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Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

Hi all,

Just wanted to get a feel for how much extra weaponry you typically put onto your ships. Majority of the ships allow only 1 secondary weapon, but there are quite a few out there that allow more. What's your typical strategy for loading them out?

I find myself liking the idea of investing close to 50 points into a single ship (weapons and upgrades included), and then putting the rest into 2 other ships.

Has anyone tried a list with only 2 "Fat" ships?

Please feel free to share!

"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
"I can only go forward." 
   
Made in ca
Huge Hierodule






Outflanking

I typically tend to just run one gun, and rely on primary weapons for the rest. In terms of total upgrades, well, that's a different matter.

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A: A Maniraptor 
   
Made in us
Crafty Bray Shaman




NOVA

I've run two fat firesprays. When it worked it was glorious; when it didn't it was a disaster.

Something like Krassis and Kath both with a bomb, gunner, and a heavy laser cannon for Krassis. I may have had points for missiles as well, but this was a while ago so I don't really remember.

In all honesty, I've had better luck running three naked bounty hunters.

I think that your other premise is probably better overall; one fatty and a couple of helpers.

 
   
Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

Firesprays are pretty mobile though, aren't they? Would you mind sharing the list you had for them? Just curious as to how you kitted them out.

But running with my idea of 1 "Fat" ship and 2 assisting ships, I came up with this one.

Keyan Farlander
- B-Wing/E2
- Kyle Katarn
- Push the Limit
- Heavy Laser Cannon
- Adv. Proton Torp

Luke Skywalker
- R2-D2

Airen Cracken

Total Points: 100

Keyan is obviously my "Fat" ship, adding up close to half of the list. I've had good experiences with Luke and R2 together, and Airen, having a higher Pilot Skill allows for Luke and Keyan (when not stressed) to take more actions. Thoughts?

This message was edited 2 times. Last update was at 2014/12/12 20:27:47


"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
"I can only go forward." 
   
Made in us
Longtime Dakkanaut






 Rurouni Benshin wrote:
Firesprays are pretty mobile though, aren't they?

They have an X-Wing's movement dial with a K-Turn 3 added in.
   
Made in ca
Huge Hierodule






Outflanking

 streamdragon wrote:
 Rurouni Benshin wrote:
Firesprays are pretty mobile though, aren't they?

They have an X-Wing's movement dial with a K-Turn 3 added in.


But the disadvantage of a large base, so the back end of the K-turn goes just as far.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Douglas Bader






 Rurouni Benshin wrote:
What's your typical strategy for loading them out?


Never take more than one secondary weapon, and rarely take one at all. The problem with secondary weapons is that they cost a ton of points and you can only fire one per turn. Putting multiple secondary weapons on a ship makes it an attractive target for your opponent to focus on, making it likely that your ship will die with unfired secondary weapons. And weapons you don't fire are wasted points in a game where you can't afford to waste points. Plus, most secondary weapons just aren't that effective compared to their point cost, so you're usually better off with using the primary gun and spending those points elsewhere.

 Rurouni Benshin wrote:
Keyan Farlander
- B-Wing/E2
- Kyle Katarn
- Push the Limit
- Heavy Laser Cannon
- Adv. Proton Torp


This is a really bad idea. You have tons of upgrades on a ship with 8 HP and no defensive abilities, and you aren't even using them effectively. The HLC encourages you to sit back and shoot, while the APT needs you to get up close. So you're wasting either 7 points or 6 points depending on what you do. Then you've got Kyle giving a focus token to a ship that already has a free "focus" on offense and very little need for defensive focus. For the same price you could get C-3P0, which will give you much better defense. Finally, you've got Cracken handing out actions when PTL already gives you your entire action bar (remember that you can't take the same action twice in one turn).

The reason fat Falcons work is that you have tons of HP and defensive abilities to keep your 50-60 point ship alive, and a turret to let you focus on dodging arcs and reducing the amount of fire you're exposed to without sacrificing your own shooting. You just can't do that with a b-wing because it isn't tough enough. It will be focused on immediately and killed, and then you lose the game.

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Made in us
Unhealthy Competition With Other Legions





The Midwest

Peregrine is all over it. Additional secondary weapons are wasted points that could be better spent on really useful stuff like Engine Upgrades or Elite Pilot Talents.

Farlander is cool, but I'm having difficulty coming up with an effective build that doesn't cost me a ton of points; I'm inclined to keep it simple and go PTL, Engine Upgrade, and HLC.
I start building, and then I just think at a certain point I might as well go Fat Dash.

I like where your head's at, coming up with different ideas and all, though.

This message was edited 1 time. Last update was at 2014/12/13 14:35:24


 
   
Made in dk
Stormin' Stompa





I have had quite a bit of success with;

Farlander w/ Opportunist, Fire-Control System and HLC
Wes Janson w/ Veteran Instinct and R3-A2
Biggs w/ R4-D6

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Made in tr
Willing Inquisitorial Excruciator





Steelmage99 wrote:
I have had quite a bit of success with;

Farlander w/ Opportunist, Fire-Control System and HLC
Wes Janson w/ Veteran Instinct and R3-A2
Biggs w/ R4-D6


I have seen this list slightly differently, remove bigss and add 2 tala squadron z-95 's. The player who was playing that in the tournament had great synergy going on for the first half of each game then kept overthinking and lost all 4 games tough.

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Made in nz
Longtime Dakkanaut



New Zealand

 pizzaguardian wrote:
Steelmage99 wrote:
I have had quite a bit of success with;

Farlander w/ Opportunist, Fire-Control System and HLC
Wes Janson w/ Veteran Instinct and R3-A2
Biggs w/ R4-D6


I have seen this list slightly differently, remove bigss and add 2 tala squadron z-95 's. The player who was playing that in the tournament had great synergy going on for the first half of each game then kept overthinking and lost all 4 games tough.

Yeah I have run both variations of this list, the Bigg list suffers because Farlander is the only notable damage output - Wes has high PS but nothing to buff it and Biggs is just trying to stay alive. It also doesn't work as well as you might think against Whisper (who I felt was the biggest threat to this list at the time), because he gets a shot in between Wes and Farlander to get a focus back (and it hard to line up the shots anyway). I much prefer the second variation, which uses 2 Z-95 + Wes + Farlander - I have been running Predator on Wes + 2 Bandits, because that gives me two ships which are a major threat.

This message was edited 1 time. Last update was at 2014/12/14 23:46:09


 
   
Made in us
Infiltrating Broodlord





Oklahoma City

From the Imperial side has anyone considered a Tie Defender (sorry, EDIT: piloted by Colonel Vessery) with Ion Cannon, Ion Pulse missiles and Opportunist EPT? I'm really just starting this game but the combo seemed pretty good. Against a large ship you can pulse first, then K-turn into an ion cannon in the rear arc, then green 2 forward maneuver to remove stress and focus and open up at range one for four dice and focus and your opponent gets one less green die.

Against a regular ship you can cannon or missile first, it doesn't really matter.

Thoughts?


Automatically Appended Next Post:
Oh and for the Firespray, are people more a fan of Merc Copilot, Heavy Laser Cannon, Krassis Trelix and maybe a stealth device, or a Bounty Hunter with gunner, Proximity Mine, Assault Missiles, stealth device, and possibly an ion cannon?

I guess these are the gunboat and denial based Firespray builds I''ve heard of? And which you choose depends on what the rest of the list contains?

This message was edited 5 times. Last update was at 2014/12/22 18:30:52


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Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

An Ion cannon and an Ion pulse missile is probably overkill. Your ion cannon can already hit in all three range bands - if you have the missile too then you're not shooting the cannon you've paid for in one of your turns.

The sole exception is in the case of a large-base ship (e.g. YT-1300, shuttle, etc) - in which case your cannon won't be very useful as you can't ion it each turn.

One of the hardest choices X-Wing is balancing your upgrades against more ships. While it may seem that you've got a killer combo, very often you're paying more than another ship would cost!

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 bocatt wrote:
From the Imperial side has anyone considered a Tie Defender (sorry, EDIT: piloted by Colonel Vessery) with Ion Cannon, Ion Pulse missiles and Opportunist EPT? I'm really just starting this game but the combo seemed pretty good. Against a large ship you can pulse first, then K-turn into an ion cannon in the rear arc, then green 2 forward maneuver to remove stress and focus and open up at range one for four dice and focus and your opponent gets one less green die.


Way too many points for marginal benefits. Two ion weapons is redundant most of the time (the only time the missile does anything is if you're lucky enough to catch a big ship in a spot where you can really hurt it with an immediate double ion token), and opportunist is usually going to be wasted damage on a ship that is capped at one damage per turn most of the time. Also, remember that ion tokens don't prevent actions unless they bump a ship/asteroid or have stress already, so opportunist isn't even guaranteed to trigger.

Oh and for the Firespray, are people more a fan of Merc Copilot, Heavy Laser Cannon, Krassis Trelix and maybe a stealth device, or a Bounty Hunter with gunner, Proximity Mine, Assault Missiles, stealth device, and possibly an ion cannon?


None of the above, they both spend way too many points on upgrades (especially the second one, which can't use all of its weapons at the same time). The basic bounty hunter naked or with a recon specialist is great, and Boba Fett with veteran instincts and some combination of engine upgrade/HLC/gunner/recon specialist is a pretty good phantom counter (but not very good if you don't have any phantoms in your metagame).

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Infiltrating Broodlord





Oklahoma City

EDIT: Sorry, I was thinking of the EPT Outmanuever, NOT Opportunist. Just looked them up. Sorry again for the confusion

Yeah, the Ion weapons (I played using the Ion cannon on the TIE defender last night) aren't very useful on a ship with a strong primary attack that can manuever to attack every turn without putting on stress tokens (4-K-turns with no stress and barrel rolls are really strong)

I can see why engine upgrade would be a big benefit to the Firespray, especially Boba Fett. There'd be no way to catch that ship.

To make the most out of Krassis, you have to bring along a secondary and I think HLC is best suited for a stronger offense than your primary weapon. The only downfall is that you can't score criticals (which doesn't make much difference against heavy shielding) which can be counteracted with a Mercenary Copilot at long range, which is where you want Trelix anyway to keep pumpin away with the HLC.

The Merc is also 3 points cheaper than a gunner.

The modification was just a suggestion to keep him shooting, longer. You can use whatever mod you want for defense or attack.

I can see how the Bounty Hunter loadout would be a bit much. For some reason I had got a sense that the "swarm" tactic was pretty popular and even though the proximity mine and assault missile are one shot only, they would definitely discourage a swarm from flying in formation. gunner/ion cannon would help dole out some damage even if you miss with your secondary weapons and the stealth device keeps you from flying an almost 50 point ship on a suicide mission...


This message was edited 1 time. Last update was at 2014/12/24 04:21:23


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