Jump to content


  • Content Count

  • Joined

  • Last visited

About The_Brown_Bomber

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Cambridge, Waikato, New Zealand
  1. Good advice here already. 2 core sets a must. you will need those templates and dice. For casual play you have more options with upgrades. Proxy them or even better, visit ur local game store and let players know u are a new casual player and would really appreciate any unwanted extra upgrade cards they dont use. Most established Players have loads of spare upgrade cards and tokens. This will give you a pool of stuff you can use in your casual games.
  2. I agree some of the larger ships are too fast and turn too easily compared to smaller supposedly 'more agile' ships. What about a new 1 sharp turn template for large ships only that turns 45 degrees not 90 degrees? Large ships with engine upgrade can be a problem, its got to do more with their 360 firing arc giving them easy shots while they zoom away. Maybe restricting the boost action to 1 straight would solve this? This goes with the school of thought that large ships are fast but less agile
  3. this is my hunch also. its from wave1 and has had no love to make it more competitive in a game that has steadily got more powerful.
  4. ive been out of competitive play for some time, although i try my best to keep up from afar. what is that origins list made up of?
  5. you know, giving it hard 1's AND a barrel roll will bring it up close to the power level of a jumpmaster in terms of movement (jmaster will still have sloops) seems like a nice fix in my book, its front/rear arc makes it way more skill intensive to fly than large ships with a 360arc so it seems like this sort of fix could work wout unbalancing the game too much.
  6. How does new FAQ impact on Dengaroo? This list seems pretty optimal (it made US nats finals) Dengar + Punishing One + Lone Wolf + R5-P8 + Glitterstim + Plasma Torpedoes + Zuckuss + Counter-Measures Manaroo + Feedback Array + Push the Limit + Unhinged Astromech + Engine Upgrade + Recon Specialist seems pretty untouched by the FAQ. other lists that were not so viable before FAQ could bother this list now right? thoughts?
  7. palp range restriction would be good. range3 or under to use his ability on that ship seems balanced. even range 2 but thats harsher and maybe overly restrictive?
  8. firesprays are great but they have been trumped by the power creep of x-wing and this is glaring when u see the jumpmaster. the firespay has two blindspots and its dial is less forgiving/more predictable. its 3 atk dice are good but without that 360 arc your firing opportunities are considerable less. without a boost by some new fix or title, the firespray will remain on the bench.
  9. maybe 50-60pts per player and limit the ship types to T-65 and tie-fighters but totally depends on ships you have available. id personally avoid intercepters as they are rather skill intensive to fly well. so a mix of tie advanced as previously stated would be good.
  10. T-65 Title. This ship gains the barrel roll action. Whenever you execute a barrel roll remove one target lock token from your ship and assign one stress token to an enemy ship inside your firing arc.
  11. Where did you see the lists? commentators said it during the game. manaroo vs 2x defenders/tie
  • Create New...