Trying to make Shara Nera combo work.

By Marinealver, in X-Wing

So came up with this idea of Shara Bey with weapons engineer (2 target lock tokens) and thought of using nera to make sort of the Rebel verson of Manaroo.

swx53-shara-bey.jpg Nera_Dantels.png?w=700

So with that I obviously need another pilot so I defaulted to Horton. For upgrades I put plasma+EM guidance chips on Nera, Horton had protons.

For defense I put R3 astro on horton and Shara had M9-G8)

swx57-m9-g8.png

both droids were putting out work. Although the two rerolls from M9-G8 were less than stellar (turned 1 crit into a hit).

Filled up the slots with GC Adaptability and collision detector and gave shera a seismic torpedo (which I missed the window when his snap A-wing blockers ran on my side of the board on the first turn through debris clouds and everything).

So went up against snap a-wings as blockers and a ragespiring nora with Bohdi. As I mentioned before I missed the opportunity to siesmic a debris cloud in the token to get 2 a-wings and bohdi when I decided to slow roll as his A-wings were already in my deployment zone by turn 2. My plasmas from nera did 2 damage on an A-wing and was able to do 2 faceup damage on Bohdi. Horton was able to scratch nera and finish off Bohdi. My opponent knocked off Nera and then the store closed so he decided to call it the last turn while he was ahead. Went to time (at a non swiss round).

So I think maybe I should have been a little more aggressive with Bey to get that seismic off especially against snap a-wings. But I am not sure I am doing my torpedoes right, my plasmas did face up damage (no bonus shield damage) and my protons didn't do a single crit (despite hitting ships with 1 shield or less). Shoul I have switched my plasma on horton and proton on nera? Re-thing my astromech selection, ditch horton and get cheaper pilots to put more meat on the table?

Edited by Marinealver

I have been working round this issue too.

Last year during Portland OR Regionals, I flew Biggs, Nera (Deadeye, Extra Mun, Proton, Guidance Chip), and Keyan (same except VI). It was a fun list and should have gone 4-2 (24 + 20 TL dice for 4 hits) and one mistake from possible 5-1. The problem is....what good is it against a Defender, especially Palp. Useless. You must have a blocking combination and pump the damage to 5 dice....if B's only had missiles..

I like your idea of Horton but so expensive. All will die quickly with focus fire.

How did you get a droid on Nera. Did you mean Shara? Am I missing something?

As for Epic...yeah...Shara Bay is replacing LT. Blount and a Y-Wing. Done and Done.

What about using Dutch with R5-K6 instead of Horton? Could lead to the following shenanigans:

Shara acquires target lock on enemy ship.

Dutch spends her TL to fire torpedoes.

R5-K6 triggers, gives Dutch another target lock on the defender (which can't be used during that attack...).

Dutch allows Shara to take two more Target Locks (...but these target locks CAN be used during the attack).

Maybe something like this?

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!89:170,36,-1,1,126:-1:25:;205:27,-1,29,206:41:-1:;7:-1,126,1,6:-1:-1:&sn=Unnamed%20Squadron

Just deadeye on Nera and use Shara's TL for full mods on Proton Torps

then you don't have to waste time with excessive jank on other ships. Just bb-8 PTL tailgunner shara so she does something and fly a third ship that is useful

Nera Dantels (26)
Crack Shot (1)
Fire-Control System (2)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)

Shara Bey (28)
Veteran Instincts (1)
Weapons Engineer (3)
M9-G8 (3)
Alliance Overhaul (0)

Heff Tobber (24)
Fire-Control System (2)
Jyn Erso (2)
"Zeb" Orrelios (1)
Tactical Jammer (1)
Pivot Wing (0)

Total: 100

View in Yet Another Squad Builder

Shara is PS8, and moves near last to TL two enemies, or one enemy and leave one TL on Nera. She shoots first in the squad, possibly forcing a token use. Other squad mates have FCS, but if they cant get a shot on that enemy, they can use Shara's TL for a new target.

Nera has Crackshot to drive through damage. On second shot, she can use her FCS TL to fire proton, and Sharas for rerolls. Or depending on enemy, if Nera can get a TL also, then use Shara's for rerolls on first shot too.

Heff is a multi use tool.

1) a shield. With jammers, Nera and Shara can hide behind him, upping their agility to 2 each. And shara + M9 rerolling an enemy's attack. M9 is awesome!

2) a blocker. Heff will lead the way and anyone who rams into him head on will get a full modded shot to the face thanks to Zeb. This leads to ships turning away from Zeb, which doesnt bother Nera in the slightest.

3) a focus distributor. Whether he blocks or not, Heff can use Jyn to toss focus tokens to Shara or Nera.

4) a range 2 ruler. As long as Heff is between Nera and the enemy, Nera will be range 2 of the enemy, unless both of you have rammed into Heff. I use this strategy with TLTs to good effect with Heff.

Edited by wurms