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· Dazed and confused.
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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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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.
 

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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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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.
 

· Heresy Online's Pet Furby
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Discussion Starter · #208 ·
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! :laugh:
I had a whale of a time with her and can't wait until the store league kicks up again on Thursday :good:
Try out a mangler cannon on your 2400 if you want some serious shits and giggles :wink:
 

· Dazed and confused.
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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.
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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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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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.
The problem with large ships is that they function best in tournament games due to the time limit. In 45 minutes you can be reasonably sure of killing a TIE or two, and surviving yourself. That's enough to net you a win. In friendlies, where the games continues so long as someone has ships on the table, it's a different story.

When you play, as a bit of an experiment, compare your final result to what the result would have been if you stopped play at the 45 min/1hr mark. :)
 

· Heresy Online's Pet Furby
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Discussion Starter · #213 ·
Me and @Logaan used to just play to the death, but now I'm into a store league and we've both run out to a couple of tournaments we play to a timer during casual games too.
Personally, I'm enjoying it more as it adds an element of pressure :good:
 

· Dazed and confused.
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What do you guys think of this? Personally I prefer Lando for giving out a free action, but I can see the merits of this list. By all accounts it won that tournament fairly easily. I'd also like to say I'm not usually in the habit of hunting down optimised net lists, but this one struck as interesting because it's do close to what I want to try out with the two big ships.

 

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What do you guys think of this? Personally I prefer Lando for giving out a free action, but I can see the merits of this list. By all accounts it won that tournament fairly easily. I'd also like to say I'm not usually in the habit of hunting down optimised net lists, but this one struck as interesting because it's do close to what I want to try out with the two big ships.
It's an interesting list, but it's incredibly vulnerable to several lists/ships. First a decent joust list will shred these two ships, especially because they don't have any repositioning ability other than Dash's barrel roll. big ships caught in a joust will pretty much always lose, unless the opponent makes some big mistakes. Also Soontir, Echo, Corran, Whisper and pretty much any PS8 ship that can easily get into Dash's donut hole can wreck this list, but I suppose that's what chewie is for, to block the R1 band for Dash.

It doesn't surprise me that this list made it to a top 8. Double turret lists are incredibly good against inexperienced/average players, who often don't know how to properly combat them. Even so, the fact that this guy won the top 8 suggests that he's an incredibly good player.

I don't like double turret lists, but I'd consider this the 'best' of the double turret lists if you're interested in giving it a go:

60 Han w/ Lone Wolf + Engine + C3PO + R2D2 + MF
40 Fringer w/ Mangler + Outrider + Intel Agent

You use the Fringer as bait to make the enemy chase him. They'll probably be able to kill the fringer eventually, but by then you should have killed a few of their ships, leaving them unable to kill fat Han. Han's worth so much that if your opponent is unable to kill him you only have to kill 41pts of enemy ships for the win. Intel agent on the fringer paired with it's barrel roll and PS2 make it an effective blocker to help keep it alive.
 

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I played in a small event last week, played against two Fat Han lists, and had Fel in mine.

It was painful to watch. With Autothrusters, a post-dial roll or boost, an evade and a focus, Fel is rolling at least three green dice (you can grab an optional stealth device) and needs a single symbol of any kind to negate the Falcon's attacks entirely. Compared to my preferred go-to ace (Echo) it's just a little depressing how much better Fel is versus turrets.

That's pretty much the sole reason I don't think Fat Han lists are going to do well in the next tournament circuit.
 

· Heresy Online's Pet Furby
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Discussion Starter · #218 ·
Fat Fel gets right on my tits! :laugh:
 

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I don't think you can call a small base ship that comes in under 36pts "Fat" :laugh:

Brath, on the other hand...
 

· Heresy Online's Pet Furby
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Discussion Starter · #220 ·
Brath is an arsehole! :laugh:
 
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