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Tanarri

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Everything posted by Tanarri

  1. Also as a note on bombs I didn't mean to imply the Y-wings couldn't take them just that I find it easier to have another ship dropping the bombs mainly emon so that the ywings can worry about positioning more.
  2. Golds or Syndicate thugs with the title and ion cannons are awesome. I feel it is better on the thugs since they are more consistent with the agromechs, however the rebels can make better use of the ioned foes with access to better stressing mechanics. Scum have to rely on either a hawk with tactician which is horrible and their hawks have much better loadouts or a heavy syck with a flechet cannon. While the rebels have the stress bot, tactician bwings, and other less useful choices, as well as token stripping abilities of wes. Also of note the rebel y-wings have more options in astro mechs to tailor your ships to whatever you need most. Sadly you can't fit 2 golds with ions and title an e2 tactician bwing and wes with stressbot into the same 100 point list as it ends up at 102 points, though if you change out wes for hobbie you can put an R2 on each y-wing. Through playtesting we have found they work best in pairs, allowing you to ion a big ship or ensure that the one ship you really need ioned is. Other notable uses is pairing them with a single very scary ship their ions should ensure that one or two ships are always out of place to fire on said scary ship. If you are playing scum you can also equip them with a bomb and fly them with emon and the title.
  3. Throne of Vainglory Basically reads discard the top card of your deck if its a unit costing 3 or more bring your next demon into play for 2 less. It will help speed chaos up which is good. They are currently slow which is their problem.
  4. Tanarri

    Tactician question

    Tactician on a buzzsaw is awesome.
  5. The Y-wing has its buff coming in the form of BTL-A4 that with ion cannon is extremely powerful. Its a little bit better on scum Ys but rebel lists have better synergy for it and so far have better pilots and upgrades for control decks. And through testing we have found that you really need to run 2 of them otherwise they get focus fired down fast. The problem with a fix to the e-wing is that any thing that buffs the E-wing buffs Corran. My fix for the E-wing really would beto give it a royal guard pilot. Coran doesn't need to be fixed. E'tahn is meant to be flown with a bunch of A-wings or Zs. The generics suffer the same problem as the low pilot skill interceptors. This ship wants to arc dodge and low ps cant. Though to be fair if you want to spend the points you can tank with this ship. The X-wing has several good pilots. I think the reason it isn't flown as much is that people liked flying biggs walked the dogs style which phantoms and other hyper mobile ships eat alive. Most of those players seem to now play fat han. A year ago x-wings were every where. Are the generics maybe costed a point to high? I would say that there are atleast 4 ships whose generics are. And again you will have to weigh any buff you give the x-wing against what it will do to biggs, wedge, wes, luke, garvin and porkins. I don't know if you will see a resurgence of biggs since the game seems to generally be moving away from formation flying but I see a resurgence of wes and atleast porkins in the wave 6 meta. I can't really comment on wedge since I will always see wedge since one of my friends pretty much starts building any list he runs with wedge.
  6. I realize we were talking ficus for a second but if one where to run advanced with sensor jammer I would be highly inclined to run Jax probably with auto thrusters and either stealth device, shield upgrade or hull upgrade. Though I am going to guess the standard set up for them will be advanced targeting computer for any advanced with ps 7+ and alozan so I guess proabably 5+ and accuracy corrector on any advanced with ps lower than 5. The higher PS pilots being the most likely to acquire a target lock and to benefit from the atc. The lower ps pilots won't be able to target lock their chosen targets nearly as often so won't be able to take advantage of the atc as often but with accuracy corrector they can make some impressive tanks. Always doing 2 damage and always spending their action to defend.
  7. On a decimator, vader is to be used sparingly. You want to use it to deal extra damage to phantoms, interceptors, or land crits(specifically after all shields are down) on annoy or powerful named pilots. You can also make a case for doing it to deal the last 2 damage to yourself that you need to activate kenkirk, or isaards ability if no one else has arc on your for the round so that you have it next round. Especially if you think your going to be focus fired. But I think thats sort of a rare circumstance.
  8. Does Calamity remove tokens? I am guessing yes but I would like someone else to confirm it.
  9. Interesting, that game would have gone alot differently then. We were playing a 3 player game and my two friends had a scrum going on and i flew blood thirster over it to do alot of damage but we killed bloodthirster off. He had 3 damage to start with. We figured at almosy 3 times his wound threshold that he was dead
  10. If he was undamaged before would he only take 1 wound or die? Total counter attack damage dealt was 14 he has a wound threshold of 6
  11. If a blood thirster is pinning 4 other disks does it deal damage to them all or does he pick one and then that one counter attacks and then he attacks then next one and that one counter attacks?
  12. A good indication of what the generic e-wing should cost. The generic E-wing has a system slot and astromech. the starviper has to pay 1 point for its system slot and the generic star viper can't take it.
  13. Exactly. This is how I feel. Which is awesome. I'm happy things are shifting back towards lots of upgrades and a few ships rather than a lot of ships and few upgrades. Upgrades are awesome. To be fair I think you will be running 1 ship with a bunch of upgrades and a mini swarm of naked or nearly naked ships
  14. I think the point of xizor's ability is for you to load him to the gills. You want to force your opponent to choose between targeting him or his support. You need to make him a big enough threat for them to want to target him early. You need him to be a late game monster. I am not sure how I would go about doing that just yet but I am pretty sure that is the idea behind the ability.
  15. I am one of the ones that liked new jedi order and hated the stuff that came after, as are most of my friends.
  16. Wait a minute. You so desperately want this card to affect only two ships in the game that have barrel roll that you're saying for it to meet what the designers said it would in the interview--that is, negate turrets--that they'd do so only because the ship would arc dodge every other ship on the board, thus allowing it spend it's action on evade? Did I read your post right? What if every opponent ship is a turret ship? Don't you think the designers thought of that when they said this card would be beneficial? I'm sorry to burst your bubble, but your bubble is illogical. In a much earlier previous post I mentioned what I thought it would do. Which isn't give free boost or barrel roll. In this latest post I also said I don't think what any of us have guessed is right anyways. I never said just boost or just barrel roll I imagine if it did give out a free something it would probably be a free boost or a free boost or barrel roll.(I count way more then 2 ships with barrel roll once wave 6 launches there will be 12) Also the designers never said it would negate turrets, nor did they say it would be beneficial on other ships. Though I am not sure of a single ship that doesn't like extra actions. They said that interceptors would love it in regards to turrets. What I did say is that if it was a free boost or barrel roll or a free evade for performing a boost or barrel roll that that wouldn't be too bad. I love flying interceptors, I am also very good at it. Arc dodging is one of my favorite things to do. If you are out of arc of everthing but the turreted ship/ships having the evade goes along way towards keeping your glass cannon on the board. If every ship is a Falcon, an outrider, or a decimator if the 2 ships they run both have gunner you are most likely losing a ship every round or 3 unless you are flying a large base ship. If they aren't both running gunner or if you mean blaster or ion turreted hwks and y-wings you just fly against them how you need to. Stay out of range 1-2 focus fire down the turreted ship. I fly in a heavily turreted meta its been this way since the falcon came out. More than half the lists anyone plays are large base turrets. There are also a good number of y-wings and hwks. I stopped running 3-4 interceptors because of it but I still usually fly 1 or 2. I've gotten off topic as this isn't a how do interceptors combat turrets thread. Again I think that no one has correctly guessed what the card does. All that I am saying is that if it were to give a free boost, barrel roll, or evade it wouldn't be a bad thing. Though as starkiller suggests anyone that can fly an interceptor would probably throw atleast one into just about any imperial list if that were the case, which as was mentioned interceptor pilots will love it.
  17. Maybe giving out free boost or barrel rolls does help against turrets. By having free mobility actions you can still arc dodge everything but the turret obviously, but now you can spend your action turtling up by taking an evade and if you have PtL you can also focus. It's not game breaking and it kind of helps against everything. Yes you still have to worry about Turreted ships with gunner but if that is the only ship that can fire at you the tokens go alot further on defense. I am not saying I think any of us have what the Autoth... card does even close and to be honest I am guessing it will be different then anything we have come up with. I just think that if it is mobility options maybe we have bene looking at them in the wrong light with how they could help against turrets.
  18. Tanarri

    BTL-A4 And R3-A2

    Yeah a lot of people saw it, no one mentioned it because it's not that great (IMO). Double stressing a y-wing that doesn't have a turret is a terrrrrrible idea. You can kiss your actions and a third of your movements goodbye for a while. And if you actually do greens to clear the stress, no chance you're getting a shot off, I'm not going to be dumb enough to stay in front of it.Edit: okay more like a quarter of your movements, but still! Lol I am sure the idea is that you don't have a choice once you are ioned
  19. I think with Oicunn you need the dauntless title. Also I think daredevil is a good addition. You can't perform a boost if you would bump another ship but you can daredevil into them.
  20. Did you mean to stick the Dauntless title or Experimental Interface in there somehow? Otherwise I can't see how you'd trip Daredevil when bumping with Oicunn. I dont expect to. cuz dauntless will stop your isard evade. now that you mention it though, yes. I'd take dauntless still. just in case, but rarely use it. two stress means youre pretty gimped. Oh I see, you're talking about Daredevil just in case you can't bump your target? It'd still prohibit Isard but works great while you've got shields! And honestly, for two points, I think Dauntless as a threat alone is totally worth it, never mind actually using it (although double-stressing to bump/Dauntless/Daredevil to finish off a Han or something would be priceless). Unless you activate daredevil after isaard gives the evade. I can see there being 3 builds/templates of the Decimator offensive, defensive, and run you over. Chiraneau + EI + Expose + isaard(Honestly I can't see spending so many points on this ship and not having isaard so you don't die as fast) Is the template for the Offensive one, I could see EI and expose being dropped for gunner but I don't think you will do as much damage without expose. Kenkirk + Isaard is pretty much the defensive one. This is most likely where you will see gunner, as well as jerjerod Ociunn + Dauntless + Daredevil + isaard + EI and maybe a ion torp maybe gunner too The non unique will fall into either the offensive or defensive builds. I guess I should actually say I see all of them running isaard the ship is too pricey not too. I see every one of them except ociunn running either EI + expose or Gunner for the offensive boost. As we have seen with the falcon when you have so few shots they need to count or you are doomed. If you want a more lethal ship you will run chiraneau, more tanky will be kenkrik. As I pointed out earlier I would run and I imagine we will see it done this way the most chiraneau with EI and expose and kenkirk with gunner. I also imagine we will see alot of either mara or rebel captives on these ships. There... is... anothhhhher.... DoomNarwhal I wasn't maxing them out just setting up a template and posisble add ons but you are right I forgot about adding vader which I think is a useful upgrade on kenkirk
  21. I second this you have no way of being able to get a feel for the ship without knowing the dial.
  22. Did you mean to stick the Dauntless title or Experimental Interface in there somehow? Otherwise I can't see how you'd trip Daredevil when bumping with Oicunn. I dont expect to. cuz dauntless will stop your isard evade. now that you mention it though, yes. I'd take dauntless still. just in case, but rarely use it. two stress means youre pretty gimped. Oh I see, you're talking about Daredevil just in case you can't bump your target? It'd still prohibit Isard but works great while you've got shields! And honestly, for two points, I think Dauntless as a threat alone is totally worth it, never mind actually using it (although double-stressing to bump/Dauntless/Daredevil to finish off a Han or something would be priceless). Unless you activate daredevil after isaard gives the evade. I can see there being 3 builds/templates of the Decimator offensive, defensive, and run you over. Chiraneau + EI + Expose + isaard(Honestly I can't see spending so many points on this ship and not having isaard so you don't die as fast) Is the template for the Offensive one, I could see EI and expose being dropped for gunner but I don't think you will do as much damage without expose. Kenkirk + Isaard is pretty much the defensive one. This is most likely where you will see gunner, as well as jerjerod Ociunn + Dauntless + Daredevil + isaard + EI and maybe a ion torp maybe gunner too The non unique will fall into either the offensive or defensive builds. I guess I should actually say I see all of them running isaard the ship is too pricey not too. I see every one of them except ociunn running either EI + expose or Gunner for the offensive boost. As we have seen with the falcon when you have so few shots they need to count or you are doomed. If you want a more lethal ship you will run chiraneau, more tanky will be kenkrik. As I pointed out earlier I would run and I imagine we will see it done this way the most chiraneau with EI and expose and kenkirk with gunner. I also imagine we will see alot of either mara or rebel captives on these ships.
  23. Tanarri

    Help

    My friend runs her with HLC and either bombers with missiles or torps and Jonus or her and HLC, Jonus, and a defender with HLC. its effective but takes some practice. Bombers with bombs take practice too. Also with HLC you have to remember that while the first roll all crits are converted to hits if you reroll for whatever reason or have an ability that changes hits to crits the crits will stay. Which is why he runs the list the way he does. My suggestion is find out what your play style is and then build lists around ships that fit that style. I will always recommend highly mobile ships because thats my play style. They take alot of practice to not always lose with them though. One of the 3 people I play with alot always plays rebels and almost always runs wedge and usually an HLC B-wing they just fit his play style so that what he runs and usually where he starts his list building. The guy in our play group that runs Jonus and HLCs tends to field lists similar to this just with different ships, though he has been splashing phantoms lately. My point is find the ships that fit your natural playstyle best and focus on those ships to start out. It will put more wins under your belt faster then anything else will.
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