Jump to content

crimzonteerz

Members
  • Content Count

    38
  • Joined

  • Last visited

    Never

About crimzonteerz

  • Rank
    Member

Contact Methods

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

Profile Information

  • Location
    Toronto, Ontario, Canada
  1. Hopefully I'm going to make it to a Kessel run event this weekend. I'm looking for some advice on my list. I haven't played the game in a very long time so something easier to pilot would be preferable and I have never played with asteroids yet! I definitely want a 4 ship build and would like to have two y-wings (i just love the ships). If I was ultra competitive I'd probably go 4 x-wings (i have enough ships) but if i could get a list that would give me a chance to walk away with a 4th place ship while fielding 2 y-wings that would be perfect. So 2 Y-wings with Ions are y-wing (18) + ion (5) = 23 y-wing (18) + ion (5) = 23 Totals 46 points, leaves me with 54 points to field 2 x-wings. x-wing rookie (21) = 21 So bare bones I'm at 67 points, leaving me 33 for a hero ----------------------------------------------------------- Wedge Squad y-wing (18) + ion (5) + R5 (1) = 24 y-wing (18) + ion (5) + R5 (1) = 24 x-wing rookie (21) = 21 x-wing Wedge (29) + swarm tactics (2) = 31 The thinking with fielding Wedge is to have an offensively minded list with the X-wings. Kill the important ships before they can kill you. Wedge with swarm tactics will allow the rookie to shoot with him. Hopefully they can kill something important early. The R5's on the y-wings are there to make sure their ion cannons are never knocked out. I'm afraid though that if Wedge is taken out early then I won't have much offence. Is it worth taking Wedge without Biggs? If I fly slow with the y-wings and let them ion some ships, will this help defend Wedge? ----------------------------------------------------------- Luke Squad y-wing (18) + ion (5) = 23 y-wing (18) + ion (5) = 23 x-wing rookie (21) = 21 x-wing Luke (28) = 28 Totals 95 points. The thinking with fielding Luke is to have a durable list. The X-wings will draw fire, hopefully Luke can last a bit longer. There are 5 points left over to spend. I could give Luke R2D2 and a R5 on a Y-wing. I could give Luke swarm tactics with an R5 and give all the Y-wings R5s. I could give Luke R2F2 with swarm tactics to have the rookie shoot with him. But I think I need to focus with my x-wing so they can kill ships. ----------------------------------------------------------- Dutch and Garven y-wing (18) + ion (5) = 23 y-wing Dutch (23) + ion (5) + R5-K6 (2) = 30 x-wing rookie (21) = 21 x-wing Garven (26) = 26 This is a very thematic list! The idea is that Garven and Dutch give each other focus/locks. I'm worried about how hard it would be to fly this squad as X-wings and Y-wings have different maneuver dials and I would have to keep them close. Also their pilot skills of 6 means I'm getting shot by Wedge, Luke, Vader and their swarm tactics friends. ----------------------------------------------------------- Dutch Squad y-wing (18) + ion (5) + R5-D8 (3) = 26 y-wing Dutch (23) + ion (5) + R5-K6 (2) = 30 x-wing rookie (21) + R2 (1) = 22 x-wing rookie (21) + R2 (1) = 22 Here the y-wings take the bulk of the points. Dutch hands out locks and his astromech helps. The Gold Squadron has R5-D8 to keep him alive. The two X-wings have R2's so they can do k-turns and fly around. The drawback is that everyone has low pilot skill and may be dead before they can shoot. Also what strategy should I have in regards to movement? Keep them in 2 separate groups? Y-wings fly side by side and X-wings take off to hunt enemies? Or should they all be one big blob? Is it hard to fly ships with different maneuver wheels?
  2. I made a quick little squad builder for those of you who like using excel. Hope you enjoy it. It can be found on Boardgamegeek here: http://boardgamegeek.com/filepage/86090/x-wing-squad-builder-lite Some screenshots of what it looks like. The rows for non hero pilots are expandable/collapsable, so that helps in viewing your squads.
  3. Because i have to be online to use it, or use my browser. There was another older excel squad builder and it was great. http://boardgamegeek.com/filepage/82149/star-wars-x-wing-miniatures-game-squad-builder-v2 I found myself using it all the time. But the guy who made it doesn't seem to want to make another so I decided to have a go at making one. An Excel squad builder has a superior layout to the html one imho.
  4. I'm making an excel spreadsheet squad builder that i intend to upload for the community when done. I have all the data entered and tables set up. However, I need help because I'm no excel pro and am having a hard time writing some formulas for data entry restrictions. For example, in dealing with Ship Modifications, there are 3 available but each ship is only allowed to take one. I want a formula that will restrict a ship to one mod. So how do i write the formula? Lets say that cell A1 is Engine upgrade, B1 is Shield Upgrade and C1 is Stealth device. I need excel to allow only one cell from A1, B1, C1, to have a maximum value of 1. I tried COUNTIF(A1:C1,">2") but anything under 2 triggers the error lol. I have a feeling this can be done with IF and COUNTIF functions but I'm at a loss as to how to do it. Any help is greatly appreciated!
  5. Parakitor said: Icedragon said: which can be used for knowledge and defense in addition to attack. Ha, i see what you did there! Yoda ftw!
  6. poloniumandrats said: It'd be pretty neat once wave 3 is out, assuming b-wing and tie bomber, to have a massive 1000point battle of endor, with all squads represented. Ya the battle of Endor would look pretty awesome with the right gaming table! Here are two Millenium Falcon vs 4 Tie fighter lists Escape from the Death Star Falcon (1) Solo (46) Chewy (4) Luke (7) Elusiveness (2) 60 pts vs Howlrunner (18) 3 x Black Sqd Ties (42) 60 pts Escape in the Asteroid Field Falcon (1) Solo (46) Chewy (4) Shield Upgrade (4) [they upgraded on Hoth] Push the Limit (3) [apropos for flying into an asteroid field] 58 pts vs Dark Curse (16) 3 x Black Sqd Ties (42) 58 pts
  7. Luke's Trench Run - 99 pts Luke Skywalker - R2 D2, Deadeye, Torps Biggs - Torps Wedge - Torps
  8. I took a look at shadowjack's old, and pretty awesome, post about reverse engineering the points for ships. Here's the link if anyone is interested. http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=734236&efpag=0 It seems like 2 weapons, 2 agility, and 3 hull are a sort of basic starting stat for ships. At 2 weapons, 2 agility, 3 hull and 3 shield a 2 pilot skill ship costs 17.5 points, or rounded up is 18 pts, just like the current y-wing. Here is the math An FFG Gold Y-Wing (2 pilot skill): ‘Squad Points’ = 2 + 2 + (2 – 2) x 8 + (1 – 2) x 8 + (5 – 3) x 4.25 + 3 x 4.5 ‘Squad Points’ = 18 ---- Edited Y-Wing (pilot skill 2) ‘Squad Points’ = 2 + 2 + (2 – 2) x 8 + (2 – 2) x 8 + (3 – 3) x 4.25 + 3 x 4.5 ‘Squad Points’ = 2 + 2 + 0 + 0 + 0 + 13.5 ‘Squad Points’ = 17.5 --- Maybe nefring the movement or taking away focus isn't necessary for balance after all. It might be interesting to have cheaper y-wings with no ability to focus, like tie fighter spam for the empire? However, Shadowjack couldn't find a direct correlation between points values for ships and their abilities on the action bar and movement dial. Anyway here is a pic to show a comparison with the current y-wing, including nerfed movement (no points subtracted for nerfed movement, although one could argue to round the y-wing down to 17 points with nerfed movement) What do you guys think, does this feel more like a y-wing to you or did FFG get it right with the 5 hull 1 agility? They cost the same amount of points, which would you rather have?
  9. NewTroski said: I agree that it shouldn't be the same difficulty to hit as the X-Wing. For people using the video games as a reference, try approaching it from a different perspective: Think about when you're fighting against Y-Wings. They are really easy to shoot down, it just takes a while to get through all the shields and armor. Hmm… I think I'll load up Alliance and see how many Top Ace Y-Wings I can take down with a standard TIE True enough, they were easier to take down than other ships. I just remember working miracles with them in the game, but then again I was a pretty good player. See how the top aces do. I haven't played Alliance in a while, that was such a fun game! There is a skin mod floating around that redoes all the skins with more resolution. If you google it, you'll find it. My thinking for the y-wing was to limit their movement as opposed to agility and the more I think about it, the more I like the idea of removing the focus action from their action bar to limit their combat effectiveness. Maybe only named pilots should have the focus ability.
  10. >A pure bomber (not a fighter bomber) would not have any agility. Persoanlly I think and agility of 0 is more like a capital ship that cannot move at all. >They are not as good at dogfighting as the other fighters, but there aren't supposed to be. Agreed, and I've blown stuff up with Y-wings as well. I've tried to run all Y-wing lists (i own 3 of them) and it is very difficult to be competitive. The 2 attack dice limit their effectiveness as it is in a dogfight. The 1 agility ***** them. >Remember an x-wing has an agility of 2. There is no way that a y-wing is as easy to hit as an x-wing I thought about this too, and I agree that the x-wing should be a more nimble craft. That is why I figured on nerfing the y-wings maneuverability dial even more. In a straight up fight the x-wing would still have 3 attack dice vs 2 y-wing defence, while the y-wing hits back at 2 dice vs 2 dice. The x-wing has more moves it can pull off and so should win the dogfight. Or does the 2 agility make the y-wing too close to the x-wing? Maybe nerfing the y-wings lasers, saying that they can only inflict 1 damage max limits the effectiveness in a dog fight even more? I dunno. Currently I just don't like the y-wing as it plays. Or how about 2 agility but the y-wing cannot take focus actions, only target locks? That limits it's ability quite a lot.
  11. Where are you getting your hull ratings from? And if the y-wing should have a hull of 6, what should the falcon have?
  12. Agreed, the hull shouldn't be more than the other ships especially with 2 agility. FFG gave 5 hull for balance, not because of the movies or video game. I do think hitting the y-wings maneuverability dial will separate it more from the x-wing and a-wing as an older ship. The y-wing should be slow no matter what kind of pilot is flying her and the ion cannon's 360 degree arc should balance this out and make the ship useful. If the y-wing has 2 agility nerfing it's movement shouldn't be insurmountable but still an obstacle. So how about this. A slow ship that is not maneuverable but still a viable fighter. Does this feel more like a Y-wing?
  13. To be fair to our poor maligned y-wing one did survive the 1st death star battle and one even went into the tight tunnel of the 2nd death star. No b-wing went down there. The b-wing is a bomber, the y-wing is an old fighter bomber. As far as the computer game, once I got the hang of power allocation the y-wing wasn't so bad but it was always slow, no matter what. Personally I loved ion cannon missions. They were great because you could stun ships and stop newer waves from spawning. I use to play missions and kill everything that way, including star destroyers. Although still possible with x-wings, in some missions it would've been much harder than in a y-wing. Ties were no problem, it was just the faster ships that would always fly away that were a challenge like the Interceptors and the rare Tie Advanced. I think FFG overcompensated with the 5 hull because of the 1 agility. 5 hull does not feel like a star fighter. The falcon has 8 hull, only three more lol! And the falcon was taking on 4 ties at once lets remember. Is the Y-wing really 5 hull compared to an average snub fighter hull of 3? I would even be ok with the y-wing having 3 hull and maybe one more shield than an x-wing, or same hull and shields and say that the y-wing never takes a crit (if you want to make it a durable ship). The 1 agility takes away the possibility of the y-wing being a fighter-bomber because it cannot fight. Doesn't the 5 hull 1 agility imply that the y-wing is this massive ship that cannot dodge anything?
  14. I know the ship has sailed and the rules for ships are what they are, but does the Y-Wing feel like a Y-wing? Granted, in the movies all they ever did was get blown up (I'm hiiiiiiit), but in the x-wing games, once you got the hang of them they weren't too bad. Mind you Tie Advanced zoomed around them like crazy and Interceptors were a real pain, but if you were a good pilot, Y-Wings weren't the death boxes they are in our miniatures game and sometimes you had to take them for the ion cannon until the b-wing showed up. Even after b-wing, I sometimes would take a y-wing out for a spin just for fun. So in a perfect world shouldn't the Y-Wing have had 2 agility dice and be just really slow? Take a look at this. Maybe limit them even further by taking away their ability to turn 90 degrees at speed 3 and give them only 2 shields? What do you guys think, does this feel more like a y-wing to you (versatile fighter bomber) and less like a death box?
  15. Heyo Star Wars Fans, If you haven't seen this yet go take a look… To all the Canadians, have a Happy Thanksgiving and a good long weekend!
×
×
  • Create New...