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![[Post New]](/s/i/i.gif) 2015/12/12 17:37:41
Subject: Small Rebel Squad, toying with a combo idea that may just fall flat...
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Ghastly Grave Guard
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Hey guys, I've been messing about with the new Targeting Astromech that was spoiled earlier this week. Here's what I've come up with:
Wedge Antilles - 34pts
R2-D2
Crack Shot
"Hobbie" Klivian - 32pts
R2-D6
Push the Limit
Plasma Torpedoes
"Dutch" Vander - 31pts
Targeting Astromech
Twin Laser Turret
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![[Post New]](/s/i/i.gif) 2015/12/12 19:58:34
Subject: Small Rebel Squad, toying with a combo idea that may just fall flat...
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Huge Hierodule
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Needs Integrated Astromech. Not sure that you'll being doing much with Hobbie given his low PS and lack of maneuvers. Wedge will be shot off the board fast.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2015/12/12 20:52:15
Subject: Small Rebel Squad, toying with a combo idea that may just fall flat...
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Ghastly Grave Guard
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I'll have at least a couple of the Integrated Astromechs soon enough (I hope!) But who should they go on, everyone?
Hobbie is a character I love, but have always had trouble using him in the game. It's a shame but there seem to only be 2 options for the T-65, Biggs and Wedge. Rookies maybe, but even then they're meh.
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![[Post New]](/s/i/i.gif) 2015/12/13 20:31:28
Subject: Small Rebel Squad, toying with a combo idea that may just fall flat...
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Douglas Bader
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Lord Corellia wrote:I'll have at least a couple of the Integrated Astromechs soon enough (I hope!) But who should they go on, everyone?
Everyone of course. It's a zero-point upgrade and you don't have modifications on them yet. There is no reason not to take it.
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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. |
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![[Post New]](/s/i/i.gif) 2015/12/13 21:19:57
Subject: Small Rebel Squad, toying with a combo idea that may just fall flat...
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Ghastly Grave Guard
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Derp, I hadn't properly read the card. I didn't realize it was a free modification rather than an Astromech... Well damn, that definitely changes everything.
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![[Post New]](/s/i/i.gif) 2015/12/14 11:24:12
Subject: Small Rebel Squad, toying with a combo idea that may just fall flat...
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Battleship Captain
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Exactly.
Every X-wing should have Integrated Astromech as a default. You may choose to upgrade it to Engine Upgrade (on T-65s) or Autothrusters (on T-70s) but that depends on the pilot in question.
I think there might be an argument for Shield Upgrade on Red Ace, too.
Certainly there's no reason not to take integrated astromech if you're not taking anything else. There are enough 1-point astromech options, and even if you never benefit from the 'mech's ability, it's therefore a 1-point extra shield.
The problem with Dutch is keeping him in train with the rest of the squad. With a twin laser turret, he doesn't really need to K-turn.
Hobbie and Dutch are a nice combo. Push The Limit on Hobbie.....the timing's wrong to get rid of his stress as part of push the limit, but spending the lock will de-stress him. And Dutch's astromech will let him de-stress immediately on a K-turn.
Wedge....I agree that Wedge has issues with durability. The problem is that he's in an X-wing. R2-D2 is great, but in order for him to work you need the ability to break away from a fight for a turn or two - which means a speed 5 manoeuvre, or boost, or something similar. Furthermore, with only 2 agility and no dice modifiers, dodging incoming fire is hard. A better plan may be trying to dodge the arcs of fire entirely.
Wedge has a couple of options for this.
a) R7-T1 is essentially a combination action multiplier and engine upgrade for a point less than the latter. Yes, it's limited to range 1-2 and when someone's got a shot at you, but the above scenario is essentially "when I really need to boost".
b) Expert handling - I don't really recommend this. Barrel roll is nice but is better for knife fighters like TIE fighters and B-wings than jousters like X-wings. If you do, then take an R2 Astromech to help bin off the stress. Lightning Reflexes is an option, too with a similar fit-out. Sadly, it's a white/green move plus a stress token, not a red one - you can't trigger targeting astromech off it.
c) As a new one - Targeting Astromech and Stay On Target. Reselect your manoeuvre at PS9 - and since it becomes red, gain a free target lock into bargain. Pair with Flechette torpedoes for best results - the ability to stress your opponent effectively increases your own (relative) manoeuvrability.
Plasma Torpedoes are a nice one, especially since Hobbie should be firing with both target lock and focus. But ideally they want to be the first weapon fired, so if they could be moved to Wedge it might be better.
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Termagants expended for the Hive Mind: ~2835
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