Jump to content

pianoplayer3991

Members
  • Content Count

    28
  • Joined

  • Last visited

About pianoplayer3991

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Culver, Indiana, United States
  1. Hello all. I'm competing tomorrow and am looking at taking an XXBB PS4 list, or a BBB PS4 and HLC w/ FC list. If anyone could tell me what I might expect from a mirror match (I almost never play rebel vs. rebel) and how likely it would be for someone to bring a hard counter to either of theses lists, I'd really appreciate it. Also, any other (specifically anyone who has already competed this weekend) would be great!
  2. Hello all. This came up in a game I played over the weekend. I had Yoda enhanced with both Makashi Training and Shi-Cho Training. Makashi Training gives the unit targeted strike, and Shi-Cho reads "Damage from enhanced units unit damage icon type may be divided among any number of participating enemy units". Now I in my mind feel like if I'm making a targeted strike, then I'm bypassing the requirement for enemies to be participating. Thus I should be able to also ignore that same requirement when dealing with splitting damage with Makashi Training. My opponent argued that you had to do one or the other, and that if I used targeted strike, then it excluded the Shi-Cho Training and vice versa. I sided with him to keep the game moving. So my question is what can be targeted when both of these are an option. Can you divide the damage in any combination between any enemy unit(s)? Can you divide the damage between any participating units plus one targeted strike unit? Or does one exclude the other?
  3. I've been running something very similar, but with recon specialist and ion cannon on Kyle, and Dutch instead of the rookie pilot so that you've TLs and focuses. That way you have three pilots at PS6 which is great. It's worked very well so far.
  4. I've played five games now using B-wings. Four of them I used Ten Numb with Marksmanship, Wedge with PtL and R2 unit, and Biggs to draw the heat. Ten Numb was absolutely devastating with his nearly guaranteed unblockable critical damage. And wedge was laying down TL/F shots every turn. With enemy fire focused on biggs, it wasn't too hard to maneuver Ten into good positions to fire, and the barrel is actually very useful for getting out of firing arcs (being a rebel player, I don't think I've ever used it before). With the Blue Squadron pilot I basically ran him up the middle to draw fire and soak damage, which it did beautifully before going down. I can tell you that the maneuverability is noticeably less than an X-wing (plus a lot of red moves), but not so much that it detracts from the B-wing's overall usefulness. The nameless pilots are great cannon fodder that can quickly turn deadly if not dealt with, and Ten Numb at least is pretty scary. The auto-blaster is the only thing that I don't like about the B-wing. Its hard to use consistently, and there's other things that would work better on a B-wing for that price in my opinion.
  5. I think 4 B-wings would be very tough to bring down. Focused fire from most squads would struggle to take down one a turn. With the upcoming Hull Upgrade, you're getting the same attack power as 4 x-wings, a bit less maneuverability, and almost double the health. With the hull upgrades, I'm pretty sure its the most hit points you could have in a squad. If you didn't want the extra hull, you could get fire control systems on all of them for the extra damage, or advance sensors for the extra flexibility. Thoughts?
  6. The only reason I could think of for you not being able to do that is the very specific wording on the cards. Advances sensors reads "...you may perform 1 free action." Push the Limit reads "After you perform an action (as in not a free action), you may perform 1 free action show in your action bar." So the question is whether or not a free action can trigger Push the Limit or not. If so, then I don't see any reason why you couldn't use Push the Limit in tandem with Advance Sensors.
  7. Yeah that's exactly right. There's no good single target for the opposing side, because the rest of the ships function exactly the same with any given ship destroyed. I feel like Executor has a good point that synergy builds can be dicey, but this build would have to go all the way to the end game before the synergy was lost, and maybe not even then. ForceM what do you think about switching the blaster turret for the ion turret on Kyle like Executor suggested?I haven't tried it yet, but it seems that the ion turret would make it easier to setup up attacks for all of the ships, and particularly Dutch who is the least offensive. However, even though the blaster turret takes a focus to use, I can still give Kyle a TL to go with it using Dutch. So Kyle can still put out some good 360 damage. So i'm not sure which one would be better to use.
  8. Even if you took out Garven, Kyle can still give a focus token to the B-wing, Dutch can give a TL to Kyle, and the B-wing has a TL for himself. So there's still a lot of damage output. Whereas if I traded dutch for a rookie pilot, or maybe a second blues squadron pilot, then the loss of either Kyle OR Garven severely hinders the squads purpose. What are you thoughts on that?
  9. This looks much better. Push the limits on Wedge with the R2 unit is a good combo. What are you thoughts on an advanced torpedo on wedge instead of the upgrades to biggs?
  10. So I ran a 1:1:1:1 rebel build last night that consisted of the following Dutch Vander 23 pts Blue Squadron (B-wing) 22 pts Garvin Dreis 26 pts R2-astromech 1 pt Kyle Katarn 21 pts recon specialist 3 pts blaster turret 4 pts I went surprisingly well, with the main focus of the squad being the capability of firing TL/F shots with almost every ship. The B-wing and Y-wing can soak a lot of damage when up front, and Kyle, Dutch, and Garvin just pass the TL and F all over the place to whoever needs them. It's not overly dependent on any one ship, so as the game progresses and ships are lost on the rebel side, the TL/F shots still happen frequently. Thoughts or comments?
  11. Just got my wave three ships in today and immediately started play testing some new builds. This is the best rebel build I've been able to make so far. Biggs Darklighter 25 pts Cloaking Device 3 pts Wedge Antilles 29 pts R2-D2 4 pts Marksmanship 3 pts Ten Numb 31 pts Marksmanship 3 pts Fire-Control System 2 pts I tried the auto-blaster but it was difficult to keep Ten in range 1 of anything, and I don't really know how to better equip wedge or biggs. Thoughts or comments?
  12. Hello all. My situation is this. I'm attacked by chewbacca, and I defend with the Devastator. The light side player wins the edge battle and strikes with chewbacca, dealing two damage to the Devastator. The Devastator then focuses to strike, but if it does it's combat damage to Chewbacca, Chewbacca retaliates double and kills the Devastator. So is possible to just assign the objective damage from the Devastator and not use the Unit damage? Or do you have to assign the damage to a target if there is one?
  13. I don't think i've seen this talked about yet, but I think both of these would be excellent additions for wave 3. These are both from "Tie Fighter" and were used fairly extensively in that game. You could equip your ship with a tractor beam, which would force an enemy ship to move in a straight line if caught in it, or you could equip it with a jamming beam, which interupted and enemy's target lock on your ship. The MAG Pulse Missle was only in a few missions, but it was a rebel invention carried mainly by the B-Wings in the game, and it essentially drained all of a ship's laser cannon energy when hit. These could easily be translated to X-wing miniatures. The tractor beam could be used as an action (or a secondary weapon), and could force a ship that it was facing (directly facing, possibly using a seperate beam weapon firing arc) to pick a striaght maneuver for it's next move (or at least some kind of limit to it's move options) and the Jamming Beam, using the same idea, could prevent ships from being able to aquire a target lock. The MAG Pulse missle could reduce a ships primary weapon (and maybe even secondary weapons) value to 0 for a certain ammount of turns (maybe 3). And, if it was B-wing/Tie Bomber exculsive, it would make these ships highly valuable for the next wave. I love the idea of all of these upgrades. Using a B-Wing to hit a firespray with a mag pulse, and essentially removing it from the game for a few turns. It doesn't do any damage, but it seriously affects how you would be piloting all of your ships. And likewise with the beam weapons, again possibly a B-wing/Tie Bomber exclusive, would complety change the meta in my opinion. Thoughts, Comments?
  14. I don't think i've seen this talked about yet, but I think both of these would be excellent additions for wave 3. These are both from "Tie Fighter" and were used fairly extensively in that game. You could equip your ship with a tractor beam, which would force an enemy ship to move in a straight line if caught in it, or you could equip it with a jamming beam, which interupted and enemy's target lock on your ship. The MAG Pulse Missle was only in a few missions, but it was a rebel invention carried mainly by the B-Wings in the game, and it essentially drained all of a ship's laser cannon energy when hit. These could easily be translated to X-wing miniatures. The tractor beam could be used as an action (or a secondary weapon), and could force a ship that it was facing to pick a striaght maneuver for it's next move (or at least some kind of limit to it's move options) and the Jamming Beam, using the same idea, could prevent ships from being able to aquire a target lock. The MAG Pulse missle could reduce a ships primary weapon (and maybe even secondary weapons) value to 0 for a certain ammount of turns (maybe 3). And, if it was B-wing/Tie Bomber exculsive, it would make these ships highly valuable for the next wave. I love the idea of all of these upgrades. Using a B-Wing to hit a firespray with a mag pulse, and essentially removing it from the game for a few turns. It doesn't do any damage, but it seriously affects how you would be piloting all of your ships. And likewise with the beam weapons, again possibly a B-wing/Tie Bomber exclusive, would complety change the meta in my opinion. Thougts Comments?
×
×
  • Create New...