Post them.
Rundown on roles as well.
Post them.
Rundown on roles as well.
(1) Focused on late-round coordination to react to your opponent and gain action efficiency: Fenn Rau, VI, FAA, Pulsed Ray Shield (crew optional).
(2) Maximum stress control: Ezra, Snap Shot, R3-A2, Gunner (Pulsed Ray Shield optional).
(3) Cheap start of round Advanced Sensors-like Coordination and stress removal: AP-5, Inspiring Recruit, R2.
27 minutes ago, Hawkstrike said:(1) Focused on late-round coordination to react to your opponent and gain action efficiency: Fenn Rau, VI, FAA, Pulsed Ray Shield (crew optional).
(2) Maximum stress control: Ezra, Snap Shot, R3-A2, Gunner (Pulsed Ray Shield optional).
(3) Cheap start of round Advanced Sensors-like Coordination and stress removal: AP-5, Inspiring Recruit, R2.
What, no love for Zeb?
How useful is FAA on a ship with 2 arcs?
Maximum disruption fenn
Vi ,wep engineer , m9g8
19 minutes ago, jmswood said:What, no love for Zeb?
Not really, in the p2 hes not even useful as a ghost buff......
Fenn Rau with Operations Specialist and R3 astromech for 25 points.
He co-ordinates, so his own dice are unmodified. 2 unmodified dice will miss. Because he missed he can give someone else a focus. Last time I played I was using this technique to give other ships focus and target lock every turn.
R3 astromech is usually hated (and I still think it's overcosted) but if you roll an eye you get an evade for yourself (which is handy because people will probably try to kill your support ship) and then you're using only 1 dice to attack which will make the triggering of Operations Specialist even more likely.
Finally, if you want, you could use the focus for your own green dice where appropriate.
4 hours ago, Nyxen said:How useful is FAA on a ship with 2 arcs?
For Fenn it's good. If you can't use FAA, it means that somebody is in your arc and his ability will trigger.
7 hours ago, GreenLantern1138 said:12 hours ago, Nyxen said:How useful is FAA on a ship with 2 arcs?
For Fenn it's good. If you can't use FAA, it means that somebody is in your arc and his ability will trigger.
This makes too much sense.
7 hours ago, GreenLantern1138 said:Fenn Rau with Operations Specialist and R3 astromech for 25 points.
I hate R3 so much, I feel like people are intentionally trolling me every time they try to make it work. OpsSpec isn’t much better.
R3 and OpsSpec are two of the most poorly received cards in the game; crucified by sensible players everywhere for crimes committed by their developers. Yet, you made them useful together. I’ll never play it because I have better uses for 25 points, but I applaud your creativity.
Fenn Rau
Flight Assist+Nien Numb+ Pulsed Ray shield
Nien makes the 1 straight ion move green (and gives access to the now green 4 straight). You can do a 1 fwd then use astro to correct your arc if needed
4 hours ago, Crimsonwarlock said:Fenn Rau
Flight Assist+Nien Numb+ Pulsed Ray shield
Nien makes the 1 straight ion move green (and gives access to the now green 4 straight). You can do a 1 fwd then use astro to correct your arc if needed
I don’t think it gonna work for the 1 ion straight because you don’t assign a maneuver dial to your ship, you just do a 1 white straight maneuver.
Edited by PoorGreedo1 minute ago, PoorGreedo said:I don’t think it gonna work for the 1 ion straight because you don’t assign a maneuver dial to your ship, you just do a 1 white straight maneuver.
The card doesn't reference assigning a maneuver.
Also, the FAQ clarifies that Nien works on Ion moves
7 minutes ago, Crimsonwarlock said:The card doesn't reference assigning a maneuver.
Also, the FAQ clarifies that Nien works on Ion moves

5 hours ago, jmswood said:R3 and OpsSpec are two of the most poorly received cards in the game; crucified by sensible players everywhere for crimes committed by their developers. Yet, you made them useful together.
I'm not a sensible player. ?
1 hour ago, Crimsonwarlock said:The card doesn't reference assigning a maneuver.
Also, the FAQ clarifies that Nien works on Ion moves
All good then, it’s a cool combo!
5 minutes ago, PoorGreedo said:All good then, it’s a cool combo!
Also works with the R2 Astromech!
1 hour ago, Boba Rick said:
Can't argue with god.
opspec a bad card? i stuck it on Rhymer with snap, tactician and 4 snapblack tie fighters to amazing results.
Unfortunately its considered a swarm so its kinda dead now thanks to 'poons.
3 hours ago, Vineheart01 said:opspec a bad card?
With the exception of Gunner, points spent for card triggering on a miss are usually points better spent generating hits.
On 29/12/2017 at 2:18 AM, jmswood said:With the exception of Gunner, points spent for card triggering on a miss are usually points better spent generating hits.
Op spec is a really good card. Especially when paired with BTL Y-wings.
It would even call it broken on Epic.
Back to the subject, yesterday I received my Phantom II and had to put it in my list (had 20 pts left after getting rid of another ship); I played Ezra with Hera Crew, R3-A2 and Adaptability. Nice little bugger.
11 minutes ago, Giledhil said:It would even call it broken on Epic.
Epic is broken.
Op Spec is incredible for Snap Swarms (or just mass generics) that have access to the Evade action. For 3 points you can buff the heck out of everyone's defense AND offense.
I kind of liked Lothal Rebel with Rey and Ghost with AP5 inside it
Flew it with 48p Corran. There wasn't that much of trouble for Corran when you can coordinate him after everyone has moved and then PTL as you wish. Ghost itself is pooping 4-5 red dice with focus and evade/TL.
I'm looking forward to trying this out:
Lothal Rebel (35)
Reinforced Deflectors (3)
Twin Laser Turret (6)
Wookiee Commandos (1)
Ghost (Phantom II) (0)
AP-5 (15)
"Chopper" (0)
Phantom II (0)
Poe Dameron (31)
Adaptability (0)
R2-D2 (4)
Advanced Optics (2)
Autothrusters (2)
Black One (1)
Total: 100
View in Yet Another Squad Builder
Both the Ghost and Poe are tough to kill, and difficult to alpha strike. Having a last activation black one boost seems like fun.
7 hours ago, Sekac said:I'm looking forward to trying this out:
Lothal Rebel (35)
Reinforced Deflectors (3)
Twin Laser Turret (6)
Wookiee Commandos (1)
Ghost (Phantom II) (0)AP-5 (15)
"Chopper" (0)
Phantom II (0)Poe Dameron (31)
Adaptability (0)
R2-D2 (4)
Advanced Optics (2)
Autothrusters (2)
Black One (1)Total: 100
View in Yet Another Squad Builder
Both the Ghost and Poe are tough to kill, and difficult to alpha strike. Having a last activation black one boost seems like fun.
I’ve been playing around with Ghost/Phantom II builds as well! May I make some suggestions? If you’re not looking for any feel free to ignore the rest of my post!
Poe doesn’t need the PS bump due to the free coordinate action (and hopefully you can eliminate the biggest threats higher than PS 8 before the Ghost goes down), so I’d recommend Trick Shot.
I’m not sure how good TLT on the Ghost is without the second attack. I personally prefer spending those points on upgrades to buff the Ghost’s 4-die primary. FCS-Rey is pretty standard for me, and I’ve thrown in Autoblaster turret as a deterrent to arc-dodgers. I’ve found making generous use of the special arc is essential. Anyway, interested to hear how this flies!
Actually not a pointless troll thread. Well done shadow.
I really like Ezra with PTL, Jan Ors, R2 astromech and PRS. He coordinates and evades, gains a stress with holsters both of his potential green dice. Then he xan recover a shield and clear stress the next turn. All for 25 points. I pair him with. BTL FFA ICT Gold squadron pilot for 24 points of bulky control. Then I have 51 points free for an ace like Nym or Norra or Corran
Edited by Browncoat50