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Made in us
Fresh-Faced New User




Cloud City Garrison

I have a couple of builds based on the actual sets I own. Most of the other builds I have played have been borrowing a friend’s pieces. These are bare bones, compared to others, and I kind of stretched to make one a full build. What I am going for is all of my fighters to attack at the same time. The first is a Mark of the Beast (6-6-6) and the second is a more elite (8) build. What do you think?

Mark of the Beast
"Dutch" Vander/Y-Wing (23)
- R5-K6 (2)
- Proton Torpedoes (4)
- Proton Torpedoes (4)
- Ion Cannon Turret (5)
- Munitions Failsafe (1)

Garven Dreis/X-Wing (26)
- R2-D2 (4)
- Proton Torpedoes (4)

Lieutenant Blount/Z-95 Headhunter (17)
- Assault Missiles (5)
- Marksmanship (3)

When Dutch uses his target lock, his R5 might grant him a lock that he can also hand off. Otherwise, he uses his Turret for good measure. Garven hands off his Focus to whoever needs it (whoever is launching their munition next) and nothing said someone couldn’t have two Focus tokens. Finally, Blount is guaranteed a hit that does 1 damage to everyone within Range 1 of his target, though he also can hit pretty much anything with his Marksmanship action.

* * *

Horton hears a Cracken
Airen Cracken/Z-95 Headhunter (19)
- Assault Missiles (5)
- Determination (1)

Horton Salm/Y-Wing (25)
- Proton Torpedoes (4)
- Proton Torpedoes (4)
- Ion Cannon Turret (5)

Luke Skywalker/X-Wing (28)
- R2-D2 (4)
- Flechette Torpedo (2)
- Marksmanship (3)

Cracken and Luke are wingmen. This allows Luke to perform Marksman each round to aid his attack. Horton just tries to keep at Range 2 and use his Torpedoes and then Ion Cannons. A good action would be to Ionize an Ace hit with Luke’s Flechette Torpedo to keep it from really doing anything until it is off the map or dead.
   
Made in gb
Ultramarine Scout with Sniper Rifle




UK Manchester

Judging by your lists I assume you only have the Core Set, Y-Wing & Z-95 expansions, whilst you can build a fun list you're going to struggle to be competitive as you have too many points in redundant or potentially redundant upgrades and you'll find these lists get overpowered at 100pts standard. An X-Wing expansion would change the complexion completely but let's assume you're stuck with these...

In my opinion whilst Dutch and Garven are a great combo, backed up by a solitary Z-95 they're too weak. So I would definitely go for your 8-8-8 list, but consider this;

- On Airen; swap out Determination (likely to be useless on a 2 hull ship) for Munitions Failsafe, which will atleast give you some contingency on the missile.
- On Horton; lose a proton torpedo and consider an astromech R5-D8 would allow you to try and lose damage (and it could be activated via Cracken's passing his free action).
- On Luke; Marksmanship is not on ideal upgrade and you would normally only see it recommended for pilots who may be shooting multiple times in a round. Given your paucity of EPTs though it could work on Luke given he has a built in focus on his defence and can possibly take a target lock from Cracken.

All of which would give you 2 points (I think!), why not throw Wingman on Airen so he becomes even buffier!

Any which way enjoy it!!
   
Made in us
Fresh-Faced New User




Cloud City Garrison

Thanks for the advice. I have 2 Core, 2 X-Wing, 2 Y-Wing, and a Z-95 pack.

Airen Cracken/Z-95 Headhunter (19)
- Assault Missiles (5)
- Wingman (2)
- Munitions Failsafe (1)

Horton Salm/Y-Wing (25)
- R5-D8 (3)
- Proton Torpedoes (4)
- Ion Cannon Turret (5)

Luke Skywalker/X-Wing (28)
- R2-D2 (4)
- Flechette Torpedo (2)
- Determination (1)
   
 
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