lowercaseM
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Everything posted by lowercaseM
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Hey I already had those ideas back when wave 10 first came out! (Seriously, superdave, your Comment is my favorite do far)
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Is it worth using Gray Squadrons instead of Gold Squadrons now?
lowercaseM replied to BCooper85's topic in X-Wing
Oh also, I've played with Grey's with engine. Not gonna win any tournaments but an awful lot of fun -
Is it worth using Gray Squadrons instead of Gold Squadrons now?
lowercaseM replied to BCooper85's topic in X-Wing
Played with 2 daggers the other day. The ps 4 saved my bacon a number of times -
Core set miniatures expansion packs
lowercaseM replied to BorinBCN's topic in Star Wars: Imperial Assault
They probably will in the future. I mean, armada and Xwing both do this. They are probably just staggering the releases, and planning to put them out at an appropriate time. Maybe with an expansion that they fit well with. -
SirWilli's Workshop: Imperial Assault stuff
lowercaseM replied to SirWillibald's topic in Star Wars: Imperial Assault
In addition to the things listed here.(except credits) you'll also want top be able to turn class and item the side to account for exhausting them. -
A Thread For Your Shocking (fake) X-Wing Miniatures Spoilers
lowercaseM replied to HauntedByJawas's topic in X-Wing
You don't mean the Oswaft, do you? (You realize that Star Wars already has space whales that jump through hyperspace, right?) http://starwars.wikia.com/wiki/Oswaft OF COURSE they would be in this new faction.That...That was the stupidest thing I have ever read. Not what you write but the summary on the wiki. It read like someone's awful fan fiction. I think I'm going to change my view and side with the "EU needed to go" crowd.The Lando Calrissian Adventures are basically bad generic pulp sci-fi with a Star Wars veneer, and they do all kinds of alternately boring and weird things that were never brought up again. The most amazing thing about the trilogy is that I once tried to read another of the author's novels (that is, his non-Star-Wars work) and it actually manages to be worse.Some of the Marvel Star Wars comics from the late '70s and early '80s are nearly as bad. Check out the Lepi, or the history of (yes, really) Don Wan Kihotay. Wow, worse than that Lepi non sense? I had to read that bit about the "Silly Rabbit" constellation like 5 times before I was due I was reading it right. Completely the wrong tone for star wars. Also: really stupid. -
A Thread For Your Shocking (fake) X-Wing Miniatures Spoilers
lowercaseM replied to HauntedByJawas's topic in X-Wing
You don't mean the Oswaft, do you? (You realize that Star Wars already has space whales that jump through hyperspace, right?) http://starwars.wikia.com/wiki/Oswaft OF COURSE they would be in this new faction. That...That was the stupidest thing I have ever read. Not what you write but the summary on the wiki. It read like someone's awful fan fiction. I think I'm going to change my view and side with the "EU needed to go" crowd. -
SirWilli's Workshop: Imperial Assault stuff
lowercaseM replied to SirWillibald's topic in Star Wars: Imperial Assault
Looking at your preview it looks like your class card tuck box is made to put multiple heroes cards in there. Is that correct? -
Notes on the Imperial Raider accompanying literature
lowercaseM replied to Parakitor's topic in X-Wing
Thanks for posting that info Taiowaa, I'd caught whispers of that but somehow missed the conclusion. It is a good fix, that is needed -
What kind of definition of tactical are you using? Pretty sure tactics is about accomplishing the mission, not mowing down enemies. Sounds like your idea of tactics is largely informed by, well, video games, most of which only have the goal of "destroy your enemies". If you want to appeal to reality, then you should really look into special forces operations. Such operations are actually focused on accomplishing the mission even at the expense your own life, and stopping to take out every enemy in an installation would be counter productive. Take the mission to get Osama bin Laden, and other missions like that. Jump in, grab the target, shoot (maybe kill, maybe not but) anything that is going to stop you, get out of there while you can before reinforcements arrive, hope the enemies don't kill you as you run away. Given that in IA you more or less *are* special forces, it is very thematic to have smash and grab missions.
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Comparing the hwk support with jonus and howl isn't quite right. Only Jan and Roark do anything. Jan only adds one die, to one attack. Far less valuable than having a reroll on 2 separate 4 dice attacks. Or in jonus' case two rerolls. With huge ships, it's not the number of dice that is the limiting factor on damage output, but rather dice *modification*, which is severely limited on a ship that has 3+ attacks, and no ability to focus. Han solo and weapons engineer help, but you are still very limited. Roark is nice but isn't over powered by any stretch of the imagination. I don't know if jonus and howl will be, but their abilities are far more powerful for a huge ship than the hwk abilities.
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Just start with energy filled up. After playing a couple of times before that change was made (ie. No energy at start), starting with energy was way more fun and made the huge ships usable. I look forward to playing with hard points filled up as well. With the orientation of the play area, usually, I'd be in the middle of battle before I could even finish charging my weapons, which made the long range entirely useless (worse actually because you have to pay for turbo lasers). With this I can start the game with guns blazing. Much more fun.
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Haha! Perfect thread for finding the people who only read headlines and never the articles! Good show!
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4 atc advanced one with the xx now have an easy time burning down those falcons
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Single biggest difference: this ship is better costed. inquisitor it's only 25 for ps 8 and I wager he pays a premium for his ability (which not only gives him extra dice but denies the range 3 defense bonus). This is closer to what the tie advanced should have been to begin with
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Please elaborate. Maarek picks one of 3 cards to deal. Maarek has a really good chance of handing Fat Han something that can really cripple him early in a game and really low chances of dealing one that is meaningless to his target. Maarek with atc is a good choice. At range 1 he gets 3 dice plus a guarenteed crit, at range 2 auto crit through shields, range 3, well you probably won't do damage against him.
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Don't know about any one else, but I'm gonna grab two, and play both named in epic matches and fire off focused assault missile (half of them firing a 5 dice) for days. Never again will my Tantive fear those loathsome swarms.
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NOVA Squadron Radio – Episode 27 “Epic and the GR-75!”
lowercaseM replied to EvilEd209's topic in X-Wing
Just realized that Bossk will be brutal on an S&V huge ship with multiple weapons. Neither the stress nor focus matter, but it will guarantee you get to fire at a target with a target lock until you hit it. For two points it isn't bad. You really need to get some epic play in, guys. Lots of fun -more than standard to be honest- and some neat ideas. I really want to try cr-90 + dash with an EM Emitter transport running interference. With the changes to long range this is much more workable than it was. -
The talk of shield over loading gave me an idea that I like: Plasma torpedo Attack : 3 Cost : 5 [Target lock] spend your target lock and discard this card to perform this attack. If this attack hits, reduce damage to less than our equal to the targets current number of shields. Then for each point of shield damage, deal one face down damage card. The idea is that as the shields over load it causes damage, but the torpedo itself doesn't do actual hull damage. So ships with low agi and high health are very vulnerable. Tie fighters are unaffected, and the bwing is terrified of this as it can be OHK while the xwing knows it will survive no matter how well the attacker rolls. The single biggest complaint about the meta is the dominance of 2 ship builds, but the dominant ships are the most vulnerable to this attack. At the same time, it isn't very useful against much else.
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Last Tuesday I played an Epic Dog fight with my friend. He played imperials and I played rebels, including my beloved CR-90. It was an interesting game, though it didn't go well for him. The game gave me a chance to play my experiment Stressinator build for the CR-90. My list: Stressinator and the Ion Guys (299 pts) CR-90 ForeQuad Laser Cannon Quad Laser Cannon Slicer Tools Tactician CR-90 AftQuad Laser Cannon Tibanna Gas Supplies Tactician Gold Squadron PilotIon Cannon Turret Gold Squadron PilotIon Cannon Turret Roark GarnetIon Cannon Turret Blue Squadron Pilot Rookie Pilot Rookie Pilot Rookie Pilot Rookie Pilot the goal of this squad was to use the CR-90 to stress out ~3 enemies per turn, and then use the golds and Roark to ionize them, effectively neutering them for a couple of turns and making them very vulnerable to getting stomped on by my Tantive. This was a very experimental build that did alot that I'd never done before. I had no long range ability beyond the Primary which would have no dice modifying it, so it would be a crap shoot. I was most nervous about the lack of Engineering Team, which I've never gone without. His squad was very different and I don't remember all the details but basically it was this: Captain Jonus Boba Fett Kath Scarlet Krasis Trelix Bounty Hunter Captain Kagi All the firesprays had HLCs, proton bombs, gunner, and engine. Kagi had HLC and sensor jammer (which is really annoying for the CR-90 since it can't focus). Jonus was mostly naked (I think he had a stealth device or something) and only existed to buff the others. Obviously, the point of his squad was to come in heavy and just HLC everything to death. I was really nervous honestly. HLCs are the bane of...well just about everything, but especially the Tantive. Add to that the fact that all 5 could be almost TL+F each turn (ships do focus, and make use of Jonus' TL-lite ability), and that those HLCs were on really hard to kill ships, all of which fired before the bulk of my forces...yeah I was nervous. To make matters worse, most of his ships required 2 ion tokens to be ionized, which seriously nerfed the usefulness of my battle plan. The only saving grace was that the squad was pretty small. Still, he could easily take out 2 ships per turn if the defense dice went squirrelly for me. I'd recently read Hothie's great battle report about hsi CR-90 experience, so I took his astroid building idea and made myself a "kill zone" in which to lure him into. I'd done something similar in an epic game I played a while ago and it worked well to give me the advantage. This turned out to be one of the most influencial aspects of the game. I deployed my ships inside that area facing out at an angle. He then completely threw me off by deploying directly accross from me. His plan was to rush in to keep me from gathering energy. He also was hoping that by setting up close, he would avoid the game going too long since we only had ~2.5 hours to play. This turned out to not work so well for him. As you can see in the picture, the asteroids left him very little room to move his ships, and the fact that they were large made things worse. This initial deployment set the stage for the entire game. My deployment wasn't too great either, I'll note, as it forced me to make sure I didn't run over my own ships. You can't see it well, but there is an asteroid just behind the tantive that got in the way of deploying on the tantive's open side. In the first round, my guys all made the fastest, farthest bank they could, trying to get far enough in front of the Tantive to not get run over but still be able to turn into the fight next turn by turning or banking. They all focussed except my B-Wing which was stressed. Then his bountry hunter (in the front on the right) went staight and landed dead in the middle of the asteroids. Roark just went forward 3 since I didn't think he could get past the tantive, and I knew that he would be a prime target so I wanted to keep him in the back. After this came the rest of the imperials, and that's when things started going bad. The forward left fire spray (Krassis) went forward matching the bounty hunter but landed on the asteroid with the merest bit of the corner of its base. He didn't roll damage but that was just beginning of his woes. The rest of his guys moved without incident, and finally my tantive moved, a simple two forward. My original plan had been bolt out at the gate to get in range fast, but I was unable to do so due to my bad initial positioning. I allocated energy to my forward Quads, made a terrible joke about triceps (get it, Quads? Triceps? Hah! I'm hilarious!) and waited. Then came the combat phase. Unfortunately for the imperials, only the bounty hunter and the bomber could fire on anything. Krassis had a great shot on the tantive, but was busy chilling on an asteroid. On the other hand most of my squad had shots. I boosted the Tantive, but it didn't do much good since it was too far to use anything but the primary. I spent an energy to boost the primary and fired at Jonus, but wiffed. BH fired at the HWK doing two damage, taking out the shield. Jonus was a non-issue. I was able to ionize Krassis with my Y-Wings and with the rest of my force put some serious hurt onto the bounty hunter. Round Two I planned to use my ships to block most of his force, banking my y-wings left, and moving my Xs and B forward a hair hoping to block the BH with the X in the front. His BH though did something I didn't expect: It did a 3 turn out (darn that rear firing arc), landing just in front of the asteroid but not on it. Roark just drifted forward, and then the rest of his ships moved and things went down hill. Krassis was ionized which set off a chain reaction of terribleness for him. As he drifted one forward, he landed on yet another asteroid. Boba, smartly took a 3 bank and collided with my y-wing but avoided landing on the asteroid though he did going through (rolled no damage). Jonus just moved a bit forward, then boosted to the left landing smack in the middle of all my guys. Kath Scarlet moved forward, just barely landing in the middle of the asteroids without hitting them. Unfortunately, Kagi was blocked badly. First by my Ys then by Boba, resulting in him landing squarely on an asteroid. Again, no damage rolled, and believe it or not he was still really useful. Finally the Tantive moved, and I found that since I didn't have the engineering team, I was more free to do banks since there was no energy lost by doing a 1 bank instead of a 2 forward. He was close to the action and finally able to fire. He reinforced and then tried to target lock...only to realize that I would have to target Kagi instead of one of the already damage ships. I was unhappy with this. In fact, Kagi effectively ruined all TLs for me for the rest of the game, so he was definately the MVP, greatly diminishing the effectiveness of my attacks. So I went ahead and TL'd him anyway out of spite. In combat phase, I boosted Tantive with Roark and put a crit on Jonus. Nothing major, just gave him a stress. Oh joy. I also used my quads on Boba and gave him some stress which actually was pretty nice. Jonus and the Kath killed Roark, but I retaliated by killing the BH. My Ys ionized Krassis again. At this point we both knew what was going to happen to him (collide with tantive and land on the asteroid again). Here's the end result of round 2: Round three started with my Ys going three bank and forward 4 to clear out of the way of everyone else. the banking one went through an asteroid, and other was stressed. Oh well. One X wing moved 3 bank and collided with the shuttle, the rest just drifted forward hoping to collide with Kath and Jonus. Krassis drifted, hit the tantive for damage, and then landed on the asteroid again. Jonus for his part just moved green forward to clear his stress (which I was disappointed by as I wanted to use Slicer tools on him), Kath just hit everything, Kagi just ran into things again, and boba dropped a proton bomb hitting my Ys and the shuttle before running away from the tantive. Finally the tantive did a 1 bank to the left running over Krassis and just barely missing boba. Tantive hit boba with slicer tools. With Roark and the BH gone, he fired all his ships before me, but without actions he only destroyed an X-Wing and damaged the B-Wing. In return, he lost Jonus and Kath. At this point, the game was really over, as his best ship (the fire spray) had about 4 stress on it, and the only other ship he had was a shuttle, but we played it out to the end (hey, the dice may be favorable). Boba just booked it out of there getting as far away from the Tantive as possible, while he pushed forward with his shuttle, hoping to get behind the tantive and get some hits in. I sent one of my Xs to tail the shuttle, and the others with my B to hunt Boba, while my Ys did their best to get back into the thick of it. In the end though it was a foregone conclusion. Both the shuttle and Boba died (the shuttle had about 5 stress tokens on it after the final shot). Analysis I really really like my stressinator Tantive. I might go ahead and try it with 3 tacticians. Being able to deal out that many stress tokens each round serious hampers your oppenent. The best part is I don't actually have to even hit them. If I were fully loaded on energy and missing, I could actually hit 6 ships with stress in one turn. Slicer tools wasn't terribly useful this game, but I imagine in a game with more ships, and smaller ships, it would be very helpful for getting that one extra damage on a ship and it pretty much guarentees that the opponent will put a premium on getting rid of that stress, lest they take damage with it. Over all I'm please with this list, and I look forward to trying it again a more numerous foe, to see how it handles.
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Rebel Transport and Tantive IV Question
lowercaseM replied to XWing32's topic in X-Wing Rules Questions
Note that in regards to modifications, the only modification that is currently available for Huge ships is the Combat Retrofit, which is GR-75 only. -
For your first game, I recommend a slim, simple list to help you get used to the ship. Get rid of the targetting coordinator and the tantive title card. the TC uses energy, and if you want to use the Turbo laser, you'll be surprised how fast that extra energy will drain you. Move the back up shield generator to the aft section. If it is in the front and the fore section is crippled you've just lost a great tool for lengthening life span, but if you put it in the aft, then you'll always have it since the aft section always has a cargo slot even when crippled. I'm not sure how useful the Tibanna Gas supplies will be. Remember, they aren't useful for powering your weapons since you use Energy upgrades AFTER you allocate energy to your weapons (so you wouldn't gain the extra energy from the gas until after you've already allocated it to your weapons). The gas would be most useful for recharging shields, but that's something I've only done once in the entire time I've played with the tantive. Overall, your list looks like fun (Roark is great, but just for the experience, you GOT to try using Jan Ors to buff the Tantive with an extra attack die). Go with it That said, if you want a list to win with, I'd add more ships. Bunches of rookies, blues, and bandits. You need to either be a sufficient threat to draw fire away from the tantive, or be numerous enough to get in the way so people can't get to the tantive. For a friendly game with the Lady, I'd keep what you have, but expect to face a swarm of 17+ ships elsewhere. There are no competing uses of the Target lock action. As far as the targetting goes, the combination OP has is pretty solid. Coordinator occurs during the Energy phase so it doesn't block the target lock action (notice it says you acquire a target lock, not perform a target lock action, so no problem from the "can't do an action more than once per turn" angle), besides, even if it did, he has Weapon's engineer so he would be able to keep one of them for himself even after handing it off. Han is always useful any time you could be using a target lock. Also note that with the turbo laser and weapon's engineer he can get two range 5 target locks each turn, one for the turbo laser, one for the primary weapon. So, yeah, with his initial build he has good use for the sensor team. You'd be amazed how easy it is for enemies to be outside of range 3. The backup generator is great because you don't spend all your energy and it doesn't take an action. The Reinforce action should be the default action of any huge ship getting shot at multiple times per turn. Back up generator lets you get that constant evade, but still regain a shield every turn. It's not a lot, sure, but it works better when you are in the thick of it than the recharge action does.
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Yes it does. Which means the attacker can choose the order in which he wants to resolve those two abilities. And the defender modifies attack dice prior to the attacker. So Sensor jammer resolves first. Thanks, I think I got confused by the HLC's effect, and never noticed that unlike other weapons, it specified "immediately"
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So I've been wondering about a situation that came up playing with my (beautiful) tantive. I read this topic and I want to confirm that my understanding is right on this. I had a my tantive had mercenary copilot and was firing at range three with the single turbo laser at a shuttle that had sensor jammer on it. The turbolaser says that "You may change 1 of your Focus results to a Hit result." Mercenary gunner says "you may change 1 of your Hit results to a Critical Hit result." while sensor jammer says "When defending, you may change 1 of the attacker's hit results to a eye result." All these qualify as the sort of modifications the rules specify? In particular, does the single turbolaser resolve at the same time as the mercenary copilot? If I roll {Crit} {Hit} {Hit} {eye} then my opponent gets to alter things first by changing it to {Crit} {Hit} {eye} {eye}, then I can activate the ability of the turbolaser to turn one {eye} to a {hit} and then copilot to turn one hit into a {crit}, correct? I ask this because I've always played that when attacking you resolve the ability on the card before anything else is done. I thought that if I fire a proton torpedo and don't roll an {Eye} then I don't get to use the Torpedoes "{Eye} to a {Crit}" ability ever and I'm just SOL. After the example I give above, I'm thinking I may have been wrong about that. Am I?
