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Made in us
Excellent Exalted Champion of Chaos






Lake Forest, California, South Orange County

So I have a somewhat eclectic collection of ships, either ones I intend on always running, or ones I simply really want to paint up because that's my primary part of the hobby.

I'd love some pointers on builds with what I own that work well without being TFG tourney lists. I like the odd evil trick, but I want my opponent to have fun as well and not just get steamrolled. Also keep in mind I've played all of 3 games so far, so I'm still learning a lot of the advanced rules and more nuanced tactical decisions.

While Scum & Villainy will be my primary faction(I'm a Fett man to the bitter end) I want to have a decent selection of viable lists for each faction.

My collections by faction are:
REBELS:
X-wing from core box
A-wing from aces box
B-wing from aces box
YT-1300
YT-2400
HWK-290

EMPIRE:
2x Tie Fighters from core box
2x Tie Interceptors from aces box
VT-49
Firespray
Lambda Class
TIE Phantom

SCUM & VILLAINY
Firespray(only own 1 ship total)
Y-wing from most wanted box
2 Z-95's from most wanted box
HWK-290(only own 1 ship total)

I currently have 2 lists that I think will work well enough, 1 for Empire and 1 for S&V(keep in mind I will of course be buying xpacs or loose cards for upgrades I don't currently own in these lists)

Colonel Jendon: Darth Vader, Weapons Engineer, ST-321, Hull Upgrade
38 points: Can target lock x2 anywhere on the board, then hand locks off to TIE ships. Can force crit damage against enemies up to 5 times in a game.

Echo: Rebel Captive, Advanced Sensors, Veteran Instincts, Adv. Cloaking Device
41 points: First ship to declare as target takes 1 stress, can cloak or barrel roll before moving(helps avoid being blocked from decloaking by asteroids or ships, added maneuverability)

Mauler Mithel: Shield Upgrade
21 points: Nothing crazy here

100 points total


Boba Fett: Calculation, Heavy Laser Cannon, Recon Specialist, Assault Missiles, Inertial Dampeners, Shield Upgrade
60 points: Recon gives 2 focus- HLC loses crits, then Calculation uses 1 focus to change an eye result to a crit, with a focus token remaining for other eye rolls or to use on defense. Inertial Dampeners can wreak havoc with enemy movement decisions, and shield upgrade I think is worth having to protect such a costly investment.

Black Sun Soldier: Assault Missiles, Hot Shot Blaster
21 points: I really like Hot Shot as it can help mitigate ending up in poor positioning or when dealing with more agile ships like A-wings.

Black Sun Soldier: Assault Missiles, Munitions Failsafe
19 points: nothing crazy, but dammit those missiles are gonna hit something

100 points total


In particular, I REALLY want to run Fett in my primary list, so any advice on how to best outfit/use him is greatly appreciated. I also really like the Phantom as cloaking is a fun mechanic to me and I have a ton of childhood memories playing the God awful game it premiered in on my PS1 back in the day(the damn Millenium Falcon tunnel level was a pain in the ass).

So, are these lists any good? What would you change in them? Any recommended Rebel lists? What should I look at buying next for each faction? IG-2000 is apparently all the rage, so I'm sure he'll be high on my priority list even if I don't care for him fluffwise. I had considered buying a Slave II from Mels Minis on shapeways to proxy as an IG-2000 and just print cards with name and picture replaced.

I don't intend to play tournaments at all, as I've never really enjoyed super competitive wargaming, and I just don't have the time for events.

Lastly, once I get back from my trip next week I'll be making a painting blog here and on the FFG forum, but here's a link to my WiP Fett repaint. http://www.dakkadakka.com/dakkaforum/posts/list/637715.page

"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
 
   
Made in us
Infiltrating Broodlord





Oklahoma City

EmpireFett can be run with a Navigator (from the Shuttle) and Veteran Instincts. Generally regarded as "overcosted" for what he does, he does in fact do something pretty unique. Which arc dodge in a completely different way by completely changing his dial.

ScumaFett is a different story. I dont think there is a widely agreed upon build for him yet. Although I would be tempted to run something like PTL and Recon Specialist (45 points and I like solid numbers) that way he gets 2 focus (one for offense and one for defense) and an evade token every turn. Then just dive in and get those rerolls.

For what you've got, Fat Han is good. Leebo or Dash with Outrider and HLC (and other fixins) is good. Generic B-Wings and Keyan Farlander are good.

The Phantom (whisper/echo, not generics) is good. your echo set up is fine although different from the "tourney set up". The Decimator is popular. The Devilmator (any VT49 pilot with Darth Vader crew) is popular. Chirpy is a favorite with whatever upgrades you like. Dark Curse and Backstabber are the two named ties that aren't Howlrunner that see the most use, but any time you see Academy ties (read: most of the time) you'll usually see Howlrunner tagging along. Interceptors are now in vogue if you can buy a Starviper or two and cannibalize the Auto thrusters upgrades.

The Y wing... People aren't really sure what to make of it with all the new Scum upgrade cards. The Zs... More is better. Buy two more expansions or another Most Wanted and then you should be okay to run a mini swarm with whatever other big anchor ships you want (ala Fat Han rebels or Fat Fett Scum) although there is some merit in taking N'dru with Lone Wolf and Cluster Missiles. The HWK is not very popular but it's possible if not likely to change with new Scum pilots. Palob Godalhi with Blaster Turret and Opportunist (and I like to give him a K4 security droid) is a good build and Dace Bonearm with an Ion Turret can be annoying. seeing as how he doesn't need his action though, I'd slap a Squad Leader on him. Especially with Zs or generic Vipers in the list.

Missiles in general are a no no unless you're doing something with them, they have to serve a specific purpose: i.e. if you run an Ion control list, and you're bringing Zs for efficient firepower, you can slap Ion Pulses on them. But if you're just filling points with whatever missile looks nice, you may as well spend the points on something that will serve you better. Like another ship. Especially on low PS Zs that will struggle to target lock the person that they're aiming for, be in arc and in range after the person moves and then not die before they fire. And they have no focus to help with bad rolls.

So there you go, some popular knowledge on the stuff you have.

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in us
Excellent Exalted Champion of Chaos






Lake Forest, California, South Orange County

Many thanks! Good to know about missiles being very situational. I'll drop those and add another Z with hot shot.

"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
 
   
Made in us
Colonel





This Is Where the Fish Lives

You could get two more TIEs and run a Whispher & Friends list (Phantom and mini-swarm)... It's my personal favorite take on a Phantom list and it's a lot of fun to fly.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in gb
Fixture of Dakka







Picking up a second core set is usually the most recommended thing. - You get a second set of dice and templates and a lot of options open up for Imperials when you have 4 TIE Fighters. (And potentially at a 5th from the booster).
   
Made in us
Douglas Bader






 Compel wrote:
Picking up a second core set is usually the most recommended thing. - You get a second set of dice and templates and a lot of options open up for Imperials when you have 4 TIE Fighters. (And potentially at a 5th from the booster).


This. You need the extra dice anyway, and you can always use more TIE fighters. Your first two purchases should almost always be a core set and another core set.

As for the other expansion boxes, this is my opinion about the ships and pilot cards (ignoring upgrades since those are scattered everywhere and which ones you need depends on your exact list choices):

Rebel:
X-wing: comes with Wedge, and Wedge is a nice tool to have in the current high-PS high-agility metagame. You probably won't want more than two x-wings in a list, three at most, so don't get any extras once you have the two core sets and one expansion.
Y-wing: necessary to use y-wings in a rebel list. Y-wings just got a major boost with the title card and bomb option, so it's probably worth getting 1-2 of these. When you're using multiple y-wings it will usually be with the generic pilots, so you can't get away with buying one expansion and using the scum y-wing model with the other rebel cards.
A-wing: nice, but not vital. Tycho is the only pilot that matters. He's good (especially as a phantom counter), but the rebel aces pilots aren't a bad substitute and a-wings overall are kind of a niche-role ship.
B-wing: depends on how much you like b-wings. The named pilots all suck, and you get the generics in rebel aces. However, there are good lists that use 2-4 b-wings, so it's worth getting at least one more or one more copy of rebel aces.
Z-95: you need these. Like the y-wing you can't use your scum cards in a rebel list, and there are a lot of rebel lists with z-95s. Get at least 3-4, and if you love swarms it's can be worth owning the full eight.
E-wing: get one, but no more. Corran is extremely powerful, but I don't think I've ever seen a competitive list with more than one e-wing.
YT-1300 and YT-2400: one of each is enough. There are rebel lists that use two big ships, but most of them use one of each now that the YT-2400 is available.
HWK: one is enough. It's theoretically possible that you might want to use more than one in some obscure list concept, but it's not worth buying another one unless you're absolutely sure you want it.

Imperial:
TIE fighter: comes with Howlrunner, a mandatory pilot for imperial players. You must buy at least one TIE fighter expansion if you're even thinking about playing imperials.
TIE advanced: currently this is the worst ship in the game, so it isn't a priority. But a major buff is coming with the imperial epic ship, and you'll need to get Vader even if you don't need the extra ship model.
TIE bomber: not worth buying. They're pretty much nonexistent in competitive play, so only invest in them if you really love bombers and want to use them no matter how weak they are.
TIE interceptor: Fel is a mandatory pilot, so you need to buy this one if you want to use interceptors.
TIE defender: similar to the e-wing, one can be nice to have but the high price tag makes it hard to put more than one in a list. And honestly it might not be worth buying any until/unless we see a phantom nerf, since the phantom seems to be the better "40 point small ship" for imperials.
TIE phantom: you already own one, and lists with more than one are very rare. Whisper + Echo can be good if you have a lot of skill to fly a list with no margin for error, but two phantoms is the absolute limit.
Decimator: you own one, and that's usually enough. Dual decimator lists exist and can be good if you love the ship, but if you have a limited budget it's probably not worth it.
Firespray: kind of like the decimator, it's good that you own one and you can use another 1-2 if you love the ship, but it's not a priority. Lists with 2-3 firesprays exist but aren't all that common now that the decimator exists.
Shuttle: in a common theme with big ships, you already own one and most of the time that's enough.

Scum:
Most wanted: depends on your list ideas. Only get another box (or more) if you want to take multiple z-95s or y-wings, you've got enough cards and dials for the other ships.
Scyk: not worth it. Right now it looks like this ship is just too many points and is a niche-role option at best.
Starviper: probably not worth it. Like the scyk it seems to be too many points for what you get. It's a mandatory purchase for the autothrusters card though, if you aren't buying upgrade cards separately or proxying them.
Aggressor: buy two or buy zero. This is a very polarizing ship, you'll either love the dual-aggressor list or you'll hate it. Make your buying decision appropriately.

 Aerethan wrote:
{imperial list}
This suffers from two problems:

1) You've got a shuttle with a lot of points invested into handing out target locks, and a phantom that needs maneuvering room to survive. If you try to stay in formation with the shuttle you will lose your phantom immediately. If you want a target lock take a fire control system.

2) You've got an expensive shuttle with Vader. Vader shuttles are great since they're cheap unavoidable damage, but note the important word there: cheap. If you want Vader drop the shuttle to a generic with nothing else, or maybe gunner to Vader a ship twice in one turn if you don't have anything better to do with the points.

And now that you've saved ~15 points by fixing your shuttle you can either bring another TIE fighter or upgrade the existing one to a better ship.


{scum list}


Too many points in upgrades. Boba Fett wants to be at range 1, which makes the HLC and assault missile an expensive waste of points. And calculating isn't all that great. Take PTL or VI instead. And drop the shield upgrade, it's too expensive for a single additional HP. An engine upgrade is better since it allows you to dodge arcs at PS 8 and/or get into range 1 asap to maximize your bonuses. Same thing with the z-95s, they're only good if they're cheap. Drop them to naked PS 1 generics and use the extra points to take more ships. Once you've done that you'll have something like this:

Boba Fett with PTL, recon specialist, engine upgrade, seismic charge.
Binayre pirate x4.

Boba Fett is obviously the core of the list, the z-95s act as meatshields and get in easy damage while your opponent is trying to deal with the firespray.

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

 Peregrine wrote:

-snip-
Boba Fett with PTL, recon specialist, engine upgrade, seismic charge.
Binayre pirate x4.

Boba Fett is obviously the core of the list, the z-95s act as meatshields and get in easy damage while your opponent is trying to deal with the firespray.


Good advice across the board Peregrine, always enjoy listening to your thoughts on the game even if they are a little over competitive

I'd like to know how you feel about Greedo? Even though I'm tempted to slap 0 and 1 point upgrades on everything, taking up that valuable crew slot and then having to build the ship around greedo (deal lots of damage without taking any damage) kind of invalidates his low points cost.

I feel like ScumBoba could do it with his rerolls on offense and defense and Push the Limit for focus and an evade token but I'd sorely miss the double focus from recon for offense and defense

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in us
Douglas Bader






 bocatt wrote:
I'd like to know how you feel about Greedo? Even though I'm tempted to slap 0 and 1 point upgrades on everything, taking up that valuable crew slot and then having to build the ship around greedo (deal lots of damage without taking any damage) kind of invalidates his low points cost.


Greedo sucks. You'd need to put him on a ship that meets one of two conditions:

1) Cheap enough that you don't want to invest a lot of points into it, and don't care very much if it dies.

or

2) Able to minimize the impact of the defensive crits by taking them on shields, avoiding arcs entirely, etc.

Scum just don't have anything that fits either description right now. The firespray is obviously not an option, it depends on crit-vulnerable hull to stay alive, it's way too expensive to let it take unnecessary crits, and it doesn't really have much ability to dodge arcs. The HWK isn't really an option either, the generic HWK is fairly cheap but it's a pretty bad ship regardless of crew choices. And the buff HWKs can't afford additional damage when they're already a priority target, especially when Greedo doesn't help at all with the buffs the HWK is in your list to provide. Maybe at some point we'll get something like a z-95 with a crew slot and Greedo will be an option on it.

Even though I'm tempted to slap 0 and 1 point upgrades on everything, taking up that valuable crew slot and then having to build the ship around greedo (deal lots of damage without taking any damage) kind of invalidates his low points cost.


Yeah, the cost isn't really the issue, it's the huge drawback. Most of the time it's fine to take a 1-point upgrade if you've got spare points since even if it's not much of a bonus it's not actively hurting your ships. But Greedo isn't just wasted points when he's not working, he's actively helping your opponent kill your ships. If you have a spare crew slot and a point you'd be better off with an intelligence agent or similar mediocre-but-harmless upgrade.


I feel like ScumBoba could do it with his rerolls on offense and defense and Push the Limit for focus and an evade token but I'd sorely miss the double focus from recon for offense and defense


And this is the problem. If you want to take Boba Fett you're committed to an expensive ship and you might as well do it right. Taking a cheap crew upgrade with minimal benefits and a huge penalty isn't worth it when a small increase in total point cost will give you a very powerful crew upgrade instead.

This message was edited 2 times. Last update was at 2015/03/02 03:53:46


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

Good analysis. If only Greedo could fly backseat in a cheapo Bwing or ride shotgun in a Phantom

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in us
Shas'ui with Bonding Knife





Just wanted to poke my head in and say thanks for all the great ideas. I sorta went apeshit at the shop and bought most wanted / agressor x 1 / starviper, but held off on the Scyk. Glad i did, and instead, i'll purpose that money to another aggressor. I think i'm also going to build up my z95's a little more too.


Thanks for the tips folks.

 daedalus wrote:

I mean, it's Dakka. I thought snide arguments from emotion were what we did here.


 
   
Made in gb
Decrepit Dakkanaut






Mostly, on my phone.

^ Seconded. As a newcomer to the game this is an amazing thread. Lando's falcon and Cracken's Z95, here i come

Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."

Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven.  
   
 
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