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Posts posted by SteveSpikes
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Yes. I might have to get a "Space Mat" for myself as well. They look wonderful, indeed.
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pianoplayer3991 said:
I'm torn between these two builds
Wedge w/ R2F2 w/ determination
rookie pilot w/ generic droiud
rookie pilot with generic droid
gold sqaudron pilot w/ ion cannon
or
basically the same build except with Luke instead
Is it it better to go with the agressiveness of edge but risk him getting targeted early, or go with the defenseiveness of Luke but risk not having the fire power to win the game within the tournament time limit? Thoughts? Suggestions? Alternate builds?
Wedge is fine with R2-F2. However, I would drop Determination. You are more likely to receive a critical hit on the Ship instead of the Pilot.
The Rookies are okay. For the "Generic droid", choose a R5 Astromech. They can help with ship-based crits. I would also add a R5 Astromech to the Gold Squadron Pilot, since I suggested to drop Determination from Wedge.Good luck.
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Great find, Ziggy. And wonderful suggestion in "pre-registering" your squad, by the way.
I thought I would have to make a registration form from scratch, in the event I will be a TO in a future tournament locally.
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hothie said:
BigDogg said:
1x Mauler Mithel w/Marksmenship (20pts)
1x Howlrunner w/ Squad Leader(20pts)
1x Dark Curse (16pts)
1x Backstabber (16pts)
2x Black Squadron Pilot (14pts each)
The trouble with giving Squad leader to Howlrunner is that it takes her action to do so. If you don't take an evade action with Howlrunner, she'd dead quickly. Even with taking an evade action, I lost her in the first round of combat to Nick at Worlds. I would suggest Swarm Tactics instead.
I would also use Swam Tactics as well since it's activated right before the Combat Phase, when it really counts. I think Squad Leader has a place when a TIE Advanced (Vader) is in play, but not with a strict TIE Fighter build. The TIEs need their actions; not using 'em to pass actions to other pilots. -
I would have to agree with everyone. If it is a deployable bomb/mine, my guess it would have a proximity detinator (most likely at range 1). Also it may also have the damage profile like that of the Assault Missile -- If this attack hits, each other ship at Range 1 of the bomb (mine) suffers 1 damage.
If you look at the news article, New Starfighters Blast into Action, you'll notice a round, red marker. That could be the "trigger". We'll see when they hit the shelves in February. -
Great pics, Doug. That was my first impression of the Assault Missiles. That they're best suited for use on the TIE Advanced, or any small scale fighter in the future. They can maneuver were the Falcon can't. The only deterant to the Assault Missile is the cost (5). Something "vital" has to go from another ship.
February can't come soon enough.
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I just picked up another TIE Fighter Expansion Pack, bringing the total to six.
So my total collection equals:
4 X-Wings
3 Y-Wings
6 TIE Fighters
2 TIE Advanced15 Total
As for Wave 2, I plan to get (to start out with):
1 YT-1300 (Millennium Falcon)
1 Firespray (Slave 1)
3 - 4 A-Wings
3 - 4 TIE InterceptorFor the YT-1300 and Firespray, this depends on the game play, whether I get more or not.
February can't come soon enough.
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. . . I would have definitely asked Jay Little to sign it, at least.
That brings up a great memory from Gen Con. The Saturday of Gen Con, I ran into Jay at the FFG area, and asked him to sign the copies of the just released Edge of the Emipire RPG BETA. I also found out that Sterling Hershey was a writer on the book(s) as well, and asked him to sign it as well. It took me a good part of the day to complete that quest.
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Where's the link (if available) to the final game(s)? I did not know it was recorded and uploaded, until I heard about it here.
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I like the way you think, Don. :-) I totally agree. It would be nice to get the (SWM) gang back together.
The last time I saw him, he was in a mad dash to grab copies of Android: Netrunner at Gen Con (Saturday).
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Interesting report, Doug. Really enjoyed reading it. Again, congatulations on the win.
I'm so glad you and Lady H jumped into this game with two feet. I can say it's far better than SSB. That's not saying a lot. (Major props to FFG for putting out an outstanding product.).
Hope to see you guys here for Gen Con, 2013 -- at least, an upcoming Gen Con, anyway.
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hendersondayton said:
I need help interpreting the rules/procedure for the Target Lock.
Does it count as an action to place the target tokens (aquire a target lock)? Does is count as an action to "spend" those target locks? IMO, because the target lock tokens are not "cashed in" until the combat phase, I should be able to play another action during the activation phase.
So I could have a focus bonus AND the target lock bonus in the combat phase.
Is this the right interpretation?
Yes. "Aquiring a 'target lock'" is considered an action which remains from round to round until you "spend" it, e.g. one round you aquire a target lock, and the next round, you choose Focus as your action for the second round.
Which brings up a question -- Using "Dutch" Vander's Special Ability ("After aquiring a target lock, choose another friendly ship at Range 1 - 2. The chosen ship may immediately aquire a target lock."), does the "chosen" friendly ship have to use that target lock "gift" that round? I would like to say "no". It is, after all , a target lock.
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Thanks for the insight, Doug.
hothie said:
Title card: Millenium Falcon. YT-1300 Only. Title. Cost 1. Your action bar gains the Evade action icon.
Modification cards:
Shield Upgrade-Modification. Cost 4. Increase your shield value by 1. (pack comes with 2 cards)Engine Upgrade-Modification card. Cost 4. Your action bar gains the Boost action icon. (pack comes with 2 cards.)
Missile card:
Assault Missiles-Cost 5. Secondary Weapon value 4. range 2-3. Attack [target lock]: Spend your target lock and discard this card to perform this attack. If this attack hits, each other ship at Range 1 of the defender suffers 1 damage.Medal cards:
Draw Their Fire-Cost 1. When a friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncancelled critical hit results instead of the target ship.Elusiveness-Cost 2. When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die. If you have at least 1 stress token, you cannot use this ability. (side thought, not sure how that interacts with rerolling dice only once rule. Will have to bring that up in a Rules thread.)
Veteran Instincts-Cost 1. increase you pilot skill value by 2.
Well, I think that's it. Have fun planning…

These upgrades are definitely game changers, especially the new Missile card Assault Missile, imo. I could see Marek Stele lobbing those instead of Cluster Missiles. Although, they might be a little cost prohibitive.
I'm also liking "Veteran Instincts" -- A cheap boost to any pilot's Skill Value.We'll see how these play out in February (I don't think I can wait that long).
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Stormtrooper721 said:
Brutal! Thanks for this! My TIE Fighter swarms are going to have serious problems with Assault Missiles!
Not to mention any Rebel squads. I only saw the "Missle" icon on the card. So I'm under the impression that the TIE Advanced (Vader and Marek) could take advantage of the "Assault Missle". I did not see any indication that it was specifically for the Millennium Falcon, or the Rebellion -- for that matter. I could be wrong though.
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I totally agree. That screws up my Christmas list.

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I would love to see a turret scenario "pack". I would love models, but I'll accept cardboard punchouts.
They had a turbolaser "Gauntlet" scenario at Gen Con this year built on a custom Death Star board. It was a fun scenario to play.
The premise, if I remember correctly, was to either destroy the TIE Fighters (four, I believe; I could be wrong`) or destroy 4 out of 8(?) turbolaser turrets.
The stats, that I remember, for the turrets are:
- Range: 2 max
- Skill: 0 (?)
- Defense: (?)
- Attack: 2
- Hull: 2
- Shields: 0
I'm not quite sure on the placement though -- how far from the edge, or other turrets they have to be.
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Everybody cancel Christmas!
This sucks. -
Formations
in X-Wing
MechaBri.Zilla said:
So I finally picked up my copy of the core set and one of each of the expansions this weekend and am really geeked to start playing. Though it looks like that probably won’t happen until this weekend.
Until then, I will be devising strategies and tactics in my head, which got me wondering:
How important are formations and movement in this game. I see a lot of people talking about load outs and pilot selection, but not so much about how to use formation, what kind of formations, and what sorts of maneuvers work for them. What are your thoughts? Do formations go out the window once combat starts, or are they vital to your strategies? Are there things you do that consistently get results in your games? Or is this game all about selecting the right ships and load outs?Formations, albeit a loose formation, are important to gain abilites from other pilots. For example, Rebel pilots can gain a "free" Target Lock from "Dutch" Vander at Range 1 or 2, or Biggs Darklighter may "draw enemy fire" away from a friendly ship, if he is within Range 1 of the "original" target.
Of course, things get tossed to the wind when the stuff hits the fan, and major combat occurs. That's the fun part of the game is guessing, and out-guessing, your opponents. One moment your lining up a kill shot, and the next your target "slams on the breaks" forcing you to fly right on by.
Choosing the right pilots is part of it. The other part is how you deploy them. That goes back to guessing and out-guessing the other guy.
All you have to do is learn from each game, and have fun. It is Star Wars, after all.
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At first, I was frantically surprised at the news. But once I read a few articles and blogs (especially from Steve Sansweet on starwars.com), and watched the videos like:
and this video sold me on the sale:, I entered a "wait-and-see" mode.
As for Episode VII - IX, I'm hoping for the Heir to the Empire Trilogy as live-action features. And as for any other projects, I would like those to get the animated treatment. We just have to wait and see what happens.
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Not a problem. Keep up the good work.
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I remember these guys from when I was playing Star Wars Minis (the early years). I picked up one of their CD ROMs at Gen Con on a whim. I still don't know why to this day. I soon found a "better" squad builder resources later on.
Lone Wolf's "Army Builder" wasn't very "user-friendly" back when I used it all those years ago. And it doesn't look like anything's changed between then and now,
I would stick with FarkonGnome's resource . . . for the present, imho. With this resource you can view the cards with merely a move of the mouse, And print a squad list showing the cards, or just plain text.
Again, this is just my 2 creds.

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Norsehound said:
SteveSpikes said:
I, too, would like to see the Z-95 Headhunter and the Skispray Blastboat.
The "Headhunter" should be relatively easy to figure out the stats for, since it is a direct predessor to the X-Wing Fighter. As for the Skispray, I would like to recreate missions from the classic X-Wing and TIE Fighter PC game.
Surely this means you'll welcome the Assault Gunboat to come first then, before the Skipray blastboat, because the blastboat didn't appear until X-Wing alliance

The Gunboat on the other hand appeared in the middle of tour 2 in X-Wing's original release and stayed in the series until it ended.
I would like to see both . . . eventually.
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I, too, would like to see the Z-95 Headhunter and the Skispray Blastboat.
The "Headhunter" should be relatively easy to figure out the stats for, since it is a direct predessor to the X-Wing Fighter. As for the Skispray, I would like to recreate missions from the classic X-Wing and TIE Fighter PC game.

Staw Wars license?
in X-Wing
Posted
I would not worry, since the license was enacted before the sale to Disney. And if Disney chooses to screw us over in any fashion over any aspect of fandom, they'll have to deal with the collective fandom. Hell hath no fury like a geek scorned.