege of hearing a cry of dismay as, on a distant table, a party bus was escorted off the table by an A-SLAM warden's net
Edited by ficklegreendiceGreat suggestions so far. Here's a few that weren't mentioned that can do really well:
Torkil Mux w/ TLT = 25 pts
Lt. Blount w/ VI and Ion Pulse Missiles = 21 pts
Green Sq. Pilot w/ Juke, Snap Shot, Title, Autothrusters, and Refit = 23 pts
Inquisitor - TIE/v1, Crack Shot - 27 pts
Omega Leader - Juke, Comm Relay - 26 pts
Zeta ace+ primed thrusters + PTL just for fun...since no one mentioned him. Just fun.