Hi!
I want to try to fly tantive this weekend, any bulld suggestions with som a-, b- and x-wings? I have shuttle, falcon, u-wing as well.
Thanks
Hi!
I want to try to fly tantive this weekend, any bulld suggestions with som a-, b- and x-wings? I have shuttle, falcon, u-wing as well.
Thanks
Sorry I saw this late. What did you run?
On 3/6/2020 at 9:36 AM, player4233697 said:Hi!
I want to try to fly tantive this weekend, any bulld suggestions with som a-, b- and x-wings? I have shuttle, falcon, u-wing as well.
Thanks
Dangit, I forgot to tag you in the last post.
Hi, didnt have time to play, so havent been able to try it yet...
Hopefully soon
What other shops do you recommand flyging with your pizza-list?
18 hours ago, player4233697 said:What other shops do you recommand flyging with your pizza-list?
For reference:
Alderaanian Guard (146)
Targeting Battery (6)
Point-Defense Battery (9)
Magva Yarro (8)
C-3PO (8)
Bombardement Specialists (6)
Sensor Experts (10)
Tibanna Reserves (3)
Liberator (5)
TOTAL: 201
This probably does well in both 300 and 500 point matches. If you only have 99 points left, a couple of X-wings or a wing of Z-95s seems to fit the bill well. Actually, Gina Moonsong and Ten Numb fit there okay, though no room for upgrades.
It gets more interesting when you have 299 points to play with. I would lean towards a wing of cheap efficiency ships (A-wings or Z-95s), two elite small ships docked with the Liberator , and a large ship to be an anchor/damage sponge (although huge ships do better at sponging damage than any standard ship). Here's an example.
Alderaanian Guard (146) [201]
Targeting Battery (6)
Point-Defense Battery (9)
Magva Yarro (8)
C-3PO (8)
Bombardment Specialists (6)
Sensor Experts (10)
Tibanna Reserves (3)
Liberator (5)
Jake Farrell (36) [39]
Marksmanship (1)
Veteran Wing Leader (2)
Phoenix Squadron Pilot (29) [30]
Marksmanship (1)
Phoenix Squadron Pilot (29) [30]
Marksmanship (1)
Wedge Antilles (55) [56]
Marksmanship (1)
Servomotor S-Foils (0)
Luke Skywalker (62) [65]
Heightened Perception (3)
Servomotor S-Foils (0)
Echo Base Evacuees (55) [78]
Boosted Scanners (8)
Tibanna Reserves (3)
Luminous (12)
Total: 499
View in Yet Another Squad Builder 2.0
:
You can judge me for my choice of Marksmanship over Crack Shot. Crack Shot is probably better, but once it's used, the fear is gone. Marksmanship stays and can be really scary when shields are out, especially on bigger ships. I like Marksmanship on Wedge because he already reduces defense, and I plan to have him coordinated by the GR-75, or perhaps the CR90 in a pinch.
Luke and Wedge dock to the CR90, the A-wings go out to intercept fighters, and the GR-75 is placed out ahead of the A-wings or CR90 to get in the enemy's way. The A-wings will out run it eventually, but they will be in range to be coordinated for several turns. The CR90 will catch up and become a target, and after its shields are out, the X-wings launch to confuse target priority. The CR90 gets in range 1 of the GR-75 and recovers all its shields with the GR-75's Resupply Craft ability.
There are SO many ways to build an Epic squad, I don't even know where to start. I just like X-wings and A-wings, so they usually end up in my Rebel X-wing squads. If you like U-wings or B-wings, throw them in instead. If you expect lots of wings, take a K-wing or Y-wing with Proton Bombs. Lots of fun to be had no matter what you choose.
I find a wing of X-Wings led by Wedge an auto-include. I'm not so keen on the A-Wings as I once was, although they work well enough. What I tend to do is to put one cheap A-Wing with Clusters on Liberator. My current CR90 list that I really like: https://raithos.github.io/?f=Rebel Alliance&d=v8ZeZ500Z368XW270W272W58W51WW277W281W285W292Y371XWWW46WWW285WW296WWY5XWW5WW142W259Y2XWWWW142WY2XWWWW142WY73XWW12WWWW313WY52XWW98W&sn=GR75 Healer&obs=
On 3/15/2020 at 4:08 AM, Stefan said:I find a wing of X-Wings led by Wedge an auto-include.
Question: Do you keep Wege's S-foils closed to allow for boosting, or open for maximum dakka? Or do you mix it up?
EDIT: Also do you prefer named pilots or generics flying with Wedge?
Edited by ParakitorClosed in the beginning, opened when in the thick of it.
This is my Time to shine!
So here's the list:
Alderaanian Guard (146)
Ion Cannon Battery (5)
Turbolaser Battery (13)
Leia Organa (7)
Damage Control Team (3)
Bombardment Specialists (6)
Airen Cracken (36)
Cluster Missiles (5)
Veteran Wing Leader (2)
Bandit Squadron Pilot (22)
Cluster Missiles (5)
Bandit Squadron Pilot (22)
Cluster Missiles (5)
Bandit Squadron Pilot (22)
Concussion Missiles (6)
Gina Moonsong (50)
Jamming Beam (0)
Stabilized S-Foils (2)
Jake Farrell (36)
Marksmanship (1)
Dreadnought Hunter (6)
Total: 400
View in Yet Another Squad Builder 2.0
The Z-95s are an excellent fighter screen, especially enemy wings. Launch 6 three dice attacks, and then flip a crit on every ship in the wing. In my experience this will tear through almost any wing of light/medium fighters, and if it doesn't kill them, they'll be crippled by crits and easily picked off by the CR-90.
Then, we have some rebel aces. Their objective is to get around the enemy fighter screen and disable their huge ship. Gina will strip the shields, and jam off a reinforce or lock if she needs to. Then jake use marksmanship and dreadnought hunter to push crits and disable hardpoints.
Finally, the CR-90 will take on anything the Z-95s Can't handle, like beefy medium bases such as the ARC or the K-wing.
And they all do their jobs well. The Z-95s have just enough health and greens to survive at least one shot, and when you do put in the effort to kill one, all you get is 27 points. If you ignore them, they can scatter out and block you, or just hammer you until there's nothing left to block.
The Huge ship is a very good weapons platform, content to sit at range and pump shot after shot into whatever can limp away from the Z-95 screen.
The aces though, are the real cherry on top. They're a swiss army knife for any situation that can't be solved with a joust. They can cover the flanks to deny enemy flanking aces, they can draw wings out of position so that the Zs and CR-90 can get easy shots, and they can severely hamstring huge ships with crits and jam tokens.
I'll finish off this text wall with a mini-batrep.
Enemy list was 5 K-wings with proton torpedoes and other ordinance, plus a GR-75 to help them get double mods.
Gina and Jake got them to SLAM in pursuit, until they found themselves out of position from the GR-75.
Reluctant to get shot in the back, they all decided to move in on the CR-90 and hit it with a torpedo barrage.
5 full health K-wings tried to approach the huge ship.
2 proton torpedoes were fired.
The Z-95s split up, blocking K-wings amd leaving them modless against the rest of the wing.
The aces turned in, gina on the flank and jake behind them.
The CR-90 kept range, and used its many weapons to finish off damaged K-wings.
By the time the GR-75 arrived, 3 K-wings were dead, and while my Z-95s were all hurt, 3 of them were still standing.
Over the course of the game, the other K-wings were killed, and 2 more Z-95s died, soaking up valuable shots.
With just a GR-75 vs. A CR-90 with full hull and support fighters, we called it there.
Edited by Roller of blanks