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Rakky Wistol

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Everything posted by Rakky Wistol

  1. Imperial Warmachine ship pack: Alt paint firespray, Alt Paint Phantom (cloaking effect). Lots of updates for these 2 ships, bombers, and punishers.
  2. Rockets might be a great improvement for the things that carry them but the things that carry them are still underwhelming. That means that rockets make you feel whelmed at least, which is better than underwhelmed but far from great.
  3. 39pt deathrain 26pt duchess 12pt academy tie!
  4. I love me some swarm. I wish they were the best list and had won every championship. It just hasn't happened and hasn't been even close for a long time (but the recent nerfs keep it still breathing at least). I'd say it was the case until the phantom came out and even then 1 blocker was a good thing. When the meta went full in on two ship lists the Tie really died off since it was 12pts you were handing to an opponent a round. I forget often forget how long ago that was as I havn't been playing nearly a much in the past year. I do hope the swarm comes back as much as I hope there is a real xwing fix soon. The game started as xwing vs. ties and hardly any hit table time anymore.
  5. More viable for sure but that's like saying the hwk is better now that there is another turret for it. It would be hard to imagine it getting worse. I remember when it was basically build an 88pt imperial list because you WERE taking at least one academy tie. Now you're almost always better off spending the points on other ships than slimming down to fit one in.
  6. Would buy. And I hate rebel scum.
  7. Good to see another oldy-but-goody return. Imperials are still the best (just not the best at everything), wave 1 and 2 ships are vastly underpowered, all the emperors toys and the Emperor himself are needed whenever they get too good, there are no more tie fighters or x-wings, in the game of xwing... So much has has changed,yet remains the same.
  8. When the game started you had 1 stat 1-9 and 4 stats 1-5 and 3 actions and 5 slots. That's pretty simple. Those simple ships now compete with a 1-12 stat, and 4 stats that range from 0 to 12, (and have been generally moving "up") and 8 actions (and some ept actions), and 10 slots. They just can't compete. That's without talking about dial improvement overall and access to new maneuvers entirely. And the Rebels, Scum or otherwise, always are hating on the imperials. We are the best whether we get the best stuff or not.
  9. Look at the SF. Add a mangler, a shield, and hull. 10pts and a large base and you have the firespray. That's silly. And the SF only really gets flown with amazing named pilot abilities while the imperial firespray has some of the worst pilot abilities in the game. It's at least 2pts too much and missing EPTs for each pilot that doesn't have one (scum or imperial) and even then it would still just be meh. I'd look at the mod slot and give it big adjustments. Prison Transport, reduce cost: You gain a second crew slot and add boost to your action bar. Increase your hull by 2 and reduce your primary by 1. Military Outfitting: Remove Cannon, gain 1 shield, gain BR. Increase primary to 4. Imperial Contractor: reduce cost- you may equip Scum only crew. Gain an illicit and tech or systems slot. May fire secondaries out of either arc.
  10. I think those of us who have been around for a long time were discussing this back in wave 3. The idea was that we would have elite dice with better odds for advanced ships (then came the phantom and the defenders!). I might be off a wave or so. We noticed the stat limits on the game and thought this was a good way to expand but we're a bit passed that point. Others wanted you to to be able to buy better dice as a modification. Some suggest different colored dice for ion and secondaries. A Quick forum search for elite dice should bear fruits of old.
  11. More of this. Unguided rockets has a lot of downsides but some folks keep saying "it's a three dice attack!" It's not: stress, red maneuver, using your action for anything else, action loss all shut it off and it makes all of your defense rolls unmodified for higher PS. I'll give it a go on crackshot Bren because that seems a good place for it: 6hp, high PS, cheapish, used to flying him already. They might be the best option available, to that ship, but that doesn't actually mean you're flying the best option, at that price point, available (nor make that option competetive).
  12. If his tokens are useable after his death (and they should be) he'll find a place. He gets better and better with each new illicit. Scum will get another 2 crew I'm sure.
  13. I'd take an ETA-2 with only Named pilots. Obi and Ani for the republic and Ani and VADER for the empire... that would be the right amount of confusing! Put some titles in front of thier names.
  14. I was comparing new aggressor but the bomber results in much the same stat line but for less with a worse dial and no sheilds (which might be noticible between rookies 2 and Bomber 0 even at an extra Hp). I think the bomber is going to be a better platform for these than the aggressor unless the PS scale, EPT, or Pilot ability makes them better. 4 bombers with that loadout + sessmics with an academy blocker is probably fun times vs. most other 20/5 lists.
  15. Looks like a pretty tasty dial since it has a Talon roll. Also has 4 more Hp, a 3 dice primary, and some more slots so yeah. Looks more of a better punisher than a better bomber but that's not really saying much.
  16. I understand that they are worse rookies. That's the point I've been trying to make. Yes, it might be more tactically advantageous to shoot the "bad rookie" first (or still focus fire the actual dangerous thing in the list) but how many of these are you going to see once everyone figures out that they are just a bad rookie Xwing? I hope the dial gives us a surprise and that the names pilots all have EPTs and good abilities. I hope I'm wrong but from the information we currently have it's still just a 19pt rookie pilot in an Xwing with lots of ways to lose it's red dice and BR which is yet another way it loses the "3 red dice att" that everyone says it has.
  17. If they weren't shooting at the "rookie" already, why would they now? A rookie whose jousting value goes significantly down when they turn around? I just don't see a rookie pilot with a worse jousting efficiency in a faction with less action sharing is going to cut it. It will almost certainly have as good a dial (which isn't great) and BR but what does it do that other ships at similar stats, at the same price point, and that have already "failed"?
  18. I've been hoping for the "imperial war machine" or the "Imperial Contractor" scum cross over since they did most wanted. The Firespray in general and the Imperial Firespray in particular need a lot of help.
  19. Breakfast is always worth it!
  20. The dial, the dial, the dial... with self bumps you can get a lot of mileage out of it with practice. Heck, I still pull out a FCS+ gunner + EU lambda just to terrorize people with. Your opponents will never forget the first time they get outflanked by a lambda or the lambda getting behind them! When I fly lambda around here it's always the "must kill" ship.
  21. I like Breakfast! Well that depends on what you're definition of breakfast is. Well that would depend on what your definition of is, is. I want peppered bacon and coffee before we determine if the word "is" in fact is a key word or a just used here as a verb. When you speak I can't see your scary quotes so it is difficult to determine which is is which. When did we get on the topic of Witches? I wanted to talk about breakfast.
  22. I was being a bit facetious. I really hope the rebels don't get full access because it would absolutely overshadow many of their ships but the rebels seem to be getting everything (EVEN TIES!!!). That also demonstrates how bad some of the Rebel ships are in this meta.
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