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    Norwich, Norfolk, United Kingdom

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  1. Jarval


    I've had luck with Concussion Missiles on the TIE/SF generics, particularly with the ability to shoot them out of the rear arc. They give a decent amount of punch and the ability to flip damage cards is quite nice. Outside of 2 attack dice ships however, they're all too expensive for what they do, and the lack of a 4 dice missile makes the missile slot very underwhelming on anything that has 3 dice natively.
  2. Careful use of obstacles and range control - Drea can usually cope with two torpedo shots and survive, but not three. However, if you've got a staggered approach with your ships (and one of the really nice things about the Drea swarm is that it doesn't need to be a tight formation), you can usually engineer it so that you've got only one or two of your opponent's ships in range of Drea on the opening exchange. If you get all of your ships pointing at Luke, he can start taking damage surprisingly quickly when you're rolling three attack dice. That's not to say it isn't a tough matchup - it is - but you've got some tools to put pressure on your opponent.
  3. They're really good with Drea, and just 1 point off the basic Cartel Marauder would let you run four of them with a Dorsal Turret Drea. Speaking from the experience of having won a FLGS tournament with the triple Kihraxz, ion Drea, ion Scyk list I posted above, being able to turn that Scyk into another Kihraxz would be pretty strong in terms of raw firepower.
  4. Jarval

    Happy Friday

    Agreed! Two ships with pretty much identical statlines and dials can feel completely different depending on their linked actions. Even the order of the linked actions has a real impact! It's a wonderfully slick bit of design. 🙂
  5. Jarval

    Servants of Strife Preview Article

    In which case, what does reloading do, as there would be no rules text for it at all? I think the "it reloads by performing the following steps" part is key, as it applies to all instances of reload, not just the action as far as I can see.
  6. Jarval

    Servants of Strife Preview Article

    Unfortunately you still get the disarm token from reloading, even if it's not via the Reload action itself. From the FAQ, p 15: If I'm reading it correctly, reloading still covers steps 1-3 even if it's not the reload action itself.
  7. This is a big one - missiles are decent on a natively 2 red dice platform and really pretty uninspiring on anything with 3 dice. The lack of a 4 dice missile really does limit the usefulness of the missile slot for a lot of ships.
  8. From experience, 5 Kihraxz make for a pretty decent list. You've got a lot of firepower, but are single modding those attack dice the vast majority of the time. As a result, this is a notably better list, while still having a good selection of Kihraxz on the board. Those Drea rerolls make all the difference, and double ion in a list makes for much more consistent control potential. Drea Renthal (40) Ion Cannon Turret (6) Cartel Marauder (40) Cartel Marauder (40) Cartel Marauder (40) Cartel Spacer (29) Hardpoint: Cannon (0) Ion Cannon (5) Total: 200 View in Yet Another Squad Builder 2.0
  9. Jarval

    Just how good is Capt. Seevor?

    Oh, agreed with both of the above, but I still think the current pricing of the Jakku Gunrunner is the biggest challenge facing most of the named Mining Guild TIEs. It's hard to go for a TIE Fighter when the Quadjumper is notably more durable and exerts a significant area of board control/denial just by the existence of its ship ability. Don't get me wrong, I really like Seevor, I just think that as things stand he's a bit overshadowed. I've been doing some experimentation with the 4-LOM/Palob/Kavil build, swapping between Captain Seevor and a Jakku Gunnrunner. They are both annoying distractions to your opponent, but the Quadjumper just seemed to take significantly more firepower to take down on average. Some of that will be dice variance, but it felt pretty notable.
  10. Jarval

    Just how good is Capt. Seevor?

    I like Seevor, but I think he'll be stronger in Hyperspace than Extended as he's currently directly competing with the Jakku Gunrunner for points and role in a list, and it's hard to make the case that the Jam effect is better than Spacetug Tractor Array. But as the Quadjumpers aren't in Hyperspace (at least for the moment), Seevor is a much better prospect. 🙂
  11. Jarval

    Enough players around for V2?

    To be fair, I've seen 6 Scyk, 6 Quadjumper, 4 B-Wing, and 5 A-Wing lists being flown locally quite a bit. It might just be my local meta being weird, but folks are doing a lot of swarming generics in my neck of the woods. 🙂
  12. Jarval

    Enough players around for V2?

    Doing well locally in my corner of the UK - we're not at the heights of player numbers we were at during the most popular point of 1st Edition, but we're still usually getting a solid 10-12 people on our casual club nights, and a variable but still decent turnout for our tournaments. While we have lost some players over the last year, that's been much more to do with changing life circumstances than any issue with 2nd Edition.
  13. Jarval

    Points and slots adjustment?

    I think they've said twice a year, approximately January and July to match the two "seasons" of Hyperspace events each year. I think there will be some flexibility on the exact details of "when", and I'd expect the changes to be post-dated by a couple of weeks to give people a chance to rebuild their lists ahead of any events.
  14. Some neat linked prizes. https://www.fantasyflightgames.com/en/news/2018/12/19/advanced-targeting/ Month 1: Month 2: Month 3: Challenge Event prize:
  15. Jarval


    Rules Reference, page 9, bottom left of the page. "• Each ship can drop or launch only one device per round."