More kudos if you can do it Imperial style and not shtpost about how Imps have nothing to use. (Though, I will agree, its hard getting this level of consistency.)
I love me some small ships.
The ghost is a PITA.
More kudos if you can do it Imperial style and not shtpost about how Imps have nothing to use. (Though, I will agree, its hard getting this level of consistency.)
I love me some small ships.
The ghost is a PITA.
Jumpmasters still evaporate before a Crackshot TIE swarm, Mindlink or not. The Ghost will also die in a round or two, depending on your first engagement and how good your opponent is at using Biggs.
Currently using a wierd Imperial jank list. QuickDraw with Crackshot and Targeting synchroniser, alongside Crackshot Tomax and VI Jonus. All three loaded with munitions. Will ignore Biggs thanks to target locks and kill Kanan within 2 turns of shooting. Also kills a Jumpmaster before it shoots, and has a pretty good chance of killing a Lancer in one turn, too. Hard to fly, but has ludicrous damage up front.
Edited by Bonza
Copious amount of Proton Rockets. I have a TIE Advanced + Procket list that has removed a Ghost in 1 combat phase on 3 separate occasions.
Does well against Fenn, too, as it has the tools to block him with one ship and Procket with the others. And it generally makes R1 unpalatable.
Ghost Hunter (100)
The Inquisitor (30) - TIE Adv. Prototype
Juke (2), TIE/v1 (1), Autothrusters (2)
"Quickdraw" (35) - TIE/SF Fighter
Wired (1), Fire Control System (2), Primed Thrusters (1), Special Ops Training (0), Lightweight Frame (2)
Countess Ryad (35) - TIE Defender
Ruthlessness (3), TIE/x7 (-2)
ruthlessness lets you put damage on Biggs protected targets or get shots on Fenn while shooting at Maneroo or trigger Quickdraw (and she doesn't mind stress at all), while the Inquistor sits back and snipes
Edited by LobokaiAlpha strike builds like a Dengar+Bossk do fantastic vs Kannan ghosts. It's basically an auto win because you can Boba Fett that TLT before it even gets used. Although I don't have any experience with that list vs attani builds, I imagine you could probably ps kill a u-boat, and Fenn has to be flown very carefully.
X7 defenders are still stupid good. Just played a game (possibly my first) against triple x7 crackshot defenders. It was a super tough game that I nearly won if I hadn't made one big blunder earlier, or had gotten one extra damage in.
I think there was only one time the whole game, maybe twice where he didn't get his evade because of a bump or going through an obstacle.
This is one I have used with pretty good effect against big ships. Made Rey melt pretty quickly.
TIE Advanced: •Darth Vader (32)
Twin Ion Engine Mk. II (1)
TIE/x1 (0)
Veteran Instincts (1)
Advanced Targeting Computer (1)
TIE Fighter: •"Mauler Mithel" (18)
Crack Shot (1)
TIE Bomber: Gamma Squadron Veteran (25)
Guidance Chips (0)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
TIE Bomber: Gamma Squadron Veteran (25)
Guidance Chips (0)
Deadeye (1)
Extra Munitions (2)
Plasma Torpedoes (3)
Total: 100/100
(99)
The Inquisitor (34) - TIE Adv. Prototype
Push The Limit (3), Proton Rockets (3), TIE/v1 (1), Autothrusters (2)
Carnor Jax (35) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Autothrusters (2), Shield Upgrade (4)
"Omega Leader" (30) - TIE/FO Fighter
Juke (2), Comm Relay (3), Shield Upgrade (4)
why?
Well against the current Ghost meta you can stay range three/out of arc for Autothrusters. Then Inquisitor deals consistent damage and omega leader and Carnor take forever to die.
Against Attani lists with Fenn, Omega and Inquisitor shut down his defense ability with Autothrusters, and Carnor can be a pain in the but against Attani because it just shuts down all focus actions.
My current Imperial list is as follows:
100/100
There's nothing quite like throwing 5 modified dice, before combat, followed by another 5 in combat. Then there's still 5 ties to toss some dice as well. The results have been hilarious.
Edited by Madtheos14 hours ago, Madtheos said:My current Imperial list is as follows:
- Quickdraw (29)
- Swarm Leader (3)
- Electronic Baffle (1)
- Pattern Analyzer (2)
- Spec Ops Training (0)
- Twin Ion Engines (1)
- Youngster (15)
- Rage (1)
- Academy Pilot x4 (48)
100/100
There's nothing quite like throwing 5 modified dice, before combat, followed by another 5 in combat. Then there's still 5 ties to toss some dice as well. The results have been hilarious.
That's been Gersun's list too.
Can someone explain, exactly what does Pattern Analyzer exactly do?
Afaik, all you can do with it is do a red move, do your action, then be assigned a stress token. Is that correct?
Wouldn't Gamma Squad Vets do a pretty fair job?
Gamma Squadron Veteran (19)
Deadeye (1)
Plasma Torpedoes (3)
Extra Munitions (2)
Guidance Chips (0)
Total: 25
2 hours ago, Blail Blerg said:Can someone explain, exactly what does Pattern Analyzer exactly do?
Afaik, all you can do with it is do a red move, do your action, then be assigned a stress token. Is that correct?
That's correct. It's a less-versatile (and cheaper) Advanced Sensors. There are a few reasons it appears so frequently on the TIE/sf, but the easiest to understand is that a 3-Sloop+Action (or 1- or 3-turn+Action) is pretty good on a ship with two arcs.
Edited by Jeff Wilder1 minute ago, Jeff Wilder said:That's correct. It's a less-versatile (and cheaper) Advanced Sensors. There are a few reasons it appears so frequently on the TIE/sf, but the easiest to understand is that a 3-Sloop+Action is pretty good on a ship with two arcs.
Is it really that good though? It would seem that Baffle is much better on Quickdraw variants (and all I see are QDs with PA)
1 minute ago, Blail Blerg said:Is it really that good though? It would seem that Baffle is much better on Quickdraw variants (and all I see are QDs with PA)
... They're different slots. (Generally, IMO, the FCS Quickdraw is better than the Baffle Quickdraw. But I really hate damaging my own ships, so.) And, yeah, PA is good. It's not as good at AdvS, but it also doesn't compete with FCS.
1 minute ago, Jeff Wilder said:... They're different slots. (Generally, IMO, the FCS Quickdraw is better than the Baffle Quickdraw. But I really hate damaging my own ships, so.) And, yeah, PA is good. It's not as good at AdvS, but it also doesn't compete with FCS.
What is your QD load out? And do you tend to not go for pre-combat shots?
(Yes, oops, I forgot. )
I like this, for Fenn- and Whisper-hunting:
"Quickdraw" (29)
Adaptability (0)
Fire-Control System (2)
Pattern Analyzer (2)
Lightweight Frame (2)
Special Ops Training (0)
Total: 35
And no, I don't usually go for pre-combat shots. I prefer to present bad target-priority choices to my opponent. (Like I said, I hate damaging myself.)
This is brutal (but expensive):
"Quickdraw" (29)
A Score to Settle (0)
Fire-Control System (2)
Cluster Missiles (4)
Pattern Analyzer (2)
Lightweight Frame (2)
Special Ops Training (0)
Total: 39
Why the cluster missiles?
It feels like the 39 pt quickdraw is an obvious target and can be downed within two turns or so. have you had games where it went very poorly?
How much do you use PA?
I tend to go for the cheap option: Rage Baffle Title LWframe. 33pts
On the first option, do you have enough damage to consistently hit Fenn Rau?
5 hours ago, Blail Blerg said:Why the cluster missiles?
It feels like the 39 pt quickdraw is an obvious target and can be downed within two turns or so. have you had games where it went very poorly?
How much do you use PA?
I tend to go for the cheap option: Rage Baffle Title LWframe. 33pts
On the first option, do you have enough damage to consistently hit Fenn Rau?
It's super expensive, but if your opponent decides to focus down Quickdraw, they can't be certain of winning the trade. That's the cool thing about QD, she forces your opponent into making a difficult decision.
The Cluster Missiles give QD 3 3 dice attacks, with modifiers. It's pretty solid.
What else do you want to bring with QD usually?
I fly ghost all the time and imps usually give me more of a run for my money than anything. Usually ghost is lower ps and whoever he flies with. Avoiding arcs is key and imps do that well. And rebels dont have many high meta ships with decent evade dice.
19 hours ago, Blail Blerg said:That's been Gersun's list too.
Can someone explain, exactly what does Pattern Analyzer exactly do?
Afaik, all you can do with it is do a red move, do your action, then be assigned a stress token. Is that correct?
17 hours ago, Jeff Wilder said:That's correct. It's a less-versatile (and cheaper) Advanced Sensors. There are a few reasons it appears so frequently on the TIE/sf, but the easiest to understand is that a 3-Sloop+Action (or 1- or 3-turn+Action) is pretty good on a ship with two arcs.
In addition, it lets you do awesome things with green maneuvers. You end up with two scenarios when working with Rage.
1.) Green maneuver, of which you have more thanks to Twin Ion, Pattern Analyze, Rage, resolve check pilot stress which leaves you with one that you can clear next turn.
2.) Same as above, except you baffle off the second stress. Now, you immediately fire, shoot in combat, and are stress free at the start of the next activation.
On 4/13/2017 at 10:56 PM, Sir13scott said:The Inquisitor (34) - TIE Adv. Prototype
Push The Limit (3), Proton Rockets (3), TIE/v1 (1), Autothrusters (2)Carnor Jax (35) - TIE Interceptor
Push The Limit (3), Royal Guard TIE (0), Autothrusters (2), Shield Upgrade (4)"Omega Leader" (30) - TIE/FO Fighter
Juke (2), Comm Relay (3), Shield Upgrade (4)
As someone who is thinking about almost this exact list (I have Omega Leader's Shield Upgrade as Stealth device instead, but I don't really have strong feelings about it being correct one way or the other), I have been asking "how does this list survive Miranda?", and I would love to hear your thoughts is you've had some experience.
8 hours ago, Aaron Foss said:As someone who is thinking about almost this exact list (I have Omega Leader's Shield Upgrade as Stealth device instead, but I don't really have strong feelings about it being correct one way or the other), I have been asking "how does this list survive Miranda?", and I would love to hear your thoughts is you've had some experience.
I've had Omega Leader and Carnor take out Miranda all by themselves
8 hours ago, Aaron Foss said:As someone who is thinking about almost this exact list (I have Omega Leader's Shield Upgrade as Stealth device instead, but I don't really have strong feelings about it being correct one way or the other), I have been asking "how does this list survive Miranda?", and I would love to hear your thoughts is you've had some experience.
Bottom line is against a good Miranda player with the right bombs it won't.