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Posts posted by Tanarri

  1. Ventress + tactician + title 

    Plunk + Title + probably the action to give tractor beam

    Ion warthog

    and another Quad jumper if it can fit points wise 


    Potentially 2+ free tractorbeams a round ventress can double stress emp and warthog can ion. Throwing around ideas of 4-lom or yv-666 with tactician gunner and bossk. 

  2. EMP is probably going to find its way in a lot of lists. I could see some scum z randomly with it just to zoom ahead of Dengar, pop it, and have something else block for Dengar.


    Yaknow, because scum players seem to never, ever NOT run Dengar these days unless its tripboat.

    You should see a spike in scum control lists after wave 10 hits I would imagine. 

  3. Does the Rebel TIE shoot red lasers now? And how soon do we see the backlog of Lambdas repackaged into the Rebel Shuttle Tyderium expansion?


    The next aces expansion for rebels will have it. :)



    The main thing that concerns me about this wave is the complexity creep. It's clear that the simple design space has been totally exhausted, hence the scum tie interceptor with tallon rolls and some bonuses for jousting last wave, and the millionith card that modifies attack and/or defense dice in way x under condition z with cost y. If Fantasy Flight Games wants to keep selling expansions, then they have no choice but to keep adding rules so they can have more special abilities that interact with those rules. Conditions are a good choice for a mechanic that's only moderately complicated with a lot of potential for designs.


    Still, imagine yourself as a new player who's playing in their first tournament after playing the core set. In any given game, you could have to figure out tractor beam tokens from bumping this ship but also from being in Range 1-2 of this ship's rotating firing arc (another mechanic to learn) and also have to understand dropping a debris field and the difference between debris and asteroids while they're still trying to wrap their heads around asteroids and a cloaking device thanks to an upgrade that might get discarded at the end of the round and conditions and modifications and titles and dual cards and ion tokens and how mines work. And then have to process ten different pilot abilities and upgrade cards.*


    It's a lot to handle all at once and I think it will seriously hurt new player acquisition.


    I don't know that it will hurt new player acquisition too much. There are much more complicated war games that are growing not as fast as x-wing but they are still fast growing. 

  5. Seems odd to me that the Quadjumper isn't a 1 attack ship like the HWK, given its lack of obvious weaponry and the fact that it's so obviously not a combat-oriented ship.


    It's been scumified. Look at all the modified transports both scums and rebels just because it started with no weapons doesn't mean it doesn't have them now. Also the designers said they would never do another 1 attack ship and that the hwk having a 1 attack was a huge mistake. 

  6. After disgesting...quad jump has gone from "best joke" to "I'm probably flying six of them"

    I have no idea how ffg got me so excited for a ship with so puny a wingspan after the glorious K and ARC, but by god they've done it

    Fly 6 and if they can all spit out free tractor tokens you won't have to worry about them only having 2 attack.

  7. I am going to say Quadjumper I know alot of people don't like it but what if it has every 1 speed maneuver in reverse? That will be awesome!


    Plus I love the tractor beam mechanic. If it can hand out free tractor beams I will be running it in lists.

  8. The point of Adv. Sensors is that you Rage before you reveal the dial. Once you do, preferably with a green maneuver, you clear one stress. 4-LOM's effect clears the other if you're at R1 of something, freeing you to use Rage again on yor next turn. And Tactician passes stress if you shoot something @R2.

    I wasn't thinking along that line but I still think I would rather run it like this:


    Guri virago sensor jammer auto thrusters  - 37

    Palob dorsal turret moldy crow adaptability - 26

    4-lom: Rage Sensor Jammer Misthunter Tractor beam tactician  - 35


    Leaving me 2 points to play around with. Maybe/probably lone wolf on guri though that means I would need to keep palob close to 4-lom to start.

  9. Guri (30):

    • Predator (3)
    • Autothrusters (2)
    • Virago (1)
    • Sensor Jammer (4)

    Total: 40 pts



    Palob Godalhi (20):

    • Wired (1)
    • Dorsal Turret (3)
    • Zuckuss (1)

    Total: 25 pts



    4-LOM (27):

    • Rage (1)
    • Advanced Sensors (3)
    • Tactician (2)
    • Mist Hunter (0)
    • Tractor Beam (1)

    Total: 34 pts



    Accept the fact that 4-LOM will burn quickly and make the most out what he's supposed to do, which is to hand out stress. Raging 4-LOM, when played right, has full atk mods and can stress out two ships per turn. You only need to manage your Rage turns with Adv. Sensors and position yourself accordingly, which requires a bit of foreplanning. The rest of the list is geared for maximum efficiency with what's left.


    I hadn't thought about rage. I can usually dump 2 stress a turn so if rage is the only thing providing stress you don't really need advanced sensors, though really having 2 stress makes it almost useless to have advanced sensors at all. 4-lom also lasts longer than you would think when your opponent stops taking focus actions and you have sensor jammer on.  I would probably make up the points by dropping predator for lonewolf which I much prefer on Guri. I will definitely have to think about rage.

  10. So I initially was running

    Guri virago sensor jammer auto thrusters adaptability

    Palob dorsal turret moldy crow adaptability cloak

    4-lom juke sensor jammer zuckuss misthunter tractor beam


    Turns out that palob doesn't need the cloak like I thought he would everyone goes for 4-lom or guri first. Evading with 4-lom means not getting any way to modify my attack dice and if I am up again aces I either don't get juke or I don't get the evade. So the second interation of the list dropped cloak traded out juke for wired. I did great with 4-lom but he was still clunky. So how do you kit him out in the following list


    Guri virago sensor jammer auto thrusters adaptability

    Palob dorsal turret moldy crow adaptability

    4-lom: Sensor Jammer Misthunter Tractor beam ???


    My thoughts are Either opportunist on 4-lom or push on 4-lom with either greedo on palob or inertial dampeners on someone. 

  11. Most of the rebels in Episode IV had little to no military training and mostly were scavenged ships and they had no budget. 


    Most of the Scum ships are bounty hunter ships and most of those started out as military or police vehicles bought when said police or military got new ships and then heavily modified with illegal tech. Also the starviper is a state of the art military ship. 

    The Empire's star fighters aren't state of the art military ships for the most part. They viewed their pilots as expendable and there for didn't even equip most of them with shields hyper drives or life support. All of the empires money was spent on giant capital ships and eventually the deathstar which practically bankrupted the empire. The tie-defender and the phantom were state of the art because the empire realized that their tactic of we will just pummel your world into submission from orbit with the star destroyers. Didn't work against an enemy like the rebels.


    Its a large galaxy and the empire wasn't the only one with a standing navy. Also there are better ship construction companies then sienar or incom.


    Judging the ships based on what you know of our current military isn't going to work in starwars because the ones who would care to have top of the line star fighters don't have the budget. And the main force in the movies that has the budget doesn't care.

  12. I'm less interested in a new model of the Kihraxz than a title/mod that makes it deadlier. Whether that is a maneuver-modifier, a defense-modifier, or something else, I'd rather have the ship be as deadly as it can be and give the Scum a good mid-range fighter.

    I think giving graz the hunter an EPT would fix him and you'd see a Kihraxz on the table. He's a great pilot but just needs that something extra even if it was just a lightning reflexes.  Talonbane needed +1 die at range 3 regardless of what fired at him. Ordnance, cannons. turrets and the Inquisitor make him non-viable because anyone smart will target him with those on the first pass so that they don't have to see his range 1. 

  13. I have only one Sensor Jammer and I thought it came with something else besides the shuttle and couldn't figure out why I didn't have a second one.


    Edit: I also forgot that the squad builders tell you where the card comes from.

  14. Now that I have finally made it through all 21 pages here are my thoughts. I really really really hope The Fang has an interceptor dial if it doesn't have alot of greens it will die fast. I see it as an arc dodger that dodges every ones arc except 1 ship that it picks out and destroys. So here is hoping scum finally get a good ship for using PtL on. 


    The Shadow caster is the Tractor beam trick ship. Free tractor beams without having to shoot a tractor beam? I am all over that. Tractor beams are control options and I love control ships. 


    Special forces tie looks good but accuracy corrector is auto include. Having the auxiliary arc is cool.


    The Arc I like them but I can never seem to fly rebels well. 

  15. I think the Mando Fang is going to do just fine, it's got access to Autothrusters and a 2-speed Tallon Roll, and we don't know what the rest of the dial does yet. I love me some Xizor so Fenn Rau is going to feel very comfortable.


    Also Iggy Crew can go on other Scum ships, I would assume. Iggy B plus Mist Hunter Zuckuss anyone? Help get that TBeam shot, FCS a Target Lock, try again --> move someone in front of an HLC.


    I agree Fenn Rau + Guri(Not a fan of Xizor can't really figure out why either) will be sweet!

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