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Posts posted by a4rino
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I am in Ypsi. Anyone close to me that plays?
EDIT: Doesn't take a SMART GUY to go back 2 pages and see there is a facebook group.
I am in Ypsi. Anyone close to me that plays?
EDIT: Doesn't take a SMART GUY to go back 2 pages and see there is a facebook group.
A few of us play in Ypsi on the weekends. This weekend we aren't playing because Toggle (the guy who usually hosts the games) is at Worlds, but if you join the Facebook group we can be sure to include you next time we play. Right now we usually have 3 people and we've been hoping to find a fourth so that no one has to sit out.
EDIT: Strange double quote. Can't seem to edit it away for some reason.
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That squad looks fun and I'm sure I will try something similar to it at some point. However, I would suggest putting Adrenaline Rush on Turr instead of Veteran Instincts. With PS7, he will still move after and shoot before most other pilots anyway, so most of the time you wouldn't be giving anything up by losing VI.
On the other hand, AR really shines on Turr because his ability basically gives you a free action as long as you are not stressed. Being able to treat a red maneuver as white effectively nets you two actions you would have lost and gives you much more freedom on the following turn.
For example, Turr can K-Turn+AR, Focus, Attack, and then Barrel Roll without gaining any stress. On the next turn, he's not forced to do a green maneuver because he's not stressed, and he could even do another K-Turn if he wants.
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What in particular makes it difficult to create builds? I'm open to suggestions for making the flow clearer.
This is kind of a necro, so hopefully geordan still sees this post. Apologies to OP for going off topic.
Anyway, I do like your squad builder geordan but I have a suggestion. When I try to select a new pilot for my squad, very few pilots are actually displayed in the drop down menu, sometimes making it difficult to scroll through and find the pilot I'm looking for. It would be nice if the drop down menus were longer or the font was smaller (or some combination of these two) so that more pilots could be seen simultaneously. Preferably the former. This isn't something that's a big deal, but it would be nice.
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This doesn't make any sense. Why would you want to redeem your proof of purchase for something if that something could have just been included in your original purchase?
E.g., you want to redeem your proof of purchase for tokens. I would rather the tokens just come with whatever I bought and the proof of purchase remains useless.
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360 Turret
in X-Wing
This is incorrect. When you execute a 1-white straight maneuver under the effects of Ion, you are instructed to remove ALL Ion tokens on your ship, regardless of how many there are.
I never realized this. This has only ever happened to me once, and I just assumed the guy I was playing with knew the rule so I didn't think twice about it. Thanks for clarifying!
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360 Turret
in X-Wing
(you can't double ion someone (except large base ships)).
You can double ion small ships. The small ships can clear the tokens only one at a time, so double-ionizing will get you two consecutive turns of ionized movement.
DraconPyrothayan reacted to this -
360 Turret
in X-Wing
That's the only problem with putting lists on here - I know you're going to read them. If it's any consolation, I really want to fly the B wing I just finished repainting as well. We might have to have multiple games =P
Look on the bright side, Khyros: at least I didn't see it... oh wait I did! See you guys tonight!
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I like this list. It is very similar to one I plan on testing out soon:
- Soontir Fel + PtL
- Dark Curse
- Night Beast
- Winged Gundark
- Omicron Group Pilot + Darth Vader
I am thinking about dropping Gundark down to an Academy TIE so that I can put a Stealth Device on Fel.
Anyway, I love Fel+PtL because he becomes insanely maneuverable. He can barrel roll and boost or boost and barrel roll, and he moves last, so it's really easy to keep him out of enemy firing arcs.
My greatest fear when fielding Fel is 360-degree arcs. I have trouble understanding how someone who fielded Chewie couldn't take Fel down.
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I'm going to try to make it out to RIW this Thursday. Hopefully we can get an even number of players.
Since Toggle (who usually hosts our Saturday Ypsi games) will be at Worlds this weekend, I would definitely be interested in getting some games in with you guys at RIW on Saturday.
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The wiki also contains this information, but it a way that is more easily searched: http://xwing-miniatures.wikia.com/wiki/X-Wing_Miniatures_Wiki
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Super cool ability, but I am really weirded out by the fact that this pilot was spoiled by a urinal.
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It's just 3-4 ships going up the edge for an alpha strike and then k-turning. Rinse repeat.
It sounds like you and the people you play with do not understand how to use asteroids to disrupt your opponent's flight plan. Asteroids are great for breaking up enemy formations (especially when they have range-based abilities, e.g., Biggs, Howlrunner). They are also good for ducking behind for cover.
Especially if you aren't flying any big ships, I recommend that you trying coming at your opponent through the asteroid field next game and see how it affects positioning.
DraconPyrothayan reacted to this -
...I saw that X-Wings and TIE Fighters are no longer available and out of print.
Where is the product? Why is this not in print? Is this game cashing out already? Are there any plans to reprint? Is the community growing?
New shipments of the Wave 1 ships (X-Wing, Y-Wing, TIE Fighter, Advanced TIE Fighter) are on the way. We should have them by the end of the year, I expect.
As the others have pointed out, the shortage is not due to FFG "cashing out" but rather because demand has been higher than they anticipated. The community is indeed growing.
It is unlikely that you will find any Wave 1 ships at a LGS, but you may have more luck with Barnes and Noble. For some reason they carry X-Wing expansions, and I've heard a few cases in which B&N still has Wave 1 in stock.
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well you have to remember you can change up to 3 blanks into focus dice results, if you have push the limits or if you target locked the previous turn that means you can use a focus action as well. that combo is a minimum of 3 hits, most likely 4 and a really good chance of 5 hits. I agree 6 points is steep but its the price you pay for an attack that you know is going to do some damage without a chance of missing. APT on wedge is even more brutal..
I did account for the 3 blanks changing into focus. I assumed anyone firing APT would have a Focus token (because it's basically required) and a Target Lock (because it's literally required) and be at Range 1 (because that's also required).
Then I compared it to a ship with 3 attack dice, with Focus Token and Target Lock at Range 1 (in effect, 4 attack dice with Target Lock and Focus), but this ship was using a primary weapon attack.
APT on Wedge is more brutal than the usual case, but so too is primary attack at Range 1 on Wedge. The difference between APT and any 4-dice primary weapon attack is basically 1 hit (but occasionally 2 hits).
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So far I like your input. and yeah, I have Biggs. But what is the point of the sensor jammer? Most often the opponent will focus, making the sensor jammer useless. Or am I misunderstanding it?
I agree with you that Sensor Jammer sounds weak on paper. Why would I spend 4 points on Sensor Jammer when I could spend 2 points on Fire-Control System?
Actually using Sensor Jammer makes you realize that it is in fact very powerful. If your opponent didn't choose a focus action (or already spent his focus token on defense), then of course you effectively turned one hit into a blank. If that happens just once, then you can think of those 4 points you invested into Sensor Jammer as a type of Shield Upgrade that requires a System Upgrade slot.
Now even if your opponent plays a Focus action and has the token available for his attack, changing one of his hit results into an eyeball result forces him to make a decision. Will he spend the focus token to change that result back to a hit, or will he save the token for defense? This decision is often made more difficult if you yourself are running ships with low Pilot Skill; you will fire later in the round, so your opponent has to weigh the value of a hit now vs. possible evades later.
Finally, you have the action manipulation factor. If I close into range against one of your B-Wings that has a Sensor Jammer, do I boost/barrel roll to improve my positioning or do I play a focus action so that I don't automatically give away one of my hit results? Putting your opponent into these no-win situations is always great.
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its tempting to play missiles on ur a-wing but imo something like shield upgrade (cost4) or sensor jammer (cost4) would be far more valuable over the course of a game and is ALWAYS going to help you, whereas a one shot missile might hot or miss or ur a-wing might get shot down b4 it gets to even use it.
Green Squadron Pilots with PtL do not miss with Homing Missiles. You just have to make sure you get into range for the Target Lock (which can sometimes be tricky at PS3 but with a little luck/skill can usually be accomplished). Missiles also make your opponent fear the A-Wings a bit, which can give you more leverage when it comes to maneuvering your other ships (in OP's case, X-Wings). I know if someone fielded 2 A-Wings and didn't put missiles on either of them, I would basically ignore the A's and it would be open season on the X-Wings.
Neurofactor reacted to this -
I think that you will find that the Stealth Devices on your Rookies won't accomplish what you hope they will accomplish, and this is also likely true for R2-F2 as well. Usually R2-F2 is only good when you have someone else buffing him (e.g., Biggs uses R2-F2 as his action and then Lando gives Biggs a free focus action). Otherwise, a Focus action is arguably just as good as R2-F2 defensively, but unlike R2-F2 the Focus can also be used on offense.
I do like GSP's with PtL and I run them in many of my lists.
I think you might be better off losing the Stealth Devices and R2-F2 and instead putting those points towards missiles for the A-Wings (I would recommend Homing Missiles, because PtL will allow you to Focus+Target Lock and virtually assure full damage). You could keep R2-D2 on one of the Rookies or you could redistribute those 4 points however else you see fit.
EDIT: Of course, losing those stealth devices means that you would have to drop the name Shadow Squadron, which has a nice ring to it!
Neurofactor reacted to this -
I try to play both sides, but I mainly play Rebel (probably about 90% of the time). This isn't really for thematic reasons (I'm not a "good guy," per se) but more just because I prefer the ship stats and pilot abilities on the Rebel side.
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I ran a simulation myself and can confirm Khyros's numbers. Putting APT on anything with 3 attack dice (4 at range 1) means you're basically paying 6 points for 1 extra hit, most of the time. I would rather put 4 points into a shield upgrade (or better yet, Chewbacca crew member if there's a Falcon on the board) and save myself a hit (or 2) by spending only 4 points.
Sure, that one extra hit afforded by APT could be the deciding factor on whether an opponent ship lives or dies, but having those 6 points to invest elsewhere in your list may also be a deciding factor in whether your squad wins or loses.
Conclusion: Don't even think about putting APT on your X-Wings and B-Wings, folks. But of course put them on Rhymer.
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I would recommend that you download the maneuvers test bench that one player developed and was kind enough to post here: http://boardgamegeek.com/thread/924037/working-on-a-maneuvers-test-bench
This test bench is simple to use and has all the movement dials for each ship built in, plus boosts/barrel rolls. You can also place asteroids.
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Your interpretation is correct. Your dad is living in a different universe.
EDIT: If you could change your blanks to hits with a focus token, there wouldn't even be a point to rolling the dice. They would all just be hits.*
*Not strictly true because you could roll one or more Criticals, but I wanted to highlight the absurdity.
drylndsurf and DraconPyrothayan reacted to this -
I decided to try to figure out how much Tempest should cost by building him up from Prototype Pilot.
- Start with 17 points for Prototype
- Subtract 4 points to remove boost action
- Subtract 2 points to remove the A-Wing's green maneuvers*
- Add 4 points to give barrel roll action**
- Add 1 point for pilot skill increase
- Add 3 points for hull upgrade
- Total = 19 points for Tempest
What do you guys think? Is 19 points appropriate for Tempest Squadron Pilot? This would be the same as a Green Squadron Pilot, which (as a Rebel player who LOVES Green Squadron Pilots) I think sounds pretty fair.
*For the green maneuvers, I figured two points was reasonable. One point for an Astromech slot and one point to put R2 Astromech in it was my rationale.
**Barrel roll doesn't have an associated modification (excluding Expert Handling, which requires an EPS slot and gives stress, so I think it's a bad comparison), but I figured it was fair to value it the same as boost.
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To add to this, many people (myself included) believe that the Prototype Pilot is actually overcosted by 1 point compared to the other A-Wings.
EDIT: My point being that you're comparing an overcosted ship to another ship which itself is perceived to be overcosted, so you could argue that the TIE Advanced is even more overcosted than the comparison to the Prototype Pilot makes it appear.

Any SE Michigan games?
in X-Wing Organized Play
Posted
We got a couple of good games in Thursday night. Unfortunately we had an odd number of people, so one person had to sit out each game. It's too bad you couldn't come; we could have used a fourth!
RIW is always a good time, and I played games against Khyros and Johdo. Luckily for me, my dice seemed to really hate Khyros so I was able to come away with some wins.
I couldn't make it out on Saturday though because some friends came in from out of town. How did the demo go, Khyros?