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Fantasy Flight Games Covering 'Star Wars: X-Wing', 'Star Wars: Armada', Warhammer 40,000: Conquest' etc

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post #201 of 245 (permalink) Old 05-08-15, 12:33 AM
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TIE ADVANCED: Darth Vader (29)
Squad Leader ()
Proton Rockets ()
Stealth Device ()
TIE PHANTOM: "Echo" (30)
Marksmanship ()
Advanced Cloaking Device ()
Mercenary Copilot ()
TIE FIGHTER: Academy Pilot (12)
TIE FIGHTER: Academy Pilot (12)


Last edited by Tawa; 05-08-15 at 10:07 AM.
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post #202 of 245 (permalink) Old 05-08-15, 12:42 AM
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Having been tinkering around on xwing builder, I really like finding those lists that synergise really well to make one man a beast. So I ended up coming up with this.

E Wing, Corran Horn, R2F2, Expert Handling, Experimental Interface, Enhanced Scopes. 44.

Headhunter, Airen Cracken, Marksmanship, Shield Upgrade. 26.

X Wing, Garven Dreis, Engine Upgrade. 30.

I know, for Corran's price I could get Lando in the Falcon, but the R2F2's action gives Horn +1 agility until the end of the turn. EI lets him do that for free. EH gives him the free barrel roll. Then he has his standard action to take. If he's within range 1 of Cracken he gets another free action. And then Dreis can pass a focus token to him if he's at range 1-2. Now, if I'm reading that right, Horn now has 5 actions to take per turn. I know he picks up 2 stress tokens if he uses all of them, but damn, he'd be pretty fun to play. Thoughts?
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post #203 of 245 (permalink) Old 05-08-15, 12:45 AM
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@Khorne's Fist looks interesting. I was looking at a similar build but for scum. Still the new advanced coming out will make a lot of imp lists.

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post #204 of 245 (permalink) Old 05-08-15, 05:39 AM
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Recently I gave in and started running a 2 ship list like the scum I am. This one has won me a couple tournaments/leagues recently:

34 Soontir w/ PtL + Autothrusters + Royal + Targeting Comp
65 Chiraneau w/ Engine + Predator + Ysanne + Gunner + Vadar

Usually I fly 4-6 ship joust lists, occasionally with a single ace pilot, however after flying this list I can see why people enjoy two ship lists. There's nothing quite like arc dodging all of the your opponents ships and seeing the shame and loathing on their face.

When I was a young boy, I dreamed of being a baseball...
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post #205 of 245 (permalink) Old 05-08-15, 06:15 AM
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Quote:
Originally Posted by Khorne's Fist View Post
E Wing, Corran Horn, R2F2, Expert Handling, Experimental Interface, Enhanced Scopes. 44.

Headhunter, Airen Cracken, Marksmanship, Shield Upgrade. 26.

X Wing, Garven Dreis, Engine Upgrade. 30.

I know, for Corran's price I could get Lando in the Falcon, but the R2F2's action gives Horn +1 agility until the end of the turn. EI lets him do that for free. EH gives him the free barrel roll. Then he has his standard action to take. If he's within range 1 of Cracken he gets another free action. And then Dreis can pass a focus token to him if he's at range 1-2. Now, if I'm reading that right, Horn now has 5 actions to take per turn. I know he picks up 2 stress tokens if he uses all of them, but damn, he'd be pretty fun to play. Thoughts?
You already have Barrel Roll, so Expert Handling won't give you stress - however you can't Barrel roll twice in one turn, so it effectively just upgrades your standard barrel roll. Your only source of stress would be activating R2-F2/MM via EI. However I absolutely would NEVER leave home without a Fire Control System on Corran, because of the crazy action economy it gives with his double taps. Marksmanship and a FCS means you're shooting with super-focus and a Target lock, at everything, except for the first shot you take at it. If you've got him near Dutch or Cracken, even better.

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post #206 of 245 (permalink) Old 05-11-15, 07:52 PM
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So this happened today. Hoping to get it on the table with my mates YT2400 on Thursday, up against his tie swarm. Gonna have to paint in some engine flare between now and then though.
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post #207 of 245 (permalink) Old 05-11-15, 08:25 PM
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Don't joust with a TIE swarm. Fly in circles around a tight asteroid field so that he has to break up his formation to chase you. Turrets are tricky because you need to get out of the mindset of "I need to get closer, from the side or rear, to the enemy" that dominates most small ship movement.

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post #208 of 245 (permalink) Old 05-11-15, 08:58 PM Thread Starter
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Don't joust with a TIE swarm. Fly in circles around a tight asteroid field so that he has to break up his formation to chase you. Turrets are tricky because you need to get out of the mindset of "I need to get closer, from the side or rear, to the enemy" that dominates most small ship movement.
This.

My first time out with the Outrider was fucking awesome!!!! Pew! Pew! Asteroids? Ha! Obstacles? Nope! Pew! Pew!
I had a whale of a time with her and can't wait until the store league kicks up again on Thursday
Try out a mangler cannon on your 2400 if you want some serious shits and giggles


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post #209 of 245 (permalink) Old 05-11-15, 09:37 PM
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Quote:
Originally Posted by Sethis View Post
Don't joust with a TIE swarm. Fly in circles around a tight asteroid field so that he has to break up his formation to chase you. Turrets are tricky because you need to get out of the mindset of "I need to get closer, from the side or rear, to the enemy" that dominates most small ship movement.
I'll keep this in mind. The one thing that makes me hesitate about a big ship list is the low number of attack dice. I know the big boys are tougher and can last longer, but I like rolling 10 attack dice per turn if I can, especially against those delicate ties.
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post #210 of 245 (permalink) Old 05-12-15, 04:46 AM
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Quote:
Originally Posted by Khorne's Fist View Post
I'll keep this in mind. The one thing that makes me hesitate about a big ship list is the low number of attack dice. I know the big boys are tougher and can last longer, but I like rolling 10 attack dice per turn if I can, especially against those delicate ties.
It's always nice to roll a lot of attack dice, but it's also a question of quality. A big turret ship doesn't roll anywhere near the number of dice that a TIE mini-swarm rolls, but that turret can shoot every turn without fail. There's no missed opportunities because you passed the enemy and had to get them back in arc, or you were arc dodged, if they're in range you've got a shot. Add to that upgrades like Gunner/Luke and predator, and your turret can consistently get 3 hits, which cheap spammed ships can struggle to do. Engine Upgrade allows your turret to easily outpace and arc-dodge lower PS ships and is almost mandatory on any large based turret ship.

Turrets will always lose the joist game (except against other turrets), their strength is more in their consistency, manoeuvrability, and cost.

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