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boow

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Posts posted by boow


  1. I do have a question on timing though...

    You gain the rewards in Step 3, but say your fleet is already near 250? can your rewards go over 250? and then you drop things to go down below in Step 5?

    Page 18 says after deciding what is equipped or not, that "Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn, but still count toward a player's fleet-value total." And the fleet value-total cap is always 250...

    So in step 3, if you are too close to 250, can you not claim any rewards unless you dropped stuff in the prior round's step 5?


  2. Looking to build some rebels-cartoon inspired fleets for Rebellion in the Rim squads.

    But I'm too lazy to go back and look at episodes for specific fleets.

    I know a few of the officers: Agent Kallus, GOvernor Pryce, Grand Inquisitor were pretty big in the show. Obviously Thrawn was in the last season, but he's only an admiral in the game, and the Rebellion Campaign doesn't use those. I seem to remember they focused on smaller Imp shps, like the Arquitens, Gozanti, Qusar.

    I think there was an arc that focused on TIE Defenders being developed.

    Anyone have any theme-y builds?


  3. Finally bought into all the 2.0 stuff, what with the new Droid/Republic stuff and sales. I've got all the conversion kits to cover all the 1.0 stuff I have.

    Question is which 2.0 packs do I need for new content? I believe I've read that all ships that had 1.0 versions are only packed with cards in the conversion kits, but is that only true for wave 1 or 2 of the Second Edition?

     

    I think I need to buy the Wave 2:

    RZ-2 A-Wing (cause its resistance, or new ship)

    Mining Guild TIE (cause I dont believe it was in Scum conversion kit)

     

    I don't think I need the Z-95 or TIE Striker cause their articles say the stuff is in the conversion kits.

     


  4. Hmm.. if i were to buy a Servants of Strife pack, what should i get for the 50% off? (same price is the two 3-packs and Infiltrator)

    I mistakenly bought 3 individual vultures already, one Guardians pack, one Delta-7, and one Sith Infiltrator. 

    Which ship should i get more dupes of...


  5. 1 hour ago, XPav said:

    My order shipped today.   

    I would double check your orders online. I made two orders yesterday and got two email notifications confirming shipping, but when I double checked what was shipped it was X-wing 1.0 or destiny stuff only. 

    All my 2.0 stuff still says processing.


  6. 6 minutes ago, FriendofYoda said:

    Servants of Strike still out of stock it seems, and BOGOF doesn't seem to be applying any longer?

    It's still BOGO 50%,. The servants pack was still out, but the Guardians of the Republic pack was available again. So i got that and a ARC-170 at 50%, plus the "APRILREADS" code for anther 10% off the whole order.

    I didn't think yesterday when I bought 3 vulture droid individual packs. Once i finally buy the Servants pack, i'll have 5 vulture droids... or 7 if i end up wanting two of the other ship! d'oh!

     


  7. i have all of the conversion kits, except rebels... If I buy that online, i could pretty much get any other ship for free. are any of the 2.0 wave 1 or 2 ships worth getting if I have all the conversion kits? I think I've read where nothing in individual wave 1 or 2 packs was exclusive.


  8. The physical stores have had the BOGO 50% off for a couple weeks now, but i think it is intended to clear out their 1.0 stock and Star Wars destiny (which i don't think they are going to continue to carry; haven't seen new sets there).

    They may have tried to extend that sale to the online x-wing stock, but got it wrong... quite a bit wrong since all the new stuff is sold out! 


  9. also, the deal in store and even their language online says "buy one get one 50%" but when you go to the cart it shows as BOGO free...

    i missed out on the squad packs too, but got 3 droid ships and a jedi fighter. and two of the 1.0 models.

     

    It's even finicky in stores, as I was in one yesterday to get the 50% deal and combined with a extra 20% one item coupon and membership 10% off...  When i got to the register with resistance and first order conversion kits, they didnt give me 50%, presumably cause its 2.0.  I still got it of course! haha.


  10. I've had fun with the below list. I give Vic-I Warlord some versatility. Still seems light on offense with only three activations,  but it seems to hold its own... Next time I run it though, I will put Sloane on the Warlord, and really just push the Stronghold out there with squadrons. While they waste a turn or two blowing it up, hopefully my VSD/Demo are winning the day by then...

     

    Assault Objective: Close-Range Intel Scan
    Defense Objective: Fighter Ambush
    Navigation Objective: Superior Positions

     

    [ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
    -  Admiral Sloane  ( 24  points) 
    -  Stronghold  ( 5  points) 
    -  Disposable Capacitors  ( 3  points) 
    86 total ship cost

     

    Victory I-Class Star Destroyer (73 points)
    -  Warlord  ( 8  points) 
    -  Captain Needa  ( 2  points) 
    -  Boarding Troopers  ( 3  points) 
    -  Turbolaser Reroute Circuits  ( 7  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    98 total ship cost

     

    Gladiator II-Class Star Destroyer (62 points)
    -  Demolisher  ( 10  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Engineering Team  ( 5  points) 
    -  External Racks  ( 3  points) 
    84 total ship cost

     

    1 "Howlrunner" ( 16 points) 
    1 Black Squadron ( 9 points) 
    1 Dengar ( 20 points) 
    3 TIE Fighter Squadrons ( 24 points) 
    1 Ciena Ree ( 17 points) 
    1 Saber Squadron ( 12 points) 
    1 Whisper ( 20 points) 
    1 TIE Phantom Squadron ( 14 points)


  11. 17 hours ago, DarthEnderX said:

    Oddly enough though, it wasn't assigned to him.  He stole it from some scavengers.  Now, those scavengers might have stolen it from another Sith, but if not, it's not really a "Sith Infiltrator".  And who had it before that flies around in something that looks like a Sith Infiltrator?

    I think in the comic, it actually was assigned to him. Palpatine dropped Vader off on some planet as Vader was embarking on his first adventure (to find his red lightsaber no less) after being transformed at the end of Revenge of the Sith. The Infiltrator was supposed to be there waiting for him, but some scavangers had found it. Vader didn't waste much time in making it clear to them that was a mistake... 

    (and it is ugly... )


  12. I don't play a lot of competitive builds or tourneys, but I am going to a Store Championship this weekend.

    I haven't gotten to play the Quadjumper or Protectorates yet, so wanted to build around them.

    Since I don't play much, I'm not the best/most practiced at flying around, so thought Unkar might be fun to try an even the playing field by trying to block other ships and make them run into him. I've read a thread or two that says people like to put a Spacetug array on the Quads for tractor beam fun, but I went with a Intel Agent to see where a ship might fly so I can move and then barrel roll (if necessary) to the right spot. One less point, gets me some info that would help with other ship placement/actions. Overall just a different strategy of moving people after their activations, rather than before which the spacetug array provides. I could always combine the two I guess!

    The two protectorates are mostly to get in people's faces: Fenn does what Fenn does, and I threw Stay on Target on Kad because he doesn't mind red maneuvers. Finally, I threw in a PA 9 Serissu also with a tractor beam to mess with the opponent even more, take stress off a Quad or Kad and generally give close ships a defense bump if they can stay close.

    Any thoughts on the build or hints on how to fly or group them? 

    The only other build I've considered is a Darth Vader and Black 1 and 2, and 2 Black Squadron TIEs to recreate a trench run. Tries to power up Vader with Swarm Leader, but I assume it would still get crushed in most games.

     

     

    ==================== Unkar And Protectors ====================

    100 points Pilots

    ------

    Serissu (25) M3-A “Scyk” Interceptor (20), Wingman (2), “Heavy Scyk” Interceptor (2), Tractor beam (1)

    Kad Solus (27) Protectorate Starfighter (25), Stay on Target (2)

    Fenn Rau (30) Protectorate Starfighter (28), Fearlessness (1), Concord Dawn Protector (1)

    Unkar Plutt (18) Quadjumper (17), Intelligence Agent (1)

    ------

     


  13. So the new boarding party shown in the preview today, boarding engineers, states "When you reveal a command, you may discard a “activate squadron” dial or token and this card to choose 1 enemy ship at close range. Look at its facedown damage cards and flip a number of them faceup up to your engineering value (one at a time)." 

    What is the purpose of the "one at a time" phrase?  Say i'm boarding a ship that has 3 face down cards and hull value of 6 or so. I see a "structural damage" card and flip that faceup. Do you resolve that card immediately by adding another damage card and then flipping the structural damage back facedown? If you still have cards to choose because your engineering value was greater than 1, do you add those cards back to the facedown pile to choose from?

    I cannot imagine they intended for a structural damage card to be flipped multiple times by Boarding Engineers, but I guess the "one at a time" phrasing got me thinking about it, as the only reason to include the phrase was to make sure you resolve the damage card...

     


  14. Well, in the comic where the Rebels stole a Star Destroyer (Marvel Star Wars #22, last year), the Rebels caused a reactor core overload by attacking the rear of the ship. Once one of the reactors went into overload, the Imperials on the ship evacuated/abandoned ship, while a small team of rebels moved in. They were then able to eject the single core that they had damaged, where it exploded while the skeleton crew of Rebels simultaneously jumped the ISD into hyperspace. 

    The story implied that the Imperials believed the ship to be destroyed, but I don't remember how the lack of debris was explained...

    I'd have to reread the whole arc, but I believe they stole the ship only to load it with bombs and crash it into something else. Like most stories in Star Wars, they were probably successful with a bunch of hiccups in the plan along the way.


  15. Thanks for the feedback.

    I actually had planned to give some of the ships a squadron token during the first round or two.. so at anytime, one of them could send a single quadron out to be the spotter. And I assumed any squadron I sent out on its own would get torn to pieces, so that's why I've got quite a few on there. Also the VCX and YT1300 might last a while with their Hull value, the Z-95s are mostly there to give a counter punch to any opposing squadrons.

    What would the recommendation to replace a few squadrons with? Ordinance Experts? TRC on the Nebulon? Ahsoka was just there cause I didnt see anything else cheap I wanted to add, and pairing her with Sato is theme-y from the Rebels show...

     


  16. So Commander Sato is the last Rebel I haven't played yet, so trying to build around him. My current list is below, with the biggest key being two MC-30 Scouts with APT. I originally had the Assault Frigate with Gallant Haven, but figured my squadrons are primarily to send one in at a time to a capital ship to trigger Sato's ability. So didn't  think I would be keeping them near the Frigate. That said, it may be worth it to drop the Nebulon-B and a fighter to put a bare Frigate back in since it has reds on all 4 sides.

    The Liberty with Gunnery team would make a lot of sense as well...

    Any ideas? Taking advice on everything, ships/squads/objectives! Thanks!

     

    BUILD = 399/400

    Commander: Commander Sato

    Assault Objective: Targeting Beacons
    Defense Objective: Planetary Ion Cannon
    Navigation Objective: Dangerous Territory

    MC30c Scout Frigate (69 points)
    -  Assault Concussion Missiles  ( 7  points) 
    = 76 total ship cost

    [ flagship ] Modified Pelta-class Assault Ship (56 points)
    -  Commander Sato  ( 32  points) 
    -  Ahsoka Tano  ( 2  points) 
    = 90 total ship cost

    MC30c Scout Frigate (69 points)
    -  Assault Concussion Missiles  ( 7  points) 
    = 76 total ship cost

    Nebulon-B Escort Frigate (57 points)
     Salvation  ( 7  points) 
    = 64 total ship cost

    1 Tycho Celchu ( 16 points) 
    1 VCX-100 Freighter ( 15 points) 
    1 E-Wing Squadron ( 15 points) 
    2 YT-1300s ( 26 points) 
    1 Lietenant Blount ( 14 points) 
    1 Z-95 Headhunter Squadron ( 7 points)


  17. Well I should have expected the concerns against the idea, as people do like the assymetry between the factions and giving only one side access to the others ships would disrupt that  

    i guess I was also thinking that the ships/cards would be made to reflect a lack of familiarity by the opposing sides. For instance, in the comic where they commandeered an ISD they only had a Skelton crew that would greatly diminish the power of the ISD in rebel hands. 

    So you could make a rebel ISD cost a lot more points or decrease the stats in such a way to reflect the decreased performance. But if either of those things happened the rebel player probably wouldn't ever field the ship in a game. 

    But glad to see people have opinions on th idea! Haha


  18. It's obviously more a tactic with the Rebels stealing/commandeering imperial ships, so when will it be reflected in the game?

    I'm sure there are many examples, but the three I can think of are Rebels using stolen shuttles in RotJ and Rogue 1, the Imperial Light Carrier and some TIEs stolen in the Rebels cartoon series, and the core OT rebel heroes stealing a Star Destroyer in the current Marvel comics run.

    How could the mechanic work in game? just similar templates, but with penalties to indicate decreased effectiveness?

     

     


  19. I'm sure other have come up with the idea, but I was thinking of what a bounty card might look like, and wondering what it would be worth point wise.

     

    The question is pretty simple. If FFG was to come up with a "bounty" type card for the Scum faction, which would allow you to choose an opponent's ship and get double points or some such, what would it be cost to keep the game balanced?

     

    Obviously if the benefit was double points for taking out a bounty, the upgrade itself could not be cheap, otherwise it would be an auto-add.

     

    So, what would the balance be? 10 points? 15 points? 20 points?

     

    Would it be worthwhile to add a 20 point upgrade to Boba Fett or Dengar pilot, to allow them to name an opposing ship as their bounty and try to destroy that target? If it's that expensive, you'd be losing out on firepower itself on your own squad.

     

    So, what do folks the think the right balance is? Would the card have other conditions to it? As in, a scum pilot could only name a Unique pilot as a bounty, which would make the upgrade not always useful every game. 

     

    Just curious what people think of the idea. Obviously it could be done and probably has been done in some of the scenarios, but just thought it would be a neat idea for a competitive upgrade card, and how to balance it...


  20. Just a thought on additional movement options.  Would anyone think it appropriate to use the bank 1 as a reverse barrel roll as a standard movement option?

     

    That would represent it pivoting around its rear legs to face a diferent direction without moving forward.

     

    Just a thought to give it more options than standing still or moving forward/banking forward 1.


  21. Thanks all for the suggestions. All teh support for the Z95s seems reasonable, due to it being the cheapest ship for squad building.

     

    I guess i'm not really limited to 10 ships only.  I just know a few websites have ships for $10, and free shipping if you buy 10... 


  22. Can someone help with a good breakdown of what I should get if I get 10 wave 4 ships?

     

    I'll start with 1 each of course.  I play rebels/imperials fairly equally.

     

    I just havent had time to research the point values of the ships or what upgrade cards come with which ship...

     

    So any ideas?, 2 each and then 2 more of something else? Are some of the news ship so expensive point wise, i'd probably only need one of them?

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