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Rasputindarksyde

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Everything posted by Rasputindarksyde

  1. I don't feel any of those ships or upgrades are op. They all have limitations and they all have their strengths. I don't see how a 1 point tax is really going to change anything anyways. Can we put a negative 2 point tax on things that don't get used? Let's put a -2 tax on the Star viper and its title. Or a -2 tax on all the unused Droids or T-65's that are not used. I feel the game is in a good place right now. There are plenty of different top lists to play around with. Yes there might be a lot of Defender/x7 lists out there. But if you practice against them you can beat them pretty easily. The party bus is easy to get behind to make it almost useless. Manaroo is pretty easy to kill. I seem to remember when Mindlink came out people didn't like the card. "It gives stress to everyone!" That's crappy! Some people are never going to be happy. That's just plan and simple. Let the game be.
  2. Draw their fire could be an defensive thing for it as well. As long as there isn't multiple crits rolled.
  3. I find Ryad less predictable than any other defenders. 4 k turns vs 1 k turn for everyone else.I was going to say, how is Ryad too predictable?? Well she is going to do a k turn if she is stressed. I guess other defenders are more than likely going to k turn too. But she is going to without a doubt. Especially if she doesn't have MKII engine on her. I see it a lot. But I guess that's my take on it. She could also go straight. And people really should be flying Mk. II Engines on her. So, basically, whoever you're flying against needs to learn how to play Ryad. Well watching batreps she does the same thing over and over k turn this turn that turn. Players set up so she has a clear spot to k turn on turn 3. Yes it's what the ship does. But I used her and felt that she was too predictable over the other ones. I personally fly stele and try not to k turn that much. Because people expect it. Ymmv I guess.
  4. I find Ryad less predictable than any other defenders. 4 k turns vs 1 k turn for everyone else. I was going to say, how is Ryad too predictable?? Well she is going to do a k turn if she is stressed. I guess other defenders are more than likely going to k turn too. But she is going to without a doubt. Especially if she doesn't have MKII engine on her. I see it a lot. But I guess that's my take on it.
  5. Yeah, it has the updated text. I'm guessing as an update of an existing card it wasn't as high a priority as adding new options. They should have just printed them as a duel card. Would have saved time fir sure.
  6. Ryad and Vessery. But I only use Stele. I like his ability a lot. Ryad is too predictable to me. Vessery seems better with the D title to get the most out of his ability.
  7. If they bump me with first ship. They might bump their ship with their next ship. Not getting action and being range one. If I have both strikers in arc of that ship. It's 6 dice on attack. Hopefully with focus or TL. If not still 6 dice. If they bump me as well it's less attacks coming to me. I used Oicann too for the PS 4 so they are all PS4. Not just really for his ability.
  8. It's a great ship. But it is more then likely going to die. So just be ready for it. It has great pilots and great options with upgrades and the 3 crew slots are fun to play around with.
  9. I ran this. Black Scout: Expertise, AA, LW Frame Black Scout: Expertise, AA, LW Frame Oicann: Swarm Leader, Intel Agent, Kallus Worked rather well too. Take evades with the scouts. Then you have Oican bump into something or just block it. Shoot at something else with 5-6 dice. If you didn't bump you take a TL on your target. Kallus might be a waste. But I thought for the points I had left he was the best option. Might drop it down to a patrol to get better crew.
  10. It does. Note that people who receive free tokens for executing maneuvers (like TIE/x7 defenders) would still have those, though. I'd stick with Crack Shot for generic TIE fighters - it's cheaper, and nastier. Snap Shot with Mauler Mithel is very impressive, though - against an AG0 ship (say, Rear Admiral Chiraneau), you can drop a 3 dice Snap Shot followed by a 4-dice primary attack - no-one, not even a decimator, laughs off seven attack dice in a single round. Isn't adding a die a modification. Snap Shot can't be modified. So MM doesn't work. Explain how that works.
  11. I have been thinking of doing something like that. Just make it a support ship. Not a bomber. Although my Uwing was not targeted that much because the K's were doing so much to annoy him.
  12. Played 4 games today. 1st against Brobots. His first time fling them. He ended up flying B off the board but he was hurting. C was left and hurt decided to concede. Then he brought Dengaroo. first game was bad. Killed Dengar really fast. Two sets of Cluster bombs hit him and killed him. Then it went a little better for him. But end of the day. I went 4/0. Still not 100% with the Uwing. I think a 3rd K would still be better.
  13. I flew the same list. Took out a double YT-1300 list. Works really well.
  14. I fly a trip Bwing list a lot. It doesn't win to often. But it is super fun to fly. I do wish the Bwings were worth taking more pften. But adding Biggs in any squadron with them is helpful. Just wish they were a bit better on their own. Still Farlander is fun to fly and so good if you can get him to work right. Getting stress and doing damage by removing it. Every turn until his death. Because let's face it. He will die.
  15. With Siesmic charges they are so worth it. It's good to know where they are going to be to set up the bomb. I like having both on there because I usually have one or the other within 2 to trigger. Is it gives me at least one look. If I get both in range that is a plus for me. For a point I feel they are very worth it.
  16. Got a couple games in with the list. Went 1/3. First game I flew a K off the board. With only 2 damage and no bombs dropped. Would have won that for sure. Next game was Ghost, Zeb and Miranda. Came down to Miranda and a Warden left. I called it with Miranda having 3 health left and my warden Down to 2 and only a Siesmic left. Just got bored trying to chase her and kill her. But if we played time I would have won. 3 rd game was Rey and Miranda.Switched list a bit. Dropped baffles and turned Prox into nets. Went for Miranda first and killed her fast. Layed a lucky cluster and she 3 bank into all 3 tokens. Taking 4 damage. Caught Rey in corner and bombed her good. Finished her off with back to back Conner nets and Sabine's ability. All in all I enjoyed the list. The Uwing isn't as good as triple K's IMHO. But it is fun to fly. Baffles just wasn't worth it. I like the nets in there more. Helps control a bit more.
  17. I've never been good enough at flying B-Wings to be sure of being in the right place to do green moves (or, with Keyan shooting to shed the stress). Plus there are so many red moves which you then can't use if you use PTL. However, it might be worth trying anyway . As an aside, my build for Keyan fits nicely in a list with Norra Wexley and Biggs. That just takes time. Knowing when to barrel roll and do a 1 red turn to get a shot is tough. But it is amazing when it happens. Boosting and K-turning is amazing as well. Again happens with time. As far as the red moves go. Just remember to do one action before you do the red and you are safe. Just play around with moves at home to get an idea of where you will end up. I think you will enjoy how he flies.
  18. My favorite Farlander build is Farlander: Advance Sensors, EU, PTL It makes his moves unpredictable. You have the chance to barrel roll and boost before you reveal. Boost then k turn. Barrel roll k turn. Well you get the point. It's a bit expensive. But it is super fun to fly. Biggs is a great support ship for B's. Gives the the extra turns needed to put damage through.
  19. I run him with juke. Helps push the crits that I roll get through. But I tend to have Palp's help as well. I prefer him over Vessery, unless I am running D on Vessery.
  20. Why does he need Torps? Just run him TLT and expertise. Maybe EU or VT for some repositioning. He will put 2 damage through a turn almost guaranteed. Save those points for support.
  21. I prefer push and outmaneuver on Jake. With juke you always have to take an evade. Which limits his other actions. IMHO. You can fit Biggs in the place of Jake as well. He can help Farlander early game. Along with Jan helping Biggs.
  22. i was thinking of running this. Warden: Cluster, Seismic, EA, Intel Agent, A Slam Warden: Cluster, Seismic, EA, Intel Agent, A Slam Blue Squadron: Sabine, Proximity, EA, Bombardier, Title, Baffles Baffles lets me turn around and drop a bomb. Not sure if it would come up. But I like the idea of it.
  23. Kanan (pilot)? That's a possibility. He ran Biggs and the PS 3 Uwing. Uwing had Jan Ors on it with FCS and a couple other things.
  24. A buddy of mine ran him with expertise, TLT and engine. He was frightening. He got 3 hits almost every shot. I think the real issue is finding good support for him.
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