4x cartel executioners with crack shot. 100points.
Thoughts?
4x cartel executioners with crack shot. 100points.
Thoughts?
I have thought of exactly the same thing but with LRS, so you can have Tl+ focus on the first engage, and if u can get range 1 it's a ton of modified dice with a crackshot (fearlessness should also be considered) problem is they might get ps killed with only 1 agi and after the first engage their modifiers might not be anything special. And just food for thought but 3 cartel brutes with r4agro and Mux with tlt and dengar might be fun too.
What about Cartel Brute x4 with Glitterstim and Unhinged Astromech?
I do like Crack Shot though, one of my favorite lists to play is an A-Wing swarm with Crack Shot and Snap Shot. Not sure how agility 1 ships will pull it off differently, but the extra Hull will definitely keep you alive longer.
Is your idea to punish the opponent even more when you have them in the bulls-eye arc?
Regardless, you should use LRS. It's 0 points, and gives you better action economy.
With that said, I like the title and r4 agromech on there.If you have 4 of them on the board, it would get really hard for anybody to avoid all the bullseye arcs, and make it easy to confuse targets.
Quad Killergorillas do have quite a bit going for them.
Executioners with Crack Shot is another one that might be worth a thought - you've got the PS and slight first-pass-punch to make a mess of most generics, and a few not-all-that-uncommon generics like Countess Ryad (TIE/x7 do NOT like having their evade token taken away), Jess Pava, Captain Rex, or Countdown.
I did a bit of a brain dump on 4-ship builds for the Kaijugodzilla here , but I admit I only considered the Cartel Brute.
For that matter, 4 Veteran Instincts Executioners gives you 4 ships with a respectable-if-not-great PS7. That's very much a metagame call:
Getting PS-killed is always an issue with a squad of generics, but whilst the Harpoon Missiles, The Musical crowd will kill one if they put their mind to it, I can't think of any squad that's going to bring down two Kimi Raikonnens before they get to shoot, so as long as you keep cheap enough to have that fourth ship, I don't see that it's any less viable than the assorted triple T-70 lists that have been mooted in the (currently 33 page!) thread.
I think it's a nice, flexible ship - the multiple ordnance slots and reload means you can give it ordnance without needing to make it a dedicated bomber, bulls-eye and a respectable primary weapon value of '3' makes it okay in a gunfight without needing a cannon slot, and the (salvaged) astromech slot opens up a lot of options too.
Long Range Scanners are (almost) auto-includes unless you're packing something which might generate free locks mid-game like XX-23 S-Thread Tracers or an R4 Agromech.
25 point (or thereabouts) ideas for the M-12:
Edited by Magnus Grendel
Or, for a truly ridiculous (if expensive) close-range ship:
That's 33 points - meaning theoretically you could get 3 of them if you were so inclined - and...well....you wouldn't want to be at range 1 of one, would you?