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Made in au
Veteran Inquisitorial Tyranid Xenokiller




Down Under

Hey there, I'm only really getting into the game now that the Scum and Villainy faction has been announced but my friend is encouraging me to play a tournament before it gets released.

Can someone give me some tips on the planned list I am taking.

I am thinking using Airen Cracken and Lt Blount together in the Headhunters as a team. (Z-95s look to be the work horse of S&V pack so this will help me get used to their turns etc)
This should hopefully mean that Lt Blount should get two attacks most times or I can peel Airen off to hang out with another dude (Garven?) and Blount means invisible Impies shouldn’t be too horrible.

Thinking of Garven Dries in an X-Wing to give some punch and help shuffle focus around as he will be going first so Focus can trickle down.

Lastly a Dagger Squadron Pilot in a B-Wing to play with Ion.

Relatively ok pilots skills (8, 6, 6 and 4) and some complementary skills to try to keep a few of them together and ganging up on enemies.

BUT only leaves me with 14 points to play with for upgrades. Can make it 16 if I sub out Dagger for Blue Squadron and accept the Pilot Skill of 2 instead of 4.



So what do you think about that general list and do you have any upgrades I should strongly consider or avoid?



Glory is fleeting. Obscurity is forever.




 
   
Made in us
FOW Player




Frisco, TX

Just a quick clarification, Cracken gives another ship a free action, not an attack.

If you want to run a little action economy with Cracken, pilots like Kyle, Garven and Dutch will be pretty handy. Alternatively, give Cracken Squad Leader and pass 2 actions around per turn.

For Blount, Deadeye and an Ion Pulse missile is all you need. Deadeye for flexiblity, the missile for some unfortunate target you want to mob up on.

You could even run something like so

Cracken w/ Squad Leader
Blount w/ Deadeye, Ion Pulse
Blue Squadron
2x Tala Squadron w/ missile of choice

2 points may free up depending on your missile choice. Keep the Talas near Cracken so they can focus and then receive target locks from their boss, making those missiles fairly consistent. Blount runs off an ionizes some poor bastard, while the Blue gives you a heavy hitter after the ordnance has gone off.

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Made in au
Veteran Inquisitorial Tyranid Xenokiller




Down Under

Sadly only have access to two Z-95s so can't bring out the Talas as well, but thanks for setting me straight on the Action =/= Attack.

Glory is fleeting. Obscurity is forever.




 
   
 
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