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Posts posted by Lizrrdbreath
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Well at least we will be able to see the dials finally, even if its not in person.
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I am beginning to think bombs are the way to go with these guys. Especially Proton Bombs. Two of these babies and a BH with gunner and a proton bomb would be nasty.
You could even use proton bombs and seismic charges, 1 of each on each bomber to keep the cost down. Or use Proximity mines to choke the field of play.
In the case of mines, 2 cheap bombers would be 28 pts each with 2 mines. Then add other ships as you see fit, probably a couple of highly maneuverable squints to get into positions that will force your opponent to take fire or move over mines or asteroids to fire back at the squints.
2 x Basic Bomber with 2 Proximity Mines each.
1 x Alpha Squad Squint with Stealth Device.
1 x Avenger Squad squint with Stealth Device
100 pts
you can only have one bomb upgrade
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@Picasso
Yeah those are probably more effective choices, I just would love to see an opponents face when you drop 5 mines in the asteroid field all at once. That would get a good reaction the first couple usages.
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@Picasso: Yeah I was thinking about throwing a bomb on him.
Also speaking of bombs can we talk about 5 Scimitar Squadron Pilots each with a Proximity Mine? Probably not that great but it would be very hilarious.
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So with Turr you can get three actions? Of course on has to be boost or barrel roll? Right?
That is correct, if he has PtL. And while one has to be a boost or barrel roll (the first post attack action) you will probably find yourself using both most turns. It is a bit of a trick to learn how to fly him properly this way but I think its really ace if you do it right.
Okay how about:
- Major Rhymer - 2 x Adv Proton Torpedoes; Marksmanship
- Turr Phennir - Squad Leader (I'm not sure if this is needed but it could work, otherwise PTL)
- Colonel Jendon - Weapons Engineer; ST-321
I can lock on to any craft regardless of range, immediately get a 2nd lock. Give a TL to Rhymer right away. Rhymer can focus on Turn 1 and have Target Lock.
Turr either gets and action or gives another to Rhymer (barrel roll for example, Rhymer would have TL, Focus and be able to barrel roll into position), Turr could then boost or barrel roll either into or out of position.
All PS 6 and 7.
Exactly 100 points.
Yeah it looks like a decent list to me. Turr doesn't need squad leader because Jendon will give Rhymer the TL he needs but I think its adds some good versatility to the list. When you fly this squad just remember that Jendon can give the TL to Turr (which could be really key at times) and that Jendon can probably take big advantage of squad leader on occasion too.
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@ Lizardbreath
see above post.
Oh lol fair enough. Though you can keep your target lock into the next round for the cluster missiles in lieu of getting the TL reroll. I mean really there are a lot of missile options that will work really well I think. I personally feel that putting any missiles on Jonus himself is a waste because he doesn't benefit from his own ability and you can just have him hang back a bit out of the fight.
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I plan on trying a 4 bomber squad with:
Captain Jonus (22)
3 x Scimitar Squad Pilot (25)
Homing Missile (5)
Cluster Missile (4)
I don't know what I plan to do with the last 3 points but I'm sure squad leader or swarm tactics or maybe even a bomb would fit.
I figure you fly forward slow and try to reach range 3 on turn 2 so you can TL and shoot your stuff that turn. Also this squad could be customized to fight almost anything based on what missiles you throw on it. With Jonus, 3 cluster missiles then 3 proton torps will fry any falcon on average dice, you just have to live that long. Expect to see lots of swarms or tight formations? You can fit 2 Assault missiles on each scimitar and come to 100 points with Jonus. That will be a hilariously bad day for someone. Only problem is you better wreck a couple ships quick because this list will have no staying power.
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Yeah, I know, not the same action twice, but still... for instance: focus, attack, barrel roll, boost.
Cool, it is a pretty awesome ways to be.
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You can trigger a new action off of Turrs ability after he fires. If you find you are still within arc of someone, you cang ive yourself an extra evade you didn't have or an extra boost/barrel roll to get out of arc if the first one didn't do enough. I like VI on him more though.Question: Why PTL on Turr? He get's a free action already?
Holy hell, how did I miss this until now? That's awesome.
Umm just a note that you can't get an "extra" evade on top of an evade you already have. You can only perform and a toon once per turn. So PtL on Turr just gives you the option for a second action after his post attack barrel roll/boost
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Question: Why PTL on Turr? He get's a free action already?
As above: What is Vader's prefered EPT?
I know this is a weird combo for Imps. Something I wanted to try. Looks like fun.
Seriously, with all of the hard points on a bomber something is amiss. FFG should be planing for larger squads or larger squads with something much larger to shoot at; I say 'should be' but I don't know. The bomber, B-Wing and Y-Wing seem well suited for inflicting damage on capital ships or space station, with enough cover of course. The B-Wing and Y-Wing both have 8 hit points between hull and shield and the bomber has 6, all of which is the strongest fighter (not counting large craft).
Exactly what Vonpenguin said. Nothing is amiss, in fact FFG specifically talked about it being intended to provide customization and not a points sink.
In my opinion Vader's preferred EPS is squad leader, its often how I run him. But he could really be great with a lot of things.
PTL on Turr because then you can focus, shoot, and have a boost and a barrel roll to get away. It also just gives you more options when you are flying him and I think that boost/barrel roll combined on the squints asks for PTL, but that is mostly just a preference thing on my part and you should run him with whatever you prefer his EPS to be.
I also definitely plan on running Rhymer with Adv Torps, I just will probably throw him in elite squads opposed to trying to fill the rest of the list with a psuedo swarm (if my comps above didn't make that obvious). I think he will shine most with Adv Torps and Cluster Missiles, I'm not sure how much of a difference his ability will make with other ordinance. Though running him with Clusterx2 and a torp would cost the same as 2 Adv Torps and potentially be a lot of fun (big risk to try and get that all off though). He will get better as we get more range 1 and range 1-2 ordinance in future waves.
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Howl Runner with Squad Leader and Stealth
2 x Acadmey with Stealth
and Major Rhymer as above.
Any better?
You best hope you shred ships fast with those torps because this list will be hurting once your payload is gone.
As some alternatives you could try:
Colonel Jendon(29)
Shuttle (26)
ST-321 (3)
Major Rhymer (41)
Bomber (26)
Adv Torps x2 (12)
Marksmanship (3)
Soontir Fel (30)
Interceptor (27)
Push the limits (3)
or
Darth Vader (31)
Advanced (29)
Squad Leader (2)
Major Rhymer (41)
Bomber (26)
Adv Torps x2 (12)
Marksmanship (3)
Turr Phennir (28)
Interceptor (25)
Push the limits (3)
or
Turr Pheninr(29)
Interceptor (25)
Squad Leader (2)
Major Rhymer (41)
Bomber (26)
Adv Torps x2 (12)
Marksmanship (3)
Soontir Fel (30)
Interceptor (27)
Push the limits (3)
Basically my thought is if you are going to have less than 6 pilots you need to make them worth while. If you are good at flying squints then I think they are good at carrying lists just on their own so even if Rhymer goes down in a blaze Turr and Soontir have some chance of pulling the list through. With Jendon you can also pass off the locks to ships other than Rhymer giving a boost not just to Rhymer but also to you attack 3 squint. With Vader he can also throw squad leader on Turr, giving turr 3 chances to use PTL. Some amount of redundancy is always good. Most of these lists will be really hurting against a double falcon build though.
drylndsurf reacted to this -
Why marksmanship? Why not PTL?
PTL give a free action (good) but also give you stress. I'm guessing on a bomber their dial isn't all that great to begin with. The less red maneuvers the better.
Marksmanship in combo with Advanced Protons are at a minimum 1 Critical and 2 Hits. Regardless of what you roll. Yes they still get evade but if you roll 5 dice and came up with only 2 Eyeballs, That would be 1 Critical and 4 hits.
Yeah but you need to Target Lock to fire your torps. So unless you are investing points in another ship as a squad leader or bonus action then it will take 2 turns (at least) for each torp and that significantly increases the chances of you being shot down before getting them off.
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Yeah if you aren't flying with PTL you will want either someone with Squad leader or Captain Yorr, especially if you want to throw on Marksmanship.
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I mostly curious about what its like to play really large games of x-wing with 300+ points per side between multiple players. What are good increments for expanding the board? Should it be 4' long instead of 3'? Play with 2' of width for every hundred points? And how long do those games actually take and how do you speed it up?
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I think Maarek can be used effectively, he just needs to be built purposely to use his ability. He obviously is not better than Vader but I still think he can be good.
The main problem I see with the generic Tie-Adv is that they 1) don't have an EPS slot and 2) cost too much for their stats. I know that they have very similar stats to an X-wing but really they shouldn't cost the same as one. The exchange of one attack for one agility ends up being a huge detriment to their effectiveness. If they were each 2 or 3 points cheaper (maybe not Maarek or Vader) then I think we would see them on the table way more often. You could field 5 Tempest squadron pilots with 5 or 10 points left over to throw in other things.
Actually really the more I think about it the more it makes sense to me. The Tempest being 18pts and the Storm being 20pts would set them at 6pts more than an equivalent PS tie fighter. Thats 6 pts in exchange for 2 shields, a missile slot, a target lock, and a slightly worse dial, and in the case of the Black Squadron to Storm Squadron you would be loosing an EPS slot. That seems like OK to me for 6 points.
You could also draw a comparison to the A-wing which is essentially the same cost for equal pilot skill (PS3 A-wing is 19pts, suggested PS4 Advanced would cost 20pts), and trades barrel roll for boost and a hull for a substantively better dial.
I still think they wouldn't see tremendous use because you couldn't field more than 5 (and we have seen that the line between 5 and 6 atk 2 ships is actually quite huge) but they might begin to see more use as a couple generics mixed in with other ships.
I think Vader would definitely be too good for 26 or even 27 points, but Maarek could probably drop down to costing 25pts.
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Well if thats true I guess it gives me time to save up.
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I think crit dealing abilities will get a boost in this wave. The majority of ships coming in this wave have an equal or higher hull value than shield value. So post wave three there will be:
Shuttle 5 shields, 5 hull
HWK 1 shield, 4 hull
Bomber 0 shield, 6 hull
Firespray 4 shields, 6 hull
YT-1300 4/5 shields, 6/8 hull (generic/unique)
Y-wing 3 shields, 5 hull
Also the Tie-Ln and Tie-In are pretty susceptible to crits but their high agility generally makes it harder to inflict. All told that brings us up to 6/12 ships that you will likely want to be trying to throw crits onto, I think that makes things with crit related abilities a lot better.
I know I personally want to be giving Maarek more air time so I've been experimenting a bit.
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Wow scraping it with an x-acto is pretty brave, I would be pretty concerned about ruining all the nice details. As an alternative Jay Adan posted
on youtube for stripping minis. As a warning though he did the process again later with the falcon model and it started to warp the plastic so it would seem that you should only use this process on smaller minis. Also I haven't tried it on x-wing minis yet but you can use simple green to strip most acrylic paints off of minis without loosing any detail and it is safe for a long time and is a good way to do a large number of minis at once (I have done this a lot for other games). -
Duelling Grounds just had the first of what will hopefully be regular Friday night gaming for x-wing. It sounds like people will be out again next Friday, come out if you can. Otherwise there is a Star Wars Miniatures Toronto Facebook group that people chat pretty frequently on.
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With the B-wing out soon however, i expect it to change a bit for me to Ibtisam + PtL + Engine Upgrade + Advanced Sensors. You can boost and Barrel Roll before you move, or after you move. You do it before you move, then you do a green maneuver and you lose your stress instantly. Just a humongous range of options
As long as the b-wings have 3 or 4 greens this combo will see the table soooooo often with me. I am so pumped for a rebel ship with a barrel roll.
Syleh Forge reacted to this -
It will be interesting to see what ships get put into the Age of Rebellion book. It may be a really good indication of what we can possibly expect in the future.
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Where in the canon do the green A-wings come from? I've also seen grey ones.
Also your second photo is a broken link it would seem.
Anyway, they look nice. I like the green one especially, and the changes to the red As looks nice a subtle, it took me a minute to figure out what all you changed. Its a great way to add variety.
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I really love any of the squints with ptl, just the breadth of movement you have and the number of surprises you can pull is excellent. If Tycho had a barrel roll he would probably make it into my top spot. Though I have been meaning to run Vader with an engine upgrade, I think it would be fun.

Leaked dials, wave 3
in X-Wing
Posted
Advanced Sensors is looking a lot more exciting on the Shuttle. You would get a normal turn with no movement. I dare say it may end up being a better call than a koiogran because now other ships have to think hard about chasing you around the board.