Ah, what to play going forward…. Well, in v1 I played a LOT of Firespray based
builds… Problem I am having is that the
Firespray or at least Boba Fett is probably now one of the strongest ships in
the game now. Especially if I am stuck
in the restricted builds (NOT Extended), but overall so many powerful builds
based on Fett’s Firespray. Guri was
another on that I enjoyed flying in v1, now?
Well, not as powerful overall as Fett, but still quite good. So, most of what I enjoyed flying previously
is just a bit to the OP side of things at the moment.
To play a more challenging list I WAS flying the YT-2400
with Dash… Now, he is the basis of one
of the broken combinations with Roark/Han Gunner. I’ll probably still give it a shot, but it is
REALLY powerful. My Dash/Norra list is
fun to fly and will probably do well(ish) locally. But even that has the potential to just run
over a fair number of things if people are playing the normal “odd” builds we
see here. Listening to the 186th Podcast one of the
guests mentioned my build but replacing Lando for Dash and a few other things
that needed changing
LandoRoark (197)
Lando Calrissian — Modified
YT-1300 Light Freighter
|
92
|
Trick Shot
|
1
|
Han Solo
|
12
|
Nien Nunb
|
5
|
Perceptive Copilot
|
10
|
Engine Upgrade
|
9
|
Millennium Falcon
|
6
|
Ship
Total: 135
|
|
Half Points: 68 Threshold: 7
|
|
|
|
Roark Garnet — HWK-290 Light
Freighter
|
38
|
Trick Shot
|
1
|
Proximity Mines
|
6
|
Jyn Erso
|
2
|
Engine Upgrade
|
3
|
Moldy Crow
|
12
|
Ship
Total: 62
|
|
Half Points: 31 Threshold: 3
|
I was going from memory, so there are likely things in there
that were not in the original or I might have missed a few things… But Lando doing Blue maneuvers gives him free
Actions (or another ship), Focus for 2, take one as an Evade if needed. Rerolls on Defense, the HWK can actually MOVE
if needed with the EU making the Boost action White. Proximity Mines to drop them to “discourage”
pursuit… The HWK is needed for the
double tap from Han Gunner, so still a lynchpin for the build, but I suspect
not nearly so much a situation of “I lose if they kill the HWK”…
Played a few more games with the Dash/Roark list… It IS powerful. I have not faced a very “Ace” centric list
with it, but pretty happy with how the list performs overall. And saying that, this is just practice for
the January event over at Red Raccoon. I
suspect this will land me solidly at the middle tables among some excellent
players over there.
And moving on to the Champaign League? Well I will definitely be flying the Lando
version above but this got me thinking:
Unsaved
Squadron (200)
Cavern Angels Zealot — T-65 X-Wing
|
41
|
Servomotor S-foils
|
0
|
Ship
Total: 41
|
|
Half Points: 21 Threshold: 3
|
|
|
|
Braylen Stramm — A/SF-01 B-Wing
|
50
|
Ship
Total: 50
|
|
Half Points: 25 Threshold: 4
|
|
|
|
Ten Numb — A/SF-01 B-Wing
|
50
|
Ship
Total: 50
|
|
Half Points: 25 Threshold: 4
|
|
|
|
Norra Wexley — ARC-170 Starfighter
|
55
|
Intimidation
|
3
|
“Zeb” Orrelios
|
1
|
Ship
Total: 59
|
|
Half Points: 30 Threshold: 5
|
|
|
2 B-Wings, an ARC and filler… I1 X-Wing as a blocker, but Sabine in her
Attack Shuttle fits well there for even more silliness… Nothing really subtle about this list, just 4
decent ships, Norra being the Blitzer who just runs in to block or “get blocked”… She still shoots, has the additional Evade
and lowers the Agility of anything in Base…
Should allow a fair bit of Damage to get applied in a surprisingly short
period of time… Not sure if there is
anything to this list, but…
The first wave of Hyperspace Legal stuff has been announced
and I’m pretty “meh” on it all at this point to be honest… NOTHING I am currently playing would be
legal. On one hand, it is good and more
balanced I suppose with Punishers, Tugs and the silly Han Gunner (Rebel) trick
simply not being legal… But… I have a LOT of ships and I want to fly a
variety. Rebels have X-Wings, Y-Wings,
YT-1300’s and SOME of the U-Wings… No
B-Wings, no YT-2400, no HWK… So, the
Rebel list can be 3 X-Wings (or 2 X’s and a Y) or… I suppose Han in the Falcon and filler? Pretty bad compared to the S&V
options. Imps have Vader and basic TIE’s… Yes, technically they have Reapers and
Strikers as well… But nothing I am
overly interested in flying frankly. The
TIE Advanced is just not as interesting for me to fly as the Interceptor or
Phantoms frankly. Basic TIEs are not for
me at all… Scum? They DO lost the Tugs and Star Vipers, but
keep Fett and Fenn for probably the most powerful Pilots in the limited
setting. So, the massive “Oops” of the
28 point uber-Tugs go away, but they keep some of the best ships in the game… Just not overly interesting for me I suppose,
but I CAN fly my triple Fang lists I suppose if I feel like it…
REALLY looking forward to Wave 3, and frankly hoping it hits
VERY early. I know it will be out before
Gen Con, but since they’ll be Hyperspace legal from the beginning, I suspect
this will be wat I fly should one of those events pop up before mid-2019 in
Illinois… Sitting out Wave 2, will watch
with interest as Kylo appears to be mostly unchanged and hoping that my initial
assessment of “Did they learn nothing from v1?” proves to be incorrect… I want that ship to be good and powerful, but
not the entirely negative play experience it was in v1 where you simply could
never catch it and my list of Kylo/Whisper and some stupid high bid (18 points
IIRC?) actually won me events by simply having Kylo never die while Whisper
killed just a bit more than her point value…
And running EVERY game to time. I
suppose that as of now every Faction looks to have an I6 to hunt him down, and
the CIS just looks like it will have a massive swarm to have arcs on him every
turn… I’m just not liking the “You must
field ‘x’ or automatically lose”… J Just me overreacting I hope and it might be
fine…
No comments:
Post a Comment