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Post by <CK>Trix on Jun 27, 2015 14:37:05 GMT -5
I've been having a lot of luck with this list so far, with the most current win going against a TIE Advance w/Vader, Dark Curse, and 2 Interceptors. Only Dash and Vader were left at the end of the game. I had 5 Hull left on Dash and Vader had 1 hull left when the other player conceded. List Form YT-2400: · Dash Rendar (36) · Lone Wolf (2) Proton Rockets (3) Autoblaster (5) Anti Pursuit Laser (2) Recon Specialist (3) · Outrider (5) A-WING: Prototype Pilot (17) Chardaan Refit (-2) A-WING: Green Squadron Pilot (19) Predator (3) Cluster Missiles (4) Munitions Failsafe (1) A-Wing Test Pilot (0) Stay on Target (2)
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Post by <CK>Trix on Jun 27, 2015 14:58:32 GMT -5
So far I'm 2 - 0 with this exact list. With making some changes to the Dash listed above and making some minor changes to the A-Wings, I'm running I think 5 - 0 overall. I'm liking the list but if anyone wants to give me some pointers to tweak it some more would appreciate it.
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Post by Fadril Adren on Jun 29, 2015 6:34:49 GMT -5
This is a VERY tough list for me to crack.. and yes, I am the player who conceded. :-)
What makes this list tough is the Outrider card matched with the AutoBlaster on the YT 2400. A 360 degrees worth of shooting, range 1 granted, but with normal hits that cannot be evaded (either by dice OR by tokens). Critical hits can be rolled as normal though. And with all those shields and hull points... enough damage will be done by Dash before he gets into his own ship damage that his A Wings can finish up the job well.
Another reason I have trouble with this list is because, for the most part, I like taking glass cannon ships - namely Interceptors. Lots of firepower but a bit weak on defense. Tie fighters (even a swarm!) just are fodder for Dash as they dont have enough firepower to get the hits and 3 autohits with that AutoBlaster makes short work on those non-shielded ties. I DO,however, usually buy a shield upgrade on the Interceptors giving them 1 shield. That really seems to help their survivability. The problem is it's 4 points. Multiply that by 3 ships and you have a whole basic Tie Pilot Ship worth of upgrades.
Our last game on Saturday, however, I was FINALLY able to come up with what I think is a competive list for Auto-Dash. It's a Firespray list equipped with it's own Autoblaster accompianied by a Tie Defender and Tie Interceptor. It's quite a lot of firepower and maneuverability. I did win with this list, though I will admit Jeremy had some pretty bad rolls too. But I still think I am on to something with this list.
Jeremy and I had this discussion regarding just how powerful the AutoBlaster is in capable pilot hands... and it's deadly. For me, it's getting up there towards over powering. Not quite... but it's darn good. Much like the Phantoms.
To answer his question... What I would change is probably the ships. The A-Wings are maneuverable, but a bit average in firepower. I know Dash can dish it out, but when your two support ships are flying around like a mosquito... well, in my opinion you'd better be off with a wasp. It would be kind of interesting to see a B-Wing and an E-Wing but there are not enough points for that.
So... Here's my proposed list:
YT 2400 with Dash Rendar, Autoblaster, Outrider, and Squad Leader. (36+12 points) B-Wing Blue Squadron Pilot, Autoblaster (22+5) X-Wing Rookie Pilot, R2D2 (21+4)
This comes to 100 points even. You'd drop a Crew and a missle from Dash and exchanging out the Lone Wolf with Squad Leader.. so instead of making Dash even stronger (all eggs in one basket imo) you'd be able to help out your support ships from range 2-3! Now, dropping those missles will make your shooting still only at range 1.. but you NOW have a B-Wing that can shoot like hell with an Autoblaster AND have a 3-attack at range 2-3 as well. The X-Wing comes in with the weaker survivability BUT by adding in R2D2, he can now replenish lost shields. This would seem, to me, a list where I would have NO idea where to go to first and would depend on your deployment.
Can't wait for our next game! Great list, Jeremy!
- Fadril
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Post by <CK>Trix on Jun 29, 2015 12:22:57 GMT -5
I'm willing to give it a shot. It will be interesting as I'm not used to flying B-Wings so I'm going to have to study up on their movement dial. And you flew your firespray and TIEs the way they needed to be flown. There were several times that Robert was able to block the movement of the 2400 or one of the AWings, keeping me from performing actions that round that ended up hurting as I wasn't able to Focus or target lock that round, which would have been very beneficial as it was those rounds that I ended up rolling eyeballs on the dice.
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