Falling in that fun 21-25pt range makes him pretty useful in a lot of lists. Inaldra and Sunny make it really easy to go four ship Scum.
It's all about EPT/Missile choice (and to fill illicit or keepnir cheap)
What's his best 3 load outs and why?
Falling in that fun 21-25pt range makes him pretty useful in a lot of lists. Inaldra and Sunny make it really easy to go four ship Scum.
It's all about EPT/Missile choice (and to fill illicit or keepnir cheap)
What's his best 3 load outs and why?
Im tempted to try her our with VI, 'Stims, Cruise Missiles and Chips at some point. Move late in the piece; scream 4 forward and grab that TL. Fire the missiles using the TL, 'Stims, and Chips (plus her natural ability) to pump out a 6 dice attack in the first/second round of the game.
Deadeye
Cruise missiles
Scavenger crane
Guidance chips
3-6 dice modified missile with a reload (possibly multiple) if you're in range 1-2 of a kill (note Scavenger doesn't care who gets the kill). Weighs in at 23 pnts but he can punch well above her weight and can't be ignored if flown well
Edited by RalgonEPTs: VI, Deadeye, Lone Wolf, Mindlink.
Missiles: Cruise, Cluster, Concussion or Homing.
Illicit: Scavenger Crane or Glitterstim
Mod: Guidance Chips.
That's basically the options for building him.
My preference is VI, Cluster, Stim, personally.
Lone Wolf to synergize with his ability. 19
Snap Shot to synergize with his ability and punish blockers - 19
Veteran Instincts / Vectors for a really cheap pocket Ace - 20
Add Homing Missiles on top of any of the above for a really cheap ace hunter + 5
Add Cluster Missiles on top of any of the above for a really cheap low Agility ship hunter + 4
Add Guidance Chips if not using Vectors - 0
Glitterstim if needed - 2
Done.
Edited by FTS Gecko
fearlessness, cluster missiles, glitterstim, and chips is fun too. Occasionally gets Ps killed but glitterstim helps keep it alive to fire the 10 dice cluster missiles.
Great suggestions on how to build N'Dru above. To build a squad to make him sizzle use Tractor Beam shennanigans to make anyone low agility and sledgehammer anything with a nasty Cluster Missile salvo. Ketsu/ Shadowcaster/ Quadjumper Spacetug, anything with a cannon slot, Mist Hunter... Take the Scavenger Crane, there will be blood.
Would it be possible to fly N'Dru with Fenn and Talonbane, or would this be a really bad idea?
I only play casual and my fleet is mainly Scum, I am looking for a list that uses more than 2 ships and would be fun to fly.
Just now, The Mighty Boushh said:Would it be possible to fly N'Dru with Fenn and Talonbane, or would this be a really bad idea?
I only play casual and my fleet is mainly Scum, I am looking for a list that uses more than 2 ships and would be fun to fly.
Tough to fill it out to the point where you're not having points leftover, but it's not a bad combination of ships.
45 minutes ago, thespaceinvader said:Tough to fill it out to the point where you're not having points leftover, but it's not a bad combination of ships.
I was thinking:
Fenn Rau - Fearlessness, Advanced Proton Torpedoes, Guidance Chips (35 points)
Talonbane Cobra - Outmaneuver, Homing Missiles, Cloaking Device, Engine Upgrade (42 points)
N'Dru Suhlak - Veteran Instincts, Cruise Missiles, Scavenger Crane, Guidance Chips (23 points)
100 Points total
Like I say, I'm a casual player, so any tips will be welcome.
Oof, that Fenn with die easy.
11 minutes ago, thespaceinvader said:Oof, that Fenn with die easy.
Oh no, really?
I haven't used him yet, what should I put on him to keep him alive?
Title and autothrusters. Naked green dice with focus do not a survivable ship make.
6 minutes ago, thespaceinvader said:Title and autothrusters. Naked green dice with focus do not a survivable ship make.
He should have push the limit or expertise as well. You don't want him getting shot at really, be satisfied with 5 dice range 1 attacks where he doesn't get shot back.
He does well as an attanni mind link flanker.
Edited by Flyingbrick
I've got a N'Dru build to try out as part of my scum list in the C-ROC campaign... It's a little heavy but only because I had leftover points and you cannot invest those unspent points later so meh, why not.
For 100/6, I think lone wolf is the best ept unless you have a mindlink list running. Cruise missiles could be hilarious with a 6 die attack. Keep N'Dru relatively cheap as a pocket ace or an ace lite due to PS.
So maybe this would be better?
Fenn Rau - Fearlessness, Plasma Torpedoes, Concord Dawn Protector, Guidance Chips (33 points)
Talonbane Cobra - Outmaneuver, Homing Missiles, Cloaking Device, Engine Upgrade (42 points)
N'Dru Suhlak - Stay On Target, Cruise Missiles, Scavenger Crane, Guidance Chips (24 points)
99 Points total
I don't have Autothrusters on Fenn, but I have a good reason for this, I don't have that upgrade!
Edited by The Mighty BoushhStep 1: Wait until the riddiculous PS arms race is over
Step 2: Give N'Dru VI, Cruises, chips and glitter
Step 3: Have an initiative bid
Step 4: Laugh maniacally as your 23-point ship rolls 6 attack dice at r2-3 at ps9
Edited by ElavionMy go to has always been-
LW+ Homing+ chips + stims (if points allow)
VI does help with making sure to get whatever it is off.
The fearlessness cluster missile combo I missed. 5+5 red is great vs. low AG stuff.
One that is also super fun for cheap pocketace is hotshot blaster. If they ever (or just when, because it's scum so of course they will) make it so you can take a second illicit in your mod slot + scavenger crane would be viable and fun.
I've always really liked him. Everytime there's a new missile/illicit/EPT combo he's fun. Scum will finally have enough cheaper ships to bring along this nasty little flanker.
I'd switch the EPTs on Fenn and Talonbane. Fenn is more maneuverable and more likely to get a ship in position than TC.
In place of Talonbane, do you have Kavil? or another Fang fighter (Old Teroch)? TC is cool, but when the Guns for Hire expansion hits, he will be in a much better position. Right now he's 9 points more than your Fenn build and he's not as good. Kavil would give you a little variety: you can equip him with bombs, torps, astromech and your choice of turret too, plus and EPT that the Rebel Y-wing doesn't get.
This version is an up-close, in-your-face Kavil that you might like:
Kavil (24)
Fearlessness (1)
Autoblaster Turret (2)
Advanced Proton Torpedoes (6)
Bomb Loadout (0)
"Genius" (0)
Thermal Detonators (3)
Engine Upgrade (4)
Total: 40
View in Yet Another Squad Builder
One last thing, we have the X-wing Squad List forum. This topic may have been better over there. I'm not complaining, just pointing it out for the future.
17 minutes ago, Force Majeure said:I'd switch the EPTs on Fenn and Talonbane. Fenn is more maneuverable and more likely to get a ship in position than TC.
In place of Talonbane, do you have Kavil? or another Fang fighter (Old Teroch)? TC is cool, but when the Guns for Hire expansion hits, he will be in a much better position. Right now he's 9 points more than your Fenn build and he's not as good. Kavil would give you a little variety: you can equip him with bombs, torps, astromech and your choice of turret too, plus and EPT that the Rebel Y-wing doesn't get.
This version is an up-close, in-your-face Kavil that you might like:
Kavil (24)
Fearlessness (1)
Autoblaster Turret (2)
Advanced Proton Torpedoes (6)
Bomb Loadout (0)
"Genius" (0)
Thermal Detonators (3)
Engine Upgrade (4)Total: 40
View in Yet Another Squad Builder
One last thing, we have the X-wing Squad List forum. This topic may have been better over there. I'm not complaining, just pointing it out for the future.
WTF Kamikaze Kavil!? Imperial Aces era is gone, so dunno how good this is... But it's hilarious for sure!
Too bad there isn't an illicit slot on the Scum Y. Dead Man Switch would be perfect.
You have to hold back at R3 (because of the Y's 1 agility) with this build until you have an opening, then you can zoom in close and bloody some noses.
Otherwise, Expertise, TLT, Unhinged Astro, Plasma Torps, Vectored Thrusters would have been my recommendation. (From his previous lists, I know he could build the "Kamikaze Kavil")
Edited by Force MajeureI had good luck running him with Mindlink, Cruise, and Guidance Chips over the weekend. Six dice missile with target lock, focus, and chips wrecked face. 3-4 dice primary for most of the match helped, as well as being a low priority target for my opponent.
N'Dru? All good options.....but I wanna try it with Hotshot Blaster! 4 red attack dices as a turret seems pretty good for me. And it become less prefictable
1 hour ago, Cerve said:N'Dru? All good options.....but I wanna try it with Hotshot Blaster! 4 red attack dices as a turret seems pretty good for me. And it become less prefictable
VI, Hotshot Blaster, Vectored Thrusters for 23? or Lonewolf for 24? Sounds fun.
I still like Crackshot, Homers, Chips for 23 as a cheap ace hunter. Glitterstims too if you have the points.