Jump to content

Koshinn

Members
  • Content Count

    420
  • Joined

  • Last visited

Everything posted by Koshinn

  1. "Redline" — TIE Punisher 27 Fire-Control System 2 Extra Munitions 2 Advanced Proton Torpedoes 6 Concussion Missiles 4 Cluster Missiles 4 Proton Bombs 5 Twin Ion Engine Mk. II 1 Ship Total: 51 Colonel Vessery — TIE Defender 35 Outmaneuver 3 Heavy Laser Cannon 7 Proton Rockets 3 Twin Ion Engine Mk. II 1 Ship Total: 49 So much firepower. The munitions. The synergy.
  2. What about EH rgp EI AT Carnor Jax?
  3. Pred/lw, x1, atc, and engine is a great start for Vader. I really want to make him work with the Emperor. Something like... Darth Vader — TIE Advanced 29 Lone Wolf 2 Advanced Targeting Computer 1 Engine Upgrade 4 TIE/x1 0 Ship Total: 36 Commander Kenkirk — VT-49 Decimator 44 Predator 3 Emperor Palpatine 8 Ysanne Isard 4 Engine Upgrade 4 Ship Total: 63
  4. Again... IT CANNOT EVADE. Fly a Defender to understand the challenge that will present this ship. I don't see the X1 as an auto include at all. The V1 is a much more powerful title on the Prototype. I also see this as further evidence that the X1 can be used on the TAP. It balances the two ships and gives them both a unique feel. Only evade when you can't shoot, given the k turn it's rare to never get a shot off with a defender. Plenty of ships lack the evade action and do fine. Agreed. With the single action defenders, even with evade on the bar, focus would be used 99% of the time anyway.
  5. That's debatable. A title is a title, and includes everything in the title. Just because it has some of the same words doesn't make it the same thing. But then again it could very well take the title, will need a FAQ for it. We need an FAQ. TIE Mk2 applies to all TIE. Should X1 apply to all TIE Advanced? Does X1 work on Darth Vader?
  6. https://images-cdn.fantasyflightgames.com/filer_public/d8/3c/d83c43f9-6f96-4dde-8d14-516c4f4cf5b7/inquisitor.png Also, Tie Adv v1: 1 pt, after you TL, you may free evade.
  7. Just go all the way and use 50 shades of gray.
  8. "The old meta"? You mean Wave 1?
  9. I made this list once ... then deleted it by accident My general conclusions were that certain lists appear often (thus ares good lists) like RAC+Fel and Han+filler, brobots aren't quite as strong as we thought, and the meta is actually quite diverse.
  10. I find Interceptors just as easy as turrets to fly. There actually aren't any real difficult ships to fly. By "fly" I mean make choices regarding maneuvering. A shuttle is easy to fly because it has limited choices - with a tiny bit of practice you can maximize its potential... it just has a low potential.
  11. PWTs aren't the problem. The term PWT includes Outer Rim Smugglers, Wild Space Fringers, and all K-Wings. It does not include anything with the Outrider title. A ship is a problem when it has a turret, it hits hard, and it's hard to kill. Also having a great dial doesn't hurt. The simple fact that a ship possesses a primary weapon turret is not a requirement to being OP and having one doesn't make you OP.
  12. Expose ei and ptl hlc ate completely different. Ptl hlc gains an action, is better at r3, worse at r1, and doesn't make you die quite as quickly against APs and Zs.
  13. I strongly dislike this idea. It's really only an issue in cases where you want to zig where your dial was set to zag, but I can't think of many cases where I've wanted to go left instead of right.For that ability, you're trading your EPT slot and losing your ability to take actions when you execute it, forcing your 31-point ship to rely on unmodded green dice on defense. You're also restricted from actions until you take a green move. I'd rather do Predator and the Mk2 on her. She can slow-roll as much as needed until the time comes to hit a 5-straight and bug out, and can use her mobility to avoid blocks and ensure she always has an action. SOT makes her pretty useful against Dash and Brobots, who have post dial maneuvers and can end up almost anywhere on the table. Unfortunately, her ps8 doesn't make her useful with SoT against Fel. Basically using her as a counter arc dodger if necessary, as you won't always have to use SoT. You shouldn't be using SoT often. If she used AC instead of ATC, she can turtle up every turn she isn't using SoT and won't lose offense when she does.
  14. Lets talk more about Juno Eclipse. All the other pilots seem self explanatory. I think SoT and mk2 is interesting. If you choose a 3 bank, you can keep it as a green, do any 2 or 3 speed maneuver or 4 straight or 4 k. If you choose 4 straight, you can do 4 or 5 straight or any 3 maneuver, and a 3, 4, or 5 k. And of course doing a 2 straight or bank lets you do any 1, 2, or 3 maneuver. All the choices are very compelling, depending on if you want to go fast and have lots of k options or go slow and have no k options, or a half way between. As it's all red maneuvers, it might make sense to run AC on her instead of ATC. Just so many options!
  15. I still really like: Colonel Vessery (35) Lone Wolf (2) Heavy Laser Cannon (7) Proton Rockets (3) Twin Ion Engine Mk. II (1) Tempest Squadron Pilot (21) Cluster Missiles (4) Accuracy Corrector (0) Twin Ion Engine Mk. II (1) TIE/x1 (0) Tempest Squadron Pilot (21) Cluster Missiles (4) Accuracy Corrector (0) Twin Ion Engine Mk. II (1) TIE/x1 (0) Total: 100 View in Yet Another Squad Builder
  16. I just can't figure out how to run Juno. Any thoughts? I want to give her MkII and predator, but I'm not sure if ATC or AC is the better system for her.
  17. Vader with ATC, EU, and probably predator will be pretty common. Tempest Squadron with AC will see play. 4 Tempest with AC plus Dark Curse is a very efficient jousting list on par with BBBBZ. 4 Tempest with AC and Clusters is pretty fearsome too, probably more so than taking DC, as you can flat out kill a decimator that isn't kenkirk with an alpha strike and do quite a lot of damage to a 1300. I can see Maarek in some lists as well as Juno. But mostly I'd expect ATC Vader and AC Tempests.
  18. I seem to remember the first space combat shown in Star Wars between ships in the scale of XWMG was Han and Luke blowing TIEs to pieces. Turret vs fighter was first in Star Wars, not dogfighting.
  19. Wow, wardens are flat out better ORSs. More than a hull upgrade cheaper for one less hull, same stats, and one less crew. It gains all the upgrades and SLAM.
  20. You don't have to fly well because you have a turret. Most of what makes flying a ship difficult in this game is having to also point your arc at something, with a turret movement becomes entirely about running away and that is 10 times easier. With Dash these movement decisions are even easier because you can essentially cheat and move halfway across the map after doing a green 1 bank. Maneuver dials used to matter. This is relative, and that's a key point. There are currently two other threads arguments about turrets going on in the forum right now - let's try and keep this topic constructively about BBBBZ. This is a thread about why BBBBZ isn't as prevalent in the meta as it 'should be'. The reason this is IMO is because of nuance less game ruining 2 ship builds. Action phase maneuvering isn't something that Dash introduced. Phantoms did it better than him, and Fel arguably does it just as well and had been doing so for a long time. Hell, as far back as wave 2 we had engine upgrade, push the limit, Falcons, Interceptors, A-Wings, and Vader. The "golden age" that so many people think of was basically "just the core set".
  21. Could you elaborate a little bit? Generally it's tough to arc dodge and keep shots with only boost to reposition. I'm not sure how the Aggressor would do it in this case. I take that back, I'm guessing you're talking about Advanced Sensor builds. Yeah, advanced sensors boost into a sloop. Then you're off axis and can usually get a free shot on the defender. Then you can disengage to shed stress or just do a green and continue the attack.
  22. I personally like Jan with pred, blaster, recon, moldy, and engine. She can often keep up, makes Dash's shot much more efficient (you'll one shot z95s and Tie Fighters more often than leaving them at 1 hp), and a 360 degree turret with predator and focus can deal quite a bit of damage to people trying to get into the donut hole. Key thing for Dash: unless against Aggressors, stay at range 3 as much as possible. Failing that, arc dodge.
  23. If the Aggressor player couldn't see the situation he was in was a losing one and continued to keep up a sustained joust with Defenders, he was a bad player. It's not hard to arc dodge and shoot a k turning low ps defender in an Aggressor built half decently.
  24. I've also seen a bandit z95 kill a cloaked whisper with a single shot at range 1. It's a dice game, a lot is possible with good and bad rolls.
×
×
  • Create New...