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![[Post New]](/s/i/i.gif) 2016/03/31 04:39:34
Subject: Scum Cloaking Device
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Regular Dakkanaut
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Just wondering what people's thoughts are on the Illicit cloaking device? Anyone found a build that can actually make somewhat effective use of it?
I've been tempted to try it with Guri, using her as a wingmate for Dengar. It'd be a 2-ship build which is risky (and actually pretty fragile), but I do like to play somewhat challenging lists on occasion. My issue is, despite my confidence in the build doing well when it works, it HAS to work to begin with, and the chance of the device shorting out and screwing me over is a little high, thus I'm wondering if anyone has success stories to share. I have this Starviper sitting here, I'd like a reason to use it but I'm not sure cloaking device is the ticket...
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![[Post New]](/s/i/i.gif) 2016/03/31 11:06:53
Subject: Scum Cloaking Device
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Loyal Necron Lychguard
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The only time I used it, it shorted out the same turn. My advice, put it on someone with high agility (Guri was my choice), and only use it in extreme situations. Couldn't line up a shot this turn? Cloak to save yourself. Running away from a bunch of ships? Cloak to save yourself.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/03/31 14:03:27
Subject: Re:Scum Cloaking Device
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Infiltrating Broodlord
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StarViper and Talonbane Cobra are my two bets on making it work.
With Cobra, Push+EU+Cloaking Device. It doesn't have to work forever. It just has to take you from R3 to R1. Move passively and cloak+focus when you think your opponent might move into range, then when it either breaks or the next activation phase comes around, decloak forward and slow move on the dial. Adjust with Engine, focus or TL and then use that 5 dice primary on something.
I think for Guri it works much the same way. With autothrusters and free focuses at R1 you just have to survive the initial volley. I think it would be best to leave off Push (so as not to take stress) then after the decloak you can take a sloop and put the Starviper where it really wants to be. Attani Mindlink is a good idea to give the Viper a focus on the turn it cloaks. Fire Controls would be my choice for a Systems. With autothrusters that's 38 points.
I think Palob with Intel Agent and Mindlink is a necessary support ship to make Guri really work. With choice of turret (any one except the autoblaster works here) so 25-28. That leaves between 37 and 34 points for other ships. Generic Z95s, G-1A, Y-wings, Firespray, Jumpmaster or YV-666 are all decent options. Scum are spoiled for good filler options. (coming from a mainly Imperial player)
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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 |
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![[Post New]](/s/i/i.gif) 2016/03/31 15:03:31
Subject: Scum Cloaking Device
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Battleship Captain
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Exactly: I think of it as a free speed 2 "boost -ish" and if it doesn't break its a bonus.
even if it breaks you still get the decloak move, after all.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/04/01 02:48:26
Subject: Scum Cloaking Device
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Regular Dakkanaut
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Yeah I think it might be better to try it with Talonbane. Guri has potential, but the build I personally went for was something like 42 points? That's a lot for a glass cannon...
What about on the ship the upgrade came with itself, the Mist Hunter, anyone tried it? Maybe with a Sensor Jammer? Could work, maybe.
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![[Post New]](/s/i/i.gif) 2016/04/01 03:26:18
Subject: Scum Cloaking Device
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Regular Dakkanaut
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Cobra, cloak, and stygium particle accelerators might be key. 5 dice plus evade at r3, 5 dice to attack at r1. Decloak will be amazing on an aggressive ship. Ptl and eu is nice on him too, but spa might have use with the cloak now.
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![[Post New]](/s/i/i.gif) 2016/04/01 05:32:25
Subject: Scum Cloaking Device
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Regular Dakkanaut
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I don't know about the SPA. It's a nice combo of course, and has potential, but if/when the cloaking device shorts out, your not only losing the device itself your losing the SPA. I think I'd rather just keep EU.
Just something I'm thinking on though, and I may be wrong here as I'm incredibly tired (pulling an all-nighter in prep for MTG pre-release tomorrow) but would Talonbane not get 6 defense dice at range 3 while cloaked? 2 naturally, 2 for cloak, 2 for the range 3 bonus + his ability? That seems stupid, as in stupid good if it's true. I need to try that for sure now...
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![[Post New]](/s/i/i.gif) 2016/04/01 05:43:55
Subject: Scum Cloaking Device
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Infiltrating Broodlord
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Mr ghoti wrote:Cobra, cloak, and stygium particle accelerators might be key. 5 dice plus evade at r3, 5 dice to attack at r1. Decloak will be amazing on an aggressive ship. Ptl and eu is nice on him too, but spa might have use with the cloak now.
Cobra throws 6 greens, cloaked, at R3. Pilot ability is double all range bonuses. Including the green die granted from being at R3. Against secondary weapons he only throws 4 since secondary weapons negate range bonuses entirely. Throwing 6 dice and having a focus I can't imagine needing an evade barring absolutely atrocious luck.
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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 |
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![[Post New]](/s/i/i.gif) 2016/04/01 13:36:09
Subject: Scum Cloaking Device
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The Daemon Possessing Fulgrim's Body
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I've had that luck on multiple occasions!
Lost a stealthed Fel at R3 through an asteroid in one shot once...
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We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark
The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.
The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2016/04/01 13:53:18
Subject: Scum Cloaking Device
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Longtime Dakkanaut
Minneapolis, MN
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I haven't used it, but I've played against two types of ships with it:
The first was Guri, who can make good use of the decloak re-positioning. It also makes her basically invulnerable to alpha strikes during the first few turns of the game. Guri is also naturally defensive enough that suddenly losing your cloaking device is not a huge problem. I think this is going to become a fairly standard upgrade for her.
Palob was the other one I played against, using a TLT, Intel Agent and Moldy Crow. This behaves normally as just a standard Palob, but if an enemy ship enters his donut hole, he can take a cloak action for protection. The cloak action is quite good on him, because doesn't need to take actions to have access to focus tokens to modify his 4 defense dice, and his pilot ability allows him to do things in the combat phase other than shooting.
I could see Mux also being a decent user of cloaking devices, since he also has a debuff ability that works regardless of whether he attacks or not. I think there will also be some application for it on a blocker Z-95.
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This message was edited 3 times. Last update was at 2016/04/01 13:54:22
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![[Post New]](/s/i/i.gif) 2016/04/01 15:18:52
Subject: Scum Cloaking Device
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Regular Dakkanaut
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bocatt wrote:Mr ghoti wrote:Cobra, cloak, and stygium particle accelerators might be key. 5 dice plus evade at r3, 5 dice to attack at r1. Decloak will be amazing on an aggressive ship. Ptl and eu is nice on him too, but spa might have use with the cloak now.
Cobra throws 6 greens, cloaked, at R3. Pilot ability is double all range bonuses. Including the green die granted from being at R3. Against secondary weapons he only throws 4 since secondary weapons negate range bonuses entirely. Throwing 6 dice and having a focus I can't imagine needing an evade barring absolutely atrocious luck.
Forgot the R3 bonus. The evade is an extra boost on top of the focus, but the decloak is the most important part. It effectively does a similar action as boosting, but when you decloak you're trying to get into R1 for your bonus dice. At that point, that evade token becomes much more vital on your 2 evade ship at R1.
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