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Posts posted by Tawnos
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Honestly, the biggest problem with your squad is that, between Roark and Swarm Tactics, you've got 21 points tied up in a PS bid that buys you absolutely nothing again a TIE swarm.
And I see what you're trying to do, chaining Roark into Wedge's Swarm Tactics. But Wedge is already PS 9; bumping him up to 12 has marginal value at best, even against non-swarm squads.
As has been suggested, try dropping Roark (along with his upgrades) and Swarm Tactics and tossing in Biggs, or even another Rookie or Blue. Sometimes, the best answer is more guns.
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Is not the title of this thread your hypothesis? And your very first statement in the first post?
Vorpal Sword and Danthrax reacted to this -
I mean, I think we all want to live in a universe where we can put DTF, Determination, and R5-D8 on Chewbacca.
In this bizarro alternate reality, I play Rebels. Ergo, I know this bizarro alternate reality doesn't exist.
IvlerIin and DraconPyrothayan reacted to this -
I agree; Focused Concussion Missiles have greater potential. Mostly because they get the full efficiency of the Focus token with as little as one eye rolled, where Torps only get a bonus from Focus if they roll more than one eye.
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Hey, I'm just pointing out the fact that Ten's Marksmanship Ion Cannon isn't a guaranteed hit, that's all. Whether it's still worth it to force an Evade action it a matter of opinion, one that we disagree on, apparently.
DraconPyrothayan reacted to this -
Within the current gameplay, Missiles have an edge. Concussions basically guarantee at least one hit before Focusing. Regular Protons turn a hit into a crit, but less guarantee of a hit, and upgrading hits to Crits only matters when shields are down. They also tend to be less of a damage boost, as most of the ships that can equip them already roll three attack dice, and B-Wings/Firesprays are going to be better served by a Heavy Laser Cannon.
Advanced Torpedoes are good, especially against low Agility targets, but Cluster Missiles also excel against those same targets at a longer range.
Proton Torpedos turn a Focus to a crit, not a hit to a crit. In terms of "chance of hitting" without a Focus token, Proton Torpedos and Concussion Missiles are identical, with a slight edge given to Torps for their extra hit being a crit.
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If he gains a guaranteed crit (via that E-Wing Pilot or Marksmanship), he will automatically land that ion shot.I hate meta. I know it greatly impacts the game, but I often find myself wanting to go against it entirely. So imagine you're playing in a tournament that rewards unique, yet functional lists - what would you fly?
A list I am pondering is to build around Ten Numb with an Ion Cannon. With his pilot ability, he should be extremely accurate. Add in a TL and you should hit pretty much every time. Just not sure how to build off that with the points left.
Pair with folks that create stress, or with folks who rely on range 1 to be effective.
The latter are usually also excellent blockers, defending Ten.
Not necessarily. Evade tokens can still cancel Ten's crits.
But not many people ever take them. Though if they start taking Evade instead of Focus, I think it's worth it!
Not saying it's not worth it to force the Evade action. But, be aware it's not an automatic Ion hit, as was claimed.
Still, when you think about it.....Evade costs nothing in terms of squad points. So, if I can take Evade to negate the 6 point expenditure of Ion Cannon + Marksmanship (not to mention the opportunity cost of running Ten in the first place), then it's debatable as to whether it's "worth it" or not.
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- Captain Kagi, Sensor Jammer, Rebel Captive, Flight Instructor, Engine Upgrade (42)
- Carnor Jax, Elusiveness, Stealth Device (31)
- Royal Guard Pilot, Elusiveness, Stealth Device (27)
Something that's been banging around in my head since I got my Imperial Aces. Sensor Jammer and Carnor Jax are a match made in heaven. Throw in Captain Kagi to keep TLs off the Interceptors, and you've got something going.
Carnor also increases the effectiveness of Elusiveness by 25%.
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I think Missiles have a better array of game effects that makes them more generally useful. Torps have their place, but they tend to be niche (either on pilots that thrive on critting, or pilots that love being in Range 1).
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I think the point that Osoro is trying to make is that there's a lot of theorycrafting done on squad building, but the data that would truly be useful in determining how effective any given point expenditure really is is lost due to lack of tracking software for tournament play.
I don't really see the connection between having useful data collection tools and players becoming ravenous jerkwads. I think that mentality spawned in MtG due primarily to the fact that there tends to be large quantities of cash on the line in the MtG competitive scene.
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I hate meta. I know it greatly impacts the game, but I often find myself wanting to go against it entirely. So imagine you're playing in a tournament that rewards unique, yet functional lists - what would you fly?
A list I am pondering is to build around Ten Numb with an Ion Cannon. With his pilot ability, he should be extremely accurate. Add in a TL and you should hit pretty much every time. Just not sure how to build off that with the points left.
If he gains a guaranteed crit (via that E-Wing Pilot or Marksmanship), he will automatically land that ion shot.
Pair with folks that create stress, or with folks who rely on range 1 to be effective.
The latter are usually also excellent blockers, defending Ten.
Not necessarily. Evade tokens can still cancel Ten's crits.
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Not quite correct. In Step 4 of your example, determining if the defender is "hit" or not includes determining which die results are uncanceled. DTF kicks in immediately at that point, since its wording says that it triggers when "a friendly ship is hit by an attack," and you have to make your decision of whether or not to DTF on an uncanceled crit before any cards are dealt, faceup or otherwise.
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Emperor palapatine crew card, cost 5
Maybe shuttle only
All enemy ships within range 1 lose 1 atk.
Cards with blanket AoE effects are difficult to balance. My gut tells me that not only is a cost of 5 vastly undervaluing this card, but that this also hurts Empire squads much more than Rebel squads, since the most common Imperial ship (the TIE/ln) becomes impotent in the face of Palpatine. And that, thematically, makes little sense.
I like the idea of a Palpatine crew card, but it should probably be some Force-related power, which, to me, says something to do with Focus or stress.
Palpatine was suspected of having great powers of battlefield control, to the point of single-handedly boosting the morale and efficiency of his fleets with nothing but the Force. So, here's my proposition:
Emperor Palpatine - 6
At the beginning of the Combat phase, choose one friendly ship at Range 1-3. That ship may perform a free action, or you may remove one stress token from that ship.
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It's not valid to compare the TIE Advanced to an X-wing in the first place. There's this misguided assumption that the Advanced is the Imperial's X-wing. It's not. A pair of TIE/lns are the Imperial's X-wing. For reference, see the core set.
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Nevermind, I was still thinking GSP for some reason. Carry on.
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I'll certainly be running Tycho with PTL and Daredevil. At 30 points he'll be amazingly fun. Probably Stealth him for an even 33... See how he stacks up to his old Buddy Soontir.
(also Arvel plus Daredevil will be amazingly fun.)
Understand that you can't use Daredevil and get the free action from PtL. Not saying that having both is bad; it certainly gives him a lot of options. They just don't work together is all.
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Don't forget that the Ion Pulse Missiles do not require you to spend the TL to use them. Another point in their favor.
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Also, PtL + Squad Leader could be really nice on Tycho as a wingman for a heavy hitter, like a Blue or Dagger. It's like having PtL on the heavy hitter, but Tycho can eat the stress for them.
Or you could chain Tycho's PtL into PtL on someone else and still have an action on Tycho. Ibtisam comes to mind; three actions per turn for her could be nice. Means she can always use her own action for Barrel Roll positioning, then still get TL + Focus from Tycho.
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Determination is kinda useless with their 2 hull. Presuming that they take 2 crits to their hull, there's only a 45% chance that one of them would be a pilot crit anyways. Nothing game breaking here, and frankly, there are better talents for 1 point.DTF... not something I want to put on my A wing, I'd rather someone that's easy to hit with lots of health take the crit instead of my elusive low health A Wing.
Oh, I dunno....I could see a GSP with Chardaan Refit, Prototype Veteran, Hull Upgrade, DTF, and Determination. It's only 23 points for a relatively tanky eater (and possibly discarder) of crits.
Probably still inferior to Luke with DTF and R2-D2, but still. There's synergy to be had between DTF and Determination, and they're cheap EPTs.
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1) Large ships with multiple firing arcs. They're difficult to ionize in the first place, and more difficult still to stay out of their firing arcs even when you know where they're going.
2) Use low PS ships to control your ionized ship's movement. Better to have a decent position with no action than an action with no shot.
3) Use low PS ships for action denial. Ion squads rely heavily on getting Target Locks to push their ion hits through. Deny them that and your ships will move freely more often.
4) For Rebels, use Biggs. If you're up against Y-wings with Ion Turrets, put him in their primary firing arc. No Ion Turrets. If you're up against B-wings with Ion Cannons, well, at least only Biggs will be ionized.
5) For Imperials, consider Captain Kagi. Life's a ***** when you can't Target Lock the thing you really want to Ionize.
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Revanchist reacted to this -
The interceptor's best defense is its maneuverability. If you're not making judicious use of Boost and Barrel Roll, then you're likely leaving yourself open to unnecessary attacks. Kanos requires that you give up the best feature of the Interceptor for an Evade, on the off chance that higher PS pilots don't strip it from him before he gets a chance to use it.
Without an EPT, I think Kanos is meh at best. He's certainly got some "big play" potential, but the risk is too high to justify the reward.
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The ability to perform the fabled 135 degree turn is definitely tempting.
Man, I really thought the discussion on this thread would trend towards the points spent on the filler TIEs and the Seismic Charges. It's kinda awesome that it went completely the other way.
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Define "generally accepted". It seems clear to me that "immediately" has mechanical implications on,for example, Heavy Laser Cannon, Rebel Captive, Squad Leader, and Advanced Sensors; if you rule that it doesn't mean anything, then those cards (at least) all have to have separate FAQ entries that tell you when stuff is supposed to happen. If "immediately" has its commonsense meaning (i.e., "do this right way, before you do anything else"), then it's clear how to resolve all of them.I will grant you that there's no specific ruling on this matter, and that "generally accepted" is my perception of the community as a whole, and of the TOs in whose events I've had the pleasure of playing. I've not actually heard anyone raise concern about FCS + Gunner since the release of the FAQ with the ruling on the Vader crew card.
But, that's based on my on perceptions, not on official ruling, I will concede that. However, I don't expect any push-back from TOs if I show up at a tourney with Buzzsaw. If the TO has an issue with it, I'll simply do as Englishpete is suggesting and swap out the FCS and Seismic for Adv. Sensors.


Would this be considered cheating?
in X-Wing
Posted
Nope. Dial selection/placement is done in the open. If you can intuit your opponent's selections because they're not taking sufficient precautions with their dials, good on you.
That's why I usually do a couple back and forth spins before locking in my selection. I do so love it when people pick up their dials, look at them, and place them with no change whatsoever. Second verse, same as the first, amirite?