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Posts posted by n3ctaris
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The only 'gunner nerf' was the double Vader after gunner sequence.
Attack (miss)
- Activate: Gunner, Vader (Crew)
--Resolve: Gunner (hit or miss)
---Activate: Vader (Crew)
----Resolve: Vader (Crew)
-----Resolve: Vader (Crew)
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Whew.. got in for 1B. You at worlds!
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Please explain why you say Vader/Gunner won't work.
The Vader crew FAQ entry explicitly syas if you have a way to shoot twice you have to do it shoot->Vader->shoot->Vader.
It is only with weapons that say "perform this attack twice" you need to save Vader until both attacks have been made.
Gunner isn't a "perform this attack twice" so a missed first shot would trigger Vader crew, then you trigger gunner and then vader again.
This is true, you can still Vader on both attacks.
You can't however do: Attack, Gunner Attack, Vader, Vader...
You used to be able to see if the second (gunner) attack kills your target before deciding if you need to Vader (from the first attack). Since both Gunner and Vader had the same timing window, you could choose the order in which to resolve them, thus allowing you to 'save up' Vader triggers.
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I'm still partial to Balanced Tycho:
Tycho Celchu (26)
Push The Limit (3)
Rage (1)
Auto Thursters (2)Proton Rockets (3)
35 points
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With Tycho, can I call Rage as an action (receive 2 stress and assign a focus token), then PTL and call Focus as my next action for 2 focus tokens?
Tycho Celchu (26)
Push The Limit (3)
Rage (1)
Experimental Interface (3)
Proton Rockets (3)
36 points
I played this version last night and I loved doing Evade -> PTL -> boost -> EI ->Rage. So much fun. But if I could have called for another Focus in the times I didn't need to boost, that would have been helpful. Anyone know the answer? Thanks. -Ody
You can Action: Rage and Action: Focus on the same turn. (key here is the word 'assign' in the rage text. You have not taken the focus 'action' when you are 'assigned' a focus token [Also see: Whisper])
Lampyridae and Punning Pundit reacted to this -
I think this combo is dead with this ruling... not being able to lay the 4 auto damage is pretty detrimental.
Phantom/Ghost/Zeb crew ruling by Frank Brooks - i saw this on the main forum
Basicly if you are touching the target, Ghost can shoot it with Zeb crew but the special Phantom attack cant
In response to your rules question:
Rules Question:
Situation: Zeb crew card on a Ghost with docked Phantom shuttle. Can the Ghost attack a touching ship using the extra turret attack granted by the Phantom title at the end of the combat phase. General Question: Is performing an attack synonymous with activating?No to both. “When either you or they activate during the Combat phase” is specifically when those ships become the active ship during the Combat phase. Those ships are not (sic) considered touching during any other attacks outside of their Combat phase activation. This means that the Phantom’s attack at the end of the Combat phase, Corran Horn’s ability, Dengar’s ability, and for any other attacks outside of your activation, you count as touching.
Thanks for playing,
Frank Brooks
Associate Creative Content Developer
Fantasy Flight Games
fbrooks@fantasyflightgames.com
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My only fear with this announcement is that they remove draws but do nothing to fix the modified loss.
As that will creat a much more cut throat approach to tournament play, with a win big or go home mindset Drops could become even more common.
Exciting times ahead though.
Kris
My hope is that the points switch for mod loss's to 1 from 0.
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Well it's not like I came up with the idea, that kind of list won a SC recently and failed getting into a few Top 8's. So it's still pretty much under the radar, but getting more and more attention I guess...
There's also a video from previous regionals, where the list slaughters 2 bots ...
Easy to slaughter your enemy when you are not following the rules!
Accuracy Corrector changes 2 dice to hits after cancelling all dice results, and Autoblaster Turret is a 2 dice attack... however, in 2 rounds in a row, this combo managed to do 3 damage directly to the IG's.
Big difference when you are doing 50% more damage than you should be each round.
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Note that sharing dice is not a true solution to this. Dice Cheats could still bias the results if their dice are used for the match. If I'm flying dual aggressors or a TIE Swarm, I'd just bring untrue Green dice that favored Evades. If I'm flying Y-Wings or B-Wings or a Ghost or something, I'd just bring untrue green dice that favor blanks. I'm still them imparting a huge advantage to myself, and at worst it's a wash if my opponent is also flying low/high agility ships.
Assuming you get to use your cheater dice... if they request that you use their own (not modified dice), then no advantage to you.
Alternatively, there could be a set of dice that the TO brings to a disputed table and both players need to use the TO's dice set.
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Note that sharing dice is not a true solution to this. Dice Cheats could still bias the results if their dice are used for the match. If I'm flying dual aggressors or a TIE Swarm, I'd just bring untrue Green dice that favored Evades. If I'm flying Y-Wings or B-Wings or a Ghost or something, I'd just bring untrue green dice that favor blanks. I'm still them imparting a huge advantage to myself, and at worst it's a wash if my opponent is also flying low/high agility ships.
Assuming you get to use your cheater dice... if they request that you use their own (not modified dice), then no advantage to you.
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The problem is... The rules don't actually say you can request a shared set of dice.
It seems some people are adding dice to the following rule. "Before a tournament match begins, any player may request that a single range ruler and/or set of maneuver templates be shared for the duration of the match."
But I looked at the latest PDF again and nowhere does it say you can request a shared set of dice.
It perhaps should, but the fact is that it currently doesn't actually say that, and so if someone requested it the other guy has every right to refuse.
Does it explicitly say you can't ask for a shared set of dice? TO judgement required.

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I just prefer to ask to share a set of dice, that way you cancel out any advantage you or your opponent might have.
This is the 'real' solution to dice issues in this game...
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Vorpal, there is no place in X-wing-loser-rage-fests for your logic...
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I'd say the odds are pretty high. They've already announced the next big wave for Imperial Assault. Now that X-Wing and Armada are the #1 and #3 miniatures games on the market, it makes sense to give them a little more fanfare.
Where do you see the rankings for these products in the market place?
Does this ranking represent the world market, NA, or USA?
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I'm more of a minimalist, give me the scout and IA and adaptability (-1 PS) for hands down the best blocker in the game.
That leave's more points for the damage dealing ships in the list.
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My buddy and I play a 4 player game, where we control 2 races each.
-The races must be placed across the board from one another.
-They can never occupy the same tile at the same time. (You can have one of your races in space, and the other on a planet, but never both in space or on a planet together)
-Your other race can never qualify you for a VP (such as blockading a space dock)
-Write down 2 different VP totals required for a 'win' and keep it hidden, write down a race for each number. (We choose, 8 and 12.) So the other player is never sure which race is close to victory, as soon as one race hits it's VP total, the game is over.
-On political, pull 3 agenda's, tally up total votes. Write down (hidden) what your votes are for each agenda, then reveal. Ties go to the Speaker, agenda's with no votes are discarded. (We remove one political card... I think it's called public execution, where elected race loses all action cards, exhausts all planets, and is -1 on all combat for the whole round.)
-If your playing with Assembly, no one team can be speaker twice in a row. (This prevents one team picking first over and over)
This is a very fast and easy version that requires almost no adjustment to the original rules. Learning two sets of rules for the same game is something I try to avoid. My buddy and I can usually finish up a game in 2-3 hours depending on VP totals. If we want a longer game then we go 10 and 14 points. We have probably 10 games played and we have found it to be pretty balanced.
Just tried this out with a buddy. We might be a little too new to the game but it felt like keeping track of two races and their tech, strat cards, action cards, etc made it bog down. I was really liking the idea of this variant because it changes core game very little but we just didn't have much fun and ended up calling it after two rounds.
Yeah, this variant requires both players to be very well versed in the rule set. More of a variant for hard core players with a couple dozen 'regular' games under their belts.
But once you get there, and you cant get more casual players to play, you can have good hard games with just 2 players

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Major Explosion into Major Explosion into Direct Hit.
You've seen it here folks, the rarest critical hit combo. The only way to take 4 damage from 1 crit. Poor Bill.
EvilEd209 and KrisSherriff reacted to this -
I'm a big fan of this list:
6 dice homing (with TL and F) at R2-3, then a 4 dice Auto blaster turret at range 1. Yes please! As for Jan, pred+blaster+kyle and the ability to stress yourself each turn makes her highly effective even while bumping.
Miranda Doni (29)Autoblaster Turret (2)Extra Munitions (2)Homing Missiles (5)Chewbacca (4)Jan Ors (25)Predator (3)Blaster Turret (4)Kyle Katarn (3)Moldy Crow (3)Airen Cracken (19)Veteran Instincts (1)Total: 100 -
I have been have a ton of success with SJ for a while now. I ran a list with Kath and Whisper where Kath would stress the main threat many times over then whisper would have 1 less attack dice coming at her for a while.
Worked out really well, except for the hard counter of PS 10 RAC, which just happened to be crazy popular in the last meta. I still managed a 3rd place finish in the BC (Canada) Regional's.
Kath Scarlet (38)Veteran Instincts (1)"Mangler" Cannon (4)Rebel Captive (3)Ion Pulse Missiles (3)Flechette Torpedoes (2)Engine Upgrade (4)Slave I (0)"Whisper" (32)Veteran Instincts (1)Sensor Jammer (4)Recon Specialist (3)Advanced Cloaking Device (4)Total: 99In this meta, I'm loving the SJ on the bro bots, but the changes to scoring is essentially making bro-bots a 4 ship list. I'm finding it's harder to win those games that go to time, and putting SJ on bro bots reduces their fire power enough that more games are going to time.IG-88B (36)Veteran Instincts (1)Fire-Control System (2)"Mangler" Cannon (4)Glitterstim (2)Autothrusters (2)IG-2000 (0)IG-88C (36)Lone Wolf (2)Sensor Jammer (4)Heavy Laser Cannon (7)Glitterstim (2)Autothrusters (2)IG-2000 (0)Total: 100 -
Where can I find a list of things happening outside the worlds event that I've signed up for?
I'm coming for the X-wing event, and i'd like to participate in any other X-wing side events going on that week.
Cheers,
-n
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Yep, I had the page that said: You have 6 minutes to complete this transaction... I added my credit card, double checked all the info, and got: This event is sold out. So... I didn't add my CC info fast enough apparently. And that 6 minutes to complete was just a tease.
I was done filling everything out at 11:00pm Mountain time,so 1 minute after I got the ticket on my screen.
I wish worlds was about the best of the best competing, and not: whoever is lucky enough to get their **** filled out the fastest...
I see you were able to get one later in the thread, but weren't they holding seats for Regional winners already anyway? Unclaimed Regional winner seats were part of lot of new ones they opened for various events so that window passed already but you probably didn't need to do anything other than contact them in the first place.
Spots held for US regionals... I won a Canadian Regional's.
VorackTheGrim reacted to this -
Ok, I guess they are just literally being made available one at a time or something strange like that. 1 became available again after a few mins and managed to get it. Maybe it's an issue on thunderticket's end, maybe not who knows.
wow, thanks for this... I checked again, and got my ticket. with 20 left available... 10 minutes after the first time I had 6 minutes to complete the order.
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Yep, I had the page that said: You have 6 minutes to complete this transaction... I added my credit card, double checked all the info, and got: This event is sold out. So... I didn't add my CC info fast enough apparently. And that 6 minutes to complete was just a tease.
I was done filling everything out at 11:00pm Mountain time,so 1 minute after I got the ticket on my screen.
I wish worlds was about the best of the best competing, and not: whoever is lucky enough to get their **** filled out the fastest...

The Big Destiny trade Thread
in Star Wars: Destiny
Posted · Edited by n3ctaris
*Removed*