On 1/1/2019 at 8:04 PM, Cgriffith said:Can you explain this example @Ryuneke
At first glance it incorporates the following:
The ability for Kylo Ren to not be attached to any wingmate, ship or within a certain range to fly effectively. It still allows Kyo to be a deterrant of attacks with ISYTDS if the Kylo player decides to use it. It's still SNR Kylo with Primed Thrusters.
The Tavson pick would also be my choice was well. Although I may consider a more offensively minded build I'd def. go with SL Snoke/and Phasma as the crew with HLC for the chance occassionaly to shoot 5 dice at all times. But what is the PA and BioHex in thier for what are you trying to accomplish? As for a two-ship list in this regard reinforce, 6 hull/6 shield is going to take awhile to get through and while that occurs hopefully Kylo can do some work.
I've been looking at this exact two ship build myself just with a more a more durable Kylo (SU, Proton Torps/SNR) and Tavson (FCS,HLC, Phasma/Snoke) 198 points.
For casual play I will put the shuttle on the table for sure. It looks nice and it has some decent tricks. But it's too slow and can get ignored easily. I think you really want a third ship in this list, for instance Kylo+Starkiller Base Pilot+Scorch. I played some more games with Tavson + Kylo and it wasn't breathtaking after all because I think there are better lists outside.
I had the time to play the following two lists 10 times each and it was lots of fun and I was pretty successful.
Both lists have Quickdraw. I really wanted to build the most efficient Quickdraw. I went through the whole dice calculator thing and did some math here and there and finally settled on those two builds:
"Quickdraw" (45)
Juke (4)
Special Forces Gunner (10)
Fire-Control System (3)
"Null" (31)
Squad Leader (4)
Biohexacrypt Codes (1)
Kylo Ren (82)
Supernatural Reflexes (12)
Primed Thrusters (8)
Total: 200
View in Yet Another Squad Builder 2.0
This one has 200 pt. No bid. I put every point into the ships.
This QD has the most potential imo (for the points you have left). Null stays with her all the time by keeping a healthy distance. QD takes an evade and Null coordinates a lock. FCS gives QD one reroll which isn't awesome but better than nothing. The evade is really important to not lose all shields in one round. I always spent the lock if I must when performing a bonus attack to maximize QDs damage output. Sometimes this build really shines: 1) The ship you are shooting at doesn't have a focus-Juke!!!! 2) You are able to hold onto the evade and juke again when performing the bonus attack. 3) Because you are rolling naturals like a madman, you don't have to spend the lock. The next round will be beautiful.
Null is awesome because he gives QD so much flexibility. He takes a lock on Kylo asap. If Kylo is in trouble he can coordinate him wherever he is. Because of Null I don't mind the 0pt. bid.
"Quickdraw" (45)
Predator (2) or Fanatical (2)
Special Forces Gunner (10)
"Null" (31)
Squad Leader (4)
Biohexacrypt Codes (1)
Kylo Ren (82)
Supernatural Reflexes (12)
Primed Thrusters (8)
Total: 195
View in Yet Another Squad Builder 2.0
List 2 hast a 5pt. bid which can make a huge difference even if you have Null. This QD is not as good as the one in List 1. I tried both Fanatical and Predator and enjoyed both upgrades. Predator is nice because you're flying at I6 and coordinating at I7. So you know when you have the bullseye. If you have it then focus/evade, if not take whatever is best in this situation. Fanatical doesn't do a thing while shielded but really helps when your shields are down because you have lock/evade/force (in a perfect scenario). The bid only helped me in 2 games so far...
Most of the time QD gets the primary target first. When flying her carefully without mistakes I was able to trigger her ability twice...
Sometimes Null becomes the first target which is fine. He never died in one round and a I0 bumper + coordinator isn't bad too.
