SolennelBern reacted to C2K in New expansion announced: Forsaken Lore
With the speed this expansion is coming out, I think its more of a "hotfix" expansion than a true expansion. From what I've read about it, it seems to address all of the concerns that people had about the game when it first came out(short research decks, more mysteries needed, more location and expedition cards, etc.). I'm sure there will be expansions that will add investigators though in the future.
SolennelBern got a reaction from GrandpaBob in 3 evenings: My painted set!
Hey all! After 3 evenings of painting, here is my painted set!
So, after opening the box and looking at the minis, I got possessed with the urge to paint everything ASAP. So here they are, after 3 full evenings of painting.
-First I primed all the minis with Army Painter "Uniform Grey" primer except for the Zombies I used "Army Green" from the same company.
-Then I decided to use as much of the base color as possible to quicken the painting process. For some minis it was a great idea and for others (Zombies and Cultists) the end result isn't that good. But from a distance everything look good and better than the plain grey.
-I applied my base colors on everything.
-I applied some washes on everything. The washes I used are from Citadel paints: Badab Black, Devlan Mud, Griphonne Sepia and Drakenhof Nightshade.
-Then a quick drybrush using mostly, from Citadel: Bleached Bone, Fortress Grey, Scorpion Green, Catachan Green, Vermin Brown, Ultramarine Blue and Hawk Turquoise depending on the mini.
-Ended putting some minor details like belt buckle with Dwarven Bronze.
So, here they are:
CHTHONIANS AND MANIACS
HOUNDS OF TINDALOS AND MI-GOS
ZOMBIES AND WITCHES
CULTISTS AND CULT LEADERS
Except for the Cultists and Zombies, the rest i'm satisfied with.
I wanted to paint them quickly, that's what happens
Hope you like them!
SolennelBern reacted to Stone37 in Viable XXBA squad against unknown Empire?
So here is EXACTLY what you asked for:
Here's the idea, Biggs and your Awing lead the pack and look to set up an assault missile strike on turn one. Biggs will keep the fire off of the late turn A-wing and the A-wing only needs to focus (thanks to Deadeye) to fire his missile that will effect an entire squadron! Then your tactics shift to using the B-wing's Ion cannon to set up easy shots. Try to keep your A-wing in a position that it is expanding your field of fire AND is impossible to target because of Biggs.
Here is my THREE ship idea for you:
This gives you THREE higher SP pilots and beefs them up. Biggs gets a shield upgrade (so now he can regenerate up to THREE SHIELDS with his R2-D2), your A-wing gets a stealth device to make it VERY hard to hit, and your SP8 B-wing has an ion cannon and a MUCH higher chance of rolling crits. This is huge, as Ten Numb's crits CANNOT be cancelled by defense die.
SolennelBern got a reaction from MechaBri.Zilla in Way too geeked about this game
When it was announced until today it was clear that I wouldn't buy the game. The Disk stuff was looking ridiculous for a minis lover like me. I read about the game a bit and didn't quite understood the fun in flipping disks around, landing on others and attacking with cardboard circles...My biggest fear is tha it's gonna be Mythic Battles all over again. Not really the same gameplay mechanics but it's 2D disks that attacks other 2D disks. MB was a total and complete let down for me and I sold the game immediately and never looked back.
I fear DW will be the same...
But then I read reviews, looked at session pics...and I want this game so bad.
I still fear it'll lend flat but the overall look of the game is stronger than my will...
SolennelBern reacted to SableGryphon in 150 point tournament 'dis or 'dat?
You need engine upgrade to make the lambda a threatening beast. If you want to swarm shuttles try:
6x Omicron Group Pilot + Engine Upgrade
Now, if you want to run five of these beasties in a herd, my recommendations would be:
5x Omicron Group Pilot + Gunner + Engine Upgrade
They won't be as potent as my standard doom shuttle. You can fix that with this:
3x Omicron Group Pilot + FCS + Gunner + Engine Upgrade
Omicron Group Pilot + Gunner + Engine Upgrade
Omicron Group Pilot + Vader
SolennelBern reacted to circledude in Way too geeked about this game
I felt the same way, my exact quote was "Warhammer is back...in pog form!" (thank you old school simpsons) but then I started looking at it. I used to play 40k and WHFB and now I play Warmachine all the time. This game is the perfect game for scratching the miniatures itch without dropping a ton of cash or needing to paint, not to mention a 2 regiment game takes about an hour. Also you get an excuse to use all the units that are either A. too expensive for people to afford B. Too difficult to fit into a list. I mean how often do you get to see a Sun dragon and a Blood thirster duke it out? It is a really fun game and I am no win the process of getting all my miniature game friends into the game.
SolennelBern got a reaction from DraconPyrothayan in Luke's pewpews and friends
Draw their Fire? For real? Never thought about that and makes complete sense.
In my head I thought you had to take the crit but you may...that could be awesome coupled with shield regen...
Hmmm, like this then?
Luke Skywalker + R2-D2 + Draw Their Fire (33) Gold Squadron Pilot + Ion Cannon Turret (23) Gold Squadron Pilot + Ion Cannon Turret (23) Roark Garnet + Saboteur (21)
SolennelBern got a reaction from Coulterman in 2 squads for tonight - Rebels and Empire
Lol i'm not selling, it's my "Conceding Speech" when everything goes bad...
I'll be happy to play again with you Slim...i'll just need to have a great night sleep, be in a great mood and just come in knowing i'll lose to sucky rolls and poor manoeuvering
SolennelBern reacted to SableGryphon in Flight School - Lambda 101
Welcome to Flight School. I know you are furious that you were promoted from prestigious fighter pilot to shuttle pilot. The shuttle is an extremely difficult craft to fly well and it is easy to make a game ending mistake. Here, I want to talk about Engine Upgrade, what it means for your Lambda and how to avoid common initial mistakes.
First, though, I need to speak on firepower. The Lambda's main weapon is on par with the strongest primary weapons in the game. 3 dice attack is quite potent, the same as the much lauded X-Wing, Named Falcon, and the Firespray. It's a potent main weapon. The shuttle enhances this by being the only craft that can currently possess both a crew slot and a systems slot. My recommendation here is always Fire Control System and Gunner. But why?
Fire Control System gives a ship a wonderful ability. After any attack, you may gain a target lock on your target. Sadly, this is after an attack. Still, free target locks are great and makes the use of your action to boost less painful. Still, this upgrade doesn't help you unless you can target the same victim twice, right?
Gunner is another great upgrade. If you miss an attack (All rolled Hits and Crits are avoided by Evade dice or tokens), you may immediately make a PRIMARY weapon attack. It doesn't have to be on the same target.
Together, these two upgrades create an incredibly powerful combination. This is because, when you have multiple effects that activate following an attack, you get to choose which order they are resolved. This results in the following order of operations.
1) Declare Target
2) Initiate Attack 1
3) Resolve Attack 1
4) Gain Target Lock from FCS
5) If Attack 1 missed, Initiate Attack 2
6) Use Target Lock gained in Attack 1
7) Resolve Attack 2
8) Gain Target Lock again
Against high evade targets, you become far more likely to hit and it insulates you from a single bad roll or excellent defense roll. But the shuttle has a notoriously bad dial. Now we have to orient these heavy guns. Well first you need to understand your craft, it's propulsion capabilities, and most importantly you must stop trying to fly this like a fighter craft.
A note on naming convention. From here on, this craft will affectionately be known by <synonym for white> <space term> <large herbivore>.
Most people think the albino stellar cow is a slow craft. However, with enhanced propulsion, what they mean is that it doesn't turn well. Take, for example, the A-Wing. Often lauded as one of the fastest craft in production, we shall assume both are burning full out, moving their maximum distance followed by a boost. How much further ahead does the A-Wing get?
As you can see, they are dead even at the end. This is because of the large base of the alabaster void bison. The boost means that you add the distance of your base twice to the total distance moved. Here, our lovely ship moved 3 forward plus 1 forward plus 2 for the base plus another 2 for the base for a total of 8. The A-Wing moves 5 forward, plus 1 for boost, plus 1 for it's base twice for 2. A total of 8. That's right, our snowy stellar reindeer can keep pace with some of the fastest craft yet devised. Indeed, this is fast enough to move outside the firing range of a craft behind you.
Unfortunately, this ghostly star oryx simply does not have the turning radius to out turn such a craft. As we can see here, the diameter of a turn of 1 bank plus 1 bank boost is significant:
You will not be able to out-turn most craft. But not that, while you can't perform a Koiogran turn in this craft, the degrees of turn are on par with most craft using this method. You cover an incredible amount of distance with this ship moves.
Unfortunately, this leads to one of the single biggest piloting mistakes. During the initial approach to engagement, one should never, ever be in the center of the formation. Why you ask? The center seems perfect. It gives you options whether to go left or right. It puts you in the center of the region and able to control it. Or does it?
Here's the problem. The turning radius is so sharp and the engagement area is so small, once you commit to a turn either direction, you must complete that turn. This makes you extremely predictable.
If you refer back to our A-Wing race, you can see that the shuttle's speed is such that it spans half of the distance between forces in a single turn. This shall be used as the reference point for the rest of this lesson.
Let us assume you raced forward only to find that your opponents have veered off to one side. Your fighter instincts kick in and you decide to use this to your advantage. After all, it seems you are in a perfect position to flank them. So you continue full out for another round. Now you just need to turn to face the delicious hindquarters of your prey. Taking the lessons you learned about the turning you learned early, you bank one and boost and...
Oh, Vader is not going to be pleased about that. The only way to avoid it is to turn as hard as possible with a 2 bank, but that puts you still close to the edge and now stressed and facing ships that may well have lured you into a trap. You don't want this to happen to you.
But that's not the only danger. You began this fight by boosting into the center from the middle. This means that you quickly must choose to turn. But as we saw, the standard turn, while fast, is huge. And our prey may double back on it. If so, it leaves you with a single way to handle this turn. Sheep help you if there are asteroids, debris or mines waiting for you.
Once you commit to this path, you have zero capability of doing anything else. You are committed. And your opponent will know this. You will get maybe one shot before you have to maneuver and you are out of the fight for far too long trying to recover even if you don't find rebels clawing at your tail fins. Not only that, but the necessity for tight, stressful turns means that you cannot use the incredible speed of the craft to escape
I'm here to tell you, from the very first turn, you made a serious mistake which will hamper your maneuverability for the entire engagement. But there is a better way.
Start by hugging the very edge of the engagement zone. This gives you the maximum amount of room to maneuver. Ah, but you dispute this. After all, you can only turn a single direction instead of two. True, but you can make that turn at any time. Ideally, if the opposing force is across from you, you can move very slowly while the rest of your force arcs in to meet them. However, they may believe that you are incapable of rapid engagement and setup in the middle or far from you. In which case, we begin by moving 3 forward followed by an inward boost.
After a single turn, you are almost able to shoot at their starting area. Your deadly arc searches. But, if they were cowardly, you do not yet have a shot. Continue full throttle and move 3 followed by a boost if appropriate. You have now moved from your corner to the middle of the field deep in their territory facing to the side. They will almost certainly be in firing arc and range.
Further, you should likely find yourself behind them now. As your other forces engage the enemy, your extremely powerful white space cow is in a perfect position to begin civilizing the savages. You have taken a much derided craft and outmaneuvered them. From this position you can turn in any way necessary to continue fire. There are other considerations, such as obstacles and maneuvering, but those will come in future lessons. Here is the basis, the foundation, of many of the more advanced tactics. Study this. Fly it a couple times. Understand this and you will be one step closer to being a truly potent pilot for one of the finest ships in the Imperial fleet.
What do you think? Was this helpful? Was there something I could have clarified better? Do you want to see more of this?
SolennelBern reacted to Lappenlocker in A-Wing, B-Wing, TIE Bomber in singles...
Do what is fun for you. That is the most important part. At some point in time you may decide that you have had enough fun with your current builds and then decide to buy more A-Wings (or others) just to see what they can do in groups. But there is no need to buy extras until you decide that would be fun for you!
SolennelBern reacted to DraconPyrothayan in A-Wing, B-Wing, TIE Bomber in singles...
A-Wings are flankers. If you're using one at all, one's all you need.
B-Wings and Bombers are great in any number.
B-Wings have the potential to be the best knife-fighters in the game (extremely close range) due to their Sensor slot and the 2 Koiogran. They're also the best Sniper in the game, thanks to the slow moves of their dial and the Cannon slot.
Their 1 agility hurts them, but their 5 shields makes them essentially crit-proof, so they're more survivable than a Y-Wing. Don't let them tank the full brunt of your opponents' fleets, and you ought to be good.
If you decide to fly a Bomber without any upgrades, it's a tanky little bugger. 6 hull for 16 points is pretty dang beefy! Considering that you have the full range of motion, from significant bearings of 1 and 5, you can have your opponent chase your 16 pointer while your 12s eat them alive, and laugh all the way to the bank. 7 Academies and a Bomber is my current favorite 8 ship swarm.
However, Bombers also have a huge suite of ordnance at their disposal. The Bomb slot is probably the best one for my worth, particularly when you remember that Proton Bombs deal a face-up damage card regardless of their victims shielding. It's a great way to cripple your opponents in the early stages of the game!
The Named Pilots of Bs and Bombers are also phenomenal.
Ibtisam, when stressed, has Howlrunner/Jonus/Flight Instructor on board. Considering how often you'll be using your red maneuvers when you don't have to fear losing your actions, that's amazingly potent.
Ten Nunb is the one pilot I'll take Marksmanship on. One of his crits is simply un-dodgable. Crazy. Also remember that Auto-blasters are now a thing.
Captain Jonus is a bomber that often sees play without upgrades, as he Howlrunners secondary weapons for two dice. That's the better half of a target lock on every HLC shot, or something that makes Cluster Missiles actually viable and devastating.
Major Rhymer is also a beast, and the first bomber that wants to be loaded up with as many missiles as you can feasibly shoot off. Every missile and torpedo is Range 1-3 on him, except for the Adv. Protons, which are now Range 1-2, and much more easily shot. That's HUGE.
SolennelBern reacted to Khyros in A-Wing, B-Wing, TIE Bomber in singles...
I've recently been running a list using a prototype as the only A wing. The rest of the list are high PS pilots, so the center can get rather clogged before they move, so I use the prototype as a blocker to keep a lane open for my other ships to use, preventing myself from losing actions, while action denying the enemy. In the past few matches, the Prototype has actually done quite a bit of damage, especially late game (it often is my last ship remaining) when it can outmaneuver everything except interceptors. I've yet to win with it one on one in the end game though - the low PS really hurts it in that case. Though last night I should have - I had dark curse down to 1 hull, and was left with 1 shield... and then he rolled 2 hits and 1 crit against my three blanks. For S&G, we rolled as if the prototype attacked, and sure enough, DC got dead. *shrug. I like my single A wing.
SolennelBern reacted to AlexW in A-Wing, B-Wing, TIE Bomber in singles...
I can't speak to the B-Wings or Tie Bomber (though I'd guess the latter needs a partner), but a single A-Wing is a lot of fun. Mine zips around the battlefield and is, in general, an annoyance that I feel gives me a tactical advantage, especially as a flanker. Opponents either deal with it and split their forces or let it slip in behind them where it does some damage.
SolennelBern reacted to Hrathen in It's a good problem to have
It's got a nice 3 attack dice. Its only 1 defense dice is countered by its only one agility.
But I think the first problem you will have with it is its bad dial.
Luckily there are two easy fixes for this.
1st - engine upgrade sure it takes your action but it really improves your ability to turn around.
2nd - Darth Vader, This may seem an odd answer, but if Darth Vader kill his own shuttle before you get into the really messy dog fighting then the bad dial doesn't come into play.
Now that we have covered its weaknesses I will go over a few ways that it is commonly flown.
Advanced Sensors+Engine Upgrade. This is as manuverable as the shuttle can get. Advanced sensors lets you do your boost before your move, then you can perform a red (hard) turn and turn a total of 135 degrees. Not bad for a ship that doesn't have a k-turn on the dial.
Vader+Gunner. This is the ultimate suicide shuttle. Hopefully you miss your first shot each round and so you can activate Vader. this way you can activate Vader twice per round. It is important to remember that vader trade 2 damage to you for 1 crit to your opponent, so don't be using him against B-wings, YT-1300s or anyship that is good at soaking up the damage.
Fire Control System+Gunner. You take your action to focus, then you fire, then you miss with your first shot (don't spend your focus to make you hit) That shot gives you a target lock that you can spend with your gunner, now you have a target lock, and a focus with three attack dice. Now you are pumping out a lot of damage.
Engine Upgrade only. Not as effective, but it can still dogfight okay, and is pretty cheap.
SolennelBern reacted to The_Brown_Bomber in Not that good at this game, trying to build a good Imperial squad...
imo stealth device on Dark Curse is a little win-more as he is already a pain to hit but if u have a stealth device u could try something like...
Omicron Group Pilot + Fire-Control System + Gunner + Engine Upgrade (32) Turr Phennir + Stealth Device (28) Saber Squadron Pilot + PTL (24) Dark Curse (16)
also running with veteran instincts on Turr is nice as he is now PS9 and will move after pretty much everything making his attack + boost/roll options even better.
Omicron Group Pilot + Fire-Control System + Gunner + Engine Upgrade (32) Turr Phennir + VI (26) Saber Squadron Pilot + PTL (24) Dark Curse (16) + 2 pts to spend on another cheap crew upgrade for shuttle?