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Made in ca
Regular Dakkanaut




So, I'm trying to figure out what I'll bring to the store championships next month at my LGS. I won the last one with Bossk + 2x TLT Y-wings, but I want to try something...different this time. I've got a few possible builds I'm looking at, would like some input. I've only flown Rebels around three times despite owning all the ships for them, so my builds for them are probably...meh outside of Dash. Working on Empire builds but I can't find one I like, so for now here's a few Rebel lists with a Scum list. The Scum list is more for a laugh as it's the Scum take on the classic 3x Bounty Hunter list. But it could work, maybe?

Rebels #1 (98)
Super Dash (58)
Poe w/ BB-8, PTL, AT, Weapons Guidance (40)

Rebels #2 (99)
Super Dash (58)
Poe w/ R5-P9, Lone Wolf, AT, Plamsa Torps (41)

Rebels #3 (100)
Miranda Doni w/ TLT, Gunner, Ion Bombs (42)
Super Dash (58)

Scum (99)
3x Trandoshan Slaver w/ Tactician, Outlaw Teach



   
Made in gb
Battleship Captain




Of the three rebel lists, I'd probably go #2 or #3.

BB-8 and Push The Limit is a nice trick, but - at least where I play - too many people like stress-based tricks to want to use it very often.

Lone Wolf is a nice trick for Poe - but I'd be hesitant to use the Plasma Torps; without any free actions, getting the target lock means no focus token, which leaves him vulnerable for the turn. I'm not sure what else you could use the points for, to be honest.

Miranda is nice. The gunner trick is an interesting one - fire a 'normal' shot, fire a 'short' shot (and miss) and then fire a primary weapon shot. I'd still rather use the homing missile of explody doom; good for blowing stealth devices of interceptors.




The Trandoshans..... I'd like to see it. Tactician and Outlaw Tech could work - letting you use the most of the dial you have, for that matter you could use Engine Upgrade and do The Dance Of The Space Whales. Effective...probably not. Fun to fly? Very.




Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Infiltrating Broodlord





Oklahoma City

locarno24 wrote:

Miranda is nice. The gunner trick is an interesting one - fire a 'normal' shot, fire a 'short' shot (and miss) and then fire a primary weapon shot.
If the ruling on TLT is anything like the ruling on Cluster Missiles and Munitions Failsafe you must miss with BOTH shots to trigger the effect of Gunner.

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 ca
Ghastly Grave Guard





Canada

Forgive my ignorance; what is "Super Dash"?
   
Made in us
Infiltrating Broodlord





Oklahoma City

 Lord Corellia wrote:
Forgive my ignorance; what is "Super Dash"?

Dash Rendar piloting a YT-2400 with Push the Limit, Engine Upgrade, Outrider, Heavy Laser Cannon and Kyle Katarn.

Outrider and Heavy Laser Cannon make it impossible to fire at range 1 anywhere around the 2400, while throwing four dice and denying extra evade dice at ranges 2 and 3. Engine Upgrade and Push the Limit (with his native barrel roll) help mitigate this weakness, while Kyle Katarn provides a focus to modify his attack or defense every turn

With this loadout "Super Dash" can fly through asteroids, boosting and barrel rolling to land himself firmly on the other side of an obstacle despite being limited to green maneuvers only. This makes it difficult for Interceptors and their ilk to give chase and exploit his inability to fire at range 1, while also granting an extra defense die or two for being an obstructed target and possibly being at range 3, neither of which Dash cares about because of using a 4 dice Secondary Weapon for all his attacks.

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
Longtime Dakkanaut




Minneapolis, MN

I would take a variation on list 2:

Rebels #2.1 (99)
Super Dash (58)
Poe w/ R2-D2, Lone Wolf, AT, Weapons Guidance (41)

Mainly because I think Weapons Guidance will do you more good than Plasma Torpedoes ever will. Poe+LW+WG give you three different types of attack dice manipulation, so that you can reliably get 3 hit results when you need them. Using R2-D2 instead of R5-P9 also boosts your attacks, since you don't have to hang on to that focus token till the end of the round to get your regen. Which is not to say that R5-P9 is a bad choice, but I think it's better on a cheap Poe build than it is on this 41pt Poe.

To elaborate on Poe + Weapons Guidance + Lone Wolf, if you got something like:
hit+blank+blank
re-roll blank with Lone wolf
If result is hit+focus+blank, use Poe's ability to flip focus, then spend focus token with weapons guidance to flip blank, for 3 hits.

Or if you got:
hit+focus+blank
You could re-roll your blank result with Lone Wolf. If it's STILL a blank, then you could change the eyeball to a hit with Poe's ability, then spend your focus token with Weapons Guidance, for 3 hits.

In both these cases, having Weapons Guidance + Lone Wolf meant you went from just getting 1 or 2 hits, to having a 75% chance of getting 3 hits. Yes, you have to spend your focus token - there's a defensive penalty to doing this. But it's a totally optional effect that you don't have to use unless you're confident that you don't need the defensive focus. And over the course of the game, this is going to be stronger than a single plasma torpedo.

This message was edited 4 times. Last update was at 2016/02/16 17:39:38


 
   
Made in us
Infiltrating Broodlord





Oklahoma City

 DanielBeaver wrote:
I would take a variation on list 2:

Rebels #2.1 (99)
Super Dash (58)
Poe w/ R2-D2, Lone Wolf, AT, Weapons Guidance (41)

Mainly because I think Weapons Guidance will do you more good than Plasma Torpedoes ever will. Poe+LW+WG give you three different types of attack dice manipulation, so that you can reliably get 3 hit results when you need them. Using R2-D2 instead of R5-P9 also boosts your attacks, since you don't have to hang on to that focus token till the end of the round to get your regen. Which is not to say that R5-P9 is a bad choice, but I think it's better on a cheap Poe build than it is on this 41pt Poe.

To elaborate on Poe + Weapons Guidance + Lone Wolf, if you got something like:
hit+blank+blank
re-roll blank with Lone wolf
If result is hit+focus+blank, use Poe's ability to flip focus, then spend focus token with weapons guidance to flip blank, for 3 hits.

Or if you got:
hit+focus+blank
You could re-roll your blank result with Lone Wolf. If it's STILL a blank, then you could change the eyeball to a hit with Poe's ability, then spend your focus token with Weapons Guidance, for 3 hits.

In both these cases, having Weapons Guidance + Lone Wolf meant you went from just getting 1 or 2 hits, to having a 75% chance of getting 3 hits. Yes, you have to spend your focus token - there's a defensive penalty to doing this. But it's a totally optional effect that you don't have to use unless you're confident that you don't need the defensive focus. And over the course of the game, this is going to be stronger than a single plasma torpedo.


Not to say that that isn't a cool interaction that I haven't thought of but it seems radically inefficient. 5 points for a minor increase in fire power and using your focus token which in turn mandates R2 over R5 which costs an additional point and restricts you to green maneuvers when you could instead have VI and R5 and Autothrusters and survive for much longer by either boosting when you know you need to, or focusing and still having it for defense. Not to mention the not insignificant power increase by being able to shoot before Soontir and Whisper.

I would just accept that Poe and Super Dash don't play well together and take either one or the other and use the rest of your points to create a different kind of list that supports the fat/ace ship you're bringing to the table. Like 3 Zs for Dash or B-Wings and K-wings for Poe

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
Longtime Dakkanaut




Minneapolis, MN

 bocatt wrote:
Not to say that that isn't a cool interaction that I haven't thought of but it seems radically inefficient.

As long as he has points to spare in the list, might as well deck out Poe with otherwise point inefficient load-outs. The alternative is as you mentioned - to scrap the idea of Dash+Poe and use more efficient filler ships.

Though I would kind of challenge the notion that Weapons Guidance and R2D2 is inefficient. It's only a 3 point premium over a more standard build of LW+R5P9+AT.
   
Made in us
Infiltrating Broodlord





Oklahoma City

 DanielBeaver wrote:
 bocatt wrote:
Not to say that that isn't a cool interaction that I haven't thought of but it seems radically inefficient.

As long as he has points to spare in the list, might as well deck out Poe with otherwise point inefficient load-outs. The alternative is as you mentioned - to scrap the idea of Dash+Poe and use more efficient filler ships.

Though I would kind of challenge the notion that Weapons Guidance and R2D2 is inefficient. It's only a 3 point premium over a more standard build of LW+R5P9+AT.


Lone Wolf is not standard. VI is standard on Poe due to PS9 threats like Soontir and Whisper. Lone Wolf is half useless due to AT and Poe's pilot ability "autocorrecting" your two defense dice. I suck at math but I believe the chance of rolling double blanks on two dice is 14%. Which is perfectly acceptable for a ship with 6 durability that regenerates shields. And even when you do roll double blanks, you still get one evade result which reduces damage from everything except TLTs, which you need at least two results to have a hope of dodging that 1 damage, and even then chances are pretty slim. The reroll on offense does help push damage through for Poe, but I would rather just have more ships that increase possible damage output rather than trying to maximise probabilities on 3-4 dice. Law of averages. Throwing more dice is always better.

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
Colonel





This Is Where the Fish Lives

 bocatt wrote:
locarno24 wrote:

Miranda is nice. The gunner trick is an interesting one - fire a 'normal' shot, fire a 'short' shot (and miss) and then fire a primary weapon shot.
If the ruling on TLT is anything like the ruling on Cluster Missiles and Munitions Failsafe you must miss with BOTH shots to trigger the effect of Gunner.

It's not.

If you miss the second TLT attack, you can trigger Gunner and make a primary weapon attack. If your first TLT attack misses you can also trigger Gunner, but you have to forfeit the second TLT shot to do so.

 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 us
Infiltrating Broodlord





Oklahoma City

 ScootyPuffJunior wrote:
 bocatt wrote:
locarno24 wrote:

Miranda is nice. The gunner trick is an interesting one - fire a 'normal' shot, fire a 'short' shot (and miss) and then fire a primary weapon shot.
If the ruling on TLT is anything like the ruling on Cluster Missiles and Munitions Failsafe you must miss with BOTH shots to trigger the effect of Gunner.

It's not.

If you miss the second TLT attack, you can trigger Gunner and make a primary weapon attack. If your first TLT attack misses you can also trigger Gunner, but you have to forfeit the second TLT shot to do so.

That is counter intuitive. The wording on TLT and Cluster Missiles is identical (perform this attack twice) and they have ruled TLT as two separate attacks but left Clusters as a single attack that happens twice? That doesn't make any sense. I understand that Munitions Failsafe and Gunner are worded differently enough to accommodate this discrepancy but that seems inconsistent to the point of purposeful overlook

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 ca
Fixture of Dakka





Bathing in elitist French expats fumes

I would be hesitant to bring Super Dash to a tournament nowadays. Ships with Autothrusters, and anyone at PS9 or above can easily give chase.

I faced list #1 last weekend, and the game was over in a little over 30 minutes. (And it would have been even more lopsided had I remembered that HLC don't hand out crits) I had Ello Asty and Jake Farrell (his prockets downed Poe, so only his pea-shooter was left for Dash.) Imagine if someone who's actually good at this game actually had my list...

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Colonel





This Is Where the Fish Lives

 bocatt wrote:
 ScootyPuffJunior wrote:
 bocatt wrote:
locarno24 wrote:

Miranda is nice. The gunner trick is an interesting one - fire a 'normal' shot, fire a 'short' shot (and miss) and then fire a primary weapon shot.
If the ruling on TLT is anything like the ruling on Cluster Missiles and Munitions Failsafe you must miss with BOTH shots to trigger the effect of Gunner.

It's not.

If you miss the second TLT attack, you can trigger Gunner and make a primary weapon attack. If your first TLT attack misses you can also trigger Gunner, but you have to forfeit the second TLT shot to do so.

That is counter intuitive. The wording on TLT and Cluster Missiles is identical (perform this attack twice) and they have ruled TLT as two separate attacks but left Clusters as a single attack that happens twice? That doesn't make any sense. I understand that Munitions Failsafe and Gunner are worded differently enough to accommodate this discrepancy but that seems inconsistent to the point of purposeful overlook
It's counter intuitive because you're trying to compare two cards with different effects.

Gunner says "After you perform an attack that does not hit" and each time attack with TLT you are performing two attacks (with only one target declaration), just like with Cluster Missiles which, if used on a ship with Gunner, can also trigger the card if either attack misses (and like TLT, if you trigger gunner after the first attack you forfeit the second attack and instead attack with your primary weapon).

However, since each attack with Cluster Missiles is still considered a Cluster Missile attack, hitting with one of them will cause you to discard the card (or token) as the card says to do. TLT would fall under this same ruling with Munitions Failsafe if it were a Missile or Torpedo card, but it isn't.


Automatically Appended Next Post:
 Mathieu Raymond wrote:
I would be hesitant to bring Super Dash to a tournament nowadays. Ships with Autothrusters, and anyone at PS9 or above can easily give chase.
That's why you pair him with a PS 10 wingman like VI Poe or Corran.

This message was edited 4 times. Last update was at 2016/02/17 04:15:25


 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 ca
Fixture of Dakka





Bathing in elitist French expats fumes

Which the original post doesn't do. So either scrub Super Dash or bring a proper ace to back him up, I say.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Battleship Captain




Dash Rendar piloting a YT-2400 with Push the Limit, Engine Upgrade, Outrider, Heavy Laser Cannon and Kyle Katarn.


Given the need to be able to hoof it out of traps and bottlenecks and generally move fast enough to avoid getting caught, I'd actually argue Nien Numb is a pretty good choice for Dash's crew slot, too.

And yes, our resident Outrider fanatic was struggling with this last night; Dash's critical weakness is someone with a higher pilot skill and a fast (i.e. boost-capable) ship.


One thing that might work - other than the high PS ace - is a screen of Z-95s. After all, you're less bothered with the guy supporting Dash being able to outfly an enemy ace than you are with keeping the bugger off Dash; blockers and swarmers can keep it in place whilst he smacks them about the head with heavy laser cannon shots. In theory.


Termagants expended for the Hive Mind: ~2835
 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

3 z-95 is twice as many hit points as a T-70, with three times the number of red dice (but with the same multiplier of green dice added too).

It might resemble the 2014 Heaver list at Worlds, no?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in ca
Regular Dakkanaut




Hmm...I do like the idea of Z's flying around with Dash. I only have a single Rebel one, but if I borrowed some pilot inserts from a few friends I could just use Scum Z's as I have four of them. Sad to read that Poe + Dash don't make quite the pairing I hoped they would though...

Not to change the focus from Rebels (as I would ideally like to bring a Rebel list since I don't run them enough), but I've been looking at Redline as a potential Empire pilot to build a list around. Anyone had success with him? Seems like a sound pilot, at least in theory.
   
Made in us
Infiltrating Broodlord





Oklahoma City

The problem I encountered with the Punisher pilots (Redline and Deathrain) was that their respective munitions were effective but once you've expended them the ship itself is worthless. 2 dice primary means it has trouble scratching the paint on an X-wing and has no chance of breaking through regen, even with boosts and target locks. 1 agility means it dies long before it has a chance, and there is a stark possibility of the ship dying with ordnance still in the tubes. So you pay more than a third of your squad point allowance for a couple good shots and a brick that does nothing. And the more points you pay to try and avoid having to use your primary the more you're just gimping the rest of your list and asking for your points sink to get blown up. I think FFG missed the mark with the Punisher chassis. They wanted it to be like a Y-wing but neglected the fact that Imperials don't have access to Turrets and Astromechs which are really what make Y-wings usable. 1-4 shot Missiles and native bomb slots are not a substitute for the almighty TLT.

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 ca
Regular Dakkanaut




Yeah, the Redline build I was going to use was pretty close to 40 points, which is far too much for what he does. I think in more casual games I'd use the Punisher, but not for a tournament. At this point, if I went with an Empire build, it'd probably be some silly TIE/Fo swarm or Vader/Soontir and Chiraneau.

I did test a possible list last night, which was Super Dash (though he had Nien Nunb instead of Kyle) with Miranda w/ TLT, Bombardier, Prox. Mines, and Adv.Slam

I won handily against a Han/Dash list, but struggled against a Poe/Wedge/Prototype Pilot list and ended up losing after trying some ballsy movement shenanigans with Dash. I feel that the K-wing/Dash list could work, but I'd need at least two K-wings in the list which isn't possible. Or maybe I just need more practice flying the Dash/Miranda list and giving Miranda better upgrades. My next game I'm testing Dash with the 3x Z's.
   
Made in us
Regular Dakkanaut




Indiana

I love my redline. I use it all the time, slow rolling up and acting like a big support ship. Only committing when I can safely kill the target. Redline will get even better once guidance chips comes in. I usually team him up with Col. Vessery (who will ALSO get stronger once Imp. Vets. Drops)

Redline
FCS, Plasma Torps, Cluster Miss., Extra Munitions
   
Made in ca
Regular Dakkanaut




So, I've decided to fly Empire. Bought the Raider, and would like to go with a squadron that uses Palpatine. I've narrowed it to three choices, all of which are fairly common builds I'm sure, but I'm not sure which will do best. I'm expecting a good amount of TLT generic spam lists, such as a KYYZ list, a YYBB list...And probably some Scum TLT spam. That's one thing I'm concerned with, thus the Interceptor lists seem stronger with the ATs, though the Advanced is beefier...

#1 (100 Points)
OGP w/ Palpatine
Vader w/ Title, EU, VI, ATC
Juno Eclipse w/ Title, PTL, EU, ATC

*Alternatively I could try to make Juno more unpredictable and give her advanced sensors and lightning reflexes...but it'd cut down on offense. 3 points leftover for initiative/missiles/cheap systems on the OGP this way. Probably not worth it at all.

#2 (98 Points)
OGP w/ Palpatine
Vader w/ Title, EU, VI, ATC
Carnor Jax w/ PTL, Stealth, AT, Title

#3 (98 Points)
OGP w/ Palpatine
Soontir w/ PTL, Stealth, AT, Title
Carnor Jax w/ PTL, Stealth, AT, Title

Worst case I go with the 4 ship build I have in mind which is pretty well identical to a list someone already posted here on the forum. Hard to be creative with Palpatine involved it seems, at least when it comes to being more competitive...
   
Made in us
Infiltrating Broodlord





Oklahoma City

EdSnark wrote:
So, I've decided to fly Empire. Bought the Raider, and would like to go with a squadron that uses Palpatine. I've narrowed it to three choices, all of which are fairly common builds I'm sure, but I'm not sure which will do best. I'm expecting a good amount of TLT generic spam lists, such as a KYYZ list, a YYBB list...And probably some Scum TLT spam. That's one thing I'm concerned with, thus the Interceptor lists seem stronger with the ATs, though the Advanced is beefier...

#1 (100 Points)
OGP w/ Palpatine
Vader w/ Title, EU, VI, ATC
Juno Eclipse w/ Title, PTL, EU, ATC

*Alternatively I could try to make Juno more unpredictable and give her advanced sensors and lightning reflexes...but it'd cut down on offense. 3 points leftover for initiative/missiles/cheap systems on the OGP this way. Probably not worth it at all.

#2 (98 Points)
OGP w/ Palpatine
Vader w/ Title, EU, VI, ATC
Carnor Jax w/ PTL, Stealth, AT, Title

#3 (98 Points)
OGP w/ Palpatine
Soontir w/ PTL, Stealth, AT, Title
Carnor Jax w/ PTL, Stealth, AT, Title

Worst case I go with the 4 ship build I have in mind which is pretty well identical to a list someone already posted here on the forum. Hard to be creative with Palpatine involved it seems, at least when it comes to being more competitive...


You can be creative with Palps. Put him in a Decimator. Kenkirk, Ysanne Isard, PTL, EU, Palps. Makes people go WTF when your Decimator boosts out of arc at the beginning of the combat phase and is rolling 1-2 green dice and has a focus and evade token.

Is it super competitive? I dunno, it needs playtesting. But it leaves just enough room for Super Vader with Predator, ATC and Engine Upgrade. Which we all know is a competitive monster. Especially with Palpatine support.

As for Juno, I would HIGHLY recommend MKII engines on her. She gets four more green options and the ability to do a 1 bank, 2 bank or 3 bank at any time and still clear stress. Much more versatile than just straight maneuvers when youre stressed. All for only 1 point! Which is much better than the maneuverability afforded by Engine Upgrade for 3 points more and at cost of your action. PTL is not bad, although Stay on Target is awesome and one point less. Advanced Sensors is a good idea. Especially with SoT because you want that action before you make her maneuver red. VI is not a bad choice of EPT on her either. FCS, Accuracy Corrector and Sensor Jammer all have merit on her depending on what you want you expect to face and what job you need her to perform. If you tool out everyone and have 3 points left, proton rockets will rock someone's face one time. If you already brought FCS, Clusters are worth a look, but quite a few points for something that may fall flat.

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 ca
Regular Dakkanaut




The Decimator build did cross my mind, actually. But I'm not confident enough, nor practiced enough, to fly 2-ship lists yet. I attempted it a few times with Dash as I initially wanted to fly Rebels, but I need a LOT more practice for that, like, more than a few weeks worth which is all the time I spent with it. I'm used to 3-ship builds, thus I feel the most comfortable with them.

I do really like the idea of Juno with SoT and the MKII engines. But I also like the potential of PTL and Sensor Jammer to turtle up, so it's a tough call, though I am leaning more towards the SoT build. The worst part of all this is it's simply theory that I can't put into practice beforehand, as the championships are two days away and I couldn't make it to X-wing night for the past two weeks. I do like the Advanced list the most of the 3 builds, mostly because it's a bit 'safer' and thus a bit more forgiving.

If I go with the Juno/Vader/OGP build, what sort of tactics would you suggest are most viable against a TLT spam squadron? This depends on Juno's build of course, but I've not really been on the receiving end of TLTs, as I'm usually the one using them. I know what they can do, I know how I could deal with them (in theory) with Scum (my usual faction to fly), but not having flown Empire all that much, I'm at a loss...

This message was edited 1 time. Last update was at 2016/03/03 08:31:18


 
   
Made in us
Infiltrating Broodlord





Oklahoma City

EdSnark wrote:

If I go with the Juno/Vader/OGP build, what sort of tactics would you suggest are most viable against a TLT spam squadron? This depends on Juno's build of course, but I've not really been on the receiving end of TLTs, as I'm usually the one using them. I know what they can do, I know how I could deal with them (in theory) with Scum (my usual faction to fly), but not having flown Empire all that much, I'm at a loss...


Having run TIE Swarm + Soontir at a store champ, I think I can help with TLT tactics. Make sure you take Engine Upgrade on Vader. Bait with your 2nd ship (in my case it was the swarm), try to avoid as many of the Y-wings as you can though. With Vader, flank them and boost into that R1 sweet spot where they can't shoot you and you get 3 dice plus added Crit. Dont be afraid to use Palpatine on attack if you roll up 1-2 hits and nothing else. Adding a 2nd crit can demolish a Y-wing at R1 since they only roll 1 agility. Be aggressive with Vader. Be defensive with Juno, try to stay out of range of as many TLTs as possible. Take Sensor Jammer if you expect to see multiple 4x TLT lists as SJ can cripple them. Push is not a bad idea either, being able to take focus/evade in the beginnings of the game and focus/TL when he's down to 1/2 TLTs. If you face Scum, thank your lucky stars. TIEs have trouble going slow, not fast. He'll be too tempted to use his 3 greens rather than the smarter 1 straight that would make you overshoot the Y-wing.

As always try to keep Palps out of the fight at all times so he doesn't melt. Although he contribute a 3 die gun when the game starts to wind down.

Good luck, and For the Empire!

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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