SO after looking at my current double arc of the covenant list, I am not happy with it. Its too slow and not enough punch against most lists, especially people with those awful green dice!!! So here is the nastiest list i could come up with to deal with everything!
E- Wing Corran
Juke
Stealth Generator
Fire Control System
R2 Astromech
A- Wing Arvel
Intimidation
Proton Rockets
HWK Jan Ors
Swarm Tactics
Kanan Jarrus
all up 200 points of potential (insert word that rhymes with hickory). A Wing flies into the opponent that i want to die this turn (using swarm tactics to get the Int 5) and he then strips the shields with proton rockets. Then Corran swoops in, gets the range one shot (hopefully) and gets 5 dice with Jan helping him. Is the ship still alive? Jan then moves, clears her stress with Kanan, takes a pot shot at range. Then Korran shoots again if that ship is still alive, if its not. Next target!!
BN
E A HWK its in the game.
Arvel still moves at Int 3.
Other than that I like it.
Oh yeah! I forgot its just for shooting, I will drop swarm and have a 3 point bid instead!
Keep in mind that arvel can't fire rockets at range 0, only primary
Nien Nunb is nine points cheaper than Kanan and does basically the same thing.
The only thing of note you're really missing out on is the 2 hards, and I'm just not sure that's worth 9 points. The Moldy Crow title is worth so much more and fits in if you also drop Swarm Tactics.
9 hours ago, Bennewbon said:A Wing flies into the opponent that i want to die this turn (using swarm tactics to get the Int 5) and he then strips the shields with proton rockets. Then Corran swoops in, gets the range one shot (hopefully) and gets 5 dice with Jan helping him. Is the ship still alive? Jan then moves, clears her stress with Kanan, takes a pot shot at range. Then Korran shoots again if that ship is still alive, if its not. Next target!!
I'm not sure I follow your activation order here.
You seem to be suggesting that Jan can move after Corran shoots first, which is absolutely not true.
All ships move in ascending order of Initiative before any ship can shoot, regardless of what effects are changing the Initiative at which a ship can engage.
And as @Harlaan mentioned, Arvel can't shoot rockets after a bump. He's limited to primary only.
Even with Corran throwing five dice, I think you're a little limited on attack here. It's very reliant on everything going exactly right and Corran getting as many dice as possible. It'll obvious to your opponent that Corran is the key here, and for them to focus him down. I think you need another ship that's a threat in their own right here, so that your opponent has to make a choice.
Ahhh yes, you are correct, I have been playing this game since 2.0 dropped, Im still getting to grips with how it all works! Thank you so much for you help, I will be changing my list now
BN
So with a bit of a play around, I can get away with adding Luke with an R2 instead of the HWK. No more intimidate on the A-wing, instead it has crack shot. Better or worse than the HWK? Gah, list building is so **** tough!
BN
T-65 X-wing - Blue Squadron Escort - 44
Blue Squadron Escort - (41)
R3 Astromech (3)
Servomotor S-foils (Closed) (0)
T-65 X-wing - Blue Squadron Escort - 44
Blue Squadron Escort - (41)
R3 Astromech (3)
Servomotor S-foils (Closed) (0)
HWK-290 Light Freighter - •Kyle Katarn - 52
•Kyle Katarn - Relentless Operative (38)
•Jyn Erso (2)
•Moldy Crow (12)
UT-60D U-wing - •Heff Tobber - 60
•Heff Tobber - Blue Eight(45)
Intimidation (3)
Fire-Control System (3)
•Leia Organa (8)
•“Zeb” Orrelios (1)
Pivot Wing (Open) (0)
Total: 200/200
Or if you want a Coran list:
E-wing - •Corran Horn - 83
•Corran Horn - Tenacious Investigator (74)
Juke (4)
Fire-Control System (3)
R4 Astromech (2)
HWK-290 Light Freighter - •Kyle Katarn - 53
•Kyle Katarn - Relentless Operative (38)
Trick Shot (1)
•Jyn Erso (2)
•Moldy Crow (12)
T-65 X-wing - •Wedge Antilles - 63
•Wedge Antilles - Red Two (52)
Predator (2)
Proton Torpedoes (9)
Servomotor S-foils (Closed) (0)
Total: 199/200