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Made in au
Missionary On A Mission





Australia

morning/afternoon/evening guys,

so my local store championship is coming up soon and I'm in need of some ideas on how to break the local meta which is rebel Y & B wings. I'm an imperialist at heart so hit me with your best ideas please. my original thoughts was a trio of interceptors with Fel at the lead. they're fast nimble but the downside is lack of hull.

Cheers

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Gun Mage





I'm a big fan of Omega Leader with Juke and Comm Relay.
   
Made in au
Missionary On A Mission





Australia

I was also thinking a whisper, gunner, adv cloak, fire control set up

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Colonel





This Is Where the Fish Lives

 captain bloody fists wrote:
I was also thinking a whisper, gunner, adv cloak, fire control set up

You won't need Gunner if you're shooting at B-wings and Y-wings. They have low agility and you have four attack dice; it's nearly impossible to miss.

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Made in au
Missionary On A Mission





Australia

I hadn't thought about that ScootyPuff. though I probably would leave it on there for the times when there aren't any B/Y wings

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

I'm a fan of Rebel Captive or Tactician on Phantoms, either way that stress token really twists the knife.

Gunner is an awful big investment for the least likely ship in the game to miss.

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Made in au
Missionary On A Mission





Australia

maybe I should just go back to having either of those two suggestions

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in gb
Leader of the Sept







I'm quite fond of weapons engineer on a FCS phantom. It gives options for maneuvering, makes it harder for your opponent to hide the locked target and helps set up the next attack if you actually kill the target.

This message was edited 1 time. Last update was at 2016/03/23 00:23:02


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
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Cadre Coronal Afterglow w1;d0;l0 
   
Made in au
Missionary On A Mission





Australia

OMG I hadn't even thought about that....

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Charging Dragon Prince





Sticksville, Texas

Flinty, I am going to be giving that a try. It looks like a whole lot of fun.
   
Made in gb
Battleship Captain




If facing B-wings and Y-wings, you can't go far wrong with basic TIE fighters. They haven't the speed to arc dodge your swarm, and if you've only got 1 agility, throwing many two-dice attacks is better than throwing fewer three dice attacks

A TIE swarm of 5 Black Squadron Pilots with Crack Shot and Howlrunner can realistically blow a generic B-wing or Y-wing to pieces before it even fires once....and few squads can recover from that.


Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Executing Exarch





locarno24 wrote:
If facing B-wings and Y-wings, you can't go far wrong with basic TIE fighters. They haven't the speed to arc dodge your swarm, and if you've only got 1 agility, throwing many two-dice attacks is better than throwing fewer three dice attacks

A TIE swarm of 5 Black Squadron Pilots with Crack Shot and Howlrunner can realistically blow a generic B-wing or Y-wing to pieces before it even fires once....and few squads can recover from that.



Pretty much this, and try to focus fire on one ship at a time, the early loss of 1 ship in B or Y lists makes it quite the uphill battle for them

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Made in us
Loyal Necron Lychguard





Virginia

I know this is probably a bad idea for most of you here, but I personally enjoy running Rexlar Brath with Outmaneuver. Either him, or Colonel Vessery with either a TIE Punisher (Redline) or a TIE Advanced (Darth Vader w/ ATC)

The TIE Punisher blows them to bits with Cluster missiles, re-acquiring target locks with FCS to reroll all of the attacks, and those Target Locks would then help out Colonel Vessery.

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Rough Rider with Boomstick






I'll second the cluster missiles. Two volleys of three attack dice against targets with only 1 agility is going to hurt.

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Loyal Necron Lychguard






South Dakota

Wampa and Palp

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Arguing over the facts is the lowest form of debate. 
   
Made in gb
Battleship Captain




Wampa is nice against B-wings - because he bypasses their bulky shields - but kind of irrelevant against a Y-wing. By the time you've chewed through 5 hull one hit at a time, concentrated fire from a squad could have killed the bloody thing anyway.

Cluster missiles are a very good way to take out not-very-agile targets and a good call. TIE advanced with cluster missiles and accuracy correctors can chew through Y-wings and B-wings very easily.


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Made in us
Regular Dakkanaut




4 TIE Adv +Title+Accuracy Corrector+Cluster missile+Chimps.
The minimum hits your dealing is 16 (AC 2 hits per missile attack). With Chimps your likely to get more. Pretty decent odds that you will kill 2 Bs or Ys in your opening salvo.
Then, assuming your squad survives the counter fire, your pushing 8 guaranteed hits per turn (all you ever need to do is take the evade action; with AC you don't need to focus or T/L once your missile salvo is fired)...perhaps another B or Y dead. How good is his single dice roll vs whatever hit+crit roll you can get?
For even more missile fun you can do almost the same thing with TAPs. You lose Accuracy, but gain a 5th ship/missile. That would be 30 red dice on your opening salvo.

(EDIT) And those 16 guaranteed hits on the first salvo....yep, that kills any large ship in the game except IGs (whose 3 green dice can be a bear to chew through). Decimator? Gone. Palpmobile? No chance. Falcon? Off to Kessel. Ghost? Turns into one.

This message was edited 2 times. Last update was at 2016/03/23 14:48:18


 
   
Made in au
Missionary On A Mission





Australia

KellyJ wrote:
4 TIE Adv +Title+Accuracy Corrector+Cluster missile+Chimps.
The minimum hits your dealing is 16 (AC 2 hits per missile attack). With Chimps your likely to get more. Pretty decent odds that you will kill 2 Bs or Ys in your opening salvo.
Then, assuming your squad survives the counter fire, your pushing 8 guaranteed hits per turn (all you ever need to do is take the evade action; with AC you don't need to focus or T/L once your missile salvo is fired)...perhaps another B or Y dead. How good is his single dice roll vs whatever hit+crit roll you can get?
For even more missile fun you can do almost the same thing with TAPs. You lose Accuracy, but gain a 5th ship/missile. That would be 30 red dice on your opening salvo.

(EDIT) And those 16 guaranteed hits on the first salvo....yep, that kills any large ship in the game except IGs (whose 3 green dice can be a bear to chew through). Decimator? Gone. Palpmobile? No chance. Falcon? Off to Kessel. Ghost? Turns into one.


damn shame that I don't have that many Advances...

This message was edited 1 time. Last update was at 2016/03/23 22:32:52


: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Gun Mage





I have to agree that TIEs, either original or FO, with Crack Shot are a very solid option. You do have to go with at least the 4 skill pilots to get the slot, though.

This message was edited 1 time. Last update was at 2016/03/23 23:05:16


 
   
Made in ca
Fixture of Dakka





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Made in us
Fresh-Faced New User




I've had good results flying Omega Squadron (Leader w/ Juke, Comm Relay, Ace w/ PtL, and 3x Omega squadron pilots) against B and Y wings. OL and OA can guarantee at least 1 damage per turn with their shenanigans (OL turning down an evade, OA changing all of his dice to crits), and the 3 Omega pilots are there to finish the job.
   
 
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