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About DavicusPrime

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    Auburn, Washington, United States

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  1. Hadn't thought about the Accuracy Corrector and the missile. Had it in my head it only applied to the primary weapon. Got it mixed up with the text on Adv Targeting Comp. The only hitch in applying your suggestion, is that I have yet to acquire my copy of the TFA starter to get any of the new TIE/fo goodness. That particular combo of PTL squints with the Eppy Leader's skill sounds freaking good though. Ordered the set today, so I might be able to give that a go later this month. In the mean time I've come up with the following changes: Lambda-Class Shuttle: · Captain Yorr (24) Heavy Laser Cannon (7) Sensor Jammer (4) Hull Upgrade (3) · Emperor Palpatine (8) TIE Interceptor: Royal Guard Pilot (22) Push The Limit (3) Autothrusters (2) TIE Interceptor: Royal Guard Pilot (22) Push The Limit (3) Autothrusters (2) -- TOTAL ------- 100/100p. -- Dropping the Tempest to beef up the Squints and using Capt. Yorr as a less effective stress relief. The left over points go to making the shuttle more threatening. -DavicusPrime
  2. Well, here's another go with less bells and whistles but another ship utilizing my new upgrades... Omnicron w/ Palpy - 29 Saber Squadron w/ Autothrusters - 23 Saber Squadron w/ Autothrusters - 23 Tempest Squadron w/ Title, Accuracy Corrector, Concussion missiles - 25 100 total -DavicusPrime
  3. I really like the fact that FFG has worked hard to make it so that very few ships fall into the automatic leave at home bucket. And when something gets sidelined, they tweak it to bring it back into the fold. Thank you FFG for keeping everything competitive. But, yes, there are lots and lots of options... so bad for my bank account. -DavicusPrime
  4. So I haven't played in quite a while but just grabbed the Imp Raider for my christmas prezzy and whipped up this list... Omicron Group Pilot (41) -Lambda-Class Shuttle (21) -Sensor Jammer (4) -Ion Cannon (3) -Emperor Palpatine (8) -ST-321 (3) -Anti-Pursuit Lasers (2) Kir Kanos (29) -TIE Interceptor (24) -Royal Guard TIE (0) -Autothrusters (2) -Stealth Device (3) Royal Guard Pilot (30) -TIE Interceptor (22) -Outmaneuver (3) -Royal Guard TIE (0) -Autothrusters (2) -Stealth Device (3) Probably not the most efficient use of points, but should be interesting. Sticking with the Theme, what would you tweak to make this list fun to play? -DavicusPrime
  5. When I'm running the Rebs, I like changing the game by having at least one turret on the table. They can do the usual joust manouvers, but the turret packing ship(s) just mozies around in lazy circles plinking away at things. Recently I played a 2 Y's + HWK, Ions on the Y's and Blaster on the HWK. They just flew around in a circle Zapping things into submission. Probably not the best list against a swarm, but my opponent really likes running elite Imp lists, so it worked very well. For either Reb or Imp, I often break up my formations and place them such that they can come at the opponent from more than one angle or it divides their attention and I can pick which part to focus on. With TIE's, their really tight turn radius makes them very good at changing angles of attack quickly and in multiple directions all at once. You can start a joust, peel off after the initial pass, in multiple directions (even inlcuding a K-Turner or two) and see which way they go. Odds are you'll be able to flank them with atleast one of the elements of your squadron, if not two. The above is a method my son has been able to use on me several times. The coolest example was, as a 9 year old, he pulled an awesome manouver with 5 TIE's... The Center one came head on, two on it's sides made banks angled in toward the center and the two on the edges both made hard turns away from the center. That was the first pass, three ships focused in on one target in the center. Next turn everything pulled a K-Turn, which put all 5 fighters with over lapping fire arcs on the center of the scrum. What saved me was that I didn't K-Turn myself, but had all my ships take a hard turn instead. Faster ships can also act as bait to draw some of the opponent's forces off then bolt back toward the main scrum from a flank while their pursuers scramble to get back to on their tail. I guess the main jist of my advice is to not play the Joust game. Mix it up and break the pattern. Might not always work, but when it does, it's a lot more fun. -DavicusPrime
  6. I enjoy playing both sides, but i most often play rebs due to my son favoring the Imps. So in a competetive match, I'd have to go with them due to familiarity. -DavicusPrime
  7. Great write ups and commentary from the two of you. Thanks for that. And the pictures were very nice. I've played 3 games with my CR90, winning quite handily all three times First game, I got a good crash course on energy managment. I over packed the big ship with upgrades I never used and found myself hurting for E. My escort was not as impressive either... I tooK a Y-Wing, a Z95 and three X's which did pretty well despite their low numbers. In the end, it was the CR90's ability to soak damage and pick things off at range and "TIE bowling" ability if they stay too close that really does make it imposible to ignore the Corvette. With a reasonably well used escort, the opponent can't ignore either element and ends up getting divided and conquered. One game I played against my son was the closest I came to really getting beat up. While I was focusing on the furball, he had a Squint and Eyeball exit the scrum ending up at range 1 right behind the CR90. I had burned my action restoring shields so hadn't reinforced. Between the two fighters, The Squint stripped the shields and the eyeball inflicted a couple crits. If he had been able to put another ship or two into the attack, he would easily have crippled me due to some previous damage. As it played out, he wasn't able to follow up the next turn and the shields went back up. You've really got to be able to focus a lot of fire on one section of that ship to take it down. Both of my opponents found it very frustrating to knock down the shields and inflict a point or two only to have to start over with the shields the next turn. From my side it was frustrating trying to keep the shields up and powering all those gun upgrades. The first couple turns, the guns got a lot of use. But the last couple turns were all about pouring all my energy into the shields to stay intact leaving the guns silent. I also got a lot more use out of the Quads than the Turbo Lasers. The turbos are best used against low agility Large ships which none of my opponents used. Swatting TIEs with a turbo laser is highly ineffective (effective AG of 6). I also have the Reb Transport and had the most success using it as a battering ram and a much better location for Toryn as there's much less competition for that energy. I don't see ever using them in the same list unless it's a 4+ player game and someone else can provide the fighter cover. -DavicusPrime
  8. I'd rather see them provide an assortment of tokens and post segments for us clumbsy folks who have broken some posts and/or misplaced tokens. I love that these are prepainted and fully assembled as a burned out ex-40K player. -DavicusPrime
  9. I've always played the lower ranked TIE-Adv pilots when I play Imperials. I like using them as a missile delivery system. The low pilot skill allows the rest of the gang to strip the shields and focus tokens off a target, letting the Rank 2 Tempest Put a concussion missile where it'll do the most damage. It requires that you don't take a butt load of Academy Pilots though, or it doesn't really work out as planned. The best way for me to ensure that there are a few Rank 3+ TIEs out there to do the prep work is to either take a few of the 15-16pt named characters or just one with a swarm tactics daisy chain with a Black Squadron and Academy Pilot. When I play rebels, I have found that TIE Advanced aren't much of a problem to deal with. Once they fire that missile, they become just another TIE in the swarm... A slower TIE with a shield generator, But still just a TIE. Maybe with the more diverse missile upgrades and bigger, easier to hit targets out there now, you could expect to see the TIE-Adv hit the table more often except that the new TIE-Bomber Can do the same thing for about the same points and with the ability to take more ammo to the party. I'm thinking that in the end, it's going to show up as often as it does now. And that's okay. -DavicusPrime
  10. My kids and I have had a lot of fun with everything from 60 to 100 point games. You want the point limit to allow at least 2 Rebel ships for it to be fun for the Reb player. You can get away with a 50pt game which would let the player run two ships with cheap pilots and upgrades or one named ship and one generic with no upgrades. At 60 pts, you allow the player enough points to be able to play around with his options. Which means more variety in what you'll face from game to game which makes it more fun for everyone. With TIE's being so cheap points wise, You can make interesting lists all the way down into the 30's, but the 60pt level lets you go mini-swarm with 5 cheap TIE's or TIE Adv. w/ a pair of escorts or something in between. We've been able to complete 60pt games in 60-75min and that includes list building and set-up. -DavicusPrime
  11. My first wave purchase was 2 Starters and one of each Expansion so that I can run at least a 100pts of each side at the same time. I plan on getting one more of each of the first wave expansions, then one Falcon, 1 Slave-1 and 2 of each of the second wave fighters I consider TIE's and X's to be the core ship for each faction with everything else being support options. For some reason I want to be able to have the option of running the "other" ships in pairs. I have no idea why I feel the need for pairs, I just do. So that's the way I'll be buying them. I'm not sure I'd like an all A-Wing, Y-Wing Reb Squad nor an All TIE Adv. list so it'll only be 2 each of them. But I'll probably be getting at least 4 TIE Interceptors before I'm done with the second wave. As for TIE adv, Vader isn't the only reason to take that ship. I've had very good results from running a Tempest Squadron Pilot with a concussion missile. The higher skilled TIE's strip the shields off of a target and the Tempest goes for a kill shot with the missile. You want that ship to have a low skill so that it fires after the other TIE's have a chance to soften the target. Maarek is also pretty good. But if you've got 2 points to spare, Vader is the better option. I have no idea why you'd want to take the Storm Squadron Pilot though. The modest skill boost isn't something I'd worry about getting unless I have spare points and can't come up with anything else (not likely). -DavicusPrime
  12. My favorite Astromech for Wedge is R2-F2. It makes what is already a beast attacker into a hard target to hit as well. Not a guaranteed evade like the evade action, but having that extra Defense die has saved my butt many times. Since Wedge's ability isn't based on an action, I find that giving him a droid that uses his action isn't a hardship. Plus once you take R2-F2's action it's in effect the whole turn, not just limited to effecting one combat like focus is. -DavicusPrime
  13. My thinking is that you as TO get to make the call based on what you want your tourney to be. I personally hate tailored list building. I consider it much more impressive for a player to win against an opponent who's list he's not optimized against than the player just proving he can out list build his opponent. To sum up: Tactical skill is better than rock/paper/scissor list building contests. Declaring that the upgrade/pilot combos are fixed diminishes list building contests and pushes the focus onto tactics on the table top the way i prefer to play. -DavicusPrime
  14. Play more games and the overlapping bases ceases to be a major issue. Players start learning how to anticipate collisions and avoid them or find ways to use them to their advantage. It's also only a real issue around turn 3 when everyone hits the center and start passing through each others' formation. After that, things get less predictable and more chaotic. Making it harder to avoid negative collisions or to use collisions for your benefit. If you run lots of low skill pilots (TIE swarm especially) you can put a bunch of ships into the path of your opponent's higher skilled pilots to try and force them to lose their action. However, it means not having all that many of your swarm in a good firing position as you still don't know which way the target you're trying to disrupt is going to go. So, unless you're very lucky, extra smart, or your opponent is depressingly predictable, you may force the loss of an action but only have one or two ships able to put that target ship in their firing arc. Most of the time, collisions don't turn the game. How well you maneuver, how well you guess your opponent's moves and how well the dice roll for you each have a stronger effect than if you bump into each other. I haven't found any real issues with the rules outside of some needed clarity on how certain upgrades and skills interact. It's a simple rule set which is easy to learn. And has been play-tested well enough that there aren't any problems with the core rules that I've come across. -DavicusPrime
  15. 10… X-Wing = 3 Y-Wing = 1 TIE = 5 TIE Adv = 1 I intend on grabbing one more of each Expansion X-Wing = 1 Y-Wing = 1 TIE = 1 TIE Adv = 1 Then the next wave: Falcon = 1 Slave-1 = 1 A-Wing = 2 TIE Int = 2 Then I'll probably get another couple TIE Int after that. -DavicusPrime
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