what r the best 100pt vader build uv seen?
vader + engine upgrade + missiles
what else to add? intercepters? pilot skills? swarm? squad Leader? daredevil? expose? howlrunner? firespray?
what r the best 100pt vader build uv seen?
vader + engine upgrade + missiles
what else to add? intercepters? pilot skills? swarm? squad Leader? daredevil? expose? howlrunner? firespray?
My friend has very good luck with this: http://x-wing.voidstate.com/view/7256
Vader hangs back and homing missiles the biggest threat, Dark Curse and the TIEs fly in in 2 waves, blocking and concentrating fire. Simple and nastily effective.
voidstate said:
My friend has very good luck with this: http://x-wing.voidstate.com/view/7256
Vader hangs back and homing missiles the biggest threat, Dark Curse and the TIEs fly in in 2 waves, blocking and concentrating fire. Simple and nastily effective.
nice. thats pretty old school. 5 ties and vader.
im looking at this build at the moment:
vader/swarm + engine upgrade + concussion missiles (39)
Bounty Hunter + missiles (37)
2x Academy Pilot (24)
… would be cool to make room for gunner on BH but might have to drop one of the academy pilots or both missiles.
how about…
vader + engine upgrade + homing missiles(38)
Bounty Hunter + gunner (38)
2x Academy Pilot (24)
Bhunter with gunner adds some muscle and durability.
I've had good success with this. I didn't think it would work very well but it surprised me.
100 points
Pilots
------
Darth Vader (34)
TIE Advanced (29), Cluster Missiles (4), Draw Their Fire (1)
Bounty Hunter (48)
Firespray-31 (33), Heavy Laser Cannon (7), Proximity Mines (3), Gunner (5)
Alpha Squadron Pilot (18)
This is especially effective against the Falcon. It brings a lot of firpower even though it only has the three ships. Last time i used it, between the Cluster missile, HLC, proximity mine, and Interceptor at close range the Falcon was down in a couple of turns, making it pretty easy to handle the remaining 2 ships. If the Falcon isn't a big concern, trade the Cluster missile and draw their fire for Homing missiles.
jedi moose said:
I've had good success with this. I didn't think it would work very well but it surprised me.
100 points
Pilots
------
Darth Vader (34)
TIE Advanced (29), Cluster Missiles (4), Draw Their Fire (1)
Bounty Hunter (48)
Firespray-31 (33), Heavy Laser Cannon (7), Proximity Mines (3), Gunner (5)
Alpha Squadron Pilot (18)
This is especially effective against the Falcon. It brings a lot of firpower even though it only has the three ships. Last time i used it, between the Cluster missile, HLC, proximity mine, and Interceptor at close range the Falcon was down in a couple of turns, making it pretty easy to handle the remaining 2 ships. If the Falcon isn't a big concern, trade the Cluster missile and draw their fire for Homing missiles.
interesting build. vader is underrated at close range esp when he can focus/target lock when using primary weapon. getting him into position is the secret i find. i dunno if id have the nerve to run DTF on him, he is already a big target, but i guess if u r flying a tight formation single ships would take a pounding and be punsihed by your support team of firespry snd intercepter eh?
how about…
Vader (29) + engine upgrade (4) + squad leader (2) + consussion missiles (4) = 39
BH (33) + gunner (5) + assault missiles (5) = 43
howlrunner (18)
… im sorta torn between taking either a 4th ship or staying with the upgrades.
The_Brown_Bomber said:
interesting build. vader is underrated at close range esp when he can focus/target lock when using primary weapon. getting him into position is the secret i find. i dunno if id have the nerve to run DTF on him, he is already a big target, but i guess if u r flying a tight formation single ships would take a pounding and be punsihed by your support team of firespry snd intercepter eh?
how about…
Vader (29) + engine upgrade (4) + squad leader (2) + consussion missiles (4) = 39
BH (33) + gunner (5) + assault missiles (5) = 43
howlrunner (18)
… im sorta torn between taking either a 4th ship or staying with the upgrades.
Yeah i guess the way i run this build is to have vader act as more of a support for the Interceptor. Once he has spent his missile I'm prepared to use DTF to keep the Int alive for an extra turn or two, dishing out 4 attack dice at range one every turn. But with Vaders 2 actions its pretty easy to barrel role and evade each round and avoid a lot of fire, especially once any YT1300 or Y-wings with ion canons are out of the fight.
I like your build though. Personally i might dump howlrunner for the Alpha Suadron Int for the same price. I prefer to have the straight firepower of the Interceptor over the option to re-roll that howlrunner brings, unless using a Tie swarm.
I know it is only 2 ships, but this has worked very well for me:
Vader + Homing Missiles + Squad Leader + Stealth Device = 39 points
Kath + Homing Missiles + Ion Cannon + Seismic Charges + Marksmanship + Mercenary Copilot + Slave-1 + Shield Upgrade + Proton Torpedo = 61 points
My opponent almost always starts off going for Slave-1 which if that happens then Vader will have time to get around for a good attack on their main ship. With a Target Lock and Focus the Homing Missile will let them know you're there. On the few times they go after Vader first well then they are getting hit with an Ion Cannon that because Vader uses Squad Leader on Kath. Thus allowing her to do Marksmanship and Target Lock the chances of her forcing the opponent to cancel a crit, triggering her ability, resulting in 1 damage, 1 ion, and 1 stress on the targetted ship….that usually pulls those players to focus on her. Again allowing Vader to swing back into the fight as the 11 damage soaker, Slave-1, is being focused on.
I have used Assault Missiles in place of Homing Missiles once determining whether the players that day are playing small ship numbers or larger numbers or ships.
jedi moose said:
The_Brown_Bomber said:
interesting build. vader is underrated at close range esp when he can focus/target lock when using primary weapon. getting him into position is the secret i find. i dunno if id have the nerve to run DTF on him, he is already a big target, but i guess if u r flying a tight formation single ships would take a pounding and be punsihed by your support team of firespry snd intercepter eh?
how about…
Vader (29) + engine upgrade (4) + squad leader (2) + consussion missiles (4) = 39
BH (33) + gunner (5) + assault missiles (5) = 43
howlrunner (18)
… im sorta torn between taking either a 4th ship or staying with the upgrades.
Yeah i guess the way i run this build is to have vader act as more of a support for the Interceptor. Once he has spent his missile I'm prepared to use DTF to keep the Int alive for an extra turn or two, dishing out 4 attack dice at range one every turn. But with Vaders 2 actions its pretty easy to barrel role and evade each round and avoid a lot of fire, especially once any YT1300 or Y-wings with ion canons are out of the fight.
I like your build though. Personally i might dump howlrunner for the Alpha Suadron Int for the same price. I prefer to have the straight firepower of the Interceptor over the option to re-roll that howlrunner brings, unless using a Tie swarm.
good points. im tempted to just run 3 low PS intercepters with a BH (just tweeking diff builds) ![]()
I still like oldschool Vader, Howlrunner, 4 Academies. You can take swarm tactics on the elites or a missile or ptl if you like it. With swarm goid initiative, enough hitpoints and firepower. It hates enemy A-Wings with Missiles though…
I also like "Order 999" with Vader, Phennir (Vet Instincts for also initiative 9) and Fel. You can equip them with PTL, stealth, Engine upgrades to your likings and have lots of pilot skill, manoeuvrability and decent firepower too. It is a very elite glass cannon build though!
ForceM said:
I still like oldschool Vader, Howlrunner, 4 Academies. You can take swarm tactics on the elites or a missile or ptl if you like it. With swarm goid initiative, enough hitpoints and firepower. It hates enemy A-Wings with Missiles though…
I also like "Order 999" with Vader, Phennir (Vet Instincts for also initiative 9) and Fel. You can equip them with PTL, stealth, Engine upgrades to your likings and have lots of pilot skill, manoeuvrability and decent firepower too. It is a very elite glass cannon build though!
hi Force. how about this 993 build…
vader+missiles+ engine upgrade
soontir+PTL
Bounty Hunter
BH give us a bit more durability than Turr and u still get the same firepower, at the cost of less manoureability
Sure not bad, but my intent was to build a verry elite force with equal skill so i have the choice when i move and shoot which one. And of course i want to position optimally, since every single one of my squad can probably boost and barrel roll after the enemy has made his move. Phennir is King at skill 9 too since he really can make more use of his pilot ability shooting first in more cases.
If i go Firesprays, i go 3 Bounty hunters or 2 fully souped up named ones, or two plus Howlrunner
Vader (40 pts)
Engine Upgrade
Daredevil
Cluster Missiles
Howlrunner (24 pts)
Stealth Device
Push the Limit
Academy Pilot (12 pts)
Academy Pilot (12 pts)
Academy Pilot (12 pts)
I had a large game of 120 point with Soontir, Boba and 3 Academy Ties. The Ties were completely ignored so I threw them in as blockers or when I guessed where the falcon would be I landed a few range 1 shots. The Ties always took focus.
I haven't tried the above list yet but I would play it the same way. The ties would be thrown in at close range and always focusing for offence as the opponent will probably be shooting at Howlrunner or Vader.
Vader has missiles to help kill a Falcon or a Y-wing. Howlrunner has Push the Limit so he can focus and evade when needed and hopefully survive a turn longer than usual (although shedding stress might be a problem).
I think the key to the above list would be flying the Ties well with Howlrunner. If they can produce some offence early, force collisions and give the opponent something to think about then there is a chance of winning.
One of my favorite ships to fly is Vader with Engine Upgrade and Daredevil. He costs a fortune but can pretty much go anywhere! He's lots of fun.
R2-EQ said:
Vader (40 pts)
Engine Upgrade
Daredevil
Cluster Missiles
Howlrunner (24 pts)
Stealth Device
Push the Limit
Academy Pilot (12 pts)
Academy Pilot (12 pts)
Academy Pilot (12 pts)
I had a large game of 120 point with Soontir, Boba and 3 Academy Ties. The Ties were completely ignored so I threw them in as blockers or when I guessed where the falcon would be I landed a few range 1 shots. The Ties always took focus.
I haven't tried the above list yet but I would play it the same way. The ties would be thrown in at close range and always focusing for offence as the opponent will probably be shooting at Howlrunner or Vader.
Vader has missiles to help kill a Falcon or a Y-wing. Howlrunner has Push the Limit so he can focus and evade when needed and hopefully survive a turn longer than usual (although shedding stress might be a problem).
I think the key to the above list would be flying the Ties well with Howlrunner. If they can produce some offence early, force collisions and give the opponent something to think about then there is a chance of winning.
One of my favorite ships to fly is Vader with Engine Upgrade and Daredevil. He costs a fortune but can pretty much go anywhere! He's lots of fun.
i like this squad. i have been using boost on vader quite a bit and really like it. daredevil would give him even more manouvrability. my personal prefernce is to run squad leader or swarm tactics (or one of each). It all depends on your individual tactics in the end. As i play more i am starting to realise the imp of having a mix of PS for blocking purposes but also because u have more options and can keep them buessing a bit… moving first can be very useful, esp against large ships. i find it interesting that one of the best counter squads for a big ship reliant squad is a swarm.
Hothie had alot of success using howlrunner as bait in his 2xBH+ howlrunner build, using squad leader to double up on target locks/focus fire… pretty effective when u r running a pair of assault missiles. i tried something similar last week playinging vader in place of a BH and it worked pretty well, although i did miss playing more support ships. i lost a close game to a Lando+Friends build.
id also love to play vader + maarek in the same build somtime. maareks ability is so cool, just hard to figure out how to abuse it ![]()
vader + engine upgrade+ assualt missiles + daredevil
maarek + homing missiles + veteren instincts
turr + veteren instincts
similar to the 999 build u see around but with an extra missile/tie advanced (maarek) instead of Soontir
i think ill giv this a test run soon. daredevil could quite possibly be something else (possibly even switch vet instincts on maarek for a PTL) will see how it plays. could be really devastating if, and thats a bit if those missiles take something out early.
This is one I used for tournaments prior to wave 2:-
SECRET OF STEELE (100/100)
VADER w/ Squad leader
STEELE w/ Marksmanship & Cluster Missile
HOWLRUNNER w/ Determination
BACKSTABBER
I flew Vader and Steele close with Howlrunner following them. Backstabber I ran up a flank as fast as I could. I would then react to the opponent…seeing who he chose to go after. If they logically stay with the three…Backstabber gets in behind and starts causing mayhem…if they chase Backstabber…. I use Vader and Steele to lock up their support…that pesky Y wing Torpedo barge…and punch it out with a Marksman derived cluster shot from Steele. (That combo can all but blow away an untouched Y wing..and if you count Vader and Howlrunners firing…it will probably spell doom for that torpedo boat.
ThePendragon said:
This is one I used for tournaments prior to wave 2:-
SECRET OF STEELE (100/100)
VADER w/ Squad leader
STEELE w/ Marksmanship & Cluster Missile
HOWLRUNNER w/ Determination
BACKSTABBER
I flew Vader and Steele close with Howlrunner following them. Backstabber I ran up a flank as fast as I could. I would then react to the opponent…seeing who he chose to go after. If they logically stay with the three…Backstabber gets in behind and starts causing mayhem…if they chase Backstabber…. I use Vader and Steele to lock up their support…that pesky Y wing Torpedo barge…and punch it out with a Marksman derived cluster shot from Steele. (That combo can all but blow away an untouched Y wing..and if you count Vader and Howlrunners firing…it will probably spell doom for that torpedo boat.
nice build. i can see how marksmanship on maarek would be very good, combine with a free action from vader and u have a nice power punch early.
Here's the Black Squadron I've been running:
VADER w/ Squad Leader, ATC and either Shield or Engine Upgrade
HOWLRUNNER w/ Swarm Tactics and Hull Upgrade
MAULER MITHEL w/ Swarm Tactics and Hull Upgrade
BACKSTABBER w/ Hull Upgrade
It's only four ships but they shoot high and hit hard.
Not so glass cannon list.
NECROOOOO. By that tim guy with 3 post.
NECROOOOO. By that tim guy with 3 post.
I used to think that maybe this was because said forum noob was new to the Internet in general.
But is anyone new to t'interwebz in 2015?
It's a mystery I tell you.
I don't think UV can see, actually.
But who knows.
Haha I was confused why no one was including ATC on their vader... **** you necro!
Wow. Normally people get slammed for creating a new topic when there's existing topics out there (and "there's a search function on the forum" condescendingblahblah). This time, a new poster finds an existing topic to contribute to.. and gets slammed for necro'ing it.
Can we have a bit of consistency here, boys? Is that OK?
Anyway, back on topic:
Darth Vader - TIE/x1, Advanced Targeting Computer, Predator, Proton Rockets
Juno Eclipse - TIE/x1, Advanced Targeting Computer, Push The Limit, Proton Rockets
Omicron Group Pilot - Emperor Palpatine
Haven't played it myself, but I've been destroyed by it on multiple occasions. And watched in stunned awe as it destroyed others.
I'm enjoying
Vader VI EU ATC
5x Obsidian.
Fairly standard swarm and elite tactics but at PS3.
My idea is that against TLT and other Ps2 rebel swarms to focus down one immediately. Basically flip the old lose a tie before it shoots first engagement. I was a long time fan of putting predator or LW on Vader but I'm enjoying the security of VI and find that the ATC still gets work done.
VI Vader means less reason to initiative bid and is a solid way of dealing with Fel, Poe, Corran, etc and the expected reemergence of Luke and Wedge. This some what alleviates the 'wasted' 5 points when the Obsidians are facing mid to 'ace' PS lists.
I have toyed with dropping to academies and going Predator and initiative bid but the list seems to be working well for me at present.
What Gecko said