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Everything posted by Rakky Wistol
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I guess it's a question of APTs being worth it or not. I usually fly the shuttle horizontally to start so it does get those 2 rounds of locks in and then use Engine upgrade to turn in the right line.
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More than I would like too but it's the only way to get the targetlock trick for the bombers and vader together in something worthwhile. Jendon needs ST-321, Engine needs Advanced sensors... Might just be too many points. But in the few walkthroughs I've done with it, it's nasty. I guess Omicron + vader and a black squad with Squad leader is the same cost. Don't know if it's quite as effective. Vader is just there for clean up; 3 vader crits can kill or finish off most ships in the the game (especially since the big ones have already eaten a missile, a torpedo, or both!).
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Lots of views and no opinions? That's a first.
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One of the only rebel builds I've played multiple times. A little different than mine (I downgrade to rookie and use a missile on Green squad and only one Ion Cannon). Mine had everyone shooting at 2 except the green squad I think.
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Engine upgrade is pretty important for making the shuttle relevant past round 3-4. When the missiles and torpedoes are gone your shuttle is still blasting 4 dice at range 1 + a Vader crit. It's a big surprise for an opponent who isn't used to it. One thing this list does well is damned if you do damned if you don't. Hang back a round or 2 and eat missiles and Vader crits. Get close and it's 4 dice + Vader, an APT and a seismic charge. It can't sustain either method for too long like other lists but does well with the mix.
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It was a fairly easy find on shapeways. Pretty sure it was Mel Minis. No turret for sure and anakin in an "awing" with PS 9 and PTL should be more than 23. 23 is one more pt than a greensquad with PTL. 2 less shields but still.
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Please beat the tar out of this list and we'll all have a better idea of what to do with some of the best things that wave 3 has to offer. Col. Jendon+ Vader + engine upgrade + advanced sensors + ST-321 = 39pts Scimitar + advanced Proton torpedo + concussion missile = 26 Scimitar + concussion missile + seismic charge = 22 Academy Tie = 12 99pts A targetlocking badass shuttle with Vader crits and more horsepower? Check Advanced Proton Torpeado load? Check Dual bomber alpha strike? Check Still using wave one academy tie? Check. Initiative? Check, unless they go to 98. This list developed out of suicidal shuttle and the rhymer lists floating around. Originally I had each scimitar with an APT for some real shock and awe but found that when the rolls don't quite line up it just lacks reach. 2 missiles later and a seismic charge to drop behind the shuttle when they inevititbly get behind it helps matters. I was also running a version without engine upgrade and advanced sensors (anti pursuit lasers and weapons engineer instead) but both are vital to get the most out of Vader and Jendon. Credit to someone over on a few maneuvers for the name (vaderlocks and the 3 sabers) So what stays? What goes? Dual APT's? Ditch the academy (I don't like it!)? Vader himself gone? I like what I've seen so far.
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Looks solid. Feels good. Let us know how it plays.
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FFG can do it! Different dials and upgrades mean more than most people are realizing at this point. We haven't quite cracked the code into point costs and upgrades and dial have to be a part of it. There is room to maneuver in the current design space but not much. So much will remain the same.
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Super secret extreme star fighters probably don't have a place in the Xwing minis environment. I don't have a connection to the ship nor do I like its design, I would rather not see it the. See it take up valuable production space in this line of minis OR see it break this very very well balanced game.
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I'm an imperial. No doubt. And what do you mean the rebels are the "good guys"? Law and order people! Mainly I can only afford to buy one side and my buddy did the same but chose rebels. I prefer the slightly larger list and more mobility styling of the empire.
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I fly a similar list: Vaders Interceptors. Good so far. 4-1 or so with it. See battle reports.
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I already got one from shapeways! Small! But cool.
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What are the best squads u have played that use Biggs Darklighter?
Rakky Wistol replied to The_Brown_Bomber's topic in X-Wing
Biggs and Luke with r2-d2 + draw thier fire + whatever else you want is the best start. I'm not sure how much investing to do in Biggs really. I mean the point is for him to die first so how many more points do you want to out on him? More than 4-5 seems like you're downgrading your other options too much, especially if you're keeping him back and out of optimum offense range himself. You're paying for those Xwing attack points so you better use some. I image Biggs ability would be even more useful on a ywing or other tougher frame with less offense. Well, maybe not more useful, but even better at defending and more cost efficient. -
I enjoy playing with my friends 8 year old. He does well enough. I get better playing him and be gets a little better every time.
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We've played that way for asteroids.
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I like the idea but I really don't like the model and yeah, your cards are getting a bit out there. Need to reconstruct and be more clear and concise.
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At 20pts you would have a little less than 1/2 a firespray. Interesting certainly. Fragile enough not to be too scary. Cheap enough for 4 HCLs + upgrades. I don't know how I feel about that. Firing arcs are one of the really cool ways to differentiate a lot of ships that are the same. I'd like to see a few ships with larger firing arcs (don't go overboard on 360s). A small ship with a rear arc would be very cool and a large ship with 2 smaller arcs would also be kinda fun.
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That would be an acceptable upgrade. Kiting in this game can already make a non timed game drag on. Add reverse movements and it would be even worse (maybe faster since at least you'll both be shooting each other). HCL and missile lists would instantly become more of a thing. Asteroids would become even more obsolete.
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I'm not sure why I hit /2 the extra time... 2/2/2/0 the droids should be! Too much internettingtoday.
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1 more astroid each and range one from the edges instead of 2. Makes them matter more. We have also done "you can shoot the asteroids and blow them up with an action" and when you collide with an astroid it moves the rest of the maneuver you were performing. Toyed with moving asteroids every round but that gets crazy.
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I bet that the person who did that became a fan of the game right then and there. :)It's the little moments like that, that really make this game special to me. I remember one game where it was 2 X's vs 1 Tie Fighter left. They banked left to face the TF head on, at R1, the first one opened fire and finished it off. It felt like it came right out of a movie. Yup he did. Also found out that one of he other players is a natural Imperial: he barrel rolls like the best of them. There were a coue times he rolled out of both of our firing arcs. I've been teaching my nine-year old daughter to play, and she is amazingly good at using barrel rolls. I'm very impressed with her ability to decide what maneuvers will get her where she wants to go. I know it wasn't toooooo long ago, but that feeling for when barrel rolls *click* for the first match. Mmm... So good. And another Imperial is made (Bwings still don't count!). I remember it like it was yesterday... Well one of those matches did happen yesterday.
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Kinda feels like the next few waves for imperials might be mid level pilot focused. The imperial interceptors box being higher lvl PS, avenger/defender/predator ship options... That or mindless drone swarms.
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I don't think I've seen Biggs w/ Han before, since I usually kill the Xwings first not much changes for me.
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Xxx torpedoes vs. Vader's Interceptor squad.
Rakky Wistol replied to Rakky Wistol's topic in X-Wing Battle Reports
When running Turr + PTL I just never feel the need to go with Fell. This set up means he can do exactly what Fell does when needed (stress for focus) but when that isn't needed Turr has more options. Yep, lower PS but usually only Luke, Han, and wedge beat him and they usually tie or beat Fell too so no real loss (we play rebel vs imperial about 90% of the time here). The other set up with him is kinda Fell light where he has less actions (kinda) for more PS with vetran instincts. When that matters it matters but when it doesn't PTL is so much better. Those few points is the difference between backstabber and a black squad... Vast for this list. I am looking for a 1 pt swap somewhere to snag mauler instead of an alpha but that makes the squad really different without a blocker and the obvious PS bump. Yep a tie "interceptor" swarm with PS 9, 7, 7, 6. Not sure it would fly the same; that point one of the imperial interceptors + PTL and stealth is probably cheaper than Vader. But now we're talking a whole different squad. I like this squad and it's opening trick seems to work well (Vader handing stupid mobility out turn 1 and TL + focus missile Turn 2 or fly Vader out behind an astroid as obstructed bait with focus and evade) against a variety of squads. I'll want to try it vs. large ships more and vs. imperials too but for now I have fun playing it every time.
