upcoming Epic doubles game - 400pts per player

By Surak, in X-Wing Epic Play

so I'm taking part in an Epic doubles game at the end on May, 400pts per player. The sides are double Imperials vs Scum & Rebels. I'm playing the Rebels, and all I'm aware of the opposition is one doesn't like epic ships, but loves defenders, and the other will probably be bringing his raider. So, here is my first attempt at my list;

Cr90 - Tantive IV, Wookiee Commandos, optimised generators, backup shield generator, 2x IG-RM thug droids, 3x Quad Laser cannons

Roark Garnet - TLT, nien numb, pulse ray shield

Esege Tuketu - TLT, Seismic Torp, extra munitions, tread-tracer, recon specialist, advanced SLAM

Kyle Katarn - TLT, VI, recon spec, pulse ray shield, mouldy crow title

4x grey squadron pilots with; BTl-A4, autoblaster, R2 Astro, engine upgrade

2x Wookiee Liberators with; VI, Vectored thrusters, Wookiee commandos

399pts

so anyone spot anything obviously stupid in the above list? It's not a competitive game so I'm more worried about having fun than maximum build effectiveness, hence the buzz-saw y-wings, but I do want to be able to give a good account of myself all the same

regards

34 minutes ago, Surak said:

so I'm taking part in an Epic doubles game at the end on May, 400pts per player. The sides are double Imperials vs Scum & Rebels. I'm playing the Rebels, and all I'm aware of the opposition is one doesn't like epic ships, but loves defenders, and the other will probably be bringing his raider. So, here is my first attempt at my list;

Cr90 - Tantive IV, Wookiee Commandos, optimised generators, backup shield generator, 2x IG-RM thug droids, 3x Quad Laser cannons

Roark Garnet - TLT, nien numb, pulse ray shield

Esege Tuketu - TLT, Seismic Torp, extra munitions, tread-tracer, recon specialist, advanced SLAM

Kyle Katarn - TLT, VI, recon spec, pulse ray shield, mouldy crow title

4x grey squadron pilots with; BTl-A4, autoblaster, R2 Astro, engine upgrade

2x Wookiee Liberators with; VI, Vectored thrusters, Wookiee commandos

399pts

so anyone spot anything obviously stupid in the above list? It's not a competitive game so I'm more worried about having fun than maximum build effectiveness, hence the buzz-saw y-wings, but I do want to be able to give a good account of myself all the same

regards

4x gold squad

Faa

Btla4

Tlt

Vectors thrusters

For the same points as your grays these could be fun and have more movement options. Also with btla4 you can shoot with your primary and turret at different targets.

10 minutes ago, Dabirdisdaword said:

4x gold squad

Faa

Btla4

Tlt

Vectors thrusters

For the same points as your grays these could be fun and have more movement options. Also with btla4 you can shoot with your primary and turret at different targets.

unfortunately I only have 1 copy of Flight Assist Astro, and all three copy's of TLT I own are already in the list.

otherwise, that does look like a fun (if less aggressive) y-wing build

Personally, I don't like the title on the Autoblaster Y-Wings. It's very shooty in range 1, but weak at all other ranges. If you dropped Engine Upgrade, you add Torpedos, and still take Autoblaster without the title. You'll still be able to mix it up at close range with Defenders, and you'll have a lot bigger of a punch against a Raider.

You could take Plasma Torpedos and Vectored Thrusters instead of R2 Astromech and Engine Upgrade. Not quite as fast or nimble, but I think they'd be a bigger threat to Raiders, and not significantly worse of a threat against Defenders. Possibly better against Defenders, since you won't be arc-locked. Alternately, Proton Torpedos + Guidance Chips (and keep R2 Astromech) are more likely to push through those lovely crits against Epic ships.

//

With the Tantive, I'd add in a 1-point crew. Shield Technician is good, as is Breach Specialist. You've got a point to spare, and I doubt a bid is that important. If you really want a bid, I'd be more inclined to get rid of some of Esege's missile/torpedo package, but those also seem like fun.

The Pulse Ray Shields on the Hawks are not worth it IMO. When the Imps decide that it is time to die for the annoying support ships, in the game that big they are likely to kill them in a one go. So no time to regenerate. Tantive is tooled for close combat so there is a empty seat and a spare command console for a Tactician in the aft. If the wookie gunners are unable to hit the flimsy TIEs with the Quad lasers at least the targets will be stressed.

18 minutes ago, theBitterFig said:

Personally, I don't like the title on the Autoblaster Y-Wings. It's very shooty in range 1, but weak at all other ranges. If you dropped Engine Upgrade, you add Torpedos, and still take Autoblaster without the title. You'll still be able to mix it up at close range with Defenders, and you'll have a lot bigger of a punch against a Raider.

You could take Plasma Torpedos and Vectored Thrusters instead of R2 Astromech and Engine Upgrade. Not quite as fast or nimble, but I think they'd be a bigger threat to Raiders, and not significantly worse of a threat against Defenders. Possibly better against Defenders, since you won't be arc-locked. Alternately, Proton Torpedos + Guidance Chips (and keep R2 Astromech) are more likely to push through those lovely crits against Epic ships.

my concern with ordnance is the need for Target Locks, which the PS4 y-wings are unlikely to have. Having said that, that exact argument also applies to removing the title so free up the arc.

22 minutes ago, theBitterFig said:

With the Tantive, I'd add in a 1-point crew. Shield Technician is good, as is Breach Specialist. You've got a point to spare, and I doubt a bid is that important. If you really want a bid, I'd be more inclined to get rid of some of Esege's missile/torpedo package, but those also seem like fun.

Yeh the Esege build is pure support fun, and I always forget breach specialist

7 minutes ago, Niinivaara said:

The Pulse Ray Shields on the Hawks are not worth it IMO. When the Imps decide that it is time to die for the annoying support ships, in the game that big they are likely to kill them in a one go. So no time to regenerate. Tantive is tooled for close combat so there is a empty seat and a spare command console for a Tactician in the aft. If the wookie gunners are unable to hit the flimsy TIEs with the Quad lasers at least the targets will be stressed.

fair point on hwk survivability, those pulse shields was probably me being optimistic. And tactician is another card I always forget, could be fun with that many guns.

I'm now also wondering if its worth dropping the Grey Squadrons down to Gold Squadrons to free up a few more points for toys? This, plus removing the pulse shields, would give me 12pts to play with (I've added tactician to the CR90). A silly option for this could be taking bomb load out and cluster bombs on all the y-wings.

27 minutes ago, Surak said:

my concern with ordnance is the need for Target Locks, which the PS4 y-wings are unlikely to have. Having said that, that exact argument also applies to removing the title so free up the arc.

I don't think Target Locks will be too hard to use, at least against Epic ships. I mean, it's not like they'll jump the range 2-3 band.

And personally, I think Grey is worth it. In the Epic game I played yesterday, my opponent's Blue Squadron B-Wings both got PS-killed by my Raider before they could fire torpedos. Having Daggers would have allowed them to shoot at the same PS as my Raider (and before it, because my opponent had initiative). Targeting PS 4 seems like a wise idea, at least in my limited experience.

3 minutes ago, theBitterFig said:

I don't think Target Locks will be too hard to use, at least against Epic ships. I mean, it's not like they'll jump the range 2-3 band.

And personally, I think Grey is worth it. In the Epic game I played yesterday, my opponent's Blue Squadron B-Wings both got PS-killed by my Raider before they could fire torpedos. Having Daggers would have allowed them to shoot at the same PS as my Raider (and before it, because my opponent had initiative). Targeting PS 4 seems like a wise idea, at least in my limited experience.

thanks for the feedback, I haven't faced a raider with my rebels yet, just my scum, so PS is normally fairly irrelevant as I like starvipers and IG's :)

I'll keep the greys in

13 hours ago, Surak said:

so I'm taking part in an Epic doubles game at the end on May, 400pts per player. The sides are double Imperials vs Scum & Rebels. I'm playing the Rebels, and all I'm aware of the opposition is one doesn't like epic ships, but loves defenders, and the other will probably be bringing his raider. So, here is my first attempt at my list;

Cr90 - Tantive IV, Wookiee Commandos, optimised generators, backup shield generator, 2x IG-RM thug droids, 3x Quad Laser cannons

Roark Garnet - TLT, nien numb, pulse ray shield

Esege Tuketu - TLT, Seismic Torp, extra munitions, tread-tracer, recon specialist, advanced SLAM

Kyle Katarn - TLT, VI, recon spec, pulse ray shield, mouldy crow title

4x grey squadron pilots with; BTl-A4, autoblaster, R2 Astro, engine upgrade

2x Wookiee Liberators with; VI, Vectored thrusters, Wookiee commandos

399pts

so anyone spot anything obviously stupid in the above list? It's not a competitive game so I'm more worried about having fun than maximum build effectiveness, hence the buzz-saw y-wings, but I do want to be able to give a good account of myself all the same

regards

Looks like fun. You know you need to post pictures right? I mean if there are going to be 1600 points on the mat, there needs to be pictures.

Here are a couple things I have had fun and success with. For the squad of Y-Wings, this would cost the same points as you have:

  • Dutch Vander, Ion Torpedoes, Extra Munitions, R7-T1, Guidance Chips.
  • Grey Squadron, Ion Torpedoes, Extra Munitions, R2, Guidance Chips.
  • Grey Squadron, Ion Torpedoes, Extra Munitions, R2, Guidance Chips.
  • Lieutenant Blount, Deadeye, XX-23 Tracers

With 800 points of enemies on the board, it should be easy to find a low agility target in a formation so that the Ion torps can splash Ion to several targets. Better yet, if you hit the enemy Huge you will kill its ability to gain energy which is very crippling to most Huge ships, and you just may ion an enemy fighter where it can't avoid getting run over by the Huge ship it is supposed to be protecting. If your opponent brings those defenders, getting some Ions on them would be a great way to block those 3 speed evades for a turn or two.

Also, if you are worried about target locks, I usually run those Y's with Carlist Rieekan (3pt) on my Huge ship (you can fit him if you drop the Thugs then see my next point for alternative crit support). Find the right moment when most of your squad is out at range 4-5 and pop him to let your entire squad move at PS 12 that activation phase. Its a one shot deal, but you should all be able to get your locks for a massive alpha strike while denying the enemy the chance to dodge your arcs.

Finally, if you are looking for extra crits, an underrated epic support ship is Etahn A'baht. Keep him cheap, keep him back out at range 3 and let your other ships rain crits like hellfire. Put PTL and R2 on him and he is the same points as your Kyle Build. Both are going to draw attention from the enemy, but Etahn is more likely to make it through a round of fire or two and if he can get 3-4 of your squad's hits to land as crits instead, it may make the difference early. Instead of Kyle handing one ship a focus, Etahn may get 4 or 5 ships to land a crit instead of a hit.

All that said, your list looks pretty good. Looks like you have a couple of specific tactics in mind and have built around them well. Stick to your plan and watch your flank. And may the Force be with you.

Edited by pickirk01

Blount. Worried about target locks? Just add Blount+tracers and EVEYONE gets a TL. (Granted range 1-2).

4 hours ago, pickirk01 said:

Looks like fun. You know you need to post pictures right? I mean if there are going to be 1600 points on the mat, there needs to be pictures.

if I can mange it (these forums seem to hate me when it comes to uploading pictures) I will.

4 hours ago, pickirk01 said:

For the squad of Y-Wings, this would cost the same points as you have:

  • Dutch Vander, Ion Torpedoes, Extra Munitions, R7-T1, Guidance Chips.
  • Grey Squadron, Ion Torpedoes, Extra Munitions, R2, Guidance Chips.
  • Grey Squadron, Ion Torpedoes, Extra Munitions, R2, Guidance Chips.
  • Lieutenant Blount, Deadeye, XX-23 Tracers

I really like this build, but isn't the "deadeye" on blount redundant as the tracers are already "Attack: (focus)"?

4 hours ago, pickirk01 said:

If your opponent brings those defenders, getting some Ions on them would be a great way to block those 3 speed evades for a turn or two.

very much against the meta, I'm mote likely to be facing TIE/D defenders than X7 defenders - but Ioning them is still going to help

4 hours ago, pickirk01 said:

Also, if you are worried about target locks, I usually run those Y's with Carlist Rieekan (3pt) on my Huge ship (you can fit him if you drop the Thugs then see my next point for alternative crit support). Find the right moment when most of your squad is out at range 4-5 and pop him to let your entire squad move at PS 12 that activation phase. Its a one shot deal, but you should all be able to get your locks for a massive alpha strike while denying the enemy the chance to dodge your arcs.

Finally, if you are looking for extra crits, an underrated epic support ship is Etahn A'baht. Keep him cheap, keep him back out at range 3 and let your other ships rain crits like hellfire. Put PTL and R2 on him and he is the same points as your Kyle Build. Both are going to draw attention from the enemy, but Etahn is more likely to make it through a round of fire or two and if he can get 3-4 of your squad's hits to land as crits instead, it may make the difference early. Instead of Kyle handing one ship a focus, Etahn may get 4 or 5 ships to land a crit instead of a hit.

never used Rieeken, so that's as good an excuse as any for me :)

and as I've been trying to get my E-wings back on the table recently Etahn is definitely going to feature

4 hours ago, Ccwebb said:

Blount. Worried about target locks? Just add Blount+tracers and EVEYONE gets a TL. (Granted range 1-2).

Yeh, I face palmed after these posts, Blount used to be my go-to z-95 pilot and I completely forgot about him

so, after the above comments, here is how the list now looks;

Battlestar Tantive (400) :)

CR90 Corvette (Fore) — CR90 Corvette (Fore) 50
Wookiee Commandos 1
Quad Laser Cannons 6
Quad Laser Cannons 6
IG-RM Thug Droids 1
Optimized Generators 5
Tantive IV 4
Ship Total: 73

CR90 Corvette (Aft) — CR90 Corvette(Aft) 40
Carlist Rieekan 3
Quad Laser Cannons 6
IG-RM Thug Droids 1
Backup Shield Generator 3
Ship Total: 53

Roark Garnet — HWK-290 19
Twin Laser Turret 6
Tactician 2
Ship Total: 27

Esege Tuketu — K-Wing 28
Twin Laser Turret 6
Seismic Torpedo 2
Extra Munitions 2
XX-23 S-Thread Tracers 1
Recon Specialist 3
Advanced SLAM 2
Ship Total: 44

Etahn A'baht — E-Wing 32
Push the Limit 3
R2 Astromech 1
Ship Total: 36

Gray Squadron Pilot — Y-Wing 20
Extra Munitions 2
Ion Torpedoes 5
R2 Astromech 1
Guidance Chips 0
Ship Total: 28

Gray Squadron Pilot — Y-Wing 20
Extra Munitions 2
Ion Torpedoes 5
R2 Astromech 1
Guidance Chips 0
Ship Total: 28

"Dutch" Vander — Y-Wing 23
Extra Munitions 2
Ion Torpedoes 5
R7-T1 3
Guidance Chips 0
Ship Total: 33

Wookiee Liberator — Auzituck Gunship 26
Veteran Instincts 1
Wookiee Commandos 1
Vectored Thrusters 2
Ship Total: 30

Wookiee Liberator — Auzituck Gunship 26
Veteran Instincts 1
Wookiee Commandos 1
Vectored Thrusters 2
Ship Total: 30

Lieutenant Blount — Z-95 Headhunter 17
Adaptability 0
XX-23 S-Thread Tracers 1
Ship Total: 18

list total - 400pts

3 hours ago, Surak said:

...

I really like this build, but isn't the "deadeye" on blount redundant as the tracers are already "Attack: (focus)"?

...

Upon further review, you are correct. Your adaptability build is nice on him then.

Edited by pickirk01
13 minutes ago, pickirk01 said:

Upon further review, you are correct. Your adaptability build is nice on him then.

Yeh, the extra point saved allowed me to get Rieekan on the CR90 and tactician on Roark to make him that little bit more annoying.

really liking how this list is looking now, but happy to take more suggestions.

3 hours ago, Surak said:

so, after the above comments, here is how the list now looks;

Battlestar Tantive (400) :)

CR90 Corvette (Fore) — CR90 Corvette (Fore) 50
Wookiee Commandos 1
Quad Laser Cannons 6
Quad Laser Cannons 6
IG-RM Thug Droids 1
Optimized Generators 5
Tantive IV 4
Ship Total: 73

CR90 Corvette (Aft) — CR90 Corvette(Aft) 40
Carlist Rieekan 3
Quad Laser Cannons 6
IG-RM Thug Droids 1
Backup Shield Generator 3
Ship Total: 53

Roark Garnet — HWK-290 19
Twin Laser Turret 6
Tactician 2
Ship Total: 27

Esege Tuketu — K-Wing 28
Twin Laser Turret 6
Seismic Torpedo 2
Extra Munitions 2
XX-23 S-Thread Tracers 1
Recon Specialist 3
Advanced SLAM 2
Ship Total: 44

Etahn A'baht — E-Wing 32
Push the Limit 3
R2 Astromech 1
Ship Total: 36

Gray Squadron Pilot — Y-Wing 20
Extra Munitions 2
Ion Torpedoes 5
R2 Astromech 1
Guidance Chips 0
Ship Total: 28

Gray Squadron Pilot — Y-Wing 20
Extra Munitions 2
Ion Torpedoes 5
R2 Astromech 1
Guidance Chips 0
Ship Total: 28

"Dutch" Vander — Y-Wing 23
Extra Munitions 2
Ion Torpedoes 5
R7-T1 3
Guidance Chips 0
Ship Total: 33

Wookiee Liberator — Auzituck Gunship 26
Veteran Instincts 1
Wookiee Commandos 1
Vectored Thrusters 2
Ship Total: 30

Wookiee Liberator — Auzituck Gunship 26
Veteran Instincts 1
Wookiee Commandos 1
Vectored Thrusters 2
Ship Total: 30

Lieutenant Blount — Z-95 Headhunter 17
Adaptability 0
XX-23 S-Thread Tracers 1
Ship Total: 18

list total - 400pts

Very nice. Love the double Wookiee for protection and double tracers!

What will I’ll be your roll during this wonderful engagement? You have the CR90 built for close in but your squad is anti-huge. Is your partner brining fighters?

45 minutes ago, Ccwebb said:

Very nice. Love the double Wookiee for protection and double tracers!

What will I’ll be your roll during this wonderful engagement? You have the CR90 built for close in but your squad is anti-huge. Is your partner brining fighters?

other than "Scum, maybe a C-ROC" i have no idea what my teammate is bringing the table yet, once I've found out (the game isn't for a month) I may have to revisit the list, but we'll see.

as for the Wookiee's, they can either be the tip of the spear and soak up some fire for the Y-wings or they can provide flank security - all depends what the Scum bring to the table.

incidentally - if anyone wants to suggest a rebel list that is a little more, Battle Star Galactica (sort of my inspiration for the CR-90 build) I'm interested to see it. In fact, I'll start a new thread so as to not derail this one.

Edited by Surak
4 hours ago, Surak said:

other than "Scum, maybe a C-ROC" i have no idea what my teammate is bringing the table yet, once I've found out (the game isn't for a month) I may have to revisit the list, but we'll see.

as for the Wookiee's, they can either be the tip of the spear and soak up some fire for the Y-wings or they can provide flank security - all depends what the Scum bring to the table.

incidentally - if anyone wants to suggest a rebel list that is a little more, Battle Star Galactica (sort of my inspiration for the CR-90 build) I'm interested to see it. In fact, I'll start a new thread so as to not derail this one.

If you plan on flying the SS Galatica in close range, you’ll want those rookie-wookies to help. CR90 has a huge blind spot and doesn’t like to fly slow. (Only has 1 bank for slow moves)

Or, you can keep the K/wings in for support. Y-wings, without turrets, are not good at protection.

As as for your partner, I’d suggest for them to bring of squad of fighters. 4x Khiraz(?) or 4x Starvipers would be great.

Edited by Ccwebb
Spelling.

ok with a few days to go, and no idea what my teammate is bringing as my teammate changed yesterday others than "scum, with at least 1 C-ROC" my list has shifted again.

Battlestar Tantive (400)


CR90 Corvette (Fore) — CR90 Corvette (Fore) 50
Wookiee Commandos 1
Quad Laser Cannons 6
Quad Laser Cannons 6
IG-RM Thug Droids 1
Optimized Generators 5
Tantive IV 4
Ship Total: 73

CR90 Corvette (Aft) — CR90 Corvette(Aft) 40
Carlist Rieekan 3
Quad Laser Cannons 6
IG-RM Thug Droids 1
Backup Shield Generator 3
Ship Total: 53 
Roark Garnet — HWK-290 19
Twin Laser Turret 6
Tactician 2
Ship Total: 27

Esege Tuketu — K-Wing 28
Twin Laser Turret 6
Seismic Torpedo 2
Extra Munitions 2
XX-23 S-Thread Tracers 1
Recon Specialist 3
Advanced SLAM 2
Ship Total: 44 

Etahn A'baht — E-Wing 32
Push the Limit 3
R2 Astromech 1
Ship Total: 36

Guardian Squadron Pilot — K-Wing 25
Twin Laser Turret 6
Recon Specialist 3
Advanced SLAM 2
Ship Total: 36

Kanan Jarras — VCX100 38
Twin Laser Turret 6
Jyn Erso 2
Ion Projector 2
Ghost 0
Ship Total: 51

Zeb Orrelios — Attack Shuttle 18
Dorsal Turret 3
Phantom 0
Ship Total: 21

Thane Kyrel — Arc-170 26
Alliance Overhaul 0
Vectored Thrusters 2
R2 astromech 1

ship total 29

Braylen Stramm — Arc-170 25
Alliance overhaul 0
Inspiring Recruit 1
Vectored Thrusters 2
R3-A2 2
Ship Total: 30

list total 400pts

vague plan is to have the K-wings and hawk escort the CR-90 into range and then cover its weak points, whilst the Arc's escort the Ghost as another attack group - Etahan's job is to stare angrily at whatever needs to die most that turn

thoughts?

First off, I am only seeing 48 points on Kanan, you may have forgotten to list one of his upgrades - understandable, there's like 40 things in your list ? .

What I really like:

*You mentioned flying in the Ghost and ARC's as one attack force. I assume Etahn will just trail behind them a bit to beef up all their primary shots since the TLT carriers and Thug Droid Tantive basically get nothing from Etahn's ability. If you can get your opponent to see this group as the biggest threat and focus on it, your plan of getting the Tantive in close, relatively unscathed could work. If the enemy ignores this group and goes after the Tantive, then as long as these guys are not too far away, they will be able to flank and put out a ton of damage.

What concerns me a little, just a little:

*If I am playing against you, and I see your Quad Laser Tantive, I would simply hang back and pick apart its escort from outside range 2. In essence I will have my 400 points against about 250 of yours. Once I have overwhelmed your fighters, I will then move in with something like 250 points left against your vulnerable corvette. Your set up is designed more to charge into the middle of the fray and hit at close range. Problems are twofold. All of the Tanive's arcs are to the sides so once you are in too close to use your big primary, you have big blind spots to the front and rear. Second, charging in is not easy with slow moving corvettes. You need to use low energy producing, high speed moves to get there and that means once in the fray, you may not have anything left to fight with. One of the CR-90's biggest assets is its ability to hit at long range. I might change one Quad to Turbolasers. You set it up almost parallel to your side of the board (make sure you are able to turn in without the back end fish-tailing off the mat). Then just slowly cruise along your side while hitting with massive range 5 broadsides. You sort of want to circle the enemy with this beast instead of engaging head on.

*The K-Wings already have a primary turret, and though its only 2 dice, that is enough against the low agility ships you often see in Epic. Unless your opponent brings 6 Star Vipers and 6 Scyks, you should be fine with the 2 primary alone. Your have enough other big guns to engage the high agility stuff. I might take away the TLT's and the Seismics on Esege and put in Ion Torps and extra munitions on both to give them a better Alpha punch as well as to discourage the enemy flying in tight formations. I cannot stress enough how powerful Ions are in epic. Combining Ions with your stress dealers means you will know exactly where a couple actionless enemy ships will be next turn.

Again, overall, I think this squad has potential, and it sounds like you have a solid plan for how to use its strengths. I am not recommending any changes, but if I WERE to make any changes this is what I might do...

  • Cr-90 (Fore) Remove one Quads -6, add Single Turbo Lasers +8
  • Esege Remove TLT -6, Seismic Torps -2, add Ion Torps +5
  • Guardian, remove TLT -6, add Extra Munitions +2, add ion torps +5

Same amount of points. And lastly, if I did this, I would be torn between removing Advanced Slam and putting on Guidance Chips for those Torp shots. I like slam but freeing up 4 points means I can put a Sensor Team on the Tantive to let it get Range 5 target Locks.

I am really looking forward to hear how you do!

And may the Force be with you @Surak

Edited by pickirk01
2 hours ago, pickirk01 said:

First  off, I am only seeing 48 points on Kanan, you may have forgotten to list one of his upgrades - understandable, there's like 40 things in your lis  t ? .  

Good catch, I'll have to see what I've missed there (either an upgrade or mis-counting the total)

As for the rest, thanks for the comments! I'm going to leave my list as-is now, but I will definitely keep your comments in mind - and make sure there are pictures!

ok so i missed 2 upgrades - Kanan should have a sensor jammer, and Thane should have a courier droid

And at the last moment, we go up to 500pts a player!

1 hour ago, Surak said:

And at the last moment, we go up to 500pts a player!

I'd suggest using that 100 for a 4-5 x wings. I have 300pt lists that can put out the volume fire of your 400 with decent mods. You need more guns on table. Those expensive 1 agl ships just don't last under multiple arcs of fire, and having some cheap basic fighters for him to ignore will help close the game if/when they've nuked the ks ghost and arcs.

12 hours ago, Surak said:

And at the last moment, we go up to 500pts a player!

11 hours ago, Dabirdisdaword said:

I'd suggest using that 100 for a 4-5 x wings. I have 300pt lists that can put out the volume fire of your 400 with decent mods. You need more guns on table. Those expensive 1 agl ships just don't last under multiple arcs of fire, and having some cheap basic fighters for him to ignore will help close the game if/when they've nuked the ks ghost and arcs.

This! More guns! Big Guns! Some Combination of X's and Z's. Have the Z's fly ahead of Etahn as a screen or as spotters with Tracers to get locks for your bigger guns. Here is a quick easy 100 points.

  • 3 X Red Squadron with Flight Assist Astro and Integrated Astro
  • 2X Tala with XX-23 S-Thread Tracers, Guidance Chips

All PS 4 with nearly identical dials so you fly in formation and move/shoot in what ever order works best. Light up some high value/high HP target with a Tracer first and then the rest have locks to fire their primaries with and get extra crits from Etahn.

Edit: Okay, somehow I almost forgot my most favorite ship in the galaxy. For the Same 24 points as those X-Wings above, you can field

  • Green Squadron Pilot
  • Chardaan Refit
  • A-Wing Test Pilot
  • Push The Limit
  • Snap Shot
  • Vectored Thrusters (or you can go traditional auto-thrusters, but having the double re-position option after performing a green 5 straight is the most fun you will ever have)

There is no faster fighter. Their 5 straight is GREEN! Move fast, boost, barrel roll, rinse, repeat.

I like to bring a pair. I simply blow past all oncoming enemy ships right off the start and get in behind an enemy Raider in its blind spot. Then plink it to death with snap shots and primary shots. Four times I have played this and no one has realized this threat until they have more than paid for their points in damage dealt.

Edited by pickirk01

^what he said.

Z95 and a wings make for great big ship hunters. Minimal investment and 2 dice don't have accuracy issues with 0 gal targets.

Try ps1 a wing, chardaan refit, autothrusters. 17 points, sure it might get nuked before it fires but if it does it's drawing bigger guns away from your more expensive assets. Make them the easy target and do what you can with em.

Seen a guy run missile raider and 8 ties and just dominate. Ties for the low agl targets, harpoons and homings off the raider to mess up the dodgy ones.

Edited by Dabirdisdaword