98/100
Take all the Debris.
98/100
Take all the Debris.
Omega Leader needs Juke. If you’re not using Juke, then you should use a cheaper TIE/fo for filler. Epsilon Ace with Targeting Synchronizer might make good support for your other ships. Zeta Leader is another fine option. Omega Ace could be more usable with Advanced Optics and VI.
Agreed. Throw Trick Shot on Blackout to boost offense/save a point, ditch Adv. Optics from QD - really not worth it. Debris Gambit is an okay choice, but w/ her ability, I am a firm supporter of Expertise.
That leaves you room for Juke/Relay OL, overall a very strong list.
I've been thinking about trick shot and advanced sensors on blackout. Put him behind a rock, than you can advanced sensors a barrel roll before moving the next turn. That way, you get the most of his ability without crashing into obstacles.
5 hours ago, jmswood said:Omega Leader needs Juke. If you’re not using Juke, then you should use a cheaper TIE/fo for filler. Epsilon Ace with Targeting Synchronizer might make good support for your other ships. Zeta Leader is another fine option. Omega Ace could be more usable with Advanced Optics and VI.
Omega Leader also works fairly well with A Score to Settle. It provides about the same damage as Juke against the Debt-target, provided you intend to use your focus for defense.
That said, if I'm going for a cheaper F/O filler, Zeta Leader with Crack Shot (and maybe Weapons Guidance, or perhaps the new Advanced Optics... that'd work) is another great option. Pretty heavy hitter for the points.
22 hours ago, jmswood said:Omega Leader needs Juke. If you’re not using Juke, then you should use a cheaper TIE/fo for filler. Epsilon Ace with Targeting Synchronizer might make good support for your other ships. Zeta Leader is another fine option. Omega Ace could be more usable with Advanced Optics and VI.
If you're stuck for points, try Omega Leader with A Score To Settle. Also a zero point upgrade, but much better suited - you get a powerful bonus (a free focus-to-crit is nasty when you can't modify dice to cancel it) and you ignore the downside (because the guy with A Debt To Pay won't be able to modify dice so can't use the effect!)
Some great food for thought here, simple fact is I need to put it on the table.
17 hours ago, theBitterFig said:F/O filler, Zeta Leader with Crack Shot (and maybe Weapons Guidance, or perhaps the new Advanced Optics... that'd work) is another great option. Pretty heavy hitter for the points.
I really like this. Just came to the same conclusion myself, and leaves plenty of points still. I am just finding myself over-thinking pilot skill at the moment.
My TIE Silencer arrived, sat on my desk at the moment. arrrrrrg I wanna play space ships.
1 hour ago, Sk3tch said:I am just finding myself over-thinking pilot skill at the moment.
If you want to try not overdoing it on pilot skill, "Blackout", "Backdraft" and "Zeta Leader" all have the same pilot skill, allowing you to chop and change movement order, and they're all reasonably affordable, allowing you to go to town on outfitting the sizeable upgrade bars First Order ships tend to come stocked with....
*deleted see below*
Edited by Sk3tch
11 minutes ago, Magnus Grendel said:all have the same pilot skill
I don't mean that. I've just seen some horrible games recently where people roll up at PS9+ and harpoon/cruise missile everything and your down 1 ship and another is limping hard before you even start. I'm comfortably with varying pilot skills, I'm just spit balling ideas because I don't have time to test anything.
12 minutes ago, Sk3tch said:I don't mean that. I've just seen some horrible games recently where people roll up at PS9+ and harpoon/cruise missile everything and your down 1 ship and another is limping hard before you even start.
The problem with that is that if it's anything like the squads I've seen, that's generally Vader & Quickdraw doing stuff at PS11; it's quite hard to avoid them getting their missile shots off.
Cruise Missiles can be dealt with by hanging back then hitting the gas in close, but harpoons are more of a problem.
At the same time, three silencers might work; if you can construct the initial engagement at range 3, three focus/target locked harpoons are still probably not enough to bring down a TIE/vn if it's undamaged going in. You'll be stuck with Seinar Analysts, though.
Edited by Magnus Grendel
Yeah not had much experience with the Missile Meta. Fly loose, get some blocks, take advantage i guess.
32 minutes ago, Sk3tch said:Yeah not had much experience with the Missile Meta. Fly loose, get some blocks, take advantage i guess.
Blocking works if you have a significant numerical advantage; if you're planning on fielding TIE/vn....you won't.
Fly loose is good advice; pile in, concentrate fire, try to survive the return fire. If you have someone trailing harpoon warheads, don't hesitate to break off and come back again in a turn or two; Vader generally lacks engine upgrade and Quickdraw isn't exactly on a very fast ship, so it's not easy to chase you, and you can remove the harpoons with an action with zero chance of splash damage - you may hurt yourself, but not the rest of the squad.