After getting in a few practice games with the lists I have
for the Store Championships I have to say that they are… Interesting.
Learning the ins and outs of the lists.
For instance, Fenn Rau is still an absolute demon when he gets rolling… But he is always just one bad Agility roll
from dying. More or less the same for
Laetin… Sort of. Laetin is annoyingly difficult to remove from
the table while his Greens hold, but like Fenn he is almost always a single
roll from dying. Well, to be fair both
USUALLY take 2 solid hits to be removed, but one is enough to put them out of
the fight. Fast enough to break and run… Usually.
Sometimes it is a Swarm or the other player guesses correctly where I am
trying to run them and… Well J… Boba is solid, and
CAN take a few hits, no matter what is hitting him. And with the 2 x 90⁰ Arcs I find I am seldom
completely without a shot unless I am dodging really hard. So, seems like a “fun” list and might
actually do well.
Other one I have is the Dual Firesprays… Emon is surprisingly good as a bomber with
the Andrasta title. Boba is… Well, Boba.
Yes, probably my favorite ship to fly in both editions. This one is different than the previous edition
but I think actually far better. The
ship became a pretty decent knife fighter and suits my play style well. And in my test games there are a LOT of
things that SUPER do not want to see a bomber throwing Proton Bombs… Fangs and TIEs being two, but fragile Ace
types in general… And without “Lone Wolf”
I have no need to keep Boba separated and they can support each other quite
well. Not sure which one I will actually
fly when the event hits in a few weeks…
Finding that I REALLY like the Hyperspace restrictions
overall. Yes, I lost “my” Ace in Anakin
Skywalker (in his Aethersprite), but I also do not have to deal with a lot of
the silly combos that can arise when there are no restrictions. Just one of them being the delta between my 3
ship list’s Extended and Hyperspace form.
Extended I have “Marksmanship” on Laetin which allows you to just
convert a Hit to a Critical if you are shooting in the Bullseye Arc. Combines with the Autoblaster REALLY well
because I am already rolling an additional Dice if I have Bullseye. And if I am not in their forward firing arc,
they cannot didge the Criticals. Really
amusing against the A-Wings… Well, the
Resistance A’s, I suppose technically the Rebels do also have them, just that
the Rebel ones are ludicrously bad when you compare them to the Resistance
ones. Kind of a shame as they were sort
of iconic “Rebel” ships. Just not worth
fielding except perhaps for the 2 named ones that have niche applications… But in any case the Resistance A-Wing technically
has NO forward firing Arc, so the Autoblaster is always pushing Criticals
without the possibility of the Agility to save them. Mind, the other side of that lack of a Firing
Arc being that the Fang loses its “Concordia Faceoff” ability. Fenn still rolls the additional Dice, but the
free convert one to an Evade is quite nice…
But overall, the curated content in Hyperspace is making the game quite
interesting for me at least.
Legion I have the new Clone attachments assembled and primed. So I can field them at least without feeling
TOO bad… They’ll at least be the
standard white armor the lads all wear.
As I am reading the cards and building my forces I am leaning heavily
toward CPT Rex and 3 Squads of the lads supported by the BARC. Gives me 2 rocket launchers and 2 other heavy
weapon options to throw out fire. The
Clones with their “Fire Support” and token sharing abilities are actually
surprisingly strong. If and only if I
can keep them close enough to support each other. The Attachments are looking good as
additional options, we’ll see how they fare on the table I suppose. I STRONGLY suspect until the Tank hits they
are simply outclassed at the 800 point level, but I am only playing 500 point
events at this point now, so…
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