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OpticFusion

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Everything posted by OpticFusion

  1. Empire How can I give up the opportunity to command Star Destroyers.
  2. I agree with the Millennium Falcon. It is an excellent ship. The named pilots are great and the upgrade cards you get with are really useful.
  3. OpticFusion

    Metal Bikini?

    There is a new article on Airen Cracken.
  4. I cannot see why it wouldn't work on them rules wise, it works on the empire. Narrative, maybe they were hired to retrieve the Rebel Captive alive and unharmed.
  5. No. There are ways to handle the stress and a cheap filler ship works great at taking the stress, Academy Tie Pilot or Banded Z-95.
  6. Soontir - PTL,Stealth Device Howl Runner 4x Acadamy Ties I won my first Store Tournament with this list. In current meta it might not be as great but give it a shot.
  7. Those trooper are amazing. Now I really want to paint my models.
  8. I have played the Aftermath Mission a few times, introducing a few new player to the game. Question 1: Rushing alone doesn't work. On my second game The rebel player had incredible luck with the white dice and just evaded all my shots, they finished the mission on turn 5. My third game I played a bit more clever and had a bit better luck, I nearly killed the Would-be Jedi Character (I don't remember the names) when she open the door, rolling all the dice and attacking twice with the e-web is insane. On turn 6 I still had 2 terminals left. If they didn't rush they might have actually won. So no it doesn't always work. Question 2: Both games 2 and 3 all the crates were taken. Question 2-1: Yes the game ends when all the consoles are destroyed. Question 3: Having to spend 2 movement point to move past a Imperial model slows the playes down considerably. In game 3 at the entrance to the Storage room and had two units of storm troopers. They struggled to get past. Question 4: Yes, even friendly models. Question 5: I cant get enough. We are now busy with the campaign, and I can see myself playing this often, also I'll play as a player with the next campaign. $0k is good and all but I like the Star Wars Theme way more.
  9. I really like this list. This is one I just have to try. Should be enough firepower at high pilot skill to take on most things. If needed ion a phantom and then hit it with all you got.
  10. No and yes. You cannot deploy them with Threat. The campaign guide will tell you when you can deploy them. Once they have been deployed you can use threat to reinforce them or redeploy them when they have been defeted. Open Group can be deployed using threat in the status phase.
  11. The other skirmish maps are included with the Luke and Vader packs. They are on the 2 papers in the pack that list the components.
  12. The stickers are hard to remove and not reusable. They are cheap and nasty. I wanted to move the one sticker to a better location on the base. In the end I just left it. Will be painting my figures soon then I'll just remove them with some methylated spirits.
  13. I see the role as the imperial play the same as being the Dungeon master in DnD. Its not about winning but letting the players have a fun experience, that includes me. I dont hold back either they need to earn the win. I enjoy every second of playing the imperials. Setting up the mission reading the story parts to the players.
  14. I have no problem when there is something in the rules that some one doesn't understand. But you can see when some one just didnt bother reading the rules. If some one needs help with a rule I'll do my best to help.
  15. I see so many questions being asked about the rules. FFG was so kind to give us a Rules Referance Guide. Most of the questions being asked are answered in the guide. Just read it.
  16. This is correct. Only the move action after you have the crate has the speed penalty. There is a few things to do to help yourself win. Firstly you could try and take initiative. Make sure you have troops to take out anyone carring the crate. And even if you lose one crate defend and take the other two.
  17. This is were the Tie Bomber will be amazing. The Range 5 K-Turn will enable the Tie Bomber to actually shoot again.
  18. I think attack wing d&d has a nice solution for ordnance. With the dragons fire breath after you use it you put duration tokens on it, depending on how powerful and cost how many tokens. At the End Phase you remove one token. You can easily say it's a loading mechanism that need to load the next missile or torpedo. You never lose the ordnance but you can't use it each turn either. Munition Failsafe can be used to when you miss completely you don't put duration token on the ordnance. That's my 2c.
  19. Yeah, only available if you are a member of NOVA squadron. If he puts it up somewhere else then I will certainly update the link here. Ok that explains it. That would have been nice to have.
  20. I am having trouble downloading the file X-Wing card list by type (compiled from above list on afewmaneuvers) by David Rulf (behind NOVA FB group). All I'm getting is "Sorry, this page isn't available".
  21. It's not a problem for me at all. I have been wanting a capital ship strategy game for a while now. Not being to scale makes it possible to have all the ships with out taking up too must space.
  22. So Han with Predator if you reroll a dice with predator you cannot reroll it again with Han's ability.
  23. I've been playing X-Wing for a few weeks and i've mostly played Imperials. I want to try Rebels but I'm struggling a bit. I was thinking of the following list: Lando - draw their fire, assault missile, nien nunb, MF Dagger Squadron - advance sensors Rookie Pilot Any comments or suggestions welcome.
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