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Lizrrdbreath

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Posts posted by Lizrrdbreath


  1. I dont know why you guys dont go to KR Multicase.  They have custom foam just for this game and its much better than anything ive seen here.

    My problem with the KR Star Wars foams is that they are made for the ship to be standing on the base and are a tremendous space waster. Et the depth they are you could easily fit 4 times the number of ships in one foam if it was laid out better.


  2. I think having between 5 and 8 Tie-LN, 3 and 5 Tie-IN, and 1 or 2 Tie-ADV makes for a good fleet of tie based ships. I personally love Vader, Soontir, Turr, and Howlrunner but most of the pilots you get make a good mix with lots of cool potential lists.

     

    Really everyone has potential and I think you will find that a list that is comprised entirely of ships and pilots you think are cool will still do decently. Well maybe not a list with very many Tie-ADV but really just stay away from the generic pilots.


  3. You can find images of the alternate image cards around online. They have the same stat line just different picture. Wedges card is a still of him in the cockpit from the movies.


  4. I don't like putting expose on a 2 attack pilot, doesn't seem to get its full worth

     

    The more dice you have the more likely you are to get a crit. I don't think its a top notch list or anything but its one of the uses I've found for expose.


  5. Wanted to see if I could make good use of Maarek so I threw together this squad.

     

    Maarek Steele w/ expose, clusters missile (34)

    Darth Vader w/ squad leader (31)

    Soonter Fell w/stealth device, PTL (33)

     

    It ran decently well. The idea was to try to take advantage of Maarek's ability as often as possible, so I would have a target lock on him whenever I could. Vader allows Maarek to TL on turns when he uses expose and adds some general versatility giving Soonter the possibility of 3 actions in a turn or being able to take two actions himself. I was rolling pretty hot the game I tested it but Maarek blasted ships out of the sky in one shot several times that game. I think I am going to explore it some more and see what I could possibly change to bring it up to something that might be tournament worthy.

     

    In general I think that expose needs support to work well and so I think that if you are going to use it then you are going to find yourself needing other ships to make it work. Whether its Biggs to take shots, or someone with squad leader to make up for your lack of action. Really the ability should probably be 2pts instead of 3 and then we might see it on the table once in a while. I mean think about it on Vader, you're basically paying 32pts to have a slightly more versatile x-wing with a different manoeuvre dial.


  6. I think its probably something we can look forward to in the future as the longevity of a two faction only game begins to dwindle. There are certainly still lots of options to expand both the rebels and imperials and we will see a lot more of that before other things I expect.


  7. Let me know how it plays out since the x-wing players here don't really come around that often :(

     

    So really I have nothing better to do than sit around and just make lists.....I have a lot

     I will when I get a chance, unfortunately I work shift work and have been having a hard time getting games together very often but I am hoping I can set something up next week sometime.

     

    Also West Virginia is a little ways away but not that much so if you ever make it up to Toronto get in touch and some games can be had.


  8. I think having swarm tactics on Howlrunner ends up being redundant when the point of the squad is to survive. Having one extra ps8 shot on a tie that is intended to survive beyond the ships that shoot before it anyway doesn't seem like a big deal to me. I would find another EPS to put on Howlrunner that better fits the squad setup. Beyond that I think this list looks really hilarious and like a great time. I think I might give it a try.


  9. Ties have a bit of a time bringing down agility 3 even in a swarm so a-wings are a big hassle, and 2 Y-wings end up being a similar amount of effort to kill as the Falcon itself so you should probably just try to take that down first. Also both have a lower attack profile and damage output than x-wings so they won't have the same impact.

     

    Personally I pretty much always go after the Falcon with my swarm, the sooner its gone the better, I have found that with a few collisions and some luck I can take it down in 3 or 4 turns. If you are really canny and your opponent is slightly off the ball its not that difficult to crash him into asteroids and that will really wreck the falcon players day.


  10. Lol wow really? I know when you get down to things it would make sense that someone else is firing the guns other than Han when luke/gunner kicks in, but if you want to take that view then can the Falcon shoot if it doesn't have any gunners equipped? Like seriously the game is far more abstract than that. The pilot of the Falcon is not the one shooting the turrets so Han's reroll doesn't make any sense if you want to take it to a level of realistic sensibility.


  11. I think we can rule out EPTs and upgrades from special upgrade packs appearing in a card/pilot bundle. Buhalin has a point in illustrating that FFG wants to encourage sales of these fighters to gain the expansion cards in the pack. If you want to be tournament legal, you are encouraged to go the distance for that extra ship. It means in my case if I wanted that fourth assault missile I'll HAVE to buy another Falcon. It makes sense.

     

    What the upgrade pack could do is make more out of what you already have. The Tydirium for instance could change that ship to a rebel affiliation. Or there may be Han/Chewie/Crix pilot cards for Tydirium specifically. There may be a Rouge squadron pilot and others. Nowhere will you see a reprint/redesign of Wedge, Luke, or Biggs as these cards can already be found elsewhere. You will not see an R2 unit in there either, but you might see R2-KT, R6 Astromechs and Mag-Pulse Warheads.

     

    So the packs are useful for getting more things out for existing craft without needing to reissue models, and equipment that might not fit well with expansion pack ideas for the future. FFG still has a marketing advantage here because you'd be acquiring, say, pilot cards for A-Wings and B-Wings but you would need an A-Wing or B-Wing model to use them. This in turn encourages another purchase.

    Also a big thing about this is if they make a generic pilot like a rogue squadron pilot or one of the upgrades really good all they need to do is put one in the pack and suddenly people are buying 4 so that they can have enough for a squadron. Easy $40 or $60 on an item that would be minimal cost to produce.

     

    Say they do it every 4 waves, they could have 2or 3 new pilots for each ship (at least 1 generic) and some upgrades relevant to each ship. They spread it out so there are 3 ships in each pack, meaning 2 rebel packs and 2 imperial packs for the ships from the last 3 waves. This would give you probably 6 or 8 new ships and maybe 6 or 8 new upgrades in each pack, just a little more than what we get in a small ship expansion now. Charge $15 per and people will likely buy 4 of each pack for at least one of the generics or upgrades. Boom, the company sells as much as if it had been a normal wave of ships but spends less on production. The crowd gets what they want, well not pre existing things in packs but at least part of what they want, and FFG gets a good angle for some profit.


  12. For the TIE-Bomber the comparison needs to be with the TIE-Advanced but it a lot more murky.  The bomber needs +1 agility (we'll say 4 points based on the Stealth device but a touch better) and the Evade action (1 point based on Falcon title) while the Advanced need +1 hp (say 4 points from a shield upgrade) to make them even though it leaves the Advanced with 3/3 hit points with its three crit avoiding shields to the Bomber's pure hull.  With these numbers you're looking at a 23 point Gamma Bomber to a 27 point Storm squadron pilot.  Now the Advanced may not get played much so this is a four point bonus to make the bomber "worth it" while the bomber also has a lot more upgrade options open to it.

    Can you not draw an ample comparison to a Tie/Ln? The PS2 Bomber is 16 points, and gives you 1 more PS and 3 more hull than an Academy pilot. You loose one agility but I think we can consider it more than made up for with a 4 point gap. While we can expect the manoeuvre dial to be worse you could add it up as the Bomber being worth 6extra points before the dial (+3 for each point of hull, +1 for the PS, and -4 for the agility). Meaning we should expect a 2 point difference in the dial, whatever that looks like. OK maybe thats not as simple as I was thinking... I haven't compared their stock actions either.

     

    Anyway I feel that buying 3 scimitar squadron pilots for the price of 4 academy pilots is well worth it even before upgrades, you could have a swarm with close to twice the HP. Even though you would be more susceptible to crits and loose one agility on your ships I think it could still potentially be an interesting list.


  13. I'm planning to get 2 of each to start and then I'll expand into 3 of each eventually. Depending on how much the lower pilot skill bombers cost I may end up getting between 5 and 7. They might make an interesting swarm with their higher hull value. If there is a ps1 ship I expect it would cost around 14 points. In that case you could field 7 ships but have a similar hull to 14 ties. I don't know how good it would be with only agility 2 but it could be an interesting time.


  14. Ok so I could maybe do with buying a second it sounds like, but for the time being thats probably the most mileage it sounds like I'll get. I 'm curious how their effectiveness as missile platforms will change with the bomber's release.

     

    Edit: I jus finished reading that post you linked Norsehound and it actually makes me feel a lot better. I probably won't ever bother owning 4 but owning 3 seems like a good go.


  15. Hey folks,

     

    I'm kind of new to the game and in my time since beginning to play I have noticed that much to my disappointment a Storm Squadron and Tempest Squadron pilots aren't very good. It strikes me that the swap of 1 attack die for 1 agility die very much hurts the viability of them as ships in an imperial list. Is this a mistake on my part? Can I fly a full Tie/Adv squad and not feel like I'm playing catch up the whole game? Is there anything I'm missing? and finally what do you think would make the Tie/Adv more viable? I was thinking the other day that an EPS slot would potentially make a big difference.

     

    Anyway I love flying Vader but don't see any reason to buy any more Tie/Adv because I'm not likely to field more than one. I was just hoping I might hear something to help turn that notion around.


  16. It would be a challenge to pull off, but I'd love to see Imperial Spacetroopers! Maybe have them deployed by a troop carrier wherever/whenever you want them to be on the mat. If you read Timothy Zahn's Heir to the Empire then you already know what kind of carnage and mayhem they can do in a space battle! :-)

    Ooooh! Maybe you could use them as a large ship only modification, and they could act kind of like a bomb.


  17.  

     

    ETA: Even better:

     

    Title: BTL-S3

    Y-Wing Only

     

    Your ship gains the (crew).

     

    Cost: 1 point

     

     

    That Shouldn't need to cost anything, all the other title cards don't and they give a benefit, this just allows you to spend points on something. But otherwise this seems like a good way to go to me.

     

    It might also be a good way to give the Y-wing access to bombs. You could have a couple generic titles that would change the type of Y-wing you are using.

     

    Slave 1 costs zero, Millennium Falcon costs 1 point, and Moldy Crow costs 3 points. I don't see how you can say they don't cost something. 

     

    Woops my bad, I could have sworn that the Falcon costed 0... Also I haven't actually looked at the moldy crow card. Regardless its only giving you a slot that you need to pay points to fill and not a straight up benefit so I think it reasonably should be free.


  18. ETA: Even better:

     

    Title: BTL-S3

    Y-Wing Only

     

    Your ship gains the (crew).

     

    Cost: 1 point

     

     

    That Shouldn't need to cost anything, all the other title cards don't and they give a benefit, this just allows you to spend points on something. But otherwise this seems like a good way to go to me.

     

    It might also be a good way to give the Y-wing access to bombs. You could have a couple generic titles that would change the type of Y-wing you are using.


  19. Personally I am probably going to end up buying a lot of ships over time. My preference is towards imperials so I will be probably be getting as many of every small ship as you could field in 100pts and 1 or 2 of each large ship. For the Rebels I will get a reasonable smattering of everything, probably 2 or 3 or each small ship plus a falcon. I am interested in playing both sides but I do really love the imperials so I am going to get what is more or less a "full set"


  20. I think one of the itneresting things with Ten is that he (like Kath Scarlet) will see his ability work better in mirror matches.  TIEs at least have the option to evade reliably, even if it will mean decreased offensive performance to do so.  Far less evade potential for the Rebels.

    But isn't Ten's ability kind of a counter to that? I mean if they put an evade token down then they have a better chance, but if you are facing imperials who haven't evaded you are getting a 1/8 chance of a guaranteed hit. It would basically do nothing against rebels because they are already low agility and thus the crit is likely to go through even without the ability. I'm new so maybe I'm missing something but it seems to me like your assessment is a bit backwards.


  21. I personally really like the idea of pilot expansions, they would be easy to stock and produce. They could be themed so you could have things like a "Rogue Squadron" upgrade pack with appropriate characters and upgrades for rebels. I think it would be a good opportunity to give us named pilots we already have in other ships and maybe be an opportunity to give each side access to cards they want without needing to buy ships that they would never use.

     

    Oh and I expect that 1969 Buick Electra will be included eventually ;)

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