Scum Experiment
- Dengar
- Punishing One
- Unhinged Astromech
- Recon Specialist
- Adaptability
- 4-LOM
- Veteran Instincts
- Zuckuss
- Mist Hunter
- Tractor Beam
- Collision Detector
His ability to give away his stress is also very useful.
- Unkar Plutt
- EMP Device
- Spacetug Tractor Array
And here is the truly experimental part. While he offers little in the way of offence (2 dice is merely okay), His ability to block and give out Tractor tokens, alongside the Array to do it as an action should mess up with the opponents positioning and agility. The EMP Device is there as a "Just in Case", should a turn of Ion based control be needed.
This list was built to try out the Quadjumper as a blocker, so needed some muscle to put with it. The upgrades on Dengar were largely thrown together, so there is probably the most wriggle room on that ship to make changes. 4-LOM is fine as is, so it's a case of learning to block with Plutt and getting the optimal version of Dengar with the points left.
Rebel Experiment
- Horton Salm
- Twin Laser Turret
- R2 Astromech
- Lieutenant Blount
- Veteran Instincts
- Adv. Homing Missiles
- Bodhi Rook
- Pivot Wing
- Dash Rendar
- Tactician
- Collision Detector
- Captain Rex
- Sabine's Masterpiece
- "Chopper"
- Dead Man's Switch
The other experimental ship. Rex's job is to block, grant Suppressing Fire and then do some damage when the opponent finally decides they've had enough of his existence. Hopefully, by being ignorable in the early game, his Suppressing Fire helps mitigate some damage.
These are the lists I'll be trying out on Thursdays for a while, and tuning them until I am happy they are optimised, or they have proven to be wildly unviable.
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