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Disgruntled

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Posts posted by Disgruntled


  1.  

     

    I'll bet anyone $10 cash that the E-wing and Defender's PS 3 ships have EPT.  This is just one of those things that have to be. They wouldn't make such an elite ship - without giving them elite pilots.

    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?


  2. I'll bet anyone $10 cash that the E-wing and Defender's PS 3 ships have EPT.  This is just one of those things that have to be. They wouldn't make such an elite ship - without giving them elite pilots.

    I'd bet the E wing won't because there is the droid that can give a PS3 Ewing an EPT.


  3. Happened to me too earlier today.

     

    Also, they hadn't updated it with the new stuff yet.

    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).


  4. I'm still betting on an unique missile -> sensor slot as the unrevealed card, which would allow him to take EnhS or AdvS.  

    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.


  5. At best its like having Advanced Sensors, you get to keep your action. But the ship looks like it is overcosted by about 5 points. Too much of a deficit to make up, most likely.

    22 points for an x-wing with 3 agilty and systems slot, barrel roll and evade? are you crazy?


  6.  

     

    I am going to try a heavily modded Ibitsam tonight: elusiveness, Stealth and sensor Jammers

    As soon as she gets Stress from either Elusiveness or a red maneuver her rerolling ability is activated (1 dice on Attacks and/or on defense. Stealth adds a dice so on R3 she starts off with 3 dice and can still force the opponent to reroll 1 red dice and may reroll one of her greens

    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. 


  7. I am going to try a heavily modded Ibitsam tonight: elusiveness, Stealth and sensor Jammers

    As soon as she gets Stress from either Elusiveness or a red maneuver her rerolling ability is activated (1 dice on Attacks and/or on defense. Stealth adds a dice so on R3 she starts off with 3 dice and can still force the opponent to reroll 1 red dice and may reroll one of her greens

    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.


  8. Be aware that the imperial aces box does not come with alpha (ps1) or avenger (ps3) pilot cards or ship base plates so if you want to run 4 or 5 low ps ship builds you will actually need that many expansion rather than just 3 expansions + imp aces box

    Only advantage people like me who bought 4 or more interceptors before aces was announced get in a 100 point game.


  9. 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. 


  10. 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.


  11. Also, R2 (passenger) doesn't work well with Chewie - read both abilities and you'll see why.

    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.


  12. 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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