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tsondaboy

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  1. Same as anything else that triggers "after you reveal your dial", Ion completely shuts Precognitive Reflexes down since you do not assign or reveal a dial when Ionized. In fact, since you skip the reveal dial step, you completely skip the time window Precog triggers. Ahem, move along, move along nothing more to see here...
  2. Pretty much that and did trigger it a few times in the game.
  3. I just won a small tournament with 2 Reapers and Echo. https://tabletop.to/jufly-casual They are definitely hard to fly but for sure not a lost cause either. Their repositioning ability combined with the plethora of great Empire crew available for them make them one of the most versatile fan to play ships in the game. I used to fly Bro-bots in 1.0 and I am surprised by how similar they fly. Its unbelievable how well they can adjust speed and distance if you master turning on and off their ailerons ability. If you went too fast and want to go slow next turn just coordinate an action to a wing mate and go slow next turn. Or aileron bank boost right and 3-bank turn left will fly you around an obstacle really fast and probably have you arc-dodge half the ships in your opponents alpha attack.
  4. Join us for another casual X-Wing 2.0 tournament here in the outer rims. More details here: https://www.facebook.com/events/433007870873113/ Access map: https://www.google.co.jp/maps/dir/35.7773458,139.8321739/35.7771653,139.8348253/@35.7770715,139.8335934,17z/data=!4m2!4m1!3e2?hl=en
  5. Although I personally love the art, kits that don't have any cards for Rebels/Imperial or generic upgrades are in low demand in my area.
  6. I ve tried several variations of 2 phantoms with Vermeil and also tried your interceptor list with Jendon instead of Vermeil (Tarkin works better on Jendon IMO). My fav squad is similar to yours, but with composure and Minister Tua on Vermeil. Mister Tua will help him survive longer and has the merit of canceling your Ailerons for next turn. I ve been also practicing with this variation lately which is lots of fun with Ion Clouds on the board. https://squadbuilder.fantasyflightgames.com/squad-preview/57188b25-94d6-4c80-8a79-8bfe286e7208
  7. It really depends on what you are flying I guess because after the release of Ion Clouds, Collision Detector is stapled on any phantom I fly. I am also switching to Trick Shot in the same combo, just to be prepared to the rumored points hike of Juke. My usual phantom list looks like this: https://raithos.github.io/?f=Galactic Empire&d=v6!s=200!200:133,112,82,:;199:133,112,,:;183:115,63,26,:&sn=Unnamed Squadron&obs= It used to have Jukes and no 0-0-0, but like I said I am training for the post-juke era. Still, it works like a charm with Ion clouds. Now depending on how much the Passive sensors costs I might give it a try, but its a big compromise for me to drop Collision detector from them.
  8. Again, we need to see the whole text and cost for it before we can say if its useful on phantoms (it will probably be).
  9. I have to say, well played FFG! If people want to put a TL action on a Phantom they have to ditch collision detector or Advanced Sensors. This is actually a very big compromise you have to do, considering the Ion clouds and Collision Detector work like a dream combo for Whisper/Echo.
  10. Yeah I got the same error.
  11. I would probably fly them in a mixed squad rather than a swarm of them. Most probably I would give them the role of formation barkers equipping them with Ion missiles and use them as blockers to set up an Ace for the kills. A typical squad I would use them in would look something like this: Anakin Skywalker (60) Battle Meditation (15) R4-P17 (5) Calibrated Laser Targeting (10) 104th Battalion Pilot (42) Seventh Fleet Gunner (9) Gold Squadron Trooper (25) Ion Missiles (4) Gold Squadron Trooper (25) Ion Missiles (4) Total: 199 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v6!s=200!273:212,214,200,:;341:,,227,,:;321:101,:;321:101,:&sn=Unnamed Squadron&obs=
  12. 7th fleet gunner Anni-Mace squad is on top of my squads to try list, but clearly its riskier to fly at a tournament. Main reason is you need to push your Aces into the thick of the battle early on which increases the chances of loosing them early and lose if the game goes to time. At least for the double 104 squad, you can push them to the front line to do some damage, and even if you lose one of them on the first turn you have your Ace to clean up the field.
  13. This is my time to jump on the Deltas are great bandwagon. I went 4-0 at a local tournament last weekend and won with Ani and 2 ARC's. Obviously not a pure Delta squad as the ones mentioned above but still Ani had me appreciate the Delta immensely. Now I am really keen to try Ani along side Mace and an ARC with the dreaded 7th fleet gunner. The squad I flew was this: Anakin Skywalker + Calibrated Laser Targeting + battlemeditation + r4p17 104thbattalionpilot + Proton Torpedoes 104thbattalionpilot + Proton Torpedoes https://squadbuilder.fantasyflightgames.com/squad-preview/71fbea6f-5f56-4c7d-a680-05818db6d043 The concept is really simple as anyone can see and works great if you do the initial placement right. I went against 2 "meta" lists, Leia Rebels, ECS droids as well as Qi'ra-Han and Poe-Ray. Obviously against the droids, you don't place across them but at the far side of the map away from them and slow roll initially till they start turning. Against the other lists have the Arc go slow early till you see were your primary target moves and then go fast against it. They have the hull and shields to absorb any potential damage till they release their payload. Controlling your distance so that the ARC's fire the first volley of torps at r3 while Anni sits at the back or at their flank is of out most important. Since Anni is usually placed last or among the last you have a fairly good idea of approach paths after the low PS targets have been placed. Against 2 ship lists I usually have both ARCs start at one corner and Ani at their flank. Against more ships, its usually better that you place him at the opposite corner of the ARCs placed sideways facing them. If they take the bait and reveal straights and go after him, which happened against the droids, have him go full speed towards the ARCs. That give the Arcs enough time to go straight and turn left at the middle of the map later on. That usually means that after the droids turn to face them (because they cant catch Ani 5 straight+boost 😉), they have less fire arcs turned towards the ARCs. I leave it to everyone imagination what 2 proton torp fired with a lock and a focus from Ani does to the Droids, or any other ship as a matter of fact. If Ani makes the late game with little to no damage then you ve pretty much got the game, but be warned green dice WILL fail so don't put him in the thick of the battle from early on. I lost him in one of the games (rolled all blanks), against a Y-Wing double tap but that being the only ship left in the game for my opponent while still having a full health ARC did not create any problems other than lowering my final MOV. Full results here: https://listfortress.com/tournaments/569
  14. tsondaboy

    What is an "NPE?"

    You want to know what NPE is, let me tell you what NPE is. NPE is to play the random guy that picked up a meta squad off the internet but has no ability to analyze its potential and play to its strengths and have him whine throughout the game that the list your are playing is OP and his list cant beat it. Then when he get his **** whooped make vitriolic comments about the state of the game and create an account on these forums just to whine more and hopefully find moral support. THAT's NPE my friend!
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