Quick Build Pages Updated with all Pilots!
Indeed but still no Mauler Mithel...
We can now add 2 ship for the same threat card ! Look nice ! I love threat card mode !
Edit : Rebel have 1 blank page...
Edited by Arkanta974Some of these builds are insanely good. One big question though: how do unique upgrades work? If a generic quick build card (sigma squadron pilot, for example) has a unique upgrade (grand inquisitor, in this case), then can multiples of that quick build be fielded? I've got to assume no
1 hour ago, gadwag said:Some of these builds are insanely good. One big question though: how do unique upgrades work? If a generic quick build card (sigma squadron pilot, for example) has a unique upgrade (grand inquisitor, in this case), then can multiples of that quick build be fielded? I've got to assume no
Quick build allows you to ignore normal 'slots' because it's an alternate squad building method
It does not allow you to ignore the 'limited' rule.
Game changer! Will have to buy the whole e1 stuff now :D
BTW the rebel quick builds page 3 seems to be broken.
Looks interesting. Glad to see a full sweep of pilots.
Thoughts on the Imperial pilots:
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Lambda
- Sloane on an Omicron being only 2 threat is scary. That allows you to field her with 6 Epsilon Squadron Pilots - probably a better deal for a generic swarm than howlrunner.
- The Emperor on Kagi is appropriate and good value
- Jendon/ST-321/Vader is good, but Jendon really wants to be supporting target lock hungry ships - at 3 threat, you're basically stuck with 2 TIE advanced, neither of which can be vader as you're using him as crew
- Sai/Ciena Ree is not great. Sai needs you to be co-ordinating focus actions, Ree wants you to co-ordinate boost or barrel roll.
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TIE Aggressor
- Barrage Rocket Kestal....okay, but I'd rather have a bomber. Spending a focus to remove non-natural evades is cool and all but without reload you're going to eat your rocket ammo fast .
- Seinar Specialist - Hull upgrade helps durability a lot, and Veteran Turret Gunner/Ion Cannon means it can throw a fair amount of fire forwards.
- Onyx Squadron Escort - You desperately need to trigger outmanouvre to hit anyone. Yes, dorsal turret, but you need to get targets in your frontal arc to trigger it. Proton rockets can hurt.
- Double Edge - his ability plus a hotshot gunner is rather tasty. Nicely built.
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TIE Phantom - yes, they're all functionally unique in a quick build force.
- Whisper - juke on phantoms kicks buttock. With Kallus/Juke to attack, action focus/evade to defend (even on a K-turn!) and a free evade to recloak if you hit, she's a serious monster for only 3 threat. I'd rather have her than Maarek Stele.
- Sigma Squadron Ace - Grand Inquisitor is nice, but there's only so many actions a phantom needs. Evade from stygium, focus from action....I guess being able to recloak is nice if your opponent does something unexpected.
- Echo - Lone Wolf & Perceptive Copilot is nice, especially with echo's insane decloak manouvrability.
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TIE Defender
- Delta Squadron Pilot - Ion Cannon is nice but without TIE/D it's not a huge amount of firepower.
- Onyx Squadron Ace - 3 threat with no upgrades. Ouch.
- Ryad - 4 threat means on a par with vader. Outmanouvre/Afterburners/Full Throttle is a tasty combination, though.
- Rexler - Juke is nice, and Juke means even cluster missiles are okay. Collision detector is cool.
- Vessery - His ability means cluster missiles work as well as for anyone except jonus, but threat 4 means he won't get many supporting ships to lock for him.
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TIE Bomber
- Tomax Bren Crack Shot proton torpedoes. Hard to line up bullseyes at range 2-3, but it makes him a great hunter of large base ships.
- Deathfire - Bombs, mines, cluster missiles is a bit overloaded. Electronic Baffle is nice, though - pull a red move and burn off the stress, knowing that if you have to, you can even kamikaze to lay mines and fire missiles in the end phase.
- Rhymer - Rhymers ability + Advanced Proton Torpedoes = Pain, especially with intimidation.
- Scimitar Squadron x 2 - two ships for three threat. Ion missiles are interesting - you do really need them in multiples to be worth it, so not a bad call.
- Jonus - protons + shield upgrade. Means he doesn't benefit too much from his own ability - you'll notice no quick build bomber packs barrage rockets
- Gamma Squadron Ace - oooh. Bomblets on a TIE bomber? Nice!
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TIE/v1
- Grand Inquisitor - TIE/v1 with supernatural reflexes good. Concussion missiles...okay on a 2-dice primary ship, I guess?
- Inquisitor - Cluster missiles/instinctive aim. I guess a focus is more flexible than a lock - it works fairly well when firing masses of attacks at range 2, and it's only 2 threat. It's better than most TIE fighter builds.
- Seventh Sister - Homing Missiles vs her crack shot ability...means that a lot of people will just take the 1 damage and lump it, because a 4 dice attack with crack shot will likely do a lot more.
- Baron of the Empire - Crack Shot and Proton Rockets means that outside bullseye, it's an academy pilot, inside bullseye it's one of the most brutal ships in the game. Given the Baron has linked reposition/focus, that's going to make a mini-swarm of 4 of them quite mean
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TIE Interceptor
- Soontir Fel - no predator? I guess outmanouvre isn't bad because you need to dodge arcs for grim death. Afterburners and stealth is nice but I feel like I'd rather have had him but-nekked for 2 threat than kitted out for 3.
- Alpha Squadron Pilot x 2 - Really? I get that you can ignore points costs and 'slots' but Ablative Plating specifically says Medium or Large Ship only , so apparently quick builds can ignore that too. Which is a really wierd thing to give them, since it only works on friendly bombs. Essentially, they've all got cheap knock-off collision detectors.
- Turr Phennir - Electronic Baffle on a hull 3 interceptor? Really? Daredevil is nice, but only works on a white boost - meaning you can't trigger it with autothrusters - and turns the boost red - meaning you can't use it and then roll with autothrusters either. He is only 2 threat but the generic saber just seems way more solid.
- Saber squadron ace - stealth device & predator. A generic 'heavy swarm' of 4 Alphas plus one saber as a squadron leader looks rather nice.
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Assault Gunboat
- Karsabi - the heavy laser cannon has always been the weapon his ability works with. The heavy laser cannon is harder to line up, though, which makes him much less appealing. 2 threat isn't much, though, and if he can SLAM and line up an outmanouvre/focus heavy laser cannon on you you will know about it. Most of the TIE bomber pilots have 3-dice missiles, not 4-dice torpedoes, too, which also helps make him more tempting.
- Nu squadron......The Nu, on the other hand, has the ideal OS-1 loadout: FCS so it doesn't have to spend its lock, Proton Torpedoes for massive power and not wasting too many points on reloadable charges, and advanced SLAM. Has range/lock issues as a low initiative generic but brutal as heck. A good wingman for Jendon...
- Vynder - someone has barrage rockets... and saturation salvo. So he'll eat those charges like a kid with skittles. OS1 and advanced SLAM are almost pointless unless you're going to shoot then spend subsequent turns running & reloading.
- Rho - homing missiles & ion cannon. I'd rather proton rockets and ion cannon - because ion fire lets you line up bullseye weapons - but it's not bad for 2 threat. Ion cannons give you a credible threat if someone slips your target lock.
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TIE Punisher
- Deathrain - bomblets? Check. Trajectory Simulator? Check. 2 bloody threat? Check. This guy costs the same as Night Beast or Valen Rudor. Oh, and has homing missiles for funzies.
- Redline - Cluster missiles and redline's ability is a great pairing, especially given how cheap he is. considering that a generic Tempest squadron pilot costs the same, has less hit points, lower initiative, doesn't get collision detector or Redline's ability, those extra 2 green dice the TIE/x1 gets better do a LOT of work!
- Cutlass squadron I- launched proton bombs. And the risk of ionization, forcing you into the bombing pattern. brutal if you get it right.
- Cutlass Squadron II - two quick builds for the same pilot? Odd. Proton Rockets are nasty if you get a shot with them on an ionised target. Essentially the same the other way around - ionize the target then hit it really hard when it's movement is predictable.
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VT-49 Decimator
- Oicunn - Dauntless & Intimidation is nice. Tarkin....okay, I guess, but it involves not spending your target lock (a waste without fire control) and whilst it's free target locks for everyone else, "everyone else" is a bit limited when fielding a threat 4 ship. I guess accompanying him with a swarm of threat 1 TIEs to get target locked shots on a -1 agility target could work.
- Chiraneau - Minister Tua is awesome because you get your reinforce and hence Chiraneau's ability for free. Swarm Tactics is nice if you have a second high-threat ship that's going to stay in reasonably close proximity. I guess Tactical Officer could be worse, but not many ships will want their action more than a threat 4 initiative 5 battleship. Probably best as part of a double-decimator squad.
- Patrol Leader - 2 force! Seventh Sister & Fifth Brother is kind of force overkill - with agility 0 you'll rarely want any for defence. It does mean you'll almost always have seventh sister's force available to screw with linked actions, though. Informant isn't too great for a ship with no repositioning, because you have limited options to take advantage of the knowledge, but pair it with a couple of TIE interceptor aces and it provides useful information (plus that - admittedly red - co-ordinate) whilst lobbing force-guided primary shots. Note that you only recover 1 force per turn, because the net effect of the two upgrades is pilot having force 2 with a 1-up arrow.
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TIE Reaper
- Vizier - Vizier with Krennic.....krennic wants you to target lock things (and then not spend the lock) which is directly opposed to vizier, who wants to spend his action target locking. This just feels a bit bad.
- Scarif Base Pilot - Death troopers & Shield Upgrade - it's tough - B-wing tough - and Death Troopers means that people can't clear stress nearby. I guess it's not bad as a 'go up the centre' combined blocker/bowling ball. 2 Threat is pretty cheap for a ship with 9 hit points (again, compared to the 2 threat TIE fighters.
- Captain Feroph - Yeah.....ISB slicer is a bit so-so because most opponents will burn off a jam token the turn you apply it. Applying Jam tokens is a lot harder, so either stacking them or siccing them on a key ship becomes harder in turn. Feroph is tough, but just being tough isn't that great. Probably best in a squad with multiple reapers. Also, swarm tactics on initiative 3?
- Vermeil - swarm tactics on initiative 4 is better. Tactical Officer....I guess it's only 2 threat, so a white co-ordinate isn't bad, especially if supporting a higher initiative ace or two (because then the target will be forced to spend green tokens, giving him essentially a focus or target lock equivalent when shooting. Pairing him with a couple of 3 threat ships might work well - especially if one of them is three threat but initiative 3 or lower (A Delta Squadron Pilot springs to mind)
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GLORIOUS TIE/sk x1 Experimental Air Superiority Fighter
- Duchess - Trick shot & Shield Upgrade..... Trick shot is rarely going to matter, and with their high minimum speed strikers emphatically DO NOT want to find themselves pointing at rocks (okay, Duchess can lock her ailerons at will, but still). That said, 2 threat for a 3-dice attack, agility 2 and 4 hull is.....frankly worse than a generic X-wing. But Duchess is Initiative 5 with super-duper-afterburners-at-will, so if you can outfly someone, she's not a bad pick. She's certainly a darn sight tastier than most TIE fighter aces.
- Countdown - well, he's tough. And with his shield upgrade, you've got to do an extra hit to kill him. He's 50 points on the dot and I'd say is worth his 2 threat.
- Pure Sabbac - whilst countdown wants hit points, sabbac wants not to be hit in the first place, so a stealth device is the right call. The three striker aces plus a reaper (take your pick but maybe Vermeil) will be both aesthetically pleasing and probably fairly goo.
- Black Squadron Scout (for some reason listed twice!) - Proximity mines and a hull upgrade. Strikers being able to act as minelayers is potentially rather nice. A flock of 4 of these things combines the best bits of a TIE bomber minelayer force and a TIE Interceptor pack of dogfighters.
- Planetary Sentinal x 2 - Connor nets....could be nice. Ion mines are a nice counter to stuff like dash and han, if you can lay them ahead of the target's course. For bonus funzies, combine multiple strikers and ionize someone whilst they're pointing at a cloud of proximity mines. No modification does make them fragile as buggery, though. An eight-threat force of 2 pairs of sentinals plus either an Ace striker or a scarif base pilot could be nice - ion weapons plus an inability to remove stress is painful.
Interesting. They put Phoenix Squadron A-wings at 2 for threat level 3. I guess that’s a smooth way of handling generic pilots that are in between threat levels in value.
Edited by HerowannabePSA: The rebel list is no longer missing a page
Holy crap that Chewbacca! Predator, C-3P0, Leia, R2-D2, Han Solo, Luke Skywalker, Engine Upgrade, Millennium Falcon! I mean, it's Episode 4 specific, and 6 threat, but jeebus!
15 hours ago, Magnus Grendel said:which is directly opposed to vizier, who wants to spend his action target locking
Vizier likes to coordinate, not TL, so he actually works ok with krennic?
10 minutes ago, Eruletho said:Holy crap that Chewbacca!
That chewbacca and the Heff Tobber build (ion cannon turret, perceptive copilot, bistan) are my favourite
In a less enjoyable illegal build, without engine upgrade, Rourke Garnet can't uses Daredevil since it only works on white boosts.
What's the most expensive 8threat quick build list you've found so far?
I'll open with Drea and 3 sets of gunrunners (two gunrunners is 2 threat), which comes in at a tidy 295 points!
2 gunrunners (80pts) for 2 threat has got to be an error. At 3 threat they are still a great option.
If I were more talented, I'd make printable cards of all of these so we could do a fun quick build draft on game night. I guess I can just print it out and cut it into strips to draw from a paper bag, but that's not quite as fun.
7 minutes ago, Parakitor said:If I were more talented, I'd make printable cards of all of these so we could do a fun quick build draft on game night. I guess I can just print it out and cut it into strips to draw from a paper bag, but that's not quite as fun.
Someone on reddit did card designs for the original quick build documents. I'm going to try and find him to ask if he can make another set. Drafting quick builds is going to be awesome
I may tackle that, once I'm done with my Upgrade Bar cards.
I am very happy to see this being added! I am "demoing" the game for friends this weekend and now things just got real.
5 hours ago, Squark said:In a less enjoyable illegal build, without engine upgrade, Rourke Garnet can't uses Daredevil since it only works on white boosts.
And Zuckuss can't Juke.
16 hours ago, Herowannabe said:Interesting. They put Phoenix Squadron A-wings at 2 for threat level 3. I guess that’s a smooth way of handling generic pilots that are in between threat levels in value.
Not really.
In escalation games:
QuoteDuring the End Phase, if a ship was destroyed during that round, its player chooses one or two pilots from their collection of Quick Build cards whose total threat is one higher than the destroyed ship’s threat.
QuoteAt the end of a round, if a player has destroyed enemy ships whose total threat is more than twice the match’s threat level, that player wins!
What is the threat value of one alpha squadron pilot (or planetary sentinal?
Do you get reinforcements if you kill one if its wingman survives?
Can you ever win the game by killing one out of every pair fielded, or can the player keep throwing single wingmen at you indefinitely?
5 hours ago, gadwag said:Vizier likes to coordinate, not TL, so he actually works ok with krennic?
An error on my part (meant to type co-ordinate there).
Vizier wants to co-ordinate someone else, krennic wants vizier to target lock, and you only have one action per turn on the ship meaning someone's ability goes to waste every turn.
6 hours ago, Eruletho said:Holy crap that Chewbacca! Predator, C-3P0, Leia, R2-D2, Han Solo, Luke Skywalker, Engine Upgrade, Millennium Falcon! I mean, it's Episode 4 specific, and 6 threat, but jeebus!
Indeed. I rather hoped they'd do a 'movie specific' falcon. I'm also glad they made it Chewie with Han crew, rather than the other way around, because as noted, the 'everyone's aboard' scene Han is acting as gunner, not pilot.
Taking it on with a trio of quick-build Black Squadron Aces will be one heck of an ask....
Why aren't there any rebel generics?
Edited by Ken at Sunrise1 hour ago, Ken at Sunrise said:Why aren't there any rebel generics?
Because in the Rebellion, everyone is someone. Everyone matters.
6 hours ago, Magnus Grendel said:22 hours ago, Herowannabe said:
Not really.
In escalation games:
QuoteDuring the End Phase, if a ship was destroyed during that round, its player chooses one or two pilots from their collection of Quick Build cards whose total threat is one higher than the destroyed ship’s threat.
QuoteAt the end of a round, if a player has destroyed enemy ships whose total threat is more than twice the match’s threat level, that player wins!
What is the threat value of one alpha squadron pilot (or planetary sentinal?
Do you get reinforcements if you kill one if its wingman survives?
Can you ever win the game by killi ng one out of every pair fielded, or can the player keep throwing single wingmen at you indefinitely
Hmm good point. But it’s going to be either one or the other. Either:
A) When you kill 1 wingman you get 1.5 threat-points for it and the opponent can field a reinforcement.
Or B) You have to kill both wingmen to get points, but your opponent doesn’t get to add reinforcements until after both wingmen die.
I suspect the latter. It makes the most sense. And yes that means that someone could run away with the survivor once one wingman dies, but that’s just as true of someone with a threat 3 ship that loses half its life, so I don’t see it as a big issue.
11 hours ago, gadwag said:Someone on reddit did card designs for the original quick build documents. I'm going to try and find him to ask if he can make another set. Drafting quick builds is going to be awesome
I did these for the first wave but will need lots of help to get them all done, if anyone is interested and has access to Microsoft publisher pm me and I will set up a drop box early next week to share files.
https://boardgamegeek.com/filepage/166953/enhanced-quick-build-cards-1-file-each-ship-type
1 hour ago, Herowannabe said:Hmm good point. But it’s going to be either one or the other. Either:
A) When you kill 1 wingman you get 1.5 threat-points for it and the opponent can field a reinforcement.
Or B) You have to kill both wingmen to get points, but your opponent doesn’t get to add reinforcements until after both wingmen die.
I suspect the latter. It makes the most sense. And yes that means that someone could run away with the survivor once one wingman dies, but that’s just as true of someone with a threat 3 ship that loses half its life, so I don’t see it as a big issue.
I have been playing half threat points when calculating score, it works well.
Yeah we've been playing half points on threat builds. It's a casual format so there's no reason not to.
As for escalation, you would need to kill both wingmen before they can be replaced by reinforcements. That's straightforward and do-able
Crackshot is primary only, so it's pretty stupid on Tomax.
Edited by HolySorcerer