-
Content Count
199 -
Joined
-
Last visited
Posts posted by Lizrrdbreath
-
-
Range 2 on a large base is a huge area. I've been thinking about a squad with the same basic skeleton for a while. Yorr wouldn't be sucking up stress every turn because you don't need him to (plus he can only shed it so fast) so you only need to get him into range 2 on turns when not having the stress would be ideal. It would be a bit of a dance but you could run some really unexpected turns and your opponent is going to be spending a lot more time trying to predict your movements.
I think this squad looks really solid. My only thing about Vader is that he makes Yorr that much more of a target. The shuttle is going to go down fast to any concentrated fire and its movement will be kind of predictable so I expect it will be targetted down in most games you play. That is a lot of points in your list to loose so you best be prepared. I'm not sure what you would do with the extra point but it may be worth it to shift the points from the fire control system and the anti pursuit lasers somewhere else, then at least you aren't taking such a hug loss.
Edit:
Nevermind I didn't realize the 2 upgrades were only 5 points total. Though I just added up the squad and it came to 101 for me. Howlrunner (21) + Saber (24) + Saber (24) + Yorr (32) = 101
-
Green stuff is used to make models of this size all of the time, it has long been one of the choice sculpting mediums for the miniature gaming market. As a rule you will use green stuff and other epoxy putties for organic shapes and you want to use plasticard or something similar for the more geometric shapes. As an example you might make the majority of an A-wing out of green stuff, but you would probably make an x-wing mostly out of plasticard. Also, work in layers. Its going to slow down your project tremendously but its the only way you will get any decent detail into the mini.
-
I was thinking the other day about lists I want to try and what each side has access too. It occurred to me that the Imperials have no access to 360 arcs. As a result I would like to see a Tie Sentinel in the next wave. Maybe (probably) it wouldn't have a 360 arc base but it could have at least a turret upgrade slot.
Also the imps haven't gotten an actual "heavy attack fighter" so maybe the defender. I figure wave 4 will be 2 small ships for the imps.
For the rebels probably the z-95 and a big ship of some sort. Probably another smuggler, hopefully nothing even closely YT related.
Really I think at this point since they are heading firmly into the EU (if they want to say rebellion/new republic era) then we will be seeing ships picked for what they bring to the table. Things to fill in thematic play points that each side is missing.
-
Let us know how it works when it shows up. I have been looking for something like this for a while.
-
People need to compare the costs of the big ships to other miniatures games. FFG is giving us a great cost for a lot of plastic that comes pre assembled and painted and has new cards, rules, and missions. We are getting a huge value for the cost compare to almost any other miniatures game out there.
I personally can't wait to get my hands on these, but I understand people who don't want to. I am also torn on the upgrade cards. Personally I plan on buying them so I hope they come with cool stuff that I can use in regular games. I have hoped for a while that we would get to put Leia in the Falcon. That said a company that stacks "must haves" into big cost pieces that you can't really use in regular gameplay makes me feel kind of icky. The balance would be cards that are most useful/applicable in epic play but somehow I don't really expect Porkins to fit that (based on thematics).
Seeing as this isn't actually wave 4 and that it shouldn't interrupt the regular release schedule I would hope that FFG is keeping their mind toward the 100pt scene. Either way I guess we will have to wait and see.
-
Yes you missed it at Gen Con :Þ Won't be released till end of september or early october
[Citation needed]
At their "In Flight Review" FFG stated that the wave 3 ships would be release in 3 to 5 weeks. Though if you live in somewhere other than North America that would add a couple weeks. So September is more or less what we've been indirectly told and expecting delays to October in some places would be reasonable.
-
I'm ok with the big ships being out of scale as long as they aren't too much so. I mean they are about 40% out of scale now to fit on the table to but the Fighters still look fine beside them. I just hope we don't see anything that is longer than 250m in canon because then it will start to be unreasonable without looking wonky and I think that measurement is probably erring on the side of too big. Capitol ships one scale. Fighters other scale. I'm happy.
Also the A-wing is not out of scale... FFG got the measurements from LFL. Are you going to look the creators of Star Wars in the face and tell them their measurement is wrong?
-
In the short term I would like 1 Hwk, 1 Lambda, 2 B-wings, and 3+ Bombers. I feel like having at least 3 bombers is going to be the way to make them shine but I guess we will see.
-
Try to find a friend who is buying more than one rebel transport and chip a little in to get one of the x-wings. Its likely that they only have duplicate generics of things we already have and unique cards that having more than one of won't be useful. Unless of course they decide to stick a Rogue Squadron Pilot generic in there... then there will be a lot of fist shaking if they don't release it separate.
-
Oct 14th is still Q3 which is the only release date FFG has stated.
If you're using the new math.
or
Maybe in "bizarro" world.
Lol yup... Obviously I took a nap when I made that statement....
-
Oct 14th is still Q3 which is the only release date FFG has stated.
-
It took a half dozen searches to finally find this topic/question, and I am glad to see the consensus, even though I think the correct answer from the rules is strange. I do know why the question needed to be asked.
In terms of upgrades, for the TIE that would be an incorrect term, it wouldn't be just an upgrade of the shields, you would be strapping on a whole new system to the ship, that's why it seems odd because the term upgrade in this case is incorrect.
I know someone will say that adding on a whole new system is itself an upgrade, not like an upgrade of the shields but an upgrade adding shields, But that kind of reinterpretation of the wording of the card opens it up to the reinterpretation that you should be able to add as many shield upgrades as you want to one ship as long as you pay the point cost. If it wasn't for the rules telling you that you couldn't.
I think I just talked myself into a house rule that says upgrades are an exception to the one modification per ship rule. Let's see how bad an idea that really is...
Outer Rim Smuggler + 18 Shield Upgrades = 99 points, with 22 shields total.
Lovely.
I'd like to see the results of that play testing.
Just imagining applying that to the Engine Upgrade is enough to make me laugh out loud.
Again, I think you might be overthinking this more than a little bit, and the rules are quite clear. But I'd fly against that Smuggler, just for laughs – if it weren't blatantly illegal. Tell you what: I'll fly against it with two Interceptors each with 10 Stealth Devices and a few points to spare.

That is asking to have 13 blanks show up. It seriously would be the most hilarious moment in a game ever.
-
Wookiepedia seriously needs to be cleaned up. I kind of hope that the ffg roleplay can be used to provide the correct info on technical aspects of ships and such. It would be nice if they could basically rewrite all the info that West End Games distributed so that its actually correct.
-
Oh yeah I'm sure they are listening really closely. I just personally would expect that everything we have seen so far was superb planning on there part and likely started to be happen before the game was even released. I imagine most of what they hear is what they already expected to hear.
Either way I am happy and I say keep it up.
-
some time in Q3
-
Look at the example for the barrel roll action in the rulebook. You can choose where to place the move 1 template along the side of the ship's base, so you can actually move it slightly forward or backwards. It's still going to the side, but you can add a little movement forward or backward at the same time.
Surprised me too.
You can basically turn anything with a hard 1 on the spot this way. Either hard 1+barrel roll for a 90 degree turn or if you have PTL and a boost you can hard 1+boost+barrel roll for 135 degrees.
-
I have to wonder how much FFG is really listening though.
Depending on their playtest cycle (which I would guess is decently long based on how well the game is balanced) they are likely play testing most things up to a year or maybe even 2 before it would go to the printer. I would expect these big ships and a campaign book have been in development for at least a year at this point and would probably have been planned since the original envisioning of the game.
Certainly they may have pushed development ahead and brought these to us sooner because demand was very well voiced, but in my opinion the life span of the game hasn't been quite long enough for these ships and rule sets to have not already been in some production stage or at least planned when the game was originally released.
-
Ok so how does this interaction play out?
Fett reads: "When you reveal a bank maneuver (Left Bank or Right Bank), you may rotate your dial to the other bank maneuver of the same speed."
Navigator reads: "When you reveal a maneuver, you may rotate your dial to another maneuver with the same bearing.
You cannot rotate to a red maneuver if you have a stress tokens."
So can you first change the direction of your bank then change the dial to any manoeuvre in that same direction?
(Also as a point of clarification has it been established wether bearing means left/right/forward? or does it mean turn left/bank left/forward/bank right/turn right?)
-
TIE Bomber
in X-Wing
I was thinking that it might be a momentum factor. They would be heavier than the other ships so they do a koiogran in the distance of a 4 forward, but "slide" a little bit before equalizing there momentum and being able to go in the new forward heading.
-
That was pretty much everything I wanted to hear
-
-
For the transport in particular, I never remember seeing one of those things shoot in any incarnation. It seems a bit like a move to get people to play more missions. You put in a token like the senator's shuttle and no one uses it, at least I've not run into any missions yet, but if you make a big model that gets people invested and diversifies the gameplay more. I'm increasingly liking the idea of storm trooper transports and a capture the corvette mission.
In the EU cannon it is established that they are in fact armed, just not well enough to take on capitol ships which is why they need an escort.
Personally I'm into it. Being someone who has come from 40k I enjoy the dynamic of having a "regular size" and a "super big special rules for awesome models size". I will pick both of these up when I have the cash and use them in fun games and mega battle style stuff.
I hope that they don't become part of the tournament scene though and that dog fighting stays the norm. I think we can hope that that will stay mostly true because of the uninterrupted wave release schedule.
Ah cool. Where was that? I'm mostly going off of X-wing Alliance here. Something like a blaster turret and 1-speed movements would make some sense.
Umm its just mentioned in different Rebellion Era EU canon. I mean it was mentioned off hand in Choices of One (just finished reading recently). I don't know particulars of what kind of load out it would have but I would imagine something in the order of the cannon upgrade cards, Ion Cannon, Heavy Laser Cannon, things like that. Not many, but enough to stave off a few small fighters at a time.
-
For the transport in particular, I never remember seeing one of those things shoot in any incarnation. It seems a bit like a move to get people to play more missions. You put in a token like the senator's shuttle and no one uses it, at least I've not run into any missions yet, but if you make a big model that gets people invested and diversifies the gameplay more. I'm increasingly liking the idea of storm trooper transports and a capture the corvette mission.
In the EU cannon it is established that they are in fact armed, just not well enough to take on capitol ships which is why they need an escort.
Personally I'm into it. Being someone who has come from 40k I enjoy the dynamic of having a "regular size" and a "super big special rules for awesome models size". I will pick both of these up when I have the cash and use them in fun games and mega battle style stuff.
I hope that they don't become part of the tournament scene though and that dog fighting stays the norm. I think we can hope that that will stay mostly true because of the uninterrupted wave release schedule.
drylndsurf reacted to this -
Agree. If what I just read is true about the dials tho. Forget it they are a rough flight for sure.
Really? I was thinking that it looks like they got a pretty good dial considering their stats and roll.

My Gencon Squad (and looking forward)
in X-Wing
Posted
Thinking about the fact the Shuttle is going to be slow as all eff and will have a hard tim turning to get into the fight I think deployment is probably going to be a big deal for this list. Probably entering the fight on an angle so you need to make one fewer turns will be important.
Ok actually here. We are going to build the list with a 3rd Sabre instead of Howlrunner, probably drop fire control system to put it in. We'll split deployment so 2 sabres on one corner and a sabre and Yorr on the other. Now I figure there are two good choices that will depend largely on your asteroids. Either angle in and go straight toward board center with Yorr, or go straight down the board edge and do a hard turn into the combat zone. I personally like the sound of the second option because he will still get his ability even if he is stressed and if you pincer he will be in a good place for your other 2 sabers to koiogran and not stress. This is also a position that will lead you to probably the most flexible ability respond Yorr is going to get while stressed.