As far as Biggs goes (and these are "Competative rules") you typically want to keep to a 1 pt mech just so you can use IA. IA can cancel a crit like an extra shield used when yu want to, besides just an extra health. R2-F2 for the points is a wasted action, better to just focus on 2 dice. If you want to make Biggs near invinceable you can try to combe R2-D2, with IA, Tactical Jammer on a large base in front of Biggs with maybe Jyn Erso on board. The biggest issue with R2-D2 on Biggs is the 4pts for maybe one or 2 extra shields before he pops. Mathmatically, it would be more advantageous to use those 3 extra points (difference between R2-D2 and any other 1pt mech) for PTL, Pred, C-3PO, Rey......so many different 3pt upgrades!!! Scariest scenario is on the first round of shooting Biggs takes enough damage that you have to pop R2-D2 with IA or Biggs goes down, now its completely wasted 3pts. If you get 1 shield out of it, it ends up being as good as a shield upgrade, but again, most people will tell you modify your dice somehow over 1hp.
Noob list - limited stuff
19 hours ago, direweasel said:Putting all of that on him knocks him up to 45 points though, pretty hefty points outlay. At that point, I'm tempted to just pair him up with a Fat Han build. I'll play around with that some too.
Thanks!
He's 39.
29+4(engine)+3(sensors)+3(PTL= 39
18 hours ago, direweasel said:It's also hilarious in the roleplay sense, to imagine him returning to base after a battle, all shaking and stressed out to the max. I'm sure he's real fun to be around in the de-briefing room!
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4 hours ago, Rasputindarksyde said:He's 39.
29+4(engine)+3(sensors)+3(PTL= 39
I was including the Adv. Proton Torps I gave him, since that was the main reason I was taking him in the first place.
I actually think Tycho's is one of the most flavourful abilities in the game. In the books, he continued to fight for the Rebellion under suspicion of being an enemy sleeper agent: he continued to act while under incredible strain. It's a stretch, but I think it's about as close as we get with abilities modifying symbols painted on dice.
15 hours ago, direweasel said:I was including the Adv. Proton Torps I gave him, since that was the main reason I was taking him in the first place.
Ah. Ok. Got confused.
14 hours ago, Rasputindarksyde said:Ah. Ok. Got confused.
No worries, I could have been more clear too.
On 2017-05-26 at 11:45 PM, direweasel said:OK so here is my collection thus far:
- Both starter sets
- 2 A-Wings
- Rebel Aces
- Millenium Falcon (original trilogy)
- X Wing
- Y Wing
- E Wing
- Imperial Aces
- TIE Advanced
- TIE Fighter
- TIE Bomber
- TIE Interceptor
So, if we take as given for the moment that these are ALL the ships I own, and for now I won't be buying any more (big vacation coming up next month, budget is shot!), please give input on the following list. I don't do tourneys, just play for fun, but at the same time, I want to learn best practices on list design and would like help seeing synergies that I might otherwise miss.
Keyan Farlander - 38
Advanced Proton Torpedoes, Push the LimitWedge Antilles - 29
Luke Skywalker - 33
R2D2, Draw their Fire
The idea is that the Torpedoes seem to work well with Keyan's text, and the Push the Limit will guarantee he has the stress to lose for his ability, plus it's just good. Wedge is Wedge, he doesn't need help. And Luke's defensive ability + R2D2 means he should be able to keep his shields going longer, and the Draw their Fire means he should be able to take a killing hit from one of the other two, and theoretically "heal" it with the R2 action.Yes? No? Any and all thoughts welcome, but again, please try to keep my constraints in mind. I can't take what I don't have.
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That list is actually not bad at all. Just needs some minor tweaks. (you will need to proxy Stay On Target, Integrated Astromech and R5-P9 for this list, but you should have the other stuff)
Keyan Farlander (29)
Stay On Target (2)
Advanced Sensors (3)
Wedge Antilles (29)
Push the Limit (3)
BB-8 (2)
Integrated Astromech (0)
Luke Skywalker (28)
Draw Their Fire (1)
R5-P9 (3)
Integrated Astromech (0)
Total: 100
View in Yet Another Squad Builder
Keyan like this is a pain for lower ps ships. Always set his dial to a 2k (when engagement is happenig). When keyan activates, use Advanced Sensors s to pick up a TL or to Barrell Roll and then rotate your dial with Stay On Target (also giving him stress to use for attack).
Wedge sets a green on his dial, Barrell rolls with bb8, uses push the limit to pick up a TL, then performs the green to clear the stress from bb8 and finally picks up a focus with his normal action.
Luke is bodyguard. Always focus and stay in r1 of your friends.
Edited by Calibri Garamond