So, according to FFG the Wave 11 ships are due out 13
July. This should have them in place for
the 23 July and 29 July events… The H-6
Scurrg is really the only thing I am looking forward to if I’m honest. Kicking around a few lists that are all… Well, “more competitive” than my Firespray
lists. The Firesprays are very fun, but
they ARE completely outclassed by a number of things that are common now like
Arc Dodgers. These are builds that I
suspect will be seen as over powered and potentially broken.
Miranda Doni — K-Wing
|
29
|
Twin Laser Turret
|
6
|
Extra Munitions
|
2
|
Homing Missiles
|
5
|
Sabine Wren
|
2
|
Thermal Detonators
|
3
|
Cluster Mines
|
4
|
Long-Range Scanners
|
0
|
Ship Total: 51
|
|
|
|
Captain Nym (Rebel) —
Scurrg H-6 Bomber
|
30
|
Push the Limit
|
3
|
Twin Laser Turret
|
6
|
Kanan Jarrus
|
3
|
Bomblet Generator
|
3
|
Engine Upgrade
|
4
|
Ship Total: 49
|
|
|
This one is kind of the “Dick Move” list. Bombs dropping EVERY TURN (with bonus Damage)
, Missiles that should be hyper accurate, Regen on the expensive ship… Oh, and 2 x TLT to just push consistent
Damage. So, the most conventional build
I think for me set up to throw loads of Damage and likely survive. Since they are both Small Base ships with
loads of Shields/Hull they do not give up the 50% of the points for MoV…
New
Squadron (100)
Captain Nym (Scum) — Scurrg H-6
Bomber
|
30
|
Push the Limit
|
3
|
Autoblaster Turret
|
2
|
Bomblet Generator
|
3
|
Accuracy Corrector
|
3
|
"Genius"
|
0
|
Engine Upgrade
|
4
|
Havoc
|
0
|
Ship
Total: 45
|
|
|
|
Dengar — JumpMaster 5000
|
33
|
Expertise
|
4
|
K4 Security Droid
|
3
|
Unhinged Astromech
|
1
|
Glitterstim
|
2
|
Punishing One
|
12
|
Ship
Total: 55
|
|
|
This one is S&V…
Not I think as good in many ways, but I AM seeing a LOT of high PS
things (8+ PS) out there and in this case CPT Nym becomes something of a
blocker. Bombs EVERY turn again. This time though, I can drop AFTER I move,
knowing that I ignore friendly Bombs the whole “Danger Close” call is easily
ignored. Not 100% on the ship choices
honestly. The JM5K is hugely under
costed, but with me piling all the upgrades on here perhaps not so much. The PS 9 of Dengar with the potential for 2
Shots/Turn, TL for free, loads of Green on the dial… Nym becoming the blocker and running in for
the close range shot with the ABT for 2 Damage/Turn against… Well, ANYTHING. No defense possible, just take 2 Damage. Kills Aces quickly. Since Fenn Rau is still one of the most
common ships and the Imperials are all Agility dependent… Weak against Stress on some levels, shutting
off Expertise is annoying, but not the end of the world. Even Stressed I still get assigned TLs and
the dial is amazing on the JM5K. The
Scurrg… Not as much, but since I intend
to play “Aikido” and roll directly into them knowing I can drop bombs on us,
hope for bumps and the ABT if they DO avoid the block but stay at Range 1… Keep Dengar for the heavier lifting and most
of the Damage output… Or maybe go the other way and keep Nym with TLT and maybe a Cluster Mine? Title is OK, but with the Crew Slot and Cad Bane it might be more dangerous... Changes the way I fly the ship though back to a stand off and make them pay for trying to get into the dead zone of the TLT...
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