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Disgruntled

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Everything posted by Disgruntled

  1. The Defender also has a Munitions Failsafe. Imp players need not buy Z-95s for that card,
  2. I'd bet the E wing won't because there is the droid that can give a PS3 Ewing an EPT. In the Rebel Transport…not in wave 4. Transport is set to be released before wave 4. Besides, why does the fact that they are not part of the same release matter?
  3. I'd bet the E wing won't because there is the droid that can give a PS3 Ewing an EPT.
  4. I don't see how Wingman makes the PS on a ship that will only do 1 damage any better.
  5. Yet still no flechette torpedoes or A-wing title.
  6. I think it has everything except the A-Wing title (yet it still has the refit card) and the flechette torpedo (yet it still has all the new named X-Wing pilots from the transport).
  7. I'm doubtful. Every other time there's been a facedown card in the card fan like that it's been another copy of the card it is on top of. Besides, I want a 3rd refit card.
  8. If the release date says May, the very best you can hope for is the last week of May.
  9. 22 points for an x-wing with 3 agilty and systems slot, barrel roll and evade? are you crazy?
  10. X-Wings and TIE fighters are still used everywhere and are arguably the best ships in their factions.
  11. Stealth on a 1 agility ship is a waste. Even if you could get sensor jammer to work every time, stealth isn't going to last more than 2 shots. Try it out before you mock it. In an ideal scenario, Ibby vs. Tie Swarm at R3, Ibby is throwing down 3 green dice, and the swarm is only throwing 1 red (well, technically 2, but SJ is going to change one to a focus, which since we're saying this is the ideal scenario, they won't have a focus to modify it back). So now SJ has prevented 7 damage. Meanwhile, the probability of getting hit 1v3 is 12%, if we consider her reroll as a 4th die (due to the reason it's easier for me to do the math since it's already done) she only has a 7.6% of being hit. That means, at the end of the 7 attacks, she has a 42% chance of not being hit yet. So, before you blindly write off stealth on a 1 agi ship, think of how it would be used in that specific build first. With all of that said, the stealth device on a standard 1 agi ship only protects ~.6 damage, I'm sure for ibby it's a bit higher, but I doubt it comes close to 1 since even on a 3agi ship it's only ~.85 best case. But if you're trying your best to make someone as non-killable as possible, its better than nothing (though the hull upgrade would now be a better use of points). Edit: Also, as someone who has tried that build out - I found that I'm not that big of a fan of the SD on Ibby. While the first round you'll be a R3 and get a 3rd die, it means that you haven't swooped in such that you action denied the enemy, allowing SJ to block damage. As such, they're really throwing 2 dice, and she'll take damage like a normal ship, and then lose the SD before the next engagement when SJ can kick in and actually protect the SD. I suppose you could keep her out of the engagement for an extra turn, but then your other ships are getting attacked and dead. Why wouldn't any TIE in a swarm focus? Especially when they plan to shoot at something with sensor jammers? Using an ideal scenario like that has nothing to do with reality. If you had Carnor Jax or something like that, you could at least claim it was possible, but since the Rebels do not have an area action denial like that the point is meaningless.
  12. Stealth on a 1 agility ship is a waste. Even if you could get sensor jammer to work every time, stealth isn't going to last more than 2 shots.
  13. Nope, any rules from scenarios are not valid in a tournament. Also, from what I've heard, everything new from aces isn't tourney valid, won't be for a few weeks or so.
  14. I think Fel w/ptl+stealth+shield vs wedge w/engine upgrade+ptl+R2 generic would be largely determined by who has initiative.
  15. engine upgrade+ptl+r2 generic would make a more interesting game maybe give fel a shield upgrade to balance it out?
  16. Tournaments are 100 point deathmatches. Gunner says 'may' so you can choose whether it activates each time.
  17. The hatred of the prequels is well justified. They're not just aweful star wars movies, they're aweful movies.
  18. Never heard of this "pod racing" and I've seen all 3 Star Wars movies
  19. Of course the filthy Hacan want a capital ships game, they can afford the most capital ships
  20. Only advantage people like me who bought 4 or more interceptors before aces was announced get in a 100 point game.
  21. I think you'd be better off dropping one for Howlrunner. She'll die on the first pass most likely, and then the interceptors are freed up to use their speed and maneuverability to their advantage without worrying about staying next to Howl.
  22. Does anyone else not really care about the setting? Star Wars is a cool setting, but that has little to do with my interest in the game. I'm in this game for the game. If I had to pick another setting, I'd go with Twilight Imperium, this way licensing would never kill the game.
  23. Has anyone tried that E-Wing crits ability along side 4/5 Z-95? It seems like that might boost damage output enough to make a difference. There's 20 points left over after the 4th Z-95, could be used on another Z and some upgrades for the E, or missiles and PS for the Zs.
  24. Why not? It's not like the two ability negate each other. One provides immunity to natural crits, while the other provides a benefit at the cost of the possibility of extra crits. Overall, Chewie is less less likely to be crippled by a bunch of crits stacking, which makes Crew2-D2 better for him.
  25. Naked Dutch Vander is usually a bad idea. HWK without a turret is a terrible idea because they have no damage output at all, but I could see at least trying Jan without one because it makes her less of a target, and that ability is awesome. Red squad over rookies depends on the local meta, but I personally like higher PS in general.
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