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  2. You're in luck, I don't usually keep my decklists, but I do keep a quest log of all my plays at home 2-handed solo, wins and losses. That records the heroes I used, and I happened to have saved these two decks on ringsdb. I won in a single attempt. I'll link the two decks first: https://ringsdb.com/deck/view/54982 (direct damage deck) https://ringsdb.com/deck/view/50636 (willpower "direct progress" deck) And here is the writeup from my quest log: June 17, 2017 Danny played: Thalin, Mablung, and Argalad. 2nd deck: Aragorn (Leadership), Arwen, and Lanwyn. Long game, 2 hours and change. Played solo 2-handed. I had a pair of decks meant to deal direct damage and direct progress, although the direct progress deck was mostly a willpower deck with progress effects peppered in. Mostly it was blocked by the Blocked Passage encounter card effect. During this game all possible encounter cards came out at least once. All 3 side quests came out and were defeated. The questing deck got set up faster than the damage deck, but both took a good long time to get set up. I purposefully lingered on stage 2. Dunedain Remedy did a good amount of healing, bouncing between Aragorn (with Steward) and Mablung. The Brood Mother survived one round longer than needed to, because the On Track Forced effect failed to find me an "On Track" card, which meant the objective got flipped and I lost all progress on quest stage 3. That made the spider immune to damage for another round. I nearly lost a hero 1 turn as I did not have a defender and the attacker had 5 attack. I used up Lanwyn's final resource as I planned to let her die, spending it on an Elven-light in the discard pile. Lo and behold, this drew me a Sneak Attack, which I used to play Gandalf and kill off the enemy (which already had 1 or more damage on it). The Brood Mother died with exactly the right number of damage -- if anything had gone wrong I would have gone 1 more round. Good thing I didn't, too, as the damage deck had 48 threat at the end of the game.
  3. I tried this list in my LGS' Hyperspace Tournament. While the Wedge, Braylen, Jake, and Cassian list has merit, it will take much practice to execute because of the nature of the ships. I will try this list again in the future because it has the potential of being a tough but fun to fly list. The major change is substituting Arvel for Jake because Wedge is a better flanker than Jake. For now I will use Ten, Braylen, Arvel, and Cassian because it would been more effective today and I enjoy flying it.
  4. It wasn't meant to be a threat, it's just we expect that somebody will break the peace eventually. But we don't plan to be the peace-breakers.
  5. I haven’t gotten to play much since Republic dropped - is there a consensus that the V-19s are priced correctly? Do people expect them to shift in the next update?
  6. @EliasWindrider Yes, the LAAT/i carries 4 bikes The LAAT/v carries 16 bikes.
  7. My son and I have been playing for about 6 months and we have a small collection of three different factions. We mix and match as we please and just play with the ships we like. We aren't going into tournaments or anything so just build our squads how we feel. Rebels: 2 x T65 X-Wings, 1 x Y-Wing, Sabine's Tie Fighter, The Ghost, The Phantom ii, The Phantom Scum: 1 x Slave I, 1 x Fang Fighter, 1 x Mining Guild Tie Fighter Imperials: 2 x Tie Ln, 1 X Tie Advanced X1
  8. I now use the Bitterman card editor now, but that was sitting in my Photobucket from long ago.
  9. I like to imagine Shore troopers can be siege specialists with the mortar. As another option to why they are there.
  10. When I started a month or two ago, my first purchases after the core set were the TIE, TIE Advanced X1 (Vader's ship), X-wing and Y-wing expansions. It meant I could play casually with friends using full-size squads that still have a surprising amount of options, and meant I could try out the rebels and imperials before deciding which to invest in further. I'd thoroughly recommend any new players doing something similar.
  11. I had an odd bug several of the pc's I track changed their race to Aleena, some other pc's did not. For all of these characters the only things I have been editing are Skills, specializations , Equipment and force powers. I have not been able to reproduce the bug or determine what I did to cause it. So this is not much use as a bug report
  12. What's the big four? Is it Raddus, Ackbar, Rieekan, and Dodonna?
  13. Right? 😁 Hopefully FFGs use of the license continues to please their overlords within the House of Mouse long enough for us to see that day to come.
  14. Ehh on the comic. Building a decent new round of lore around 789 is going to be rough. I'll just fire back up and play through again. Its time to bring Peace and Stability...
  15. Well, those ships are all different factions in the game (there’s far more than two sides - seven I think now?). If you prefer “Dark Side” and like the idea of using force powers, you’ll want either Imperial (They have Vader and will soon be getting reprints iof Inquisitors) or Separatists. They’re new (and their new faction set would be a good second purchase) and have access to some Dark side force users like Maul and Dooku.
  16. Hi. Try as I might I cannot beat this quest. I've played all sorts of decks 2 handed solo and single solo. I really want to beat it 2-handed but have no idea what decks will work. I've used decks of my own and from rings DB. I think it's harder than difficulty rating 5. Can anyone give me some pointers or list decks that are successful against this quest for me to try? Thanks PHIL
  17. Let's see..... should I just write the check now for a preorder?
  18. Pure speculation, but I would definitely assume so. A Jedi splatbook would be pretty sweet.
  19. I personally love two-ship lists. The level of advanced planning and thinking about dials is enjoyable to me. I almost think a 2 ship list flown well will, at certain points, take more time choosing dials than a swarm will. But yeah, I do think at least one or both of the ships need consistent and/or passive mods. Two ship lists are very, very variance dependant, and it feels really bad when you think you have out positioned someone consistently (you shoot they don't), but the dice just do not push damage through. So anything to mitigate variance is great. Hence Han is so good.
  20. No, you haven’t shown sources for the Gauntlet. At least not the times I’ve seen you make claims about it’s armaments. If that is merely an oversight, I would love to see your sources. Mine is the official Star Wars Database, linked here: https://www.starwars.com/databank/gauntlet-fighter If you have evidence that the official database is wrong, I would like to see it. As for your claims of the SF, it still falls flat without official sources. Like I said before, you can think they are little more than variants all you want. But that doesn’t change what the license owners say they are separate ships. edit: and here is a link to the thread I was referring to, where you did not provide sources and I did link to my source.
  21. Maybe it's been answered already, but now that we have new careers coming... does that mean there are new splatbooks in the works? To finish out the 6 specs and signature abilities like the 6 base careers per core rulebook got?
  22. I've played two games of Somos at 6 (one with and one against) and I don't think so. He really kinda costs 7 because if you bring him, you're more or less obligated to bring Advanced Com Systems as well.
  23. Well, odds are we're going to see at least one additional Jedi specialization in Collapse of the Republic. So it's possible that there'll be a new Jedi spec that offers the chance to swap what characteristic is used for the Lightsaber skill. Then again, having a 3 in Brawn doesn't hurt, and I've found it useful for not just Shii-Cho Knight but also Shien Expert (who gets Falling Avalanche for extra damage based on Brawn) and even Ataru Striker (since extra wounds are good for a glass cannon spec) or Niman Disciple, since it doesn't hurt to have a fall-back characteristic in case you're suffering from a crit that increases the difficulty of checks made using your Form's preferred alternate characteristic. In addition to having an extra point of soak against non-saber attacks, which again never hurts.
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