ingtaer wrote:Didn't mean to imply that you lack skill mate, its just how the list looks like it should fly.
So you have two ships that want to get up in your opponents face (Fenn and Sunny) and two that want to hover around the range three/two mark. Only one of your ships has good action economy (Fenn) and N'dru has no repositioning ability at all.
So your list will be split into three groups, N'Dru by himself, Genisis likewise both trying to snipe from the back and the others mixing it up close. One bad roll on the green dice will eliminate one of your ships and that is not an infrequent event. Similarly any forced through damage (Darth/Kylo/Bombs/ feedback etc) or stress/Ion control will really put a crimp in things as will the likes of Zuckuss. Most lists can tank a fair bit of firepower before loosing effectiveness (like a TIE/d with six damage behind three green), your list cant and aside from Fenn has little to no way of mitigating that.
There was supposed to be a smiley face at the end of my comment - no offense taken
That said, you've made a few assumptions that I disagree with:
1. Ndru has a great pilot ability, but you don't have to engage it meaning that, at the very least, he's a
ps 9 ordnance carrier - nothing to be scoffed at. With that in mind getting synchronized shots off with Ndru, Red and Fenn Rau (at range one) isn't as tough as you might think.
2. A tie/d defender will not survive this alpha strike. An X7 defender will be lucky.
3. Defenders are predictable meaning the stars align reasonably easily so long as you don't overcommit in the opening moves.
4. Having two ships who want to maintain range and two ships that want to be in close sounds like the beginning of a coherent build to me - not a flawed one. Scyks and protectorates strike me as being complimentary.
5. I'm not too concerned about darth and kylo but only in the sense that I don't expect to see much of them if at all. They're a meta call and I don't see a good space for them right now, especially with
tlt and stress making a return.
6. Bombs are an issue, but again the traditional carriers are all easy enough to have off the board before they've fired - Biggs is a big problem here though and is clearly going to be popular.
That said, it's clearly a risky list. I do agree with you that it's fragile. But that suits me as I think it'll be an enjoyable romp at a store tournament with an outside chance of a win if I fly it well.
Automatically Appended Next Post: Mathieu Raymond wrote:I'm just not sold on Scyk, even with the new upgrades and pilots.
And Fenn... if you roll bad, you just lose him very quickly. I remember a game where I just gave up on salvaging my Shadowcaster because he was coming hard toward it and I figured it was going to be a sacrificial lamb. But he rolled so badly, that even after three turns at range one, he still hadn't lowered it past half points and I was able to scrub Fenn off the board.
Genesis Red looks great, I'm a fan. I'm only putting Sunny in as he's ps1, has a tight one turn and can barrel roll. His pilot ability is at most a welcome bonus if it ever triggers.
Ultimately the list lives on damage output. Failiure to wipe out an opponents signifiacnt threat relatively early will end badly.