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Everything posted by Bort

  1. I think its because they are so toolboxy that you don't see more. They get assigned specific jobs/roles in the squad, while vultures fill the spam for cheaper.
  2. But that's my point. Dice happen. There are a lot of other aspects to the game. Starts with army building. (So army selection), and then moving correct (Dial selection) and then choosing the correct targets at the right time (and much much more). But its this last part I feel I overdo. There are a lot that can be said for correct target selection, but I feel if I leave Math out of it I may be happier with the outcomes. Instead of calculating the odds, then rolling dice that are one random sample in a sea of probabilities, and then complaining because I didn't roll average or above. Maybe its just a personal opinion.... besides, try as I might I struggle to switch off the math calculating.
  3. So relating to the thread.... do you guys think its really better to know the odds when playing. I'm relatively strong math minded. So I can usually quickly determine the odds of something good/bad happening. But it feels lately that this is just putting me in a bad mood when I believe things are going "below average". I mean, the odds of rolling 3 crits are 1/512 yet we all see it happen against us right. Or that 2 red dice coming from you at range 3 obstructed and both landing. Small odds, and yet, it happens. I know it might just be my rotten mindset, but still. Maybe if I didn't overthink the maths behind it all, and just rolled the dice and see where things lead I may be happier with my games. So do you think in this case ignorance could be bliss?
  4. It feels like I should have many things to contribute. But I also tend to remember the times I go 2 rounds of attacks with 3x IG2000s and get 0 (yes not a single one) hits, but then forget the times when things go astronomically good. I can say in my last 3 or so games the situation came up twice where I roll 3 attack dice, roll 3 crits, and opponent then rolls 3 evades. But then if you actually do the maths the chances of rolling 3 evades are waaaay higher than rolling the 3 crits. I do fear the range 3 obstructed shots though. They seem to do more damage than range 1 shots.
  5. My CIS experience is quite limited, but to just give an alternative view I played the following recently: 4xVulture-class Droid Fighter - Trade Federation Drone - 24 Trade Federation Drone - (19) Energy-Shell Charges (5) 2xVulture-class Droid Fighter - Trade Federation Drone - 20 Trade Federation Drone - (19) Grappling Struts (Closed) (1) 2xHyena-class Droid Bomber - Techno Union Bomber - 32 Techno Union Bomber - (25) Proximity Mines (6) Landing Struts (Closed) (1) Total: 200/200 Also 8 ships, but only I1. The ESC for that initial R3 engagement is worth it in my opinion. And I stand by the usefulness of Prox mines. The main problem I find in taking either TA-175 or Kraken is it simply puts a giant bullseye on one ship. Guess you can use that to your advantage and use the Belly as bait to set up with the droids. On the other hand, I did have a turn where most of my ships did a k-turn all in the same turn, which meant almost no calculates. If I had a Kraken I could have at least carried over some from the previous turn. Maybe with more swarm type lists currently there is value in taking I3 instead of I1, but I felt the guarantee move first + action and lots of blocking was to my advantage. Most ships are going to shoot before you anyways, so rather save the points for upgrades. Just a thought. As for Kraken vs TA-175. I feel Kraken is the better option because TA-175 kinda leaves the timing of the calculate distribution in your opponent's hands, but I will need to fly both a bit more before I can really say.
  6. They don't need to do anything to make ppl buy stuff. Heck, they slap a different paint job on an already existing ship and people flock to the shops. Yeah, we are all a bunch of druggies. 😜
  7. I absolutely suck at placing bombs. More often than not hitting myself and missing the opponent. Proximity mines on the other hand are gold. Just last night I did 3 damage to Darth Vader from a lowly CIS Droid TUB dropping a prox mine. Sure it was pure luck to get 3 damage (which also killed Vader). But even getting that 1 damage through his dodgeings, agility and force makes it worth it.
  8. I just have one question. All this hoo-ha about Boba. This is purely a function of what other can't bring to HS anymore right, rather than Boba being broken now all of a sudden? Boba didn't even get a point reduction. Contraband and Slave 1 went down by 1 points each. So that's a total of 2 points. So what is it that made Boba go from a no-show to an all out monster? My point is very little changed in the Scum lists, it's more other lists/pilots that got removed while Boba stayed almost exactly the same that now makes him somehow shine. So is he now good, or has he always been this good and simply been overlooked the last 6 months while everyone was shouting about Nantex and Jedi?
  9. And I hate that so much that I'm willing to derail a thread. Aces High really should award points for first opponent damage done, and final opponent damage done. As written too many dumb loop-holes to deny points both for the 1st point and the final point. Ok, so to get back on topic. I struggle to get bombs to work. But mines I like.
  10. Well, not going to comment on your list directly. But what I will say is I get a lot of "Boba is HS king" vibe at the moment. (which I don't agree/disagree with necessarily) My point is, you should definitely keep in mind how your list beats Boba going into a tournament, because chance seem to be fairly good that you will face him.
  11. Bort


    Ooh. I like math, but I absolute LOVE pointless complex boardgame math. Especially the pointless part. And this definitely falls into that category. And I love it so much I gone and manually double checked your calculations. Which was in itself pointless because you did a superb job.
  12. I actually played Asajj, Latts, Plutt yesterday vs. Boba Koshka. I enjoyed the game. Both Asajj and Jabbernetic Bus are fun ships to fly. But I did end up losing horribly. There were some unfortunate dice results. I had target-lock + focus on Latts almost every turn, and I think I used the focus maybe once. I roll blanks so much. But mostly I got outflown by a very good player. Think I stripped Boba's shields. Koshka had 2 dmg on. And I was left with Latts with like maybe 10 stress, 6 hull, and nothing else. Latts, Jabba, Contraband, Han [75] Asajj, 0-0-0, Shadow Caster, Baffle, Hate [89] Plutt, Proximity Mines [36] Lost Plutt before he could drop the 2nd mine, but only because Plutt ended up between the 2 firesprays and became an easy target. Never used the Baffle (contraband would probably have been better). Never used Latts' ability. The ship with the target lock never ended in R1. Plan to next time switch Latts for Bossk and go for a more aggressive list. Maybe drop 0-0-0 for the points. Probably swapping out Plutt for a more aggressive option as well. Sunny / Seevor. *EDIT. PS. I don't own any Debris fields (hoping that the obstacles box will actually hit South Africa some day), and I do think this list will do better with Debris than asteroids. Mostly because it gives the Bus a better play field.
  13. My X-wing world is so much different from you guys. And I'm glad I'm in mine. I don't really play tournaments, so I guess that says it all. But we almost always play till total annihilation, only calling time when the shop wants to close up or we want to fit in another game before people leave. That being said, I can't even imagine a game going on for 75 minutes without any ships engaging. In most of my games people approach quite hard and fast the first 2 turns.
  14. My last game with Asajj had the following: Asajj, 0-0-0, Hate, Title, Rigged Cargo [91] 4-LOM, Advanced Sensors, Title, Autoblasters [63] (After game think Elusive > Autoblasters) Zuvio, Prox mines, Pattern Anaalyzer [44] [198 total] Hate worked good, but mostly because I was facing equal and lower initiative pilots. 0-0-0 + Asajj + 4-LOM handed out quite a bit of stress. Making the tractor from Title and tug much better. The choice to take the 90 degree turn became a real hard one. But I will definitely try out your variant too. Jabbanetic busses is becoming a favourite for me to fly.
  15. I would argue that the original idea works. On turn 1 the docked ships' "undocking" goes into the queue along with all other initiative 1 system phase things. But then, after undocking we are (a) still "During the System Phase" and (b) still at initiative step 1. So I see no reason that the "lose 1 energy" shouldn't now go onto the queue and be resolved. My interpretation of this is in rules ref p3 "Ability queue" Point 3. "If resolving an effect from the ability queue triggers additional effects, they are added to the front of the ability queue using the above rules." Does deploying constitute an "effect" that triggers additional "effects". I would argue definitely. You deploy, you make a maneuver. You can even perform an action (with all effects as normal). So after deploying the ship, both the "during system" and "not docked" are still valid, and ship loses its charge. Actually, I don't think you even have a choice about this. It HAS to lose a charge, because you can't put the charge loss ability on the queue while docked, and hence can't let it trigger and fail before undocking.
  16. You calculated wrong 64 + 19 != 85
  17. Related to this. Is "after you defend" the same as "when you stop being the defender" and is this then the same as "after an attack" (ie after step 6) ? In language sense I would argue it's the same thing. In technical game rules terms, I don't know.
  18. Yup, that is how I argued. So thought I'd check if there is anything obvious I'm missing to prevent that interpretation.
  19. A question came up last night in our game. If I try to move you with a tractor beam, but the action fails due to another object ship being in the way. Do you then still get the option to "stress + 90 degree turn"? We played it that you can't, because you never got moved which is the trigger for it. But clearly the intent to move the ship was there. I.e. I tractor a ship. Rules then gives me an choice. I can choose to do nothing OR to move the opposing ship. If I choose the latter option and then the Rules give opponent a choice. He can choose to do nothing OR take stress and rotate. Even as the tractor player in this scenario I felt it would be fair enough if he gets his choice. I had my choice, my bad luck that my choice failed because the ship couldn't fit in where I wanted it to. But since it never technically moved the opponent he doesn't get his choice? *edited object to ship. Since ships being in the way wil cause me to fail. Obstacles obviously won't.
  20. Slight necro (But I only get the chance to play every other week, so my thoughts and updates are slooooow inbetween) Finally got a chance to test the new tractors. List I ended up fielding: Asajj, 0-0-0, Hate, Shadow Caster Rigged Cargo [91] 4-LOM, Advanced Sensors, Mist Hunter, Autoblasters [63] Zuvio, Pattern Analyzer, Prox Mines [44] Total [198] Played against FO, 4x SFs + Backdraft, all with optics and crack shot. I suspect the list did better than it would normally do because opponent had lower init and I could move Zuvio + tractor after he went. Ofc for the tugboats there are equal advantages to going first and moving them before they go, but in our game tugging them last helped a lot. The main idea between 4-Lom and Asajj was to hand out stress a lot, and thus making the tractor option to "stress+90 degrees turn" a real hard choice for the opponent. Won by a slight margin, only Zuvio left. ----------------------- Comments on the list. I never used the Autoblasters, not certain it is needed on 4-Lom. Will swap it for Elusive next time. Never got to drop the rigged cargo, but its still something I believe can be put to good use in this list. I know most prefer HS instead of Hate for Asajj, but against the lower init swarm this turned out to be the better option for this game. The threat of Zuvio dumping a prox mine front or back really worked well. I prefer prox mines simply because I tend to fly right onto my own proton bombs while doing nothing to the enemy. My mine laying on the other hand is quite good. ----------------------- Comments on Tractor mechanic A lot of tractoring did happen, so at least the mechanic got tested which was the point. It was equal parts good and backfire. A couple of times the opponent could use the 90 deg turn to either get a much better shot than he would have had, or to at least ensure he doesn't fly "over" the asteroid I planted him on again in the next turn. On the other hand the stress along with the added stress I dished out through my scum shenanigans meant there were a lot of double stressed ships.
  21. So as the experienced player it is your job to teach him "to just say no!" to 2x JM5s. But seriously, this army of yours seems like something I would like to try. But between all your text walls I'm not 100% certain what exactly you are fielding. I'm guessing: 2x Bounty Hunter, Perco, Cybernetics 1x Skull Hunter, with Fearless/Outmaneuver (not certain) That it? No bombs in the end.
  22. Wait what? Tractor rules keeps changing, but Ion rules have been the same now for a while. Unless I'm missing something.
  23. 4x Black Sun Assassins with Predator at 50 points each is an old thing. 4x Skull Squadron Pilots with Fearless at 50 points each is a new thing. But due to not having 4 of either one of these I was wondering what you guys think of flying 2 of each. Is the fact that I can't really formation fly them making it much worse than either spam list? I was thinking that you could send the 2 fangs down the middle for the joust, with the 2 vipers on the sides for flanking.
  24. As a scum player I'm loving this idea. All the rule complications aside... it just feels like something that must be done.
  25. I see a lot of IG + IG + J5k lists popping up. To me it feels like just forcing in the J5K there simply because it has a crew slot and a cannon. But really, I would much rather take 4LOM with 88D crew, or strait 3 IGs. Granted the j5k is cheap, so it allows for some additional upgrades on the IGs... but still.
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