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Parakitor

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  1. Parakitor

    The Paradox Of FFG

    I just want to add something I learned from LEGO: if you don't have the piece you want, look for a creative replacement. I don't have a gazillion copies of all LEGO elements, so when I run short, I consider different ways of building to get the desired shape. In fact, the LEGO Group had issues in the late 90s/early 2000s because the designers were requesting so many specialty parts to be produced that it cost the company a lot of money. Eventually they cut back on their catalogue of elements and introduced a rigorous process for approving designs of new elements that could be used in lots of different ways. I see similarities to this concept in squad building. Do I really want another A-wing or TIE interceptor to fill out my 200 points? Or do I wish I had one more copy of some upgrade card? Sure I do! But if you shuffle things around and get creative you start to learn things about the game you would otherwise miss entirely. Try a different upgrade, or see what happens when other ships fly alongside your mini swarm of you can't afford the full swarm yet. Actually come to think of it, this is what Hyperspace makes us do, and the fellow TIE striker fans have been putting Ruthless of all things to good use. Pretty neat. Of course, many players with small collections have tried a bunch of combinations already, and if they are ready to proxy I'm okay with that, too. Edit: this thought was spurred by comments regarding the potentially limited number of copies of Starbird Slash in Heralds of Hope. Yes, it would be fun to fly a swarm of S-Slashing A-wings, but it is also interesting to figure out which two pilots would function best with the upgrade if you only had a couple of copies. Or if you have only generics, where do you deploy your Starbird Slash A-wings in relation to the others? These questions help you figure out what you want to accomplish, and to evaluate how you played to see if you got it. This leads to improved skill at the game.
  2. I wish they would just tell us what's next already!
  3. Actually making them the same price was a happy accident, but I did want them in the same ballpark. Consider the Ion Missiles added!
  4. Bummer. Just finished watching, and you're right: they don't mention Resistance wings. Sad face. I guess X-wings are fine with Veteran Wing Leader, and RZ-2's don't like being in a wing anyway because it limits their turret shenanigans (can't rotate in a wing). So not much lost. I agree, structures will be very interesting. Curious to see where they take that concept.
  5. Let's get the bad news out of the way: they didn't announce any new Epic or Huge expansions. But they did share some interesting information. The Eta-2 Across Interceptor will come with a hyperspace ring to let that ship (and the Delta Aethersprite and V-wing) be placed in reserve and come into the battle later, docked to the ring. Why is this interesting? Because they said on the stream that the ring will not be Hyperspace legal OR Extended. It's for Epic Battles and scenario play only. That's so interesting to me! Here, they have a popular ship releaseing for standard play that will come with components specifically for Epic/scenarios. I guess it's not too weird, considering the obstacle pack and munitions pack came with scenario cards. Also, it seems the Heralds of Hope expansion is going to come with wing cards! Yes!!! (If I heard correctly, that is - my stream cut out for a few seconds right as they started talking about Epic). This is such a natural way to release these cards, rather than another Epic-specific pack that will come with components/cards for factions you may not even own. They said this is something they plan to do going forward, sprinkling Epic/scenario/casual play content in standard expansions. I am all for it! In fact, I don't play my Resistance ships in Second Edition very much, and I already have 6 T-70s, so I talked myself out of buying Heralds of Hope. But after learning about the wing cards I am now considering picking it up after all.
  6. Well, here we are 2 months later. I'm settled into my house and I haven't tried solo Epic yet. I've been busy with a lot of painting Runewars and playing X-wing head-to-head standard with my oldest. If this says anything, I think it's that the solo rules were apparently not good enough to make me prioritize them over other ways to spend my hobby time. I think the strength of the solo movement rules is also the weakness. You only need one chart to run any ship in the whole game, even future ships, but the catch is that you have to interpret that chart for each ship. HotAC has a chart for each ship, so you have lots of tables you have to look up, but you arrive at the outcome a bit faster, with less mental gymnastics. The second struggle is balance. The solo rules give you a good baseline for how to build a squad, but the range of acceptable points for the AI squad is rather large. The result: I don't know if it's going to be too easy or challenging, or if it will be just the right level of challenge when I finally pull all these ships out and set it up. If I intended to play a lot more Solo Epic, I would accept that it's just a learning curve, but I honestly think this will be more like a one-off game. This is still on my radar, but I'm not sure how soon I'll get to it. I'm going to see if my oldest is interested in running one of the X-wings with me against the AI, which sounds a lot more fun than playing by myself (the number of games I played against myself when X-wing came out in 2012 were not a few!). But he's such a die-hard Scum and Villainy player I don't think he will go for it.
  7. My vote is for the Raider. The CR90 can't run forever, and eventually will have to turn so as not to run off the board edge, allowing the Raider to close to range to use its ship ability and do a 5-dice primary followed by a 5-dice Proton Torpedoes shot in bullseye. Add in Targeting Battery for action economy, and it's a real threat. The question I have is how much damage the CR90 can realistically dish out with the Turbolaser Battery before the Raider gets in range. My hypothetical builds: Alderaanian Guard (146) Turbolaser Battery (13) Ion Cannon Battery (5) Saw Gerrera (9) Magva Yarro (8) Damage Control Team (3) Bombardment Specialists (6) Tibanna Reserves (3) Liberator (5) Ship total: 198 Half Points: 99 Threshold: 13 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZeZ500Z368XW273W269W58W51WW277W275W285W292&sn=Unnamed Squadron&obs= Outer Rim Patrol (146) Proton Torpedoes (13) Ordnance Tubes (1) Targeting Battery (6) Agent Kallus (5) Damage Control Team (3) Ordnance Team (4) Boosted Scanners (8) Instigator (6) Bombardment Specialists (6) Ship total: 198 Half Points: 99 Threshold: 14 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZeZ500Z369XW136WW271W270W15W277W280W283W300W275&sn=Unnamed Squadron&obs=
  8. I have played the new Fly Solo rules a handful of times already, and it's pretty fun. You definitely need to be outnumbered to make it fair, and the opponents do some really stupid maneuvers sometimes, but even still, I've won as much as I've lost, so it's a challenge. In the document they mention even being able to use this system with huge ships, and I am dying to give it a try! Did anybody else catch that? They also mention "protect the transport" type missions, which I've quoted below. With that in mind, my first Epic solo game will likely be escape from Hoth, with a pair of X-wings defending a GR-75 transport from waves of enemy TIE fighters. I'm really excited to give it a try! The catch: I'm moving this week, so you won't see a report for a while. But I wanted to throw this out there in case anybody else wants to try a similar scenario. Should be fun!
  9. Bump. We're getting some good discussions on this channel, and I encourage you to come by and talk about this awesome game with us!
  10. Just a heads up that Cluster Missiles don't work with the Raider for multiple attacks. From the Rules Reference: "If an effect grants a huge ship a bonus attack that is a primary attack or a special attack with an “Attack:” header, it can perform only one bonus attack using that primary attack or “Attack:” header per round." The rub is that Ordnance Tubes causes you to fire ordnance as bonus attacks. And since the text for Cluster Missiles allows you to spend a charge to perform this attack again as a bonus attack, you're double dipping on that same attack header as bonus attacks. To get around it, you'd have to leave Ordnance Tubes off your Raider and fire the missiles as your main attack, but then you're giving up your primary attack in order to use Cluster Missiles. Cluster Missiles still serve their purpose on a Raider as a close-range 3-dice weapon with 4 charges, so it doesn't need to be reloaded often.
  11. They are cheap, it's true. How do you equip your double C-ROCs? Because I don't feel comfortable adding more than a single weapon on the GR-75. Probably just a Targeting Battery. But if I'm feeling really adventurous... GR-75 (65) - Luminous (12) - Point-Defense Battery (9) TOTAL: 67 Luminous not only grants an additional +2 energy capacity, but also allows the ship to deploy far forward to get enemy ships in range of the Point-Defense Battery sooner. Follow up with something like Quantum Storm behind it firing the Targeting Battery and using most of its energy to recover the Luminous' shields and you've got a pod of whales that's tough to crack. If you kit them out generously you're looking at roughly 150 points of GR-75, so at the 300 point level you've got half the squad still available for other ships. I think RZ-1 A-wings are a good balance because of their 3 agility compared the transports' 0 agility. P.S. I just realized these are Rebel builds, not Resistance. If you play with Resistance you won't be able to use the titles, but it could still work. Maybe. In fact, without the titles you'd have more points for the rest of your squad.
  12. Thanks for sharing. I've been on an X-wing hiatus since the lock down started. Been playing lots of classes games withthe family. But yeah, that Epic urge is hard to scratch these days. The online venues don't support Epic yet; maybe not ever. ***** I totally agree with your assessment of Bodhi. There is a lot of potential there, but I hesitate to make it a core part of the list because it paints such a big target on his head. Interestingly, this is the same problem I have with the GR-75. You can tool your list to really take advantage of its ship ability, but as soon as you start adding upgrades it becomes a target. And it really doesn't have the durability to be a target. Ideally, you send in a group of fighters to draw fire, than rock up there with your transport to start repairing the squad's shields, causing your opponent to question their choices in target priority. But like you said, the slow maneuvers of the GR-75 can make that a challenge. I simply haven't put it on the table enough to get that down. On the other hand, ships blow up in Epic. It's just going to happen. So maybe I shouldn't worry so much about these guys getting shot out of the sky, and just bring enough hearty threats to exact revenge.
  13. I just picked up Latari, and I find this thread supremely helpful. Great insights! I'm mostly commenting to make sure I can find it again. 😁
  14. My kids and I have been playing a lot of Rune Age, and my oldest is SO sad there are no Orcs for Runewars. We are picking up some more units to flesh out the existing armies (if for no other reason than to practice painting). And if they like the game well enough, we will definitely be testing out some fan-made Orc material.
  15. Eeehh....well....I can see the argument, but I don't think it holds up. Okay, so the key areas in these rules are "A player can select a wing leader and form a wing" tells me that you don't have the option of forming the wing or not. By equipping a wing leader card, you already are giving him wingmates, and your even assigning them specific positions in the wing as well. "During the Place Forces step of setup, the entire wing is placed immediately after the wing leader is placed at their initiative" (emphasis mine). Notice it doesn't use the word "may" anywhere in there. When you choose a wing leader, he/she has to set up with his/her wingmates on the field. I'm sure future upgrades will explore design space around setting up a wing that is already split, but it will likely be part of a scenario rather than general rules.
  16. It's true. But my style is more in the vein of launching generics in the system phase to royally mess up my opponent's flight path. I like having Soontir out and about to draw fire and be an annoyance since the guy is viewed as a threat, but doesn't hit any harder than a generic TIE interceptor.
  17. That's more than I remembered. I loved the 3-part Wraith Squadron Series (Wraith Squadron, Iron Fist, and Solo Command) but Mercy Kill didn't feel right to me, nor was it entertaining. Sadly.
  18. Minor point: "Ships that are part of a wing cannot be docked or placed in reserve unless a specific scenario dictates it." (Epic Rules Reference, p5 under "Placing Wings During Setup") But keeping Soontir docked until the herd has been thinned is a great tactic generally.
  19. Minor point: "Ships that are part of a wing cannot be docked or placed in reserve unless a specific scenario dictates it." (Epic Rules Reference, p5 under "Placing Wings During Setup") But keeping Soontir docked until the herd has been thinned is a great tactic generally.
  20. The other problem is that you'll often use your wing leader to reposition, meaning they will lack a green defensive token. Some pilots are able to both move and get a defensive token like Soontir Fel. But the ones that will probably do alright without a token because they have enough green dice to compensate are also the ones for whom Stealth Device costs the most. *Shrug* I think it's worth trying a few times, but I always seem to find better uses for my points than Stealth Device on a wing leader.
  21. Going to have to agree with that one.
  22. Question: Do you keep Wege's S-foils closed to allow for boosting, or open for maximum dakka? Or do you mix it up? EDIT: Also do you prefer named pilots or generics flying with Wedge?
  23. Hear! Hear! I have my Runewars painting queue on the shelf so all those skeletons and wraiths tell me every day, "Don't forget to paint me!" I had so many good experiences playing this game. My biggest regret is not attending worlds. I seriously missed out.
  24. Parakitor

    Vassal Matchups?

    League Season 7 is coming to an end in a couple weeks, but here's the link to a lot of Vassal information and resources. https://xwvassal.info/ Historically the Slack channel has been a happening place, but it's been quiet this season, probably because people get a lot of their conversations on various Discord channels.
  25. Even in first edition Alpha Sq. Interceptors were fantastic in Epic. I launched them from the Gozanti, which back then effectively meant they moved at PS 10, and they could get some great shots early on out of harm's way. I would use the Gozanti to buff them with focus and evade tokens so that when one of them was attacked, it was as durable as Soontir Fel. Those days are past, but the increased versatility of generics, combined with their cheaper price and the advent of the wing mechanic makes TIE interceptors a real joy to fly in Epic. Note: do not be afraid to drop out of the wing to pincer or block in unexpected ways.
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