Switch Theme:

Kavil, N'dru and Serissu  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Infiltrating Broodlord





Oklahoma City

Just wanted to hear some thoughts on a 100 point list using the Scum pilots I like the most.

Kavil - Blaster Turret - R4 Agromech - 30

N'dru Suhlak - Lone Wolf - Hot Shot blaster - Munitions failsafe - 23

Serissu - Push the Limit - 23

Binyare Pirate - 12

Binyare Pirate - 12

Opinions? Comments? Concerns?
   
Made in us
Douglas Bader






It doesn't seem to have any obviously terrible choices. You're kind of light on options for dealing with very maneuverable ships (phantoms, Corran, etc) since your single y-wing is fairly easy to kill, but you've got five ships to compensate for the 2-dice guns and a decent amount of HP. I only have two suggestions:

1) Serissu isn't adding anything to your list. Your ships tank more with HP than green dice, and your two biggest threats don't want to be tied to a formation (Kavil wants to be free to fly behind targets with the turret, while N'dru needs to keep his distance to use his abilities). The only thing you're getting here is meeting your theme requirement, so if you don't feel too strongly about the theme you'll want something else instead.

2) N'dru should have cluster missiles instead of the one-shot turret. For the same price as the turret + failsafe you get two four-dice attacks with a lone wolf re-roll (and possibly a focus token if you get your TL a turn earlier). That's a lot of firepower against low-agility ships, something that is very common in a metagame full of fat Falcons and Decimators.

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

I think the Hot Shot blaster with munitions does a great job in helping to counter those highly mobile ships like the phantom. 360 degree arc of fire with 4 dice and a reroll and you can keep shooting it until they roll badly on their green dice and you can get a few more hits through. If my understanding is correct, if you only roll one hit, you could actually pick it up and reroll it with Lone Wolf, allowing you to shoot the hotshot again. Also focusing every turn could make it very easy to go from 1 or 2 hits against 1 or 2 evades, to rerolling one dice and spending focus for 4 hits.

I think against these maneuverable ships, flying Kavil in formation while N'dru flanks will make Kavil a lot tougher. His on green dice benefits from the boost but also now the Soontir Fel or Whisper is trying to keep Kavil in his arc while staying out of the arcs of 3 more ships. Because even a two dice M3A at one range with focus and a target lock can be scary

Serissu was really included because I like her. But I think passing out 3 rerolls on ships that normally have a hard time dodging shots is a pretty good use of her pilot ability. She's also PS 8 with Barrel Roll evade, 3 agility and push the limit so she can be very slippery indeed when she needs to be. I wish there were points for an engine upgrade. and a cannon. but I think adding another ship is a much more efficient use of points than piling the upgrades on this fragile frame

Feel free to point out anything I'm wrong about

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:
360 degree arc of fire with 4 dice and a reroll


Remember, that 4 dice is a conditional bonus, you only have 3 dice by default. And with a five-ship list it can be hard to keep your flanking ship out of range 1-2 of everyone else without making bad maneuvering choices elsewhere. So you may have to make the awkward choice between spending your one-shot weapon without the bonus or saving it and hoping that your ship doesn't die before you get another chance (a pretty significant concern for a z-95 with no maneuvering actions). And even when you hit it's likely that you'll only get 1-2 damage through their defense dice, which isn't enough if your y-wing dies before it can knock some HP off.

Also, flanking comes with its own drawbacks. With only PS 7 you have to deploy him before your opponent's arc dodger(s), so if you set up on a flank away from the rest of your ships it's very easy for your opponent to deploy directly across from him and make him a priority target. An isolated z-95 against Whisper/Dash/Corran/etc is a dead z-95, and even if you fly him slow and wait for the rest of your ships to join the fight you've just lost your re-roll and extra attack die.

If my understanding is correct, if you only roll one hit, you could actually pick it up and reroll it with Lone Wolf


Nope. Lone wolf only allows you to re-roll blanks.

His on green dice benefits from the boost but also now the Soontir Fel or Whisper is trying to keep Kavil in his arc while staying out of the arcs of 3 more ships.


His green die benefits, but it's still only one die that can stop a maximum of one damage and even with the re-roll it isn't an automatic evade. And flying in formation makes it easier to dodge your ships since they're effectively a single ship with a really big arc instead of multiple ships that can split up to cover multiple areas.

But I think passing out 3 rerolls on ships that normally have a hard time dodging shots is a pretty good use of her pilot ability.


It really isn't, because you have it completely backwards. Serissu's ability is great on high-agility ships because you're rolling enough dice that a single re-roll can be the difference between taking no damage at all and losing one of your precious few HP. On low-agility ships you tend to have more HP and not really care what the green dice do. A re-roll is only the difference between taking damage and taking a bit more damage, you're still taking damage and the clock on your ship's life is still ticking down. And this difference is amplified by the fact that high-agility ships are likely to save tokens/actions for defense to modify those green dice (so a re-roll to an eye is a success), while low-agility ships are rarely reluctant to spend them on offense (a re-roll to an eye is a failure). In fact, think about it this way: Serissu's ability costs you 6 points compared to the cheap generic, which is enough to buy two hull upgrades. Assuming each ship always rolls at least one failure on defense a re-roll is worth 3/8 of a HP every turn. So, to break even on the pair of hull upgrades you need to use Serissu's ability about 5-6 times. That's at least 2-3 turns just to break even with an upgrade that is almost universally considered a waste of points on low-agility ships.

She's also PS 8 with Barrel Roll evade, 3 agility and push the limit so she can be very slippery indeed when she needs to be.


You know what that description also applies to? A-wings. And high-PS a-wings (at least without proton rockets) are usually considered too expensive to be competitive because of their low firepower. You can dodge all you want but because you aren't doing much damage your opponent can just save that ship for last. X-Wing rewards killing stuff asap, not just flying around in circles and staying alive as long as possible.

This message was edited 1 time. Last update was at 2015/02/02 10:14:07


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

Right-o thanks for pointing these things out.

So Kavil and N'dru might be better off flying together with another bruiser ship like the Firespray or a few Zs, whereas Serissu (my first instinct was to run her in a swarm like Howlrunner) would be better flying and keeping up with two Starvipers using engine upgrade and PTL and possibly a cannon for more firepower?
   
 
Forum Index » Atomic Mass Games (Star Wars & Marvel: Crisis Protocol)
Go to: