3x black squadron aces: Marksmanship ,Integrated s foils ,R3, Cluster missiles, ferrosphere paint 195 points
Improved from original three black sheep which had heroic in place marksmanship also 195 points
3x black squadron aces: Marksmanship ,Integrated s foils ,R3, Cluster missiles, ferrosphere paint 195 points
Improved from original three black sheep which had heroic in place marksmanship also 195 points
17 minutes ago, Skyworthy said:3x black squadron aces: Marksmanship ,Integrated s foils ,R3, Cluster missiles, ferrosphere paint 195 points
Improved from original three black sheep which had heroic in place marksmanship also 195 points
Well......Hm.
My gut reflex is to question what the point of the Black Squadron Ace is; but that's irrelevant to your list. By itself, it's not a bad option - I4 on a generic isn't bad, and 50 points isn't too extortionate. Theme aside, though, Red Squadron Experts would net you 6 more points, and part of me questions what exactly you'd lose out on.
this list is about changing my opponants strategies (or contending with them chould my oppnant choose to not change it)
r3/clusters (good for swarms and innitial joust. rarely used outside those circumstances)
ferrosphere paint (effective at discouraging lock action from rear arc turret and arc dodging ships}
marksmanship fits my style more than crsckshot
admitedly though i come out ahead in a game 40-45% 90% of my games with this list forced my opponat to change thier plans
Edited by SkyworthyOn 3/11/2019 at 11:44 AM, Magnus Grendel said:Well......Hm.
My gut reflex is to question what the point of the Black Squadron Ace is; but that's irrelevant to your list. By itself, it's not a bad option - I4 on a generic isn't bad, and 50 points isn't too extortionate. Theme aside, though, Red Squadron Experts would net you 6 more points, and part of me questions what exactly you'd lose out on.
- Cluster Missiles on a T-70 is questionable when you already have a 3-dice primary weapon.
- However , R3 Astromech is a very nice choice that essentially lets you get locks on both the 'main' attack and the 'secondary' one - meaning that if you can fly in and mass-lock two targets, you can put out 6 3-dice attacks in one turn, which could very realistically net you two kills.
- Yes, Marksmanship, but that changes a
to a
, it doesn't help you get a
in the first place.
- It's also bullseye-locked - lining up one bullseye on a target isn't as hard as a lot of people make out, but getting a second bullseye on a different target within range 1 of the first one? That's a lot more difficult.
- If trying to use your opening massed cluster salvo to net a couple of kills before your opponent knows what hit them, why not Crack Shot? Yes, it's only one use, but Marksmanship doesn't feel all that easy to pull off, and by comparison netting crack shot even once is a big deal.
- I can see heroic having its place. Since you're probably going into your opening engagement without a defensive focus, Heroic gives you a detectable toughness increase. Is there a reason you didn't rate it?
- Ferrosphere Paint.....I'm in two minds about this.
- To me, Ferrosphere Paint is " goody, my opponent wasted 18 points on an uprade which does literally nothing " but then I'm a swarm player and whilst I acknowledge actions other than focus exist , I can count on the fingers of both hands how often this year I've used them.
- And they were either evade or barrel roll.
- However, your main concern is probably having a T-70 erased at I5 before it can fire - since if you're trying to close to medium/close range and locking rather than focusing, you're actually fairly killable, and massed I5/I6 Torpedoes have to be your main nightmare, since whilst a T-70 is tougher than a T-65, it's not tougher enough to require an extra torpedo to kill.
tororpedoes are problematic but also require a lock which makes an opponat pay to shoot. th silencr poses a nasty problem though
Edited by Skyworthy