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Posts posted by a4rino
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Nope. If you do not land on the asteroid and your template doesn't overlap it, you are fine (even if your base would have overlapped on the way).
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50 points is a really tough amount for a rebel player because it pretty much disqualifies you from using your unique pilots. If your opponent has enough ships to fill out a decent 60-65 point squad, you can really have a lot more flexibility with upgrades/uniques.
As for your 50 point squad, R2-F2 is a waste on Red Squadron Pilot. R2-F2 really only pays off if you have someone who can buff it with an additional action (e.g. you play R2-F2 on Biggs and then have Garven give him a used Focus token). Also, you shouldn't accumulate too many stress tokens with your Y-Wing because you've got the benefit of 360 degree firing arc. For 50 points, I might design the following squad:
Total Squad Points: 50
Pilot: "Dutch" Vander
Y-Wing (23)
Upgrades:- Ion Cannon Turret (5)
Pilot: Rookie Pilot 1
X-Wing (21)
Upgrades:- R2 Astromech (1)
The downside with this list is that your X-Wing will be firing late in the round. The Ion Cannon will have to attack first, so you may have trouble hitting if your opponent likes to play evades. Use target locks on Dutch every single turn and use the re-roll to maximize the chance of a hit. Don't be afraid to run red maneuvers with your Rookie because you'll have an R2 unit to pick up the slack. Don't ever use a red maneuver on Dutch - just keep him flying near the Rookie because his facing doesn't matter.
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I've noticed no shortage of Core Sets in Ann Arbor. Both local gaming stores, Barnes and Noble, and Target all have them in stock. Online retailers like Miniature Market also seem to have them in stock.
BigDogg said:
I'm in eastern Michigan and we seem to have plenty availble. Interest at my LGS as been sluggish but is improving now that I'm running a League nite.
Sorry to stray off topic but whereabouts in eastern Michigan are you?

Three YT-1300
in X-Wing
Posted
Some others have already alluded to this but it's going to be very difficult to deal much damage with that list. I've found that a winning strategy for rebels is to pile on the firepower in order to take down a couple of flimsy Empire ships early. With only two attack dice vs the typical three defense dice (for all Empire ships except Firespray), these Smugglers probably won't even take TIEs down very quickly (Gunner or no Gunner), and as a result you'll probably fail to deprive your opponent of his own firepower. I think a simple swarm of 7 or 8 TIE Fighters could present these Smugglers with too many targets to take down efficiently, and given the YT's large base it won't be difficult to get the TIEs within range 1, rolling 3 attack dice vs your 1 defense. Perhaps you could try to maneuver out of their firing arcs, but with 8 of them I imagine it would be pretty difficult to make all of them miss. I just don't see this list being effective.