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Pygon

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Posts posted by Pygon


  1. If 10 tanks are fighting 10 other tanks, and 10 shots kills a tank, the squad that focuses on one enemy tank at a time will win easily over the squad whose tanks fire at their single enemy counterpart.

     

    So yes, focusing fire is good.

     

    However, will an unfocused shot deny the opponent an action that round?  Or make an enemy ship easier to kill later?

     

    Most of the time, you want to focus fire.  Other times, it depends.


  2. Sure, its good, but I don't think its necessarily broken. How does Keyan make sure he always has a stress token?

    Opportunist gives him the stress token as long as the target has no focus or evade token, thanks to Wes.


  3. That's kinda nasty.

     

    It's the first time I think that I've seen something work that well in combo on a single ship.  Keyan rolls an extra attack die and gains the benefit of a Target Lock and Focus each round.

     

    And since Wes can remove a focus or evade token on each attack, and you normally only get one of those in a round, it's almost a guaranteed combo.

     

    And Wes and Keyan are safe as long as Biggs is close by.

     

    I might have to try this combo.


  4. To put on a tinfoil hat for a moment, maybe they didn't show the E-wing dial because it's underwhelming to the point where it would hurt sales with veterans?

     

    I heard there was a contest somewhere to spoil the dial correctly.  Someone suggested FFG hasn't done so yet to honor the contest.  No idea.


  5. I tried:

     

    Bwing Blue Squadron with Advanced Sensors and Ion Cannon

    YWing Horton with Ion Turret, Proton Torps and R5

    Luke with R2-D2, Draw Their Fire, Shield Upgrade

     

    I played against Kath with Gunner and Marksmanship with 3 Academy Pilots and Howlrunner.

     

    My YWing got blown up fast, but after our main groups passed each other, Luke and the BWing kept focusing on singular TIEs.  Luke recharged shields as he could.  Somehow I turned it around and won with Luke and Kath being the remaining ships.

     

    It isn't a fully offensive build, but Luke's Draw Their Fire, R2 D2 and the BWings Advanced Sensors came in real handy.  The Proton Torps, Ion cannons and R5 didn't even get used.


  6. Is it just me or did they really screw up the "possible locations" diagrams??

     All the green, blue and purple boxes etc. in the first diagram show all the possible ending spots for all possible barrels rolls and maneuvers.  They just didn't fill in all the possibilities with ship graphics because some would have overlapped, and probably would have overcluttered it.


  7. I started in the back right corner but had to be careful that the first turn didn't stick my back end over the edge.  I think the game played about 6 rounds and by the end the ship ended up in the middle of the board facing the left side by doing 2-turns.  1-turns give it a respectably small turn radius, so I don't think keeping it on the board is all that hard.


  8. I tried mine in a 150pt game on a 3x3 board with 3 of the named XWings from the box against 3 TIE Bombers and 2 TIE Interceptors powered up with Advanced Torps, etc.

     

    One interceptor got 1-shotted by a good XWing roll at range 3 despite having a 5 dice evade with Stealth Device (whiff!) and the transport managed to ram another interceptor (a viable and important tactic, I think).

     

    Powerups on the transport included the crew members that pull off focus/target locks and change hits to crits for allies, shield backup, slicer to cause damage to stressed ships (didn't get to use that), another powerup I can't remember, and the title card for 2 evade when reinforcing.  Reinforce was important to use.

     

    I failed to reinforce one round and got blown up badly by 2 TIE Bombers.  I had already taken hull damage by barreling through 2 asteroids from before.

     

    It finally ended with 2 TIE Bombers against 1 XWing which got blown up by lasers.  Empire wins.

     

    The game was disappointing, but that ramming of an interceptor felt good.  However, we were playing the rules wrong and I was moving the transport along with the small ships instead of waiting until afterwards.  Oops.

     

    Would I use it again?  I'd like to, if only to get better at flying it properly.  I don't like requiring a 300 point game and a 3x6 board to be 'legal', but I don't know if 300 pts are necessary to use it in a balanced game.


  9.  

    I pre-ordered mine on April 23, it just shipped.

     

    I pre ordered mine on April 22 !!! Why my rebel transports aren't shipped yet ?????????????

     

    The formula for determining when yours will ship is influenced by aliens, I think.

    It should ship soon, hopefully.


  10. dang not another one!

     

    I have a Rebel Transport incoming.

     

    But playing a 100pt game with a huge ship isn't "supported" per se.  So maybe just one huge ship is good for now.

     

    Unless someone can convince me that the upgrade cards are very worth having.


  11. I tried the following setup in a casual game:

     

    - Boba Fett with Push the Limit, Recon Specialist and Proton Bomb

    - Howlrunner TIE Fighter

    - Avenger Squad interceptor

    - Academy Pilot TIE Fighter

     

    When I was concerned Boba might take the brunt of the attacks (and I spend the first part of the game hoping that would be the case), I put an evade and 2 focus tokens on him.  It helps.

     

    The squad did pretty well.

     

    I haven't considered a build with Navigator yet.

     

    Having such a high pilot skill makes it wonderful for knowing the right time to drop a bomb.  Since he mostly flies last, ships flying at his front have to be careful how they fly, because Fett can just fly past them and fire his primary backwards at range 1 or drop a bomb for those foolish enough to land behind him.

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