Here is my current build:
Here is my current build:
The Heavy Laser Cannon works better with Krassis's ability as it can fire multiple times instead of just once. It allows you to roll 4 attack dice at any range in your primary arc.
Yep, I would drop the Black squadron pilot down to Academy and upgrade those homing missiles to a heavy laser cannon.
vyrago said:
Here is my current build:
i like your list actually. id consider putting Draw Their Fire on the Black Sqd Pilot as a body gurad for howlrunner who will likley be the primary target in every game. HLC is good too, esp when u combine it with target locks ![]()
I would prefer Trellix with HLCy here, since you don't use the elite slot anyway and just lose 2 pilot skill but win a useful skill.
I have tried the list with 3 Academies or 2 Alpha squadron, and i preferred the standard ties since the Alphas hot wasted before they could do anything useful…
Ok….I've tweaked around a bit. How about this?
Total Squad Points: 100
Pilot: "Howlrunner"
Tie Fighter (18)
Upgrades:
Pilot: Academy Pilot 1
Tie Fighter (12)
Upgrades:
Pilot: Academy Pilot 2
Tie Fighter (12)
Upgrades:
Pilot: Black Squadron Pilot 1
Tie Fighter (14)
Upgrades:
Pilot: Krassis Trelix
Firespray-31 (36)
Upgrades:
vyrago said:
Ok….I've tweaked around a bit. How about this?
Total Squad Points: 100
Pilot: "Howlrunner"
Tie Fighter (18)
Upgrades:
Pilot: Academy Pilot 1
Tie Fighter (12)
Upgrades:
Pilot: Academy Pilot 2
Tie Fighter (12)
Upgrades:
Pilot: Black Squadron Pilot 1
Tie Fighter (14)
Upgrades:
Pilot: Krassis Trelix
Firespray-31 (36)
Upgrades:
give it a test run. looks pretty solid imo. would have been nice to keep a swarm tactics on howlrunner but that would mean either playing one less academy or downgrading to a Bounty Hunter… niether of those is that appealing. Just ask yourself what upgrades could you run with 12 more points… Gunner (5), Swarm (2), Homing/Assault Missiles (5),… thats a pretty decent arsenal but u would need to drop an academy… might b worth it… will need to test it.
I played against that list at the nationals. The guy using it finished same points as me.
It solid enough
I actually prefer Kath over Krassis. Starting from your original list, I'd swap out the Homing Missles for Gunner. This way Kath benefits from Howlrunner's re-rolls. So I'd swap out Krassis + Swarm Tactics for Kath.
For the rest you can go a few ways:
Black Squad + Draw Their Fire
Drop Black Squad to Academy and add Swarm Tactics back in with a good chance at Initiative
Drop Black Squad to Academy and add Stealth Device or Push the Limit to Howlrunner
Drop Black Squad to Academy and add Marksmanship to Krassis
Personally I like the Marksmanship option best, but they're all decent options.
Great ideas, thanks guys. I've started to consider an alternate pilot to Trellix, something that with an upgrade can make better use to the Firespray's improved firing arc. ie, not a secondary weapon.
Hi, I've only flown these next two squads twice each so far but haven't lost with either.
Krassis + hlc
Howlrunner
Dark curse
Fel's wrath
__________"____
Kath + ptl + concussion
Howlrunner + elusiveness
Dark curse
Mithel mauler + elusiveness
Both can easily be tweeked for personal flying style.
vyrago said:
Ok….I've tweaked around a bit. How about this?
Total Squad Points: 100
Pilot: "Howlrunner"
Tie Fighter (18)
Upgrades:
Pilot: Academy Pilot 1
Tie Fighter (12)
Upgrades:
Pilot: Academy Pilot 2
Tie Fighter (12)
Upgrades:
Pilot: Black Squadron Pilot 1
Tie Fighter (14)
Upgrades:
Pilot: Krassis Trelix
Firespray-31 (36)
Upgrades:
Looks good
I would prefer to trade the Black Squadron for an Academy and give Howlrunner his swarm tactics back. Then Howlrunner can let Krassis (or a skill level 1 academy pilot) a 8 skill shot initiative. I love that.
You might look into changing Howlrunner for a TIE Advanced. That exta attack dice is nice.
Edit: not TIE Advanced, TIE Interceptor