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Proximity Mines, a way to corral Phantoms?


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#1 Aminar

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Posted 16 June 2014 - 08:18 PM

So, I've never seen anybody run one of these. Ever.
But the discussion on Phantoms has me thinking that for 3 points they might actually be a good way to clutter the field and inhibit the Phantoms mobility some.
If nothing else they leave your back covered on your approach.
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#2 DraconPyrothayan

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Posted 16 June 2014 - 08:27 PM

The great thing about this is that you can aim for where they currently are, as opposed to where you think they will be.
It's substantially more difficult to de-cloak away from a prox-mine than it would be to do so from a Seismic Charge, once planted.
Even better, the prox mine sticks around if it doesn't hit the Phantom.



#3 Dagonet

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Posted 16 June 2014 - 08:31 PM

Even one or two should be enough to give the Phantom headaches. Just make sure you don't trigger it yourself. :P.



#4 Harpsichord

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Posted 16 June 2014 - 08:40 PM

Once I get a chance to more regularly play against phantoms I'm definitely going to give proximity mines a chance. Does barrel rolling over the mine count as a "maneuver"?



#5 Ryther

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Posted 16 June 2014 - 08:51 PM

Yes. Any time your template crosses it it blows.

#6 Skargoth

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Posted 16 June 2014 - 09:08 PM

Or Imps can counter Phantoms with Phantoms... but what do Rebels do? :P

 

Sorry was just occurring to me that Rebels still don't have bombs.


Edited by Skargoth, 16 June 2014 - 09:11 PM.

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#7 Harpsichord

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Posted 16 June 2014 - 09:13 PM

Or Imps can counter Phantoms with Phantoms... but what do Rebels do? :P

Turrets  ;)



#8 Vorpal Sword

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Posted 16 June 2014 - 10:13 PM

Yes.

This has been another episode of Short Answers to Simple Questions, and I finally get to be positive for once! Tune in next time…
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#9 Danath

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Posted 16 June 2014 - 11:01 PM

Just remember the FAQ on these;

 

PROXIMITY MINES
This card should read:
“When a ship’s base or maneuver template overlaps this token, this token detonates.”
 
So if you can manage to drop one of these dead center on a phantom they will detonate it :D

Edited by Danath, 16 June 2014 - 11:02 PM.

Rebel 2 Z-95s, 3 A-Wings, 3 B-Wings, 5 X-Wings, 2 Y-Wings, 2 HWK-290s, 2 YT-1300s, 1 GR-75 Medium Transports, 1 Corellian Corvette, 2 E-wings

Empire: 2 TIE Advanced, 4 TIE Bombers, 8 TIE Fighters, 7 TIE Interceptors, 2 Firespray-31s, 2 Lambda Shuttles, 2 Tie Phantoms, 2 Tie Defenders


#10 Marinealver

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Posted 17 June 2014 - 12:26 AM

Too bad the Rebels don't have a way to field them. Though I think a Y-Wing or B-Wing modification would do the trick.


You can always start another round if you lost the last one.


#11 StevenO

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Posted 17 June 2014 - 09:19 AM

 

Just remember the FAQ on these;

 

PROXIMITY MINES
This card should read:
“When a ship’s base or maneuver template overlaps this token, this token detonates.”
 
So if you can manage to drop one of these dead center on a phantom they will detonate it :D

 

 

But ONLY if you manage to drop it dead center on it.

 

A ship can start with a proximity mine underneath it and if it can get off of it WITHOUT having the template overlap any portion of the mine it gets off.  This means that Phantom can't have a clear edge on the front or sides otherwise it could still decloak off the darn thing.

 

Still a nice thing about the mine would be that it gets to ignore all those possible defense dice.



#12 Majeh

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Posted 17 June 2014 - 09:31 AM

But it doesnt explode if the decloakturns out to be invalied (such as running into a ship or obstacle)
So a misjudge if distance might save them

Edited by Majeh, 17 June 2014 - 09:32 AM.


#13 Aminar

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Posted 17 June 2014 - 09:34 AM

But it doesnt explode if the decloakturns out to be invalied (such as running into a ship or obstacle)
So a misjudge if distance might save them


If they're measuring to run over the Mine when they have a choice not too something is wrong.

#14 Danath

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Posted 17 June 2014 - 12:35 PM

 

 

Just remember the FAQ on these;

 

PROXIMITY MINES
This card should read:
“When a ship’s base or maneuver template overlaps this token, this token detonates.”
 
So if you can manage to drop one of these dead center on a phantom they will detonate it :D

 

 

But ONLY if you manage to drop it dead center on it.

 

 

Or if it's Ionized just drop it in front. :D hehe


Rebel 2 Z-95s, 3 A-Wings, 3 B-Wings, 5 X-Wings, 2 Y-Wings, 2 HWK-290s, 2 YT-1300s, 1 GR-75 Medium Transports, 1 Corellian Corvette, 2 E-wings

Empire: 2 TIE Advanced, 4 TIE Bombers, 8 TIE Fighters, 7 TIE Interceptors, 2 Firespray-31s, 2 Lambda Shuttles, 2 Tie Phantoms, 2 Tie Defenders


#15 StevenO

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Posted 17 June 2014 - 04:33 PM

If you've ionized a Phantom it's already is a world of hurt.



#16 Gundog8324

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Posted 17 June 2014 - 04:36 PM

Too bad the Rebels don't have a way to field them. Though I think a Y-Wing or B-Wing modification would do the trick.

Y-wings yes they are "bombers" B-wings no, they already see enough play and are "assault fighters"  Think a B-52 compared to an A-10



#17 ObiWonka

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Posted 17 June 2014 - 05:00 PM

Sounds like fun to me (especially once Y-Wings get to be bombers for the Rebels, too). I still haven't run too many games with bombs, but I was just looking at Proximity Mines the other day wondering what to do with it. Especially if I ever get my hands on more (only 1 for now). It will be fun to make a mess of the battlefield, especially for Phantoms now that you mention it!


Rebel: 2x A-Wing, 2x B-Wing, 1x E-Wing, 2x HWK-290, 4x X-Wing, 2x Y-Wing, 1x YT-1300, 1x Z-95 Headhunter

 

Imperial: 1x Firespray-31, 1x Lambda Shuttle, 1x TIE Defender, 6x TIE Fighter, 1x TIE Advanced, 2x TIE Bomber, 6x TIE Interceptor, 1x TIE Phantom





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