| Shara Bey — ARC-170 | 28 |
| Adaptability | 0 |
| Weapons Engineer | 3 |
| M9-G8 | 3 |
| Alliance Overhaul | 0 |
| Ship Total: 34 | |
| Tala Squadron Pilot — Z-95 Headhunter | 13 |
| Harpoon Missiles | 4 |
| Guidance Chips | 0 |
| Ship Total: 17 | |
| Tala Squadron Pilot — Z-95 Headhunter | 13 |
| Harpoon Missiles | 4 |
| Guidance Chips | 0 |
| Ship Total: 17 | |
| Bandit Squadron Pilot — Z-95 Headhunter | 12 |
| Harpoon Missiles | 4 |
| Guidance Chips | 0 |
| Ship Total: 16 | |
| Bandit Squadron Pilot — Z-95 Headhunter | 12 |
| Harpoon Missiles | 4 |
| Guidance Chips | 0 |
| Ship Total: 16 | |
|
After the success of my A-h0les, I kept trying them against meta lists and after the alpha strike, I didn't have enough firepower to finish it off. By downgrading to Z95's, I can still fit 4 Harpoons and squeeze in Shara shares her TL's with the Z's, allowing them to focus for fully-modded Harpoon shots. M9-G8 helps her survive. I've only flown it once so far, but it seems like it might have legs. Thoughts? |
|
Making a Harpoon swarm work for Regionals - HARCpoon!
Well, Shara Bey can only share TLs with two of your Z-95s at a time, and is only able to take them at PS 7, which isn't that high. I might outfit them all the Z-95s as Tala Squadron, and give one of them XX-23 Thread Tracers. When Shara picks up the TLs in the combat phase, they'll be safe from Countermeasures and Black One. This also opens up 2 points, which could give Shara VI, or Vectored Thrusters or such.
Good points theBitterFig. While playing around with Thread Chasers I came up with this variation:
Bodhi Rook — U-Wing25
Sensor Jammer4
Wookiee Commandos1
Engine Upgrade4
Pivot Wing0
Ship Total: 34
Lieutenant Blount — Z-95 Headhunter17
A Score to Settle0
XX-23 S-Thread Tracers1
Guidance Chips0
Ship Total: 18
Bandit Squadron Pilot — Z-95 Headhunter12
Harpoon Missiles4
Guidance Chips0
Ship Total: 16
Bandit Squadron Pilot — Z-95 Headhunter12
Harpoon Missiles4
Guidance Chips0
Ship Total: 16
Bandit Squadron Pilot — Z-95 Headhunter12
Harpoon Missiles4
Guidance Chips0
Ship Total: 16
I dig that. At least in terms of the initial volley. My question is: what use will those Zs be after their Harpoons are gone? It doesn't seem to have the power to fully wipe a list.
Also: is Bodhi the strongest accessory here?
Bodhi is the strongest. The Z's run away after firing to preserve MOV.
On 2/2/2018 at 4:10 PM, Javelin said:Good points theBitterFig. While playing around with Thread Chasers I came up with this variation:
Bodhi Rook — U-Wing25
Sensor Jammer4
Wookiee Commandos1
Engine Upgrade4
Pivot Wing0
Ship Total: 34
Lieutenant Blount — Z-95 Headhunter17
A Score to Settle0
XX-23 S-Thread Tracers1
Guidance Chips0
Ship Total: 18
Bandit Squadron Pilot — Z-95 Headhunter12
Harpoon Missiles4
Guidance Chips0
Ship Total: 16
Bandit Squadron Pilot — Z-95 Headhunter12
Harpoon Missiles4
Guidance Chips0
Ship Total: 16
Bandit Squadron Pilot — Z-95 Headhunter12
Harpoon Missiles4
Guidance Chips0
Ship Total: 16
Ive built something similar. The problem I see is that Bodhi moves after the bandits do. Perhaps up them to Talas and change blount to something else?
1 hour ago, schmi said:Ive built something similar. The problem I see is that Bodhi moves after the bandits do. Perhaps up them to Talas and change blount to something else?
Bodhi doesn't need to move before them. His ability applies to all friendly ships and is passive.
1 hour ago, Javelin said:Bodhi doesn't need to move before them. His ability applies to all friendly ships and is passive.
Yes, do stop me if I'm wrong, but the purpose of Bodhi is to allow the Z's to use his proximity to opponent's ships to TL when they normally wouldn't be able to target lock due to moving first. If he doesn't move into TL range until after the Z's have all moved and performed their action then you have the same problem as before. The only way around this then would be to get Bodhi into range the turn before, which is dangerous.
Am I missing something?
13 minutes ago, schmi said:Yes, do stop me if I'm wrong, but the purpose of Bodhi is to allow the Z's to use his proximity to opponent's ships to TL when they normally wouldn't be able to target lock due to moving first. If he doesn't move into TL range until after the Z's have all moved and performed their action then you have the same problem as before. The only way around this then would be to get Bodhi into range the turn before, which is dangerous.
Am I missing something?
Rules as written dude...
"When a friendly ship acquires a target lock, that ship can lock onto an enemy ship at Range 1-3 of any friendly ship."
1 minute ago, Javelin said:Rules as written dude...
"When a friendly ship acquires a target lock, that ship can lock onto an enemy ship at Range 1-3 of any friendly ship."
I know how to read.
Common scenario:
You have a ps2 ship on your side. Opponent has a ps5 ship on their side. Your ps2 moves, checks range for TL. TL fails, focus instead. Ps5 moves, checks range for TL. TL successful because he moved second.
Yes, this can be avoided with good flying, but then you don't need Bodhi. He only helps in this case if he moves before the Z's, effectively extending their TL range. Unless... do you plan using one of the z's to extend the range? I just don't see how Bodhi is beneficial here. I suppose he or another Z could fly in there and get range, then Blount gets a TL, shoots a tracer, gives everyone else a TL? It works in that case but I feel it would be easier to just have Bodhi close the distance himself and extend the TL range for a mini swarm of Talas than to use Blount and Bodhi together.
Not insulting your list. Just trying to understand how you intend to make it work reliably.
It works because you only need one ship in range, and it doesn't matter which one. You are forcing your opponent to realize that getting into range of any ship in the entire list will result in being targeted by the Harpoons. It's not an alpha strike, you'd lose that to any PS11 list anyway, it's a continual threat. You don't joust with the list, and in fact heading to final salvo is preferable anyways with a 5-ship build.
Still, you have a point. If I drop Blount for Fenn Rau, then he can PS11 coordinate a Z to a TL if they weren't in range at the beginning. Now if any enemy ships get in range of any ship of mine, I can TL them at the end of the Activation phase.
Bodhi Rook (25)
Collision Detector (0)
"Leebo" (2)
"Chopper" (0)
Pivot Wing (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Fenn Rau (Sheathipede) (20)
Veteran Instincts (1)
Inspiring Recruit (1)
R4-D6 (1)
Total: 98
View in Yet Another Squad Builder
Edited by JavelinThe ARC just works better than the U-Wing, as the TL share means everone is a threat, but the PS11 coordinate is too good to pass up, so I think this is my final System Open list:
Shara Bey (28)
Trick Shot (0)
Bodhi Rook (1)
Flight-Assist Astromech (1)
Alliance Overhaul (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Fenn Rau (Sheathipede) (20)
Veteran Instincts (1)
"Chopper" (0)
R2 Astromech (1)
Total: 100
View in Yet Another Squad Builder
Edited by JavelinI ended up putting the Flight Assist on Fenn with Adaptability and BB8 on Shara. Went 5-1 at the Portland System Open today and made the cut for tomorrow. Guess it works.
So here was the final list taken to the Portland System Open:
Shara Bey (28)
Trick Shot (0)
Bodhi Rook (1)
BB-8 (2)
Alliance Overhaul (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Bandit Squadron Pilot (12)
Harpoon Missiles (4)
Guidance Chips (0)
Fenn Rau (Sheathipede) (20)
Adaptability (0)
"Chopper" (0)
Flight-Assist Astromech (1)
Total: 100
View in Yet Another Squad Builder
On Day 1 I went 2-1 in Stage 1, losing my first game against one of my league partners playing Ghost/Fenn and then dumpstering a scum 3-ship jank list and a Dash/Poe. Stage 2 I went 3-0, beating another Ghost/Fenn, something I can't remember, and triple Scurgs. That put me at 5-1, amking the cut as #9 out of 9 that made it. I went in to day 2 having to play a play-in match against Calen Wong's Assaj/Bumpmaster list and got absolutely tabled on the Gold Squadron live stream. While I missed out on the Coruscant invitation, I did make the shield tokens, range rulers, and cards which is cool. I'm happy that I made it that far in my first premier tournament with a list that was 100% mine.
How did the z's do after shooting their missiles? Was the ordinance enough to offset the 4 2-die primaries?
8 minutes ago, schmi said:How did the z's do after shooting their missiles? Was the ordinance enough to offset the 4 2-die primaries?
Against some lists I used them as blockers, others they just stayed at range 1 and harassed. Usually I'd just get out of dodge and fly away to preserve MOV. Where they were good was against the Ghost/Fenn lists as they could just harass the Ghost for hit points or fly past and start working on Fenn. But yes, the ordnance made up for the primaries by a LOT. Harpoons are grossly overpowered. A focus/TL/chips shot is almost guaranteed 4 hits and I'd get all 3 of them off pretty often, which is 12 damage +3 splash on target.
Edited by Javelin@Javelin - fantastic list and great showing! I was just thinking of something like this and then someone directed me to your post here! I was originally thinking of trying to make something like this work with Targeting Synchronizer, but ran into various disadvantages that I wasn't comfortable with.
Anyways, I was kicking around this list and was hoping you could give me your thoughts on it.
Some of the differences from your list and this one:
1) Shara has M9-G8 + Weapons Engineer so she can lock onto two enemy ships and make them reroll their attack dice.
2) Shara has VI to put her at PS8.
3) Weapons Engineer instead of Bohdi Rook. I like the extra options especially considering all the Black Ones and Countermeasures out there.
4) Talas instead of Bandits, for the PS 4 (Gunboats, Lothal, and Chopper)
5) Rex instead of Fenn Rau. This is a big one and it's a pretty big liability over what I see in your list.
| Shara Bey — ARC-170 | 28 |
| Veteran Instincts | 1 |
| Weapons Engineer | 3 |
| M9-G8 | 3 |
| Alliance Overhaul | 0 |
| Ship Total: 35 | |
| Tala Squadron Pilot — Z-95 Headhunter | 13 |
| Harpoon Missiles | 4 |
| Guidance Chips | 0 |
| Ship Total: 17 | |
| Tala Squadron Pilot — Z-95 Headhunter | 13 |
| Harpoon Missiles | 4 |
| Guidance Chips | 0 |
| Ship Total: 17 | |
| Tala Squadron Pilot — Z-95 Headhunter | 13 |
| Harpoon Missiles | 4 |
| Guidance Chips | 0 |
| Ship Total: 17 | |
| Captain Rex — TIE Fighter | 14 |
| Ship Total: 14 | |
3 hours ago, Boba Rick said:@Javelin - fantastic list and great showing! I was just thinking of something like this and then someone directed me to your post here! I was originally thinking of trying to make something like this work with Targeting Synchronizer, but ran into various disadvantages that I wasn't comfortable with.
Anyways, I was kicking around this list and was hoping you could give me your thoughts on it.
Some of the differences from your list and this one:
1) Shara has M9-G8 + Weapons Engineer so she can lock onto two enemy ships and make them reroll their attack dice.
2) Shara has VI to put her at PS8.
3) Weapons Engineer instead of Bohdi Rook. I like the extra options especially considering all the Black Ones and Countermeasures out there.
4) Talas instead of Bandits, for the PS 4 (Gunboats, Lothal, and Chopper)
5) Rex instead of Fenn Rau. This is a big one and it's a pretty big liability over what I see in your list.
Shara Bey — ARC-170 28 Veteran Instincts 1 Weapons Engineer 3 M9-G8 3 Alliance Overhaul 0 Ship Total: 35 Tala Squadron Pilot — Z-95 Headhunter 13 Harpoon Missiles 4 Guidance Chips 0 Ship Total: 17 Tala Squadron Pilot — Z-95 Headhunter 13 Harpoon Missiles 4 Guidance Chips 0 Ship Total: 17 Tala Squadron Pilot — Z-95 Headhunter 13 Harpoon Missiles 4 Guidance Chips 0 Ship Total: 17 Captain Rex — TIE Fighter 14 Ship Total: 14
Thanks! As you see from my thread, I started with the Weapons Engineer / M9-G8 combo as well. It doesn't work because you have not way of target locking anything higher than PS8. I found out in play testing that more often than not, Shara wouldn't even get a second target lock. I like the upgrade to Tala's as they shoot before the Ghost, increasing their chances of getting the Harpoons off. Rex does nothing for your list, so drop that now. I think it's worth maybe upgrading to 2 Tala's in order to get some more points on Fenn and Shara. I'd like a Plasma on Shara with R2-D2, and Pulse Ray Shields on Fenn. I started looking the same direction, but I ended up at Chewie: https://community.fantasyflightgames.com/topic/270137-looking-for-the-silver-bullet-taking-down-ghostfenn-in-the-mirror-match/
6 minutes ago, Javelin said:Thanks! As you see from my thread, I started with the Weapons Engineer / M9-G8 combo as well. It doesn't work because you have not way of target locking anything higher than PS8. I found out in play testing that more often than not, Shara wouldn't even get a second target lock. I like the upgrade to Tala's as they shoot before the Ghost, increasing their chances of getting the Harpoons off. Rex does nothing for your list, so drop that now. I think it's worth maybe upgrading to 2 Tala's in order to get some more points on Fenn and Shara. I'd like a Plasma on Shara with R2-D2, and Pulse Ray Shields on Fenn. I started looking the same direction, but I ended up at Chewie: https://community.fantasyflightgames.com/topic/270137-looking-for-the-silver-bullet-taking-down-ghostfenn-in-the-mirror-match/
Interesting.
I'm having a hard time wrapping my head around how you get Bohdi Rook to TL onto higher PS ships. I mean, as you say here, getting TL on things over PS 8 is nigh-impossible, but how does that get any better with Bohdi?
2 hours ago, Boba Rick said:
Interesting.
I'm having a hard time wrapping my head around how you get Bohdi Rook to TL onto higher PS ships. I mean, as you say here, getting TL on things over PS 8 is nigh-impossible, but how does that get any better with Bohdi?
His ships are spread out, so as the enemy ships move into attack range he has a much greater chance of achieving a TL regardless of where Shara is with respect to the opponent's ships. This is especially helpful with a Fenn-cordinate-TL.
3 hours ago, Boba Rick said:
Interesting.
I'm having a hard time wrapping my head around how you get Bohdi Rook to TL onto higher PS ships. I mean, as you say here, getting TL on things over PS 8 is nigh-impossible, but how does that get any better with Bohdi?
Fenn. You move the 3 PS2 Bandits, and then the PS6 Shara. If any of the ships have range on an enemy, Shara TL's, otherwise she focuses. At PS10, Fenn moves and then if Shara doesn't have a TL yet, Fenn coordinates her to do one now. She can stay at the very back of the formation so she stays out of the line of fire and uses Bodhi to get her TL off of someone else's position.
44 minutes ago, Javelin said:Fenn. You move the 3 PS2 Bandits, and then the PS6 Shara. If any of the ships have range on an enemy, Shara TL's, otherwise she focuses. At PS10, Fenn moves and then if Shara doesn't have a TL yet, Fenn coordinates her to do one now. She can stay at the very back of the formation so she stays out of the line of fire and uses Bodhi to get her TL off of someone else's position.
Fantastic.
What do you think of this? I could always drop on Z down to a Bandit to free up one point for VI on Fenn.
Sheathipede-class Shuttle: •Fenn Rau (20)
•Phantom II (0)
Adaptability (+1) (0)
ARC-170: •Shara Bey (29)
Alliance Overhaul (0)
Adaptability (+1) (0)
•Bodhi Rook (1)
Z-95 Headhunter: Tala Squadron Pilot (17)
Guidance Chips (0)
Harpoon Missiles (4)
Z-95 Headhunter: Tala Squadron Pilot (17)
Guidance Chips (0)
Harpoon Missiles (4)
Z-95 Headhunter: Tala Squadron Pilot (17)
Guidance Chips (0)
Harpoon Missiles (4)
Total: 100/100
Ha, I just realized that this list is almost identical to yours, lol.
How did you fare against Asajj and Dash with Countermeasures, as well as PS 11 Black Ones?