Do you have VI? That’s very important to TIE Phantom, and there are some nasty PS 6-7 ships out there. Predator and FCS share function, so you need Predator a lot less.
43 Vessery w/ HLC, VI
40 Echo w/ FCS, ACD, Weapons Engineer, VI
16 Dark Curse
This might work. It’s not using the new Defender stuff, but being able to land 4 hits/crits…[Read more]
It -is- a lot of points. If you cannot get away and regenerate successfully, which in a lot of fights you cannot, paying a lot for them loses the game. Corran has proven that he has the stuff to survive when built that way, although FCS instead of AdvS sometimes means he does 1-2 extra damage early then dies instead of lives… and sometimes he…[Read more]
39 Horton w/ TLT, Engine, PT
26 Biggs w/ R4D6
34 Wes w/ R3A2, Predator
If you have BB-8 i might suggest switching it in for R4D6. And of course if you have Integrated Astromech, add those. But the concept here is that you are guarding strong PS 8 firepower. You try to take out targets before they fire, to make up for the fact you have only…[Read more]
Hey DD, welcome back to TC.
I’d give you a word about Advanced Cloaking Device and the popularity of TIE Phantoms in general these days. Whisper has begun seeing some play again now that Agent Kallus and Palapatine crew cards exist, but prior to that the TIE Phantom… disappeared. It’s not a popular ship, and the only one that sees any table…[Read more]
I think my Dash list would do well against Dengaroo, although I’ve not had that fight.
58 Dash w/ PTL, Kyle, Engine, HLC, Outrider
42 Vrill w/ Mangler, Chewbacca, APL (or any 10pts in upgrades; HLC + C3-P0 I like)
I did try Dash + Jan, aka “Rebel Death Star”, with Predator + TLT + Chewbacca + Engine on Jan — that does OK if you don’t see…[Read more]
Shy the card art, we do basically have the PS 5 generic.
The arrangement of the card fan reveals a peekaboo bit of white, meaning it does have an EPT slot. The cost of PS 5 can be inferred at 25pts each, since both Backdraft and Quickdraw got their EPT and ability “for free” relative to the PS 3 generic — if it comes in at only 24pts I would…[Read more]
It could be, yes. A lot of the final points here can be played with, including the Kallus buy to be honest, to tech against lists you personally struggle to fight when bringing these three pilots. I don’t like the list’s chances if Whisper goes down, so I might choose Fleet Officer on Yorr to help provide Whisper a little more defense.
THEORIST commented on the post, Cinematic CR90 Event – Signup Last Chance and Details 1 week, 3 days ago
I’m fine with either side.
Just had a successful game online, playing this:
99 (x3) Cutlass w/ AccC, G Chips, Ex M, Cluster Missiles, Thermal D
I’m also thinking Redline will be OK. TL on an ATT 4 missile, then a Chip modify, is plenty of accuracy…the Range 3 attack odds actually don’t decrease at all. It’s the follow up that’s a bit different. The Accuracy Corrector +…[Read more]
THEORIST commented on the post, Cinematic CR90 Event – Signup Last Chance and Details 2 weeks, 2 days ago
If we have an odd number of players, I’ll be dropping. I’m will and available to play, but it’s no big deal to me either way. Just wanted to put that out there in case it’s helpful.
Dengar’s shenanigan’s aren’t viable now, unless he lucks into no fatal matchups. Wes is a way to counter 3 Scouts somewhat, and he’s not bad against ace lists to strip the Evade token off a hard target. There was already a huge risk, bringing the Manaroo + super-turret build. You could lose the day on that pretty much unwinnable…[Read more]
It’s difficult to get to Manaroo quickly without coming into Dengar’s Range 1, and even then she’s not easy to catch. The most common Manaroo build is built to run away. Its core is Unhinged Astromech, PTL, and Engine. She uses one action to Focus and the other Boosts or Rolls to avoid danger. Bank 3 plus Boost is wicked fast. Pretty much nothing…[Read more]
I agree that the originator or this list was clever to build something so new, but this person was either an FFG designer or a playtester. These cards did not come into the game with this list being under the radar, as each card is worded specifically to interact. Zuckus and Overclocked Astromech have the same drawback, lots of stress. Manaroo…[Read more]
I want to add to the “Dengar + Manaroo takes virtually no skill to play” argument. Lists that take little skill to play have a very low capability ceiling. If you do bring a list can can counter Dengar’s BS, the Dengar player really has nothing they can do to combat you. The list only does that one thing. Take it away and the list melts. I’m OK…[Read more]
The biggest advantage I have seen with Sensor Jammer is how it demobilizes enemy craft that want to shoot at you. Their first and possibly only action must be to Focus, so that the shot matters. This leaves them guessing with their dial, and vulnerable to any positioning tools that you have on your SJ carrier. SJ on Echo is very good for this…[Read more]
The main reason I am not a fan of Kanan Dash is that if I don’t use PTL on the previous turn, Kyle Dash is just as unpredictable. So when I need it, I can prep for a turn with just a single action (plus a free Kyle Focus) to try and juke an opponent next turn. Kanan Dash is really only useful when I need to juke constantly, and I find that very…[Read more]