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Everything posted by Rakky Wistol
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It looks so much better than the Y-wing, B-wing, and GA-1 for similar point cost; more the first 2 and less the latter of course. The upgrade combos are just ridiculous. If the rebels had full access to the ship (which they will get in the next "most wanted style pack) it's going to really get messy and the Y and B can officially go into retirement with the rebel HWK.
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Cloaking would be pretty awesome. Not sure of the armament. 6 lasers sounds like a solid 3 att. 3/1/5/5 TL/Focus/Cloak Darth Maul- You may set up at range 2 of your starting area. You begin the game cloaked. Darth Sidious- At the beginning of the round you may choose your PS 0-9. At the begining of the combat phase you may choose your PS 0-9. 0-66- Something about keeping the ship from dying. Chanath Cha- Your upgrade bar gains the illicit slot
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It still requires a focus token and can only be modded by that focus token and is shut off by game mechanics. That makes it INFERIOR; but I'll take a potato. I actually really like them for 2 points on bombers and some punishers, but it's less flexible than a 3 dice primary for an Aggressor- It's an xwing that could lose it's 3 dice primary or a less durable tie advanced. Neither of those ships are really tearing things up but I've seen a number of posts saying "it's a great 3 dice attacker" and it isn't even as good as the ships that carry "that statline" we already have at similar costs. It can be built cheaper but would a rookie pilot with a gun that can shut off be worth 19pts?
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I love the tie Predator. I think it could be a great 3/3/3/2 ship with Sloops and T-rolls and the tech slot instead of cannons and a stiff dial like the defender. Sith Infiltrator is great because it looks like a large ship that fits between the advanced/TAPP/Aggressor and the Raider. It's different enough but looks like an imperial ship. No idea what the stats should be. I hope we see both those ships.
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The missile attack is straight up inferior to a 3 dice primary attack in every circumstance except at range 3 where the secondary attack won't grant a bonus. That is MOST of the time. Add in that it can be shut off by bumping, stress, Jax or other abilities that exist or may come, the percentage of the time that it will outgun a 3 dice primary is quite small. Sorry if my explanation was confusing; the internet has been eating my posts and it's quite infuriating!
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We reversed PS to allow High PS ships to move first and low PS ships to shoot first and found that to work pretty well.
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It will be an Imperial HWK with BR and I'm guessing a Bomber/Advanced Dial but no Crew when it takes a Turret. Double missile and LWF make it almost exactly a less durable tie advanced or an xwing with BR and a weaker gun.
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I WANTS IT!
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The missiles are not a 3-die attack. The range 3 ag knock cancels out at best, and is inferior to the R1 bonus most of the time. Only modable by the focus you have is sad for a ship that has TL. Blocking is still a thing, stress is still a thing (and likely on the rise), Canor Jax is still out there!... I look at the Aggressor 2.3R/2.3G/5H/1S statline (assuming Rockets and LWF) and I see a tie advanced who can't evade (and probably a slightly better dial). Or worse, an xwing with a weaker gun and BR. Now I do LOVE this for Deathrain. I think the 35-37pt build could do work. I LOVE it for Tomax with EPT of choice (lots of options there) and bombers in general. Both suffer from still paying a premium for slots they won't use. This does help them but I'm unsure if it helps enough.
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I was way more sure of it than the terrible gunboat and the aweful avenger...glad I was right on this. So many awesome tie variants to come! #nevergunboat, #neveravenger
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It's ships and upgrades. Rebels flat out have 2 more ships, SOOOOOOOOOOO many more crew, and astros, AND illicits. The one that still irks me most is they're superior bombers. I like that the Tie Aggressor is going to have essentially 2 separate builds. I'm just sad those builds are HWK mode and Xwing mode... 2 ships that just don't cut it. HWK: yes, it does have 2 firepower. Would rebel hwks see play with 2 firepower? Maybe, but they have a crew (and the aforementioned extra crew choices) slot too. If you've already spent 4-7pts on a turret those missile slots are likely unused. With BR, a substantially superior dial, and SCUM hwk power pilot abilities these could make a splash at their price point. I think I talked myself into liking this a little more. Add LWF and you have some durability. Xwing: Unlimited missiles is a great idea. But those missiles pack less punch than the xwing's 3 native reds. Sure there is no range 3 bonus but there is also no range 1 bonus. Dial? While I expect it to be superior to the HWK that's not saying much. Since this thing is more HWK or Ywing I'm guessing it's not going to have a "better" dial than the xwing. It does come with BR, which is nice, and needed. It does lose a shield to hull but I think LWF, again, makes this a push. And, again, if you went missile you're not buying a turret and you're out of upgrade slots. So is an xwing with a slightly weaker gun and BR worth 21pts? Ask the tie advanced.
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TLT aggressor- hwk missile aggressor-xwing/advanced rebels/scum get another bomber that is better at bombing than the ship named "tie bomber". Rebels/scum getting more cross over in ships and cards. Look, another tough 1 agility rebel ship! I wasn't talking Imperial Only but am an imperialist. and I am hopeful We havnt seen dials or pilot abilities but up to this point a lot of those ships don't look like much more than other options that have been tried before. I'm hopeful and want to be wrong.
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I'm liking the potential but it all looks really similar to things we've seen before that havnt panned out or less useful versions of things that already exist. Oh, and scum rebels have access to how many more ships than the empire now?
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I see so much good stuff here. Double slit upgrades theme is wierd but it might just work out. Unending rockets is perfect for so much. Can't wait to see what double bombs does! Firespray fix needs to include being able to take double slot mods for a single slot... Imperial firespray is still so so sad. It really is the oldest ship to not get an update/buff.
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Royal Guard V-Wing squadron ready to defend the Emperor.
Rakky Wistol replied to Refugeanoth's topic in X-Wing
Don't like the torp/droid (just give them droid) or pinpoint targeting. Make them a tie with a slightly faster dial, TL, and a droid... keep it simple. Imperial Droids or just the ability to take generics from other factions with a different dial and TL will make the interesting enough. And good named pilots... with EPTs! -
I really hope not. FFG has done a good job of putting generics on one side and named on the other so far (I think. I don't own EVERYTHING like some people- rather I can't afford...). And I'm on team "Sick" over "skik" or "S'he-k".
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Naked seems like the best idea for me. He's a striker with higher PS and in 1:1 or 1:2 matchups he's more durable.
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Interceptors can still do work when flown well. Other things don't require as much work to... work. That has always been the way of the interceptor. Just wish we could have double EPTs on them instead of double mods. We'd see all kinds of named interceptors all over the place and not just soonts.
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Is Palp still worth taking? - Table experience poll.
Rakky Wistol replied to Blail Blerg's topic in X-Wing
Palp has gone from 15pts worth to 11 or so in my experience. You can "waste" it more easily if you guess on offense but on defense you still have enough information to know his "best" use. -
The great debate, best defensive mod.... Stealth or hull?
Rakky Wistol replied to Velvetelvis's topic in X-Wing
The general consensus here has mostly been that if you already have 3AG and any other defense (token stack, thrusters, ability, ETC) you can pretty much always get more out of stealth. Anything less than that it's hull all the way. -
I think the t70 title will be the fix.
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Simple reprints in an errata pack. Include a ship if you must for license purposes; there are plenty that need a buff... or the senators shuttle idea. That would be cool too.
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Nerfs that still don't bing xwings, tie fighters, tie advanced, or Awings to the table... maybe they didn't go far enough.
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Looks good from my end. Not 100% sure on the new palp being worth 8 and 2 crew. Would have liked to have had just as many buffs as nerfs.
