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player44455

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Everything posted by player44455

  1. player44455

    Your first 2.0 list?

    That list seems like it's stretching the points too thin, I'd say. If you drop Fenn Rau down to Old Teroch, you can do whatever full loadout you want for Boba. For example: Boba + Fearless + IG-88D + Marauder + Han Solo Old Teroch + Fearless Zealous Recruit is 197 points..
  2. player44455

    L3-37 & IG-88's

    Well, A's ability is kind of the whole point of the list - to move calculate tokens around. So that the ship which needs it the most can have 1-2 extra calculate tokens. Also taking Guri instead of another IG means more points for the third ship, so it can actually contribute to the combat as wel..
  3. player44455

    L3-37 & IG-88's

    I think the 'Droidattani' will be a big archetype in 2.0. My take on it is currently this: Guri (62) + Predator (2) + Advanced Sensors (8) = 72 IG-88 A (70) + Predator (2) + Advanced Sensors (8) = 80 Spice Runner (32) + IG88D (4) + Moldy Crow (12) = 48 [200] But I think this will definitely require a lot of search to find the optimal build..
  4. Thanks for the catch, I got Fenn's cost wrong. I think you don't need to push Han's attack to 5-6 really. 4-5 is good enough for me, and leaves more points for other ships..
  5. player44455

    XG-1 "Star Wing" Assault Gunboat Thread

    Gunboats seem to be pretty great value in 2.0. Looking forward to put them into play. I'll definitely start with the much discussed Ion Cannon / Proton Rockets combo. After a first pass at deckbuilding with the new point costs, I'm pleased that my favourite "Ace + Gunboat Ace + Gunboat Generic" list seems pretty usable in 2.0: Nu (35) + XG-1 (0) + Ion Cannon (5) + Proton Rockets (7) + Advanced Slam (3) = 50 Major Vynder (41) + XG-1 (0) + Ion Cannon (5) + Proton Rockets (7) + Advanced Slam (3) + Predator (2) = 58 Rexler Brath (84) + Juke (4) + Fire Control System (3) = 91 [199] List has maneuverability/speed, control, burst damage and a late-game monster Ace. Should be fun
  6. Not sure about Manaroo in 2.0. But with how undercosted Scum Falcon seems to be, you can fit these 3 free bad boys into one list: Good Guys Scum: Fenn Rau (64) + Fearless (3) = 67 Old Teroch (56) + Fearless (3) = 59 Han Solo (54) + Trick Shot (1) + Perceptive Copilot (10) + Qi'ra (2) + BT-1 (2) + Rigged Cargo Chute (4) = 73 [199]
  7. player44455

    Pre 2.0 clearout

    1.0 obstacles should be tournament legal in 2.0.
  8. player44455

    Carolina Krayts is the best X-Wing podcast

    Heh, you guys should look into current Hearthstone if you want to see some truly broken designs. Their approach seems to be to create broken random things, and then create some more broken random things for the other side, to make it "balanced". X-Wing (even in 1.0) is a shining example of designer restrain and balance compared to that.. And 2.0 doesn't even live in the same universe..
  9. player44455

    Whining is annoying, but it solves problems

    The toxic people on this forum (including You) have made this an awful, terrible place, and have driven most of the veteran players and insightful commentators away. Don't look for any appreciation here, you will not get it.
  10. player44455

    This bickering is pointless....

    TIE Defender > Vader Vader might be more flashy with all his shenanigans, but he'll be no match against the pure brutal efficiency of the Defender platform. Unless there will be some specific meta reasons to play Vader, I'll take the TIE/d over him every time. Thinking about it now, it's probably TIE Defender > any 2.0 ship.. Of course Defenders will also be very expensive, but I expect that fully loaded Vader will be even more so..
  11. player44455

    Carolina Krayts is the best X-Wing podcast

    It's worth noting that in 2.0 there will be much more self-induced stress when compared to 1.0. Red actions (linked or not), various good upgrades giving you stress, etc.. So chances are Death Troopers will be useful in almost every game..
  12. player44455

    XG-1 "Star Wing" Assault Gunboat Thread

    I had a great deal of fun with this squad in 1.0: Major Vynder + Veteran Instincts + Harpoons + OS-1 title + Advanced Slam Rho Squadron + Deadeye + Harpoon + Guidance Chips Soontir Fell + PTL + title + Autothrusters + Stealth Device The usual start was all 3 ships spread across the board. The one ship which opponent focused on was the baiter, and the other 2 were flanking. With constant slamming the boats are indeed super fast and can outmaneuver pretty much any opposing ships. Star of the list is of course Vynder, who is so much fun with the Advanced Slam (slam + lock + fire rockets, next turn slam + reload, then repeat). Soontir was chosen because I wanted to have an end-game ship, but one which could keep up the pace with the boats. I think a similar squad could be pretty good in 2.0, but I would go for the new cannon title instead of ordnance one. Ion Cannons + Proton rockets look like an amazing combination, as was already discussed above..
  13. player44455

    Carolina Krayts is the best X-Wing podcast

    Hmm, I think that 5 forward is actually quite classic move against missile carriers (jump from just outside of range 3 into range 1 in 1 turn). The more unexpected is that coordinated escape route which Corran had available for turn 2 (but didn't need to use). But thinking some more about it, the only realistic target for alpha strike in Nathan's list is probably Lowhrick (Fenn moves last and Corran is too slippery). I believe if Brandon focused completely on getting the alpha on Lowhrick, he should be able to do that.. Of course it is a question if that would be sufficient to win the game for him, but at least he would utilize his ordnance..
  14. player44455

    Carolina Krayts is the best X-Wing podcast

    (bad forum software is bad)
  15. player44455

    Carolina Krayts is the best X-Wing podcast

    (double post)
  16. player44455

    Carolina Krayts is the best X-Wing podcast

    Just watched the game. Not to take anything away from Nathan, but Brandon's approach seemed much less than optimal. Had Brandon go 4 forward with all his ships on turn 2, he should be able to get alpha off.. And since they went 1 or 2 forward on turn 1, there weren't really any great options for Nathan to avoid that.. So I guess Brandon might be a bit too focused on getting the trajectory bomb off, and Nathan predicted that correctly? EDIT: watched that opening a couple more times. It seems like Nathan had the escape plan for Corran available (barrel left back and boost left at PS 10 coordinate action). So Corran would have probably only take max 1 missile, or Brandon would need to shoot primaries at tokenless Fenn. Although Fenn might be just hair out of range (because of the hard 2 left and barrel left). So perhaps even on turn 1 Brandon should have gone 3 forward instead of 2 to make sure he's able to get the needed range in turn 2..
  17. player44455

    Some Core Set cards spoiled!

    Yeah, but he could still have different ability in the Defender..
  18. player44455

    Some Core Set cards spoiled!

    Yeah they will be good on Luke or Vader, but it's nowhere near the "too good" territory. And indeed I expect it to be priced accordingly. So let's just not overreact for once..
  19. player44455

    Some Core Set cards spoiled!

    And why would be that the case? How is it different to Advanced Sensors or BB-8 in 1.0? (neither of those two was "too good") Also spending the force point is a pretty big deal for the force users (except maybe for Luke), as it's eating up their potential defense modifiers (and they WILL need their defense modifiers..)
  20. player44455

    Carolina Krayts is the best X-Wing podcast

    The slow update speed has a lot to do with needing Disney's approval for any card text changes in 1.0. The fact that prices and also the upgrade slots are only in App should make this much easier. Also they can control combos very easily in App - e.g. they can specifically forbid you from using upgrade X on ship Y, if needed, or upgrade A with upgrade B. Hmm, are we looking at the same cards here? Because for me Grand Inquisitor looks terrible compared to 1.0 version. Vader has good ability and a lot of force tokens, but he is severely limited by his chassis, namely the lack of native boost and evade action. For me Soontir Fell in 2.0 still looks better than both Inqui and Vader. And even generic Tie Defender looks much better than all 3 of them.. With the improvements to generics which we have seen so far (built-in soft PTL, increased health, increased maneuverability for X-wings, etc), I would be more worried that jousting lists might be dominating 2.0 on the release. And not about arc-dodging aces which all have been seriously nerfed compared to 1.0.. (at least on the Imperial side) All the force powers above look quite nice, but nothing screams OP or broken to me.. And I believe they have mentioned the force powers replace the EPT slot for force users. - Lowhrick -> reinforce action was nerfed (always taking at least 1 damage now), less health - docked Attack shuttle -> nerfed, no automatic 2nd attack now, less health on Ghost, no Evade action - Kylo -> we haven't seen him yet, but Luke crew could be a defense if he's too OP - Miranda -> seriously nerfed, less shields, regens only with primary atk. Also other regen abilities have been seriously gutted.
  21. player44455

    The Imperials in 2.0

    Based on the previous precedents, I expect that they will be using the application quite conservatively. The costs would be probably very close to 1.0, and they will not go crazy with the dynamic costing rules. And the erratas would probably come in every few months, and not after every tournament. Of course, they have the option to do a quick fix if some unexpected combo comes up, but they have demonstrated the restrain when it comes to doing changes (which is generally a good thing).
  22. player44455

    Carolina Krayts is the best X-Wing podcast

    Grand Inquisitor looks honestly pretty rubbish right now. That 4 straight was super important to allow him to reposition if opponent has focused him. With just 3 straight blue he won't be able to get away at all.. And Inquisitor in 1.0 was all about action economy and the V1 title ability. That is gone. So unless there are some amazing force powers waiting, I'm affraid he'll be pretty mediocre..
  23. player44455

    Is Luke Gunner Actually That Good?

    People have presented several reasonable explanations for Luke's existance, in multiple threads. You have just chosen to completely dismiss all these arguments and stick to your tunnel vision. The problem is in you, not everybody else..
  24. player44455

    Gunner Luke is a geinus design decision, awful PR decision

    It's bad PR only for a subset of 1.0 veterans. New players and casuals will love Han with Luke. Falcon expansion will continue to sell like crazy in 2.0.
  25. player44455

    Gunner Luke is a geinus design decision, awful PR decision

    Not confirmed, but FFG would be CRAZY to put a gunner upgrade on a 4 die ship. And contrary to popular belief, FFG designers are not crazy. I think the whole point of the gunner upgrade slot was to differentiate the most powerful upgrade cards from the generic crew slot.
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