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Kasatka

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About Kasatka

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  • Birthday 06/29/1987

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  • Location
    Rochester, Kent, United Kingdom
  1. Khiraxz - Missiles, Illicit Protectorate Starfighter - Torpedo, Title Different stats, maneuvers, pilot abilities. Safe to say they are different ships
  2. Scum : yt2000 Otana (large) Imperial : customs corvette (epic) Rebel : Rogue squadron x wing (small)
  3. This is my favorite 2 points I would say.This can make x-wings a monster to deal with and because its a dual card, it makes them a monster for any list I also like this but i wonder if the X-Wing can't get something that allows it to alternate between offense and defense. Maybe like a flat "+1 Primary Weapon strength" on one side vs a "Recover 1 shield at the end of the combat phase" on the other?
  4. I also use the Army Painter Target Lock (laser line) and it's been enviously commented on by other players in my local area. Cheap and useful
  5. Create a set of 3 upgrades, m3a only for each of there canon missile and torpedo slots that cost 0 points and nothing else need change, besides more pilots. Scyk linked canons - 3 dice range 1 to 3, no other effect. Scyk missile volley- target lock, discsrd card to fire 4 dice range 1 to 2. Scyk torpedoes volley- target lock, discard card and lock to fire 5 dice range 2 to 3. Maybe a new m3a only modification costing 1 point. Pilot modifications - you may discard this card to flip a faceup damage card over and ignore its effects. That would go a long way to helping mitigate the glass canon nature of the m3a without over costing it, but at the trade off of no other modifications.
  6. Kasatka

    Cannon W/ YT-2400

    I always go for mangler, and then Leebo and Determination to laugh of a surprising number of critical damage cards.
  7. Heck Scum Boba can pimped out to 82 points, claiming title from Decimator?
  8. Not money, but points wise you can kit out a Decimator to 79 points, a YV-666 to 76 points and a K-wing to 73 points, so I'd say it definitely is close...
  9. Same thing happened to me during that mission. My raider accidentally ran over the single remaining rebel ship. It wasn't ioned so the mission ended and no conditions for victory were met. Consensus when I asked about it on the forum here was divided but we decided to treat it as a draw, though ic actually recommend replaying it.
  10. Syndicate Thung, Twin-Laser Turret, Unhinged Astromech x4 = 100 pts. That's up to 8pts of damage per turn damage output, more manoeuvrable than a rebel y-wing list and a whopping 32 hull/shields. You're not gonna find a much better list to showcase a y-wing with TLT setup because although pilot abilities and combos can be nice, but raw numbers beat chance and skill. To counter TLT lists? Easy, just fly ships that can rush to close range and lay immense damage down (Tie-Swarms, Interceptors, A-Wings, Starvipers, Khirakx), ships that can equip autothrusters and stay out the Y-wing arcs at range (A-wings, Interceptors, IG-2000 etc) or ships that can futz with the Y-wings manoeuvring (bombers, ion cannons etc)
  11. Within my gaming community its pretty much always 'Well played' is the first thing heard after a match. Followed by something like "I really like your (ship)-setup" or "I'd never thought of that". We have a lot of players who only collect a small amount of ships from one or 2 factions and so don't have every upgrade card. only a couple of us are completionists and have 1 (or in my case 2 or 3) of everything, so it is common for players to come up against something they've not played before. Oh and a personal favourite to hear after a match"**** bombs! Emon is crazy!"
  12. Minesweeper - 2pts Modification. If you perform a manoeuvre that would overlap a mine token you may receive 1 stress to perform the corresponding manoeuvre of the opposite bearing. For example I perform a 2 bank left and hit a mine, I can take a stress to perform a 2 bank right instead, hopefully missing the mine.
  13. Its amazeballs on a certain scum firedprsy pilot who likes bombs... Emon + Andrasta + Bombardier + any 3 bombs of your choice + a mod of your choice, though Counter Measures works well for me. You end up with the option to drop bombs using the straight 1, straight 2, straight 3, left turn 3 and right turn 3 templates at which point your opponent struggles to evade your bombs.
  14. I think id like to see large base ships require two players to crew them. A pilot and a gunner, this would mean youd each have to pay the xp to move over to the ship, and it would have two listed pilot skills - one for movement and one for combat. Crew slots would be tricky to figure out, but i guess you could do away with them altogether and replace them with something else like purchasing crew abilities for the ship itself (cheaper than pilot abilities but a finitenumber of them). Itd require some funky figuring out so it effectively had a split stat block allowing each player to fill half the ept/mod slots snd obviously require teamwork but would be very rewarding.
  15. I think its rather the opposite and people are trying to apply common sense to game mechanics. If common sense prevailed we wouldn't have a long FAQ and Errata, as wed all just know stuff.
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