Got a tourney coming up in march and looking for advice, I got 3 F/os, 3 S/fs, a Silencer and an Upsilon. So trying different things.
List A: Head Trauma
“Quickdraw” — TIE/SF Fighter 45
Swarm Tactics 3
Targeting Synchronizer 5
Concussion Missiles 6
Special Forces Gunner 10
Fire-Control System 3
Shield Upgrade 6
Ship Total: 78
Half Points: 39 Threshold: 4
Omega Squadron Expert — TIE/SF Fighter 36
Swarm Tactics 3
Advanced Optics 4
Hotshot Gunner 7
Cluster Missiles 5
Fire-Control System 3
Ship Total: 58
Half Points: 29 Threshold: 3
Omega Squadron Expert — TIE/SF Fighter 36
Swarm Tactics 3
Advanced Optics 4
Hotshot Gunner 7
Cluster Missiles 5
Fire-Control System 3
Ship Total: 58
Half Points: 29 Threshold: 3
Idea is to focus up the Omegas, and use Quickdraw's TL to launch clusters at the enemy, then have Quickdraw punch out with a concussion missile to flip damage caused by the cluster attacks. Then in subsquent rounds. strip tokens before Quickdraw attacks and then with the extra shield it makes Quick a bit tougher and able to potentially use his ability more.
List B: Token Rippers
Muse” — TIE/FO Fighter 32
Squad Leader 4
Ship Total: 36
Half Points: 18 Threshold: 2
“Quickdraw” — TIE/SF Fighter 45
Swarm Tactics 3
Special Forces Gunner 10
Fire-Control System 3
Ship Total: 61
Half Points: 31 Threshold: 3
Omega Squadron Expert — TIE/SF Fighter 36
Swarm Tactics 3
Hotshot Gunner 7
Fire-Control System 3
Ship Total: 49
Half Points: 25 Threshold: 3
Omega Squadron Expert — TIE/SF Fighter 36
Swarm Tactics 3
Hotshot Gunner 7
Fire-Control System 3
Ship Total: 49
Half Points: 25 Threshold: 3
Not as damage spikey but I LOVE Muse with Squad Leader.
List C: Black Musical
“Blackout” — TIE/vn Silencer 70
Trick Shot 1
Proton Torpedoes 9
Ship Total: 80
Half Points: 40 Threshold: 3
“Midnight” — TIE/FO Fighter 44
Swarm Tactics 3
Ship Total: 47
Half Points: 24 Threshold: 2
“Null” — TIE/FO Fighter 31
Swarm Tactics 3
Ship Total: 34
Half Points: 17 Threshold: 2
“Muse” — TIE/FO Fighter 32
Squad Leader 4
Ship Total: 36
Half Points: 18 Threshold: 2
So this one potentially lets Muse help Blackout, then while Blackout is behind an obstacle Muse can coordinate so he doesn't go over it in subsiquent turns.And keep him focused and stress free for the next round. Null and Midnight are just nice.
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