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Everything posted by a4rino
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It's a lot like VI, some games it will matter big and you'll be glad you have it but some games it will do nadda... except VI is the entire match and not just a single action so not really at all. Veteran Instincts lasts all game long but that doesn't mean that it makes a bigger impact. Imagine you stick Veteran Instincts on Luke to give him PS10, but your opponent runs a swarm with PS4 or lower. VI was an unequivocal waste in this case. Even in games where VI does change the order of turn resolution, it may not actually influence the outcome. If it doesn't prevent/alter the action that would have been taken or take an opposing ship off the board before that ship can fire, then it hasn't really had any influence. Like Adrenaline Rush, Veteran Instincts is circumstantial.
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I like the idea of Adrenaline Rush, but I've never used it before. If there is any issue with Adrenaline Rush, it's probably the opportunity cost of using it. It requires an Elite Pilot Skill slot, which is typically found on your highly-skilled unique pilots (although there are exceptions to this). I would usually rather spend the points to give these types of guys Push the Limit or Swarm Tactics or Marksmanship as opposed to giving them Adrenaline Rush. I could see it being one of those filler cards that you slip into a squad that would otherwise be at 99 points, al la R2 Astromech. I think you could definitely make the case that it would have a bigger impact than Veteran Instincts in most games.
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For 3 points, I might do Elusiveness + Millennium Falcon Title. As Hrathen said, Han's ability is like a miniature target lock, basically an offensive action in itself. You can mitigate his defensive weakness with these two upgrades. If you are willing to invest 4 points, I really like Engine Upgrade on the YT because I can boost out of enemy firing arcs. This is especially useful on Han because he typically moves last in the Activation Phase, giving you the benefit of knowing where all enemy firing arcs will be during the Combat Phase. Recon Specialist will be a waste on Han. EDIT; Another good use of 4 points is the Chewbacca crew member upgrade. Use him when you suffer a crit, discard the crit and regain a shield.
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I bought some zinc-plated fender washers and glued them to the bases. I just used regular Elmer's glue because it was all I had, and surprisingly it works just fine. Then I cut out little velvet circles the same size as the washers and glued those onto the underside of the washers. My play mat is also velvet, and the velvet-velvet interface combined with the extra weight from the washers gives the ships a very high coefficient of friction.
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if there was one thing you could change about x-wing, what would it be?
a4rino replied to The_Brown_Bomber's topic in X-Wing
I would make a small change: I would change it so that Blaster Turrets could fire at Dark Curse. -
The Fire-Control System isn't going to do you that much good with the Ion Cannons; the opportunity to reroll with a target lock is usually better for piling on multiple hits, whereas with the Ion Cannon you really only need one hit. I would probably ditch the Ion Cannons on the B-Wings but keep the Fire-Control Systems, This way the Y-Wings can control opponent maneuvers and the B-Wings can close on those ionized enemy ships and make them pay. Meanwhile, you could use the 6 squad points you save from losing the Ion Cannons to throw some Advanced Torps on a Y-Wing.
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I think the license being particular to any one timeframe is a myth. I would argue that we already have prequel material in the form of the Senator's shuttle. I don't see any reason FFG can't put out prequel stuff, but for me personally I don't know if I could bear flying an N-1 starfighter alongside an X-Wing. I prefer that they stick to the Rebellion/New Republic timeframe just for chronology's sake.
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The 360 degree arc makes it easy for the YT to attack every turn, but at the same time running a unique YT means that half your squad gets to land an attack at most once per turn. It's a tradeoff. I would point out, though, that I think the key to running one or more YT's is to avoid firing arcs like the plague. Fly around to the sides and rear of opponent ships where you can still attack and they can't. For this reason, I would prefer to put an Engine Upgrade on my YT before I'd drop the points on a Gunner.
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There is a chance that I may actually be able to make it this week, but in any event I will probably be a bit later than 6 PM. Does anyone know if the guys over at RIW mind if we bring food in? I was thinking about picking up a Subway sandwich on the way.
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This is a compelling argument and I am inclined to think that your interpretation is correct. This would be a shame though because Elusiveness with Yorr was really fun! EDIT: As for the Soontir Fel thing, I think Dracon's idea was that Soontir would pass 3 stress tokens to Yorr and then eat the last stress token himself. This last stress token would be the one to give him the focus.
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I hadn't thought of this. This would be insane and, from what I can tell, totally within the rules.
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I would have to buy another TIE expansion to run this myself, but the guys I play with probably wouldn't mind if I borrowed a TIE. Like I said, my Imperial fleet is limited. I like the idea of Fire Control System on Yorr. He was usually unable to perform an action for all the stress, so FCS would give him a little buff in that area. I am dead set on Rebel Captive though. He was awesome.
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I don't think it ever happened that I really needed to give Yorr another stress and couldn't, but I was using Elusiveness really liberally so it did put a limit on how much I could abuse it. Elusiveness is the type of thing though where it's only an obvious decision when your opponent rolls a crit or you're in danger of being destroyed, and in those cases Yorr was always able to eat the stress.
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Jendon has been a really popular Lambda pilot, but I hadn't heard much about people using Captain Yorr so I decided to give him a shot in a couple games today. I ran this list: Captain Yorr + Rebel Captive + Intelligence Agent Dark Curse Black Squadron Pilot + Elusiveness Black Squadron Pilot + Elusiveness Saber Squadron Pilot + Push the Limit The idea behind this list is pretty obvious - use the Elite Pilot Upgrades to buff the TIEs and then pass their stress on to Yorr, and allow Dark Curse to be his awesome self. Meanwhile, I stuck a Rebel Captive on Yorr to make him a less attractive target. Being able to pass stress to Yorr meant I could use Elusiveness twice in one round and still K-turn in the next round after passing both stress tokens to Yorr. Everyone except Dark Curse has pilot skill 4, so that gives lots of flexibility in resolving movements and attacks in whatever order suits you. I underestimated how important Rebel Captive would be. People tend to focus-fire with multiple ships to take down the big ships fast, but doing so against Yorr means that your very best pilot (with the highest pilot skill) will have to eat a stress token. It really discourages your opponent from declaring you as a target. When the alternative is to fire on Dark Curse or TIEs with elusiveness, this is a lose-lose situation to put your opponent into. Yorr's maneuver dial wasn't an issue. I kept giving him green maneuvers that purposely overlapped my TIEs, shedding a stress each time and keeping his arc relevant. Saber Squadron Pilot was the only letdown. He went down early in both games, and he was never close enough to Yorr to pass a stress. I think those points could have been better spent elsewhere, but I usually play Rebels so my Imperial fleet is lacking.
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That's not true. The ambiguity arises because both cards seem to refer to the manoeuvre that was revealed, not the manoeuvre currently on the dial, which would make it clearer. You reveal your maneuver at the same time as you reveal your maneuver. Excepting special relativity, this is a true statement. Fett's ability triggers when you reveal your maneuver. Navigator triggers when you reveal your maneuver. You don't stop revealing your maneuver until you've resolved both of these, and you can resolve them in whatever order you wish. The key is that you are still "revealing your maneuver" throughout the whole process. You haven't stopped revealing your maneuver until you move further into the Activation Phase.
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The FAQ reads: Q: If a player has multiple effects that resolve at the same time, can he resolve them in any order? A: Yes. Both Fett's ability and Navigator resolve at the exact same time (when you reveal your dial), so you can indeed resolve both and in whatever order you wish. There is no ambiguity here.
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I think that I will not be able to make it out to RIW. Things are busy at the lab so I will probably be working late through the middle of next week. I could probably steal one afternoon off this weekend, though. Do you have any plans for hosting another Ypsi gaming session, Toggle?
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I think the OP missed the important part of the Ion Token Ref Card. He quoted the instructions for the Planning Phase. The dropping of charges occurs in the Activation Phase. For the Activation Phase, the Ion Token Ref Card which reads: The owner moves the ship as if it were assigned a white <straight> 1 maneuver. After executing this maneuver, remove all ion tokens from the ship. It may perform all actions as normal. Nowhere on the card does it say to assign a <straight> 1 to the maneuver dial, and nowhere on the card does it say to reveal your maneuver dial. You just move the ship and the dial has nothing to do with anything. Therefore, you can't drop the charges.
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Also: Anti-pursuit lasers notwithstanding, physically running ships into each other doesn't cause a damage roll, so it would be pretty inconsistent for imaginary ship debris to do so.
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I have to say I'm not in favor of a rule like this. It doesn't seem to add any extra layer of meaningful decision-making or strategy. I don't see how it would "help balance the game in some regards." In what regards?
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My guess is that you're clicking on the X-Wing avatars and nothing seems to pop up. In fact, the avatars are popping up but you have to scroll down to see them. I think this is a weird little issue that has to do with the fact that X-Wing is last on the alphabetical list, and it had fooled me at first as well.
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As someone who doesn't actually own any TIE Bombers yet (but will hopefully be changing that soon), I will point out that the TIE Bombers have really great maneuver dials compared to Y-Wings. This can be really important when it comes to setting up your missiles/torps, so you may find that you'll have more success with secondary weapons on TIE Bombers. Further, Wave 3's support ships add lots of new ways to make secondary weapons more effective, mostly by passing Target Locks or Focus Tokens around where needed.
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If you can afford it, that's a really good list. If the bill for all those ships shocks you, you could always concentrate on one side or the other (Rebels or Empire) and fill out the rest of the list later. I find that a lot of people buy extra ships but never actually run them all, so it might be worth your while to design a few squads and only buy as needed. I really like A-Wings. I would recommend that you get a 2nd A-Wing before you get a 2nd Y-Wing. With Waves 2 and 3 here I think the days of running multiple Y-Wings are over.
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The people on here who are saying you should build lists and see what you need first are right. That being said, I can't imagine running more than one HWK unless you're running well over 100 pts in a squad. Three B-Wings on the other hand could be part of a perfectly acceptable squad and was used successfully against me by an opponent in a tournament just last week.
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RIW on Thursdays is tough for me because it means I would have to leave the lab early to get out to Livonia by 6, and then I would be hungry not long thereafter. I'm still trying to figure a way to make RIW work in my schedule. I do plan on gaming in Ypsi this Saturday. I think we should try to make Saturdays in Ypsi a thing if we can convince enough people to participate regularly.
