10 hours ago, Gibbilo said:
So now that we have Advanced Optics have any of you tried yet:
Omega Squadron Pilot, Crackshot, Advanced Optics x 5?
Not yet! Sounds fun.
10 hours ago, Gibbilo said:
So now that we have Advanced Optics have any of you tried yet:
Omega Squadron Pilot, Crackshot, Advanced Optics x 5?
Not yet! Sounds fun.
You know, this might be an interesting alternatve game format...
Squad Leader
100 point squads. You must field a minimum of four ships. You can only field one named pilot or large based ship.
Possible additional rule - named pilots give up double victory points if destroyed?
Well the above squad also got me thinking of something like this:
Omega Squad, Crackshot, AO x3
Major Stridan, Operations Specialist, AO
(and then really it's all to taste, I also have FCS, Courier Droid, Hyperwave Comm Scanner), all coming in at 100 points.
Not sure what the best Combo for the upsilon is. I think this will be the critical part of the build. Another way to hand out focuses for storing on the ties/itself would be fleet officer instead of operations specialist. Or maybe both??? Also since upsilon is the lynchpinn maybe a second crew of rebel captive to punish opponents gunning for the shuttle might be better?
Vader Swarm (100)
•Darth Vader (35) - TIE Advanced
Veteran Instincts (1), TIE/x1 (0), Engine Upgrade (4), Advanced Targeting Computer (5)
•"Youngster" (17) - TIE Fighter
Expert Handling (2)
Academy Pilot (12) - TIE Fighter
Academy Pilot (12) - TIE Fighter
Academy Pilot (12) - TIE Fighter
Academy Pilot (12) - TIE Fighter
Might be good against Alpha first strike!!
Edited by s1ickrickOn 1/24/2018 at 8:25 PM, Segmentvs said:This is one I tried just for fun a while back.
Zeta Squadron
100 points
Zeta Squadron Pilot (16) x 3
Zeta Specialist (26) x 2 Special Forces TIE (23), Accuracy Corrector (3), Special Ops Training (0)
I've used a similar squad, which has been lots of fun:
Zeta Leader (Adaptability)
Zeta Ace (Adaptability)
Zeta Sq. Pilot
2x Zeta Specialist (Collision Detector, Special Ops Training)
So three PS 3 and two PS 6 ships. It's not good, but it really makes you rely on maneuvering, rather than crazy card combos.
BUT!
My true love is TIE strikers. Really digging 4x Imperial Trainees + Doom Shuttle. I also very much enjoy trading out the Doom Shuttle for a Tractor Beam Nu Sq. Pilot with Linked Batteries to set up a -1 agility target for all of my PS 1 strikers.
4x Contracted Scouts with Trick Shot. ![]()
Re the Cartel Spacer and Cartel Marauder 5-ship lists: I like mixing them up like so:
2x Cartel Marauder (20) Vaksai, XX-23 Tracers, Guidance Chips, Munitions Failsafe, BMST.
3× Cartel Spacer (20) Heavy Scyk, Mangler Cannon.
This way you have the Manglers relatively stronger at longer ranges and the Kihraxz's primaries for close range, making it harder to approach your swarm. Even at longer range the Marauders can paint a target with tracers enabling fully-modded Mangler shots. So compared to pure Spacers you have the tracer support and the ability to throw 4 red dice on some attacks if enemies get close, and compared to pure Marauders you have slightly better endurance from mostly 3-agility ships and better long-range and crit potential.
The two ship types have very similar dials so even close formation flying isn't made any harder. EDIT: and with all matching PS (2) you can shoot first with the Kihraxz primaries until their shields are down, then open up with manglers to push those crits through.
Edited by Dasharr
PS9 Swarm
All 5 ships are PS 9 and with howl have re rolls for at least one round of shooting and most have ways to get extra attack dice or are attack 3(Striker). Lead with Mauler obviously.
"Howlrunner" (18)
Adaptability (0)
"Scourge" (17)
Veteran Instincts (1)
"Mauler Mithel" (17)
Veteran Instincts (1)
"Zeta Leader" (20)
Veteran Instincts (1)
"Duchess" (23)
Adaptability (0)
Lightweight Frame (2)
Adaptive Ailerons (0)
Total: 100
On 2018-01-24 at 5:04 AM, Admiral Deathrain said:I've enjoyed this one a lot. An R3-A2 carrier with Hera is just amazing, FAA Y-Wings are the best, and Linked Battery makes B-Wings suck less.
Ezra Bridger (Sheathipede) (17)
Snap Shot (2)
Hera Syndulla (1)
R3-A2 (2)Blue Squadron Pilot (22)
Advanced Sensors (3)
Linked Battery (2)Blue Squadron Pilot (22)
Advanced Sensors (3)
Linked Battery (2)Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Flight-Assist Astromech (1)
BTL-A4 Y-Wing (0)Total: 100
I like this list, but wouldn’t it be better if Ezra had Wired instead of Snap Shot? Then the Y-Wing could take a TLT instead.
Just cause I miss my X-Wings:
Learner’s Permit (100)
Rookie Pilot (23) - X-Wing
•R3-A2 (2), Integrated Astromech (0)
Rookie Pilot (24) - X-Wing
•M9-G8 (3), Integrated Astromech (0)
•Tarn Mison (25) - X-Wing
R7 Astromech (2), Integrated Astromech (0)
Blue Squadron Novice (28) - T-70 X-Wing
•R5-K6 (2), Advanced Optics (2), Integrated Astromech (0)
| Tansarii Point Veteran — M3-A Interceptor | 17 |
| Saturation Salvo | 1 |
| Harpoon Missiles | 4 |
| Munitions Failsafe | 1 |
| "Heavy Scyk" Interceptor (Missile) | 2 |
| Ship Total: 25 | |
| ...times four. Wouldn't try it, and I haven't tried Harpoons yet, but... |
|
4 hours ago, JediPartisan said:I like this list, but wouldn’t it be better if Ezra had Wired instead of Snap Shot? Then the Y-Wing could take a TLT instead.
In my opinion no, because ICT works better with FAA than TLT (you can start combat at range 2 very often), and because Wired is almost worthless for Ezra (you only utilize the offensive aspect, but two dice with just focus rerolls aren't really something that's contributing), while Snap Shot provides you with a way to double stress. It is pretty great against arc-dodgers - the trick might only work once per game, but the threatzone is making them more predictable and if it does work, it ruins them.
An alpha-strike list (Blount's bandits - 99 pts)
Lieutenant Blount (17)
Veteran Instincts (1)
XX-23 S-Thread Tracers (1)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)
Total: 99
View in Yet Another Squad Builder
Edited by shadowfriend1 hour ago, shadowfriend said:An alpha-strike list
Lieutenant Blount (17)
Veteran Instincts (1)
XX-23 S-Thread Tracers (1)Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)Bandit Squadron Pilot (12)
Concussion Missiles (4)
Guidance Chips (0)Total: 99
Nice list!
I'd be tempted to drop concussion missiles to cruise missiles and shell for a shield or hull upgrade for Blount; he's very much the Achilles heel of the squad, and anything which can keep him alive long enough to launch his tracers is probably worth the investment.
7 minutes ago, Magnus Grendel said:Nice list!
I'd be tempted to drop concussion missiles to cruise missiles and shell for a shield or hull upgrade for Blount; he's very much the Achilles heel of the squad, and anything which can keep him alive long enough to launch his tracers is probably worth the investment.
Thats true of course. I just recognized that cruise missiles can be a bit clunky since it makes your movement more predictable. But its worth a try.
True, but you only need, say, two cruise missiles out of five to allow a hull upgrade, and provided you stick to speed 3 moves and don't get greedy for the 5-dice shot, it's not that bad.
Here's my scum mini-swarm. I recently learned the word jank, so. ![]()
Jank Mini-swarm K, Sunny & Bumpmaster
Contracted Scout, Intimidation, Intelligence agent, Anti-pursuit lasers 30
Black Sun Ace, Vaksai, Deadeye, Cruise missiles, Contraband Cybernetics, Guidance chips, Munitions failsafe 25
Black Sun Ace, Vaksai, Deadeye, Cruise missiles, Contraband Cybernetics, Guidance chips, Munitions failsafe 25
Sunny Bounder, Heavy Scyk, Linked battery, Pulsed Ray Shield 20
Total 100
The Kihraxzes can 4/5-K into a Deadeye 5-shot Cruise missile shot, onto a hopefully Intimidated target.
Edited by westiebestie
21 hours ago, westiebestie said:Here's my scum mini-swarm. I recently learned the word jank, so.
Jank Mini-swarm K, Sunny & Bumpmaster
Contracted Scout, Intimidation, Intelligence agent, Anti-pursuit lasers 30
Black Sun Ace, Vaksai, Deadeye, Cruise missiles, Contraband Cybernetics, Guidance chips, Munitions failsafe 25
Black Sun Ace, Vaksai, Deadeye, Cruise missiles, Contraband Cybernetics, Guidance chips, Munitions failsafe 25
Sunny Bounder, Heavy Scyk, Linked battery, Pulsed Ray Shield 20
Total 100
The Kihraxzes can 4/5-K into a Deadeye 5-shot Cruise missile shot, onto a hopefully Intimidated target.
I do want to have a try with Vaksai at some point soon. Cartel Marauders are @FTS Gecko's infamous squad of choice and Vaksai gives them so much more capability it's untrue - Thread Tracers (with chips and failsafes to make them reliable) and Contraband Cybernetics pair together incredibly well; getting reliable target lock/focus attacks, or target-lock-despite-stress, across four ships is a huge deal, and whilst a Khiraxz isn't exactly tough, 5 hull and agility 2 means that you'd need two harpoons to kill one reliably, even if you've knocked one about a bit first.
It's just the cost of assembling the squad that's a bit daunting.
38 minutes ago, Magnus Grendel said:I do want to have a try with Vaksai at some point soon. Cartel Marauders are @FTS Gecko's infamous squad of choice and Vaksai gives them so much more capability it's untrue - Thread Tracers (with chips and failsafes to make them reliable) and Contraband Cybernetics pair together incredibly well; getting reliable target lock/focus attacks, or target-lock-despite-stress, across four ships is a huge deal, and whilst a Khiraxz isn't exactly tough, 5 hull and agility 2 means that you'd need two harpoons to kill one reliably, even if you've knocked one about a bit first.
It's just the cost of assembling the squad that's a bit daunting.
I'm really contemplating going back to my modular Cartel builds. I think between the new Scyk pilots, the Heavy Scyk errata, the Vaksai title and the Kimogila, there's a lot of potential for tough, hard-hitting versatile lists there. The Kimogila especially has me intrigued. I want to pick up another.
But on the subject of the Kihraxz, where they starred for me was in their surprising durability. In a five ship list (muh Cartel Marauders), they'd move first, they'd focus, and they'd (used to, at least) have a decent chance of tanking two 3 dice attacks. You'd end up with a Marauder on it's last legs with one or two hull remaining, at which point it becomes the designated blocker next turn. Facing two or three ship list builds, this can be brutal, especially once the return fire hits.
12 minutes ago, FTS Gecko said:I'm really contemplating going back to my modular Cartel builds. I think between the new Scyk pilots, the Heavy Scyk errata
Yeah, throwing in one or two Heavy Scyks with Mangler Cannons for some sniping, or Ion cannons for some control might be a nice idea too. One of the biggest weaknesses of 5 strikers is the lack of any control tricks, which is probably the best answer to my personal nemesis, Miranda Doni.
13 minutes ago, FTS Gecko said:the Kimogila, there's a lot of potential for tough, hard-hitting versatile lists there. The Kimogila especially has me intrigued. I want to pick up another.
4 Kimogilas is another squad which looks less daunting to acquire the bits for, but I'm worried that whilst they're tougher than a Khiraxz, they're not massively tougher. Still, there's so many combinations of toys you can give a quartet of them that it should be fun to try - and mixing and matching means I don't need to try and get the contents of 3 copies of Guns For Hire (for example).
Another one ! ![]()
99 points
Tempest Squadron Pilot (21) x 3
TIE Advanced (21), TIE/x1 (0), Accuracy Corrector (0)
Academy Pilot (12) x 3
3 hours ago, Magnus Grendel said:4 Kimogilas is another squad which looks less daunting to acquire the bits for, but I'm worried that whilst they're tougher than a Khiraxz, they're not massively tougher. Still, there's so many combinations of toys you can give a quartet of them that it should be fun to try - and mixing and matching means I don't need to try and get the contents of 3 copies of Guns For Hire (for example).
Mix and match. I'm thinking Scyk/Vaksai/Vaksai/Kimogila. You can quite easily mix those ships up in various combinations of the PS5 generics (I'm calling them WookieeHunters).
I quite fancy giving this list a spin:
Fenn Rau - Adaptability, Concord Dawn Protector, Autothrusters (31)
Torkil Mux - Ion Cannon Turret, 4-LOM (25)
Carter Brute - Long Range Scanners (22)
Carter Brute - Long Range Scanners (22)
Talk about a hammer and anvil combo...
With all the hype surrounding quad Vaksais, together with this excellent mini swarm mania thread for inspiration, it got me thinking. What if the whole squad could be better by boosting both offence & defence with Serissu..? After all, the M3 & Kihraxz dials are near enough identical to fly formation.
Serissu gives defensive rerolls which should pair especially well with glitterstim/focus K's. Add target locks from XX23 and Crack Shot and well, in theory this squad could kick butt. Right?
Let the 4th Vaksai be Serissu
3x Black Sun Ace, Vaksai, Crack Shot, Glitterstim, XX23 Tracers, Pulsed Ray Shield, Guidance Chips, Munitions Failsafe 25
Serissu, Juke, Heavy Scyk, Tractor Cannon 25
Total 100
Posted 3 More variants in this thread: Let the 4th Vaksai be Serissu (4 variants)
Edited by westiebestie
Updated BBXX, any ideas for making it stronger?
Blue Thunder (100)
Blue Squadron Pilot (25) - B-Wing
Fire Control System (2), Tractor Beam (1)
Blue Squadron Pilot (25) - B-Wing
Fire Control System (2), Tractor Beam (1)
Blue Squadron Novice (25) - T-70 X-Wing
Flight-Assist Astromech (1), Integrated Astromech (0)
Blue Squadron Novice (25) - T-70 X-Wing
Flight-Assist Astromech (1), Integrated Astromech (0)