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barn34

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  1. Like
    barn34 got a reaction from Hiemfire in S&V Aces League Week 7   
    Duncan and I had to bump our game to this week.  Should be getting it in on Sunday.
  2. Like
    barn34 reacted to Kelvan in Rebel Players: Is It Worth Continuing to Play until January?   
    "Rebel Players: Is It Worth Continuing to Play until January?"


    Yes
  3. Like
    barn34 got a reaction from Kelvan in Scum and Villainy Aces League Play in Tournament   
    Ricky, is my reward for winning a game for my name to finally be spelled correctly?  lol
  4. Like
    barn34 got a reaction from Tlfj200 in Scum and Villainy Aces League Play in Tournament   
    Ricky, is my reward for winning a game for my name to finally be spelled correctly?  lol
  5. Like
    barn34 reacted to Chumbalaya in Counter to X-Wing Swarm?   
    Oh no, somebody got PS2 firing arcs in my bomb turret game!   How am I supposed to bomb and turret now?  Firing arcs don't belong in X-Wing!
  6. Like
    barn34 reacted to RufusDaMan in Nym/Deadman Z Carnage Memorial Wall   
    khm....
  7. Like
    barn34 reacted to sozin in Nym/Deadman Z Carnage Memorial Wall   
    In league night last night I flew a variant on Will Barnickle's insane Nym/Deadman Z list (basically an Adv Sens, Genius Bomblet Nym with four Z95 Pirates with Dead Man's Switch). But it was league night at the Portland Game Store, and we're doing 120 point games this month (yay for non 100/6 format, amirite?), so I tacked on a N'Dru with Cruise Missiles. I got in two great games; the first was against Andy's four Rookies and a U-Wing. 
    The scummy idea behind this list is for Nym to self bomb the pirates, creating a chain reaction that destroys everything in its path. 
    Here's the moment before the crisis:

     
    And then the crisis itself: Nym manages to get the bomb on all but two of all the ships on the board! The dream!

    Andy and I used the result dice and damage cards to indicate the carnage from the first round of bombing:

    And then the dream, in the following round the Z's blocked the rookies, Nym bombed them and triggered a deadman's chain reaction that killed three of the bandits, two of the rookies, and the U-Wing! 6 ships destroyed!

    An awesome example of the sort of crazy stuff you can pull of in this game! 
  8. Like
    barn34 reacted to Cerve in Nym/Deadman Z Carnage Memorial Wall   
    I need to try that list SOON!!!!
  9. Like
    barn34 reacted to TasteTheRainbow in Nym/Deadman Z Carnage Memorial Wall   
    Worst. Squad leader. Ever.
  10. Like
    barn34 reacted to FTS Gecko in Nym/Deadman Z Carnage Memorial Wall   
    ...just don't tell eaglets
     
  11. Like
    barn34 reacted to nitrobenz in Nym/Deadman Z Carnage Memorial Wall   
    MVP for both teams goes to... Nym!
     
  12. Like
    barn34 reacted to ViscerothSWG in Nym/Deadman Z Carnage Memorial Wall   
    Zapp Brannigan: What troubles you, Leela? Whatever it is, I'm willing to send wave after wave of my own men to aid you. Isn't that right, men?
    (silence in the crew filled dining hall...)
    Rogue voice: You suck!
  13. Like
    barn34 reacted to GLEXOR in Nym/Deadman Z Carnage Memorial Wall   
    no, bandit squadron pilot is the real MVP.
    oops, Baniyre Pirate, not bandit squad.
  14. Like
    barn34 reacted to thatdave in Nym/Deadman Z Carnage Memorial Wall   
    This is awesome on so many levels.....
  15. Like
    barn34 reacted to sozin in Nym/Deadman Z Carnage Memorial Wall   
    The S&V getaway driver says: "That is the dream. The dream is real. We need a memorial wall for all the dead men sacrifices."
    let's make this thread the memorial thread for all Deadman sacrifices! Post yer memorials here boys, ideally with photos
  16. Like
    barn34 reacted to Tlfj200 in Faq ''leak''   
    I think it would be if they opened up potential changes to everyone publicly.
     
    think of all the terrible feedback they'd have to wade brought to get to good feedback?
     
    Things like 'but muh Biggs!' And 'where's muh x-wing buff?!' Instead of actually well-thought out , playtested game design ideas.
  17. Like
    barn34 got a reaction from surly88 in The Best Turr Phennir?   
    Having been someone who's run Turr a lot since wave 2, unproductively so at times, the only case I can see for ever trying to argue for VI over PTL on Turr is for one of 2 corner reasons:
     
    1) You absolutely can't find the extra 2 points in the list. 
     
    VI Turr with Autothrusters is 28 pts.  That could be an Academy TIE and Backstabber, just as an alternative example.  Another easier alternative to see is just dropping down to a RGP with PTL and Autothrusters at 27 pts.  That gains you 1 more point in list building.  Not having PTL on an interceptor is very hard to argue for.  There are also a lot of other PS9 options that are easier to argue for.   
     
    2) You want the option for pulling rebel captive stress there instead of having it forced on a Soontir/Vader/Whisper in non ideal situations.
     
    This is a little easier to understand.  Rebel captive is a thing that's quite common and it can be really annoying when RC forces you to shut down your usual ace tactics.  Having multiple pilots where you're able to alternate taking stress between is something that can be useful.  Whisper hates RC because that shuts down the recloak after shooting.  That's a big deal.  Soontir is a bit easier to handle the RC because he get's the focus after taking the shot, but that also means he's not PTLing in the action phase.  Being able to shirk the RC stress onto a different pilot in those nonideal situations can be very helpful.  However, is a VI Turr the best way of doing that?  RC screws up Turr's ability and if you're looking for a cheap PS9 to do so, maybe a VI Mithel would be easier.  That's a whole 10 points cheaper for the only real loss is 1 attack die at ranges 2-3 and no access to autothrusters.  I only mention it because it's technically an alternative to the same problem.  These are some of the questions you should be asking if this is your thought process behind putting VI on Turr. 
     
    Essentially, for both of those situations, you can make the case that you should be looking at other alternatives in your list construction because PTL on any interceptor is the optimum loadout.  PTL on Turr goes above and beyond that normal utility when you're against anything PS7 or lower.  Contrary to popular belief in this thread, you don't have to be PS9 to make the most out of his ability.  PS7 is plenty high and PTL makes that abilty shine the brightest, without question.  Plus, even if you're not trying to make use of his abilily because of a certain PS skill matchup, you still have access to PTL turtling.  That's going to make you far more survivable to those usual threats than not having PTL tokens but being able to pop a free boost or barrell roll here or there.     
  18. Like
    barn34 reacted to Reiver in AAAAAND Targeting Astromech sucks.   
    Remember, this 'isn't that bad'... but it's the same price as an FCS. Or an R4 Agromech. Or for that matter, R3-A2 and BB-8.
     
    Yes, this thing is going on ships that can't take FCS or Agromechs... but based on the other upgrades out there, for two points you'd hope to see a lot more target locks out of the upgrade. A little like R5-K6, we have yet another 2pt Target Locking astromech... that does objectively less than the other 2pt Target Locking upgrades out there. This is mildly infuriating, especially when hopes for a solid attack-boosting 3pt generic Astromech were because the thing would fill a niche that's currently missing in the upgrade suite.
     
    Really, the biggest reason people are disappointed because they were really hoping for another 'major' astromech pick - either 1pt, or powerful enough to make the bigger investment significant. With Integrated Astromech coming, the 1pt selection of Astromechs is particularly of interest for the 'what can I buy with my 22pt X-wings?' question, and the problem we have is that we have precisely two generics - both of which give more effect on a Y-wing than an X-wing due to the stat profiles of each - and four uniques, two of which are suspected to be virtually incapable of being used with IA to begin with (Because one self-discards anyway, and the other is suspected to lose your EPT when he's discarded, so in terms of price, he's not 1pt, he's EPT+1pt).
     
    Aside from specialist droids on specific pilots (R7 on Tarn, for instance), the only real star player in the astromech suite for X-wings is R3-A2... and he's welded to double-tapping Y-wings these days, so not an option even if he would've been a solid pick elsewhere.
  19. Like
    barn34 reacted to FlightyBombJack in AAAAAND Targeting Astromech sucks.   
    My money is it being Nien Nunb.
  20. Like
    barn34 reacted to Strikesback in Youngster combos: A poll.   
    This Tie seems like it was made for a card yet to come out.
  21. Like
    barn34 reacted to Managarmr in Does FFG have a generic vs. named pilot problem?   
    That one time pew-pew is often enough to one (cluster)-shot an oppossing ace, well invested points.
  22. Like
    barn34 got a reaction from imprezagoatee in The Best Turr Phennir?   
    Having been someone who's run Turr a lot since wave 2, unproductively so at times, the only case I can see for ever trying to argue for VI over PTL on Turr is for one of 2 corner reasons:
     
    1) You absolutely can't find the extra 2 points in the list. 
     
    VI Turr with Autothrusters is 28 pts.  That could be an Academy TIE and Backstabber, just as an alternative example.  Another easier alternative to see is just dropping down to a RGP with PTL and Autothrusters at 27 pts.  That gains you 1 more point in list building.  Not having PTL on an interceptor is very hard to argue for.  There are also a lot of other PS9 options that are easier to argue for.   
     
    2) You want the option for pulling rebel captive stress there instead of having it forced on a Soontir/Vader/Whisper in non ideal situations.
     
    This is a little easier to understand.  Rebel captive is a thing that's quite common and it can be really annoying when RC forces you to shut down your usual ace tactics.  Having multiple pilots where you're able to alternate taking stress between is something that can be useful.  Whisper hates RC because that shuts down the recloak after shooting.  That's a big deal.  Soontir is a bit easier to handle the RC because he get's the focus after taking the shot, but that also means he's not PTLing in the action phase.  Being able to shirk the RC stress onto a different pilot in those nonideal situations can be very helpful.  However, is a VI Turr the best way of doing that?  RC screws up Turr's ability and if you're looking for a cheap PS9 to do so, maybe a VI Mithel would be easier.  That's a whole 10 points cheaper for the only real loss is 1 attack die at ranges 2-3 and no access to autothrusters.  I only mention it because it's technically an alternative to the same problem.  These are some of the questions you should be asking if this is your thought process behind putting VI on Turr. 
     
    Essentially, for both of those situations, you can make the case that you should be looking at other alternatives in your list construction because PTL on any interceptor is the optimum loadout.  PTL on Turr goes above and beyond that normal utility when you're against anything PS7 or lower.  Contrary to popular belief in this thread, you don't have to be PS9 to make the most out of his ability.  PS7 is plenty high and PTL makes that abilty shine the brightest, without question.  Plus, even if you're not trying to make use of his abilily because of a certain PS skill matchup, you still have access to PTL turtling.  That's going to make you far more survivable to those usual threats than not having PTL tokens but being able to pop a free boost or barrell roll here or there.     
  23. Like
    barn34 got a reaction from KineticOperator in The Best Turr Phennir?   
    Having been someone who's run Turr a lot since wave 2, unproductively so at times, the only case I can see for ever trying to argue for VI over PTL on Turr is for one of 2 corner reasons:
     
    1) You absolutely can't find the extra 2 points in the list. 
     
    VI Turr with Autothrusters is 28 pts.  That could be an Academy TIE and Backstabber, just as an alternative example.  Another easier alternative to see is just dropping down to a RGP with PTL and Autothrusters at 27 pts.  That gains you 1 more point in list building.  Not having PTL on an interceptor is very hard to argue for.  There are also a lot of other PS9 options that are easier to argue for.   
     
    2) You want the option for pulling rebel captive stress there instead of having it forced on a Soontir/Vader/Whisper in non ideal situations.
     
    This is a little easier to understand.  Rebel captive is a thing that's quite common and it can be really annoying when RC forces you to shut down your usual ace tactics.  Having multiple pilots where you're able to alternate taking stress between is something that can be useful.  Whisper hates RC because that shuts down the recloak after shooting.  That's a big deal.  Soontir is a bit easier to handle the RC because he get's the focus after taking the shot, but that also means he's not PTLing in the action phase.  Being able to shirk the RC stress onto a different pilot in those nonideal situations can be very helpful.  However, is a VI Turr the best way of doing that?  RC screws up Turr's ability and if you're looking for a cheap PS9 to do so, maybe a VI Mithel would be easier.  That's a whole 10 points cheaper for the only real loss is 1 attack die at ranges 2-3 and no access to autothrusters.  I only mention it because it's technically an alternative to the same problem.  These are some of the questions you should be asking if this is your thought process behind putting VI on Turr. 
     
    Essentially, for both of those situations, you can make the case that you should be looking at other alternatives in your list construction because PTL on any interceptor is the optimum loadout.  PTL on Turr goes above and beyond that normal utility when you're against anything PS7 or lower.  Contrary to popular belief in this thread, you don't have to be PS9 to make the most out of his ability.  PS7 is plenty high and PTL makes that abilty shine the brightest, without question.  Plus, even if you're not trying to make use of his abilily because of a certain PS skill matchup, you still have access to PTL turtling.  That's going to make you far more survivable to those usual threats than not having PTL tokens but being able to pop a free boost or barrell roll here or there.     
  24. Like
    barn34 reacted to KineticOperator in The Best Turr Phennir?   
    Push + Autothrusters.  Against higher PS, turtle up and shoot.  Against lower PS, grab a focus and push off the free action.
     
    There are really no circumstances where VI Turr is going to be strictly better (because you can always turtle or br+boost but a single barrel roll or boost struggles to get you out of arc consistently and usually does nothing when taking fire from turrets), and a lot of circumstances where Push Turr is strictly better (against anything of lower PS, or taking fire from turrets).
  25. Like
    barn34 reacted to MajorJuggler in Brobots in the current meta   
    I placed #20 with BroBots at Worlds, here's my 2 cents.
     
     
    First some general comments:
    95% of the time, the better player wins. Deployment strategy, flanking, and range engagement are critical elements that a BroBot player must master. It is extremely easy to make a mistake playing BroBots. If you make one minor mistake you can lose the game against a good player. Conversely, if you play flawlessly, BroBots are very difficult to beat even by another player that plays flawlessly. Generally a BroBot player that plays flawlessly should win.  The exception to the above: BroBots are weak to anything that moves after them and can dodge their fixed firing arcs. I.e. Vader / Fel / Palpatine played flawlessly should consistently beat BroBots. BroBots should not need Sensor Jammer to beat TLTs. They have enough tools with controlling the range engagement, moving/boosting after the TLTs, and being able to take ships off the board. Speaking anecdotally, I have never lost a game on the table with BroBots against a list that had a Y-wing TLT in it. Stress v1.0: stresshog (worst case: R3-A2 + TLT + BTL) is bad, so kill it quickly. If it shoots more than 1 turn then you're probably doing something wrong. Stress v2.0: Aaron Bonar's 3 K-wing + TLT + Tactician list played correctly can be a pretty hard counter to any BroBot list. This matchup really comes down to player skill and who makes the first mistake or gets a lucky break. For MoV tieberakers, BroBots functions as a 4-ship list, which is inferior to many or most top placing builds.   
    There are basically 4 archetypes for BroBots. Autothrusters and IG-2000 title are assumed for all builds. Going out to the Top 80 at Worlds:
     
    PS8, 98 points (Worlds #20, #28): Symmetrical VI + HLC + FCS + inertial dampeners.
    This is the King BroBot list for mirror matches. Played correctly it will beat all other BroBots. Because it moves after PS7 Dash it is also the only BroBot list that can reliably kill Dash / Corran. VI is still relevant. In Worlds Top 32, 34% of all points spent were on PS6 - PS8 ships, and 34% of squads maxed out at PS6 - PS8. This includes two PS7 Dash / PS10 Horn builds. Incidentally if FFG did a Top 32 cut, then my first elimination match (with this squad) would have been against Dash / Horn.  
    PS6 Glittercrack (Worlds Top 4, #41, #73): Symmetrical Crackshot + HLC + FCS + Glitterstim
    Functionally the same as above, but can do far more burst DPS because of Crackshot + Glitterstim. It's the ultamite high damage "Terminator style" damage based BroBot list. Crackshot is almost certainly an undercosted card and it finds a very good home here. Almost guaranteed to do 2 damage to any target, including Fel, with Craskshot + Glitterstim. As a result it matches up considerably better vs Vader / Fel / Palpatine than the PS8 98 point list above. However it is weak to anything PS6 - PS8. Loss of inertial dampeners in particular makes it positionally considerably weaker than the above.  
    PTL + Advanced Sensors (Worlds #22, #44)
    Points require asymmetry, usually HLC on 88C and Mangler on 88B. This version has the greatest mobility but its utility dramatically decreases against anything higher PS than you. Considerably less firepower than the above two lists, which in my opinion makes it generally less reliable as an all-comers list.  
    Everything else (Worlds #29, #52, #65, #79)
    Worlds #29: a very minor variant of the PS8 98 point list. Worlds #52, #65, #79: Predator / Advanced Sensors
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