50 point Team event @ Titan AAR
Was a pretty fun one, 8 players showed up with the majority
being Imperials… Will and I I know
played S&V with Will being N’Dru’s Z-95 and a Y-Wing TLT build… I flew the Dengar option… A few TIE swarms, both Crack and normal… Tyler flew a TIE Defender loaded out and a
basic TIE/fo… But in the game we had
together, we were plagued by a complete lack of Agility dice on our part and
his Defender melted to a series of Range 3 shots from basic TIEs… If you can’t evade it, even the 2 Dice
attacks from a TIE will eventually win out…
Game went to time with my Dengar down to 3 Hull left and them with two
basic TIEs (a 12 and 13 point version) for an actual draw… Each side had 25 points left on the table J… Happens when I get 3 hits for 3 turns and
they roll perfect Defense each time… It
is a dice game after all… Fun time, got in some good games with good folks... Back to a more competitive League next month...
Going forward, I have my Juke Box Heroes with TIE Defenders,
a good fun list… Looking at a few Rebel
builds as well.
Unnamed Squadron (100)
Hera Syndulla — VCX-100
|
40
|
Accuracy Corrector
|
3
|
Twin Laser Turret
|
6
|
Nien Nunb
|
1
|
Intelligence Agent
|
1
|
Ghost
|
0
|
Ship Total: 51
|
|
|
|
Sabine Wren — Attack Shuttle
|
21
|
Adaptability
|
0
|
Autoblaster Turret
|
2
|
"Chopper"
|
0
|
Phantom
|
0
|
Ship Total: 23
|
|
|
|
Jake Farrell — A-Wing
|
24
|
Lone Wolf
|
2
|
Chardaan Refit
|
-2
|
Adaptability
|
0
|
Autothrusters
|
2
|
A-Wing Test Pilot
|
0
|
Ship Total: 26
|
|
|
With the FAQ the TLT looks a LOT better on the Ghost… And it comes down to Accuracy Corrector,
Sensor Jammer or Reinforced Deflectors…
I tend to go a “bit” more aggressive (hence “Garau” as my call sign) so
AC is my preference in general for a ship with no real Defense in any
case. Might as well go all Offence and
Defend by killing them faster and hopefully first… Wren on the Attack Shuttle is really only
there as a last ditch effort, I think having the end of turn extra Turret shot
will be better overall… Though I could
swap the TLT for an Autoblaster Turret and the Engine Upgrade for the extra
movement… THAT might well be a very rude
surprise for a lot of folks… Change it
from a “Stand Off and Circle” sort of thing to an aggressive move to contact
and obliterate them…. The A-Wing is a
solid contender, not bad, but still quite fragile for my taste at least… Still, having it run a flank and threaten
say, a Shuttle with the Emperor on it?
Seeing that particular combo a LOT of course, and so… Jake really shines with PTL, but points are
tight, so…
Unnamed Squadron (100)
Dash Rendar — YT-2400
|
36
|
Push the Limit
|
3
|
Heavy Laser Cannon
|
7
|
Kanan Jarrus
|
3
|
Engine Upgrade
|
4
|
Outrider
|
5
|
Ship Total: 58
|
|
|
|
Corran Horn — E-Wing
|
35
|
Veteran Instincts
|
1
|
Fire-Control System
|
2
|
R2-D2
|
4
|
Ship Total: 42
|
|
|
|
The other Rebel build I am looking at is a lot more like
what I started the game with… With those
ships being the first I got for the game as gifts from my wonderful,
understanding wife… They are still among
my favorites. The E-Wing really does
need a bit of help these days though, and I suspect that a Rebel Veterans sort
of thing to shore up the E-Wing and X-Wing might well be a very good thing… But in any case, I think running Corran along
a flank and heading Dash into the Asteroids will be a good thing… Dare them to come in and try to get into
Range 1 among the rocks while I dodge and take HLC shots. The E-Wing is really there for the end game
and the double tap option to kill vulnerable things on the way. The YT-2400 will likely NOT make it to the
end, it simply melts too quickly in the modern game. It is better than a lot of big ships, but at
the end of the day, 2 Agility, even trying for Range and Rocks… Well, while good not quite as scary as it was
in the beginning… But still, a LOT of
options here for me and the way I DO fly…
Seeing a LOT of things I think this will be able to deal with in the
local Meta…