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Everything posted by Lizrrdbreath
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I've been trying to run him with Expose. My squad set up is: Maarek w/ expose and cluster missile Vader w/ squad leader Soontir w/ PTL and stealth The list has played pretty well in the couple games I've used it. Though it is noteworthy that Vader and Soontir do a lot on their own and really can pull the list through without Maarek. I played a game where I lost him first turn and the other two still pulled out a win for me. Flip side of that is him blowing an x-wing out of the sky on turn two in one shot with the cluster missile and a focus. I took out the shields with the first shot and got a hit and one crit through in the second, a direct hit popped up and that was that for the x-wing. Main strategy for the list though is for Maarek to expose and Vader to pass a target lock. 3 dice with rerolls gives a decent chance of a good number of hits and a crit.
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Wave 3 movement dials (speculation, no spoilers)
Lizrrdbreath replied to Lizrrdbreath's topic in X-Wing
So...you wouldn't pay 4 points for 1 extra attack die, AND Barrel Roll? True...if the Y-wing is considerably faster/maneuverable it would be quite a gap, but if the B-wing is only a little slower...it's not overpriced. I expect it to have: 1 Bank and Straight as green 2 Straight as green 1 Hard as white 2 Hard and Bank white 3 Straight as white 3 Bank as red 4 Straight and Koiogan(sp?) as red. This dial would be on the money for me. Its pretty much what I would want for the b-wing to see table time. -
Ok folks so everyone talks about how the movement dials on the Wave 3 ships are going to make of break them, so what does everyone think the movement dials will look like? Bomber I expect more or less the same as the advanced with a green 1 forward instead of a white 5 forward, the 3 forward to be white, and the 4 forward to be red. So: 4- Forward and Koiogran (both red) 3- Turn, Bank, and Forward (all white) 2- Turn and Bank (both white), and forward (green) 1- Bank and Forward (both green) Shuttle There are a lot of people that are saying if it doesn't have an awful dial it will be broken but I guess we will see. I think if it doesn't have enough greens then Captains Yorr's ability will be pointless but there are a couple people who've suggested it won't have a koiogran so I think that might be a compromise. My guess is: 5- Forward (red) 4- Forward (red) 3- Turn (red), Bank and Forward (white) 2- Turn and Bank (white), Forward (Green) 1- Bank and Forward (Green) B-wing I think this one is a tough call. Looking at other ships I think that it could be one of two possibilities, either something similar to the falcon or something similar to the y-wing. So here are two different guesses: What I hope 4- Forward and Koiogran (red) 3- Bank and Forward (white) 2- Turn and Bank (white), Forward (green) 1- Turn (white), Bank and Forward (green) What I expect 4- Forward and Koiogran (red) 3- Turn (red), Bank and Forward (white) 2- Turn and Bank (white), Forward (green) 1- Banks and Forward (green) Hwk-290 Ok so the HWK seems doesn't give a lot of indications for how it might fly in my opinion, I am just going to make this one simple and guess that it will have all of the same manoeuvres as the x-wing. Anyway this is all just baseless speculation and I completely expect to be wrong but I would really like to know what other people expect the dials to be and I thought I would offer some suggestions to get the ball rolling.
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Its a cool ability but I mainly play imps so on any of the ships that I would put it on I would really rather use push the limits. I feel like a boost and a barrel roll together give so much unpredictability to your ships that daredevil becomes kind of a moot point. If I could get that hard 1 action as a modification along with PTL it would see the board all of the time but it would probably also be a little on the ridiculous side.
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I've been on a hunt for something good for the upgrade cards and so far this is the best I have found. http://www.coinsupplystore.com/vinyl-pages-12-pockets.html I haven't gotten my hands on any yet but the pockets are the same height as the card and are bit wider. Its probably the most efficient use of space you will find for a protector sheet for your upgrade cards.
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Technically most of those ships were still around and in use during the Galactic Civil War.
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Umm if you open the clam pack the ship is in a small bit of moulded plastic, if you opened the clam packs but left the ships in those then you could package them all in a small box and they would be fine.
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Bounty Hunter + Darth Vader = standard combo for imperials?
Lizrrdbreath replied to The_Brown_Bomber's topic in X-Wing
It does talk about damage and not cards so I would say that it follows regular rules and deals on shields first. -
do we even know what on time is? maybe on time was yesterday and they just never told us... Speaking of all this does anyone know conclusively whether the ships will be at gencon or not?
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My dream product is a smuggler ship for the rebels that is not a YT.... But more seriously I think that every 4th wave FFG should do a set of card expansions. Each side would get 2 packs that each feature 3 ships. It would give us 2 to 4 new pilots for each ship and some new upgrade cards appropriate for each ship. It wouldn't include any cards that have already been released. You could maybe get 6 or 8 new pilots, with 8 or 10 upgrade cards. This would cost $10 or $15. It gives us a lot of new variety without releasing new ships and increases the longevity of the game. It would be an opportunity to introduce things like a Rogue Squadron pilot and new R2 units. It could also be an opportunity to have pilot in different ships such as Wedge in an a-wing or Ibtisam in an x-wing.
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And a Mon Cal at that.
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Hey folks, For any and all who are interested there is a Friday night gaming group starting at the Duelling Grounds. People will probably start to gather around 5pm or 6pm and the store closes at 10pm. The Duelling Grounds is located at the corner of Bloor St West and Brock Ave (near Dufferin). Also check out the Star Wars Miniatures Toronto facebook group to connect with x-wing gamers in the GTA.
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You could fit two expansions into a 5"x3"x3" space and they weigh basically nothing. As a disclaimer that is a guess but I think its really close if not a little larger.
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Well true. But that also assumes that wookiepedia is correct. Everybody was sure that the hwk was going to be a large base ship. A lot of people cited wookiepedia and other sources they could find on the internet. Then FFG said "we got this info straight from Lucasfilm" or whatever. So at the end of the day, we may not have the appropriate official information to make the same determiniation that FFG does. 8 shields would make this thing more durable than the Falcon. I don't think that any snubfighter, no matter how advanced, could have more shields than a freighter 3 times its size. So if the wookiepedia info really is correct, they must have reduced the shield value on the YTs to make them more usable in game. After all, x-wings have 4 laser cannons, ties have 2. But x-wings don't get for attack dice. That would make them way over powered I wholly agree with you, which was actually why I added what I did in parenthesis, specifically because I also thought about the falcon comparison. Wookieepedia is a great resource, but certainly not infallible, I was more throwing it out there as a wild suggestion based on what I read there. The problem is that so much info on Wookiepedia is based on the West End games RPG and they just made **** up willy nilly. Lucasfilm has canon stats for much of the universe but because of other media kicking around we are often getting the wrong numbers.
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One catch is you can only pass off 1 target lock a turn. So with a weapon engineer you would get a TL shot with Jendon and one squint. So whats better, passing off 1 target lock a turn, or giving everyone in range 1 a single rerollable die?
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Elusive would be hilariously appropriate, its specifically tailors to her ability in the defensive round. If you don't take any shots you don't need to bother stressing but if your opponent gets a decent shot in you elusive for a stress to force a re rolled die, and now you have a stress token to get your own reroll on the evade dice. Only downside is you need to sit with the stress through your movement if you want to get an attack reroll. I think we will see her with a couple different builds focussing on either offence with PTL and a variety of appropriate upgrades, or on defence with Elusiveness and a variety of different upgrades. I think she will be one of the winners of wave 3 depending on her dial. Too bad you can't put an R2 on her though.
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Defence dice useless against the Autoblaster card!
Lizrrdbreath replied to Stormtrooper721's topic in X-Wing
But if the said Tie is a higher pilot skill it will often be easy to barrel roll or boost out of range 1. A barrel roll will move you a long way. I think that it will still be janky to line that shot up and be able to keep them in range one. Also an auto blaster is going to work so much better with a focus, I think you would be loosing a lot of potential damage is you are barrel rolling instead. -
I think no ships will be in the next wave and we will see card packs that have new pilots and upgrades for the last three waves ships. But if I need to guess actual ships I think that stormtrooper's guesses would fore runners as they are several of the next closest ships to movie canon. The Tie Defender and Tie Hunter are probably the next two tie models we will see. For other Imperial ships I see the Skipray and the Xg-1 Star Wing. Rebels will probably get the Z-95, beyond that most ships are either much more obscure or are clone wars era ships that got recycled. I figure we will probably see a couple more smugglers and bounty hunters for each side too. Personally my choices would be Defender, Star Wing, Z-95 and probably another smuggler (preferably not YT class).
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Jonus flying with 3 scimitars with a cluster missile and proton torp each. First round of shooting you clear out the big ships shields the missiles, second round you drop the crits down with the torps. You will clear out some big ships fast. Though throwing rhymer in there will be some serious added fun.
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Defence dice useless against the Autoblaster card!
Lizrrdbreath replied to Stormtrooper721's topic in X-Wing
Yeah I think it means people who fly interceptors will be the ones who can fly them well and they will become less ubiquitous. That said I think this upgrade isn't so good that we will see it all of the time and so it will just be one of those occasional bad matchups that you risk while running too many squint. Really I think the only thing this gun will change about the meta is stealth devices. They will become more of a risk to invest in on certain ships. Also I really don't think this is going to make big ships any better. If the Lambda is as cumbersome as is expected it will never get anything in its front arc at range one unless the opposing play make mistakes of likes taking big risks, and the Firespray would still probably prefer the HLC. I think it will be an interest choice on a B-wing, especially with Ten, but otherwise equates to about the same as on the big ships. It is 5 points for a very situational gun on a number of medium to low manuverability (expected anyway) ships. If you want help against the big ships try running Jonus with 3 Scimitars all with Cluster missiles and Proton Torps, that will clear some big ships out pretty fast if you play right. -
I think he will see a lot of play in my lists as a solo bomber. Jonus needs several other ships that specifically use secondaries to fly with him to be worth it, Rhymer can be plopped in almost anywhere and do his thing. To illustrate points wise: Jonus (22) Scimitar Squadron pilot w/ cluster missile x2 (24) or Rhymer w/ cluster missile x2 (34) Thats 46pts to use jonus, or 34 pts to use rhymer. Obviously jonus gets better with more ships to aid but I don't know how often we will see him in lists that arent spamming bombers (which I coincidentally fully intend to do).
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I personally just want foam for my minis. Using foam for anything else feels like waste to me. I don't want foam slots for my tokens as I just intend to find a separate organizer to suit my needs. Battlefoam cases are my go to choice but I play a number of other table top war games and use it to accommodate all of them.
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Defence dice useless against the Autoblaster card!
Lizrrdbreath replied to Stormtrooper721's topic in X-Wing
Not true; it's a secondary weapon and therefore gets no modifiers for range. I'm pretty sure he meant that all the ships that can take it would be rolling 4 dice on their primary attack at range 1. So its a choice between 4 dice, or 3 dice with a special ability that costs 5 extra points. -
Gunner won't help the ion token much, it just gives you a primary weapon attack if you miss your first attack.
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Star Trek: Attack Wing copyright infringement?
Lizrrdbreath replied to herozeromes's topic in X-Wing
The movement mechanics have been licensed out, I don't know about anything else though.
