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Everything posted by Rakky Wistol
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Special die sooooo needs to be a thing.
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I don't want to see an Avenger title... I want to see an avenger model. I expect multiple titles for the advanced in what will surely be "Imperial Aces 2". Title: Prototype: allow extra modification not available to to other ties (not just Royal Guard interceptor 2.0) Title: Advanced x1: Not sure but something MORE Title: Lord Vader's Tie: Can take Elite Pilot Skill
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Xxx torpedoes vs. Vader's Interceptor squad.
Rakky Wistol replied to Rakky Wistol's topic in X-Wing Battle Reports
Rebel scum just don't know what's good for em! Opponent called for a rematch. I took exact same squad. He took my old ABXY list. Green + PTL + Concussion Blue + Shield upgrade + FCS Rookie + R2 Gold + Ion turret Similar set up but this time he put all his asteroids in the middle, so I didn't have the same crazy lane with Turr while I kept mine in a line up my right side. I set up pretty much exactly the same and just a larger spread between my forces with Alpha and Stabber on the far right. He had Awing facing them and the other 3 in formation in the middle. ----------------------------------- Rd:1 Alpha straight 2 with evade. Rookie and Y straight up the middle 2. B wing forward 3. Awing does a big Turn 3 and boos bank forward bringing him just forward of Rookie and Y and in line to make a run at Vader with the missile. Stabber takes a 4 straight and a BR up and to the right. Turr and vader both advance 2 stright and barrelroll left for astroid cover and avoidance. Rd: 2 Usually the all or nothing round. Alpha forward 3 and evade. Bwing bank 1 and target lock. Rookie and Y wing forward 1 and target lock Vader and Turr respectively. Awing Target lock and focus on Vader. Stabber comes around the bend of Asteroids and barrel rolls into long shot on the Ywing. Turr maneuvers out of arcs and in range 1 of rookie. Vader banks 1 Evades and Focuses, rolls nothing vs. Rookie. Turr hits but rookie evades all. Stabber puts 1 on the Ywing. Not good. Awing rips Vader for 3 + 1 crit. OWWW... not good at all. Vader evades 2, turns another focus into evade 3 and then takes a direct hit crit and he's down to only Hull. Rookie puts 2 more on Vader. I now know I'm going to be running the rest of the game. Ywing Ionizes Turr. Blue puts one on the Alpha and the Alpha does nothing. Rd: 3 Crazy time. Alpha turns towards Blue and Barrel rolls back to where the blue will have no choice but do a big red move or collide. Blue promptly does collide and now has no shot this turn. Rookie straight 1 and target lock Vader. Y bank 1 and target focus. Awing turns behind Turr. Stabber turns to face the middle and focuses. Turr moves his Ionized 1 white then boosts right up beside the Ywing and evades. Vader Kturns right between the rookie and the Awing who no have no shots on him. Vader gets a shot at the rookie and strips his shields. Turr puts some hurt on the Bwing. Stabber puts another 2 on it. Awing wiffs against Turr. Rookie has no shot. Ywing ionizes Alpha. Alpha puts 1 more damage on the Ywing. Rd:4 Can't believe I'm still in it. Alpha does an Ion 1 which collides him with the Ywing and I know he's not long for the world. Bwing Kturns and has a lock from earlier on the Alpha. Ywing weaves a bit to avoid asteroids next turn. Rookie banks long and focuses, having no shots without a kturn through an astroid. Awing continues to chase Turr. Stabber is able to turn and focus on the Rookie but at range 3. Turr closes in on the rookie. Lord Vader does not run and instead turns, target lock the Bwing, and focus... comes up the same every... single... time: Crit, hit, hit, blank that turns into a hit. Console fire crit goes through, not that it mattered. Turr finishes him off. Stabber gets a 2 hit 1 crit on the rookie who only dodges 1. Direct hit crit kills rookie. Awing finishes off Alpha and Ywing misses the ionization on Turr. Rd5-7 Vader starts avoiding the Awing like the plague and Turr does his best to get behind him after the Awing takes an asteroid hit and promptly dies to a range 1 barrage from Turr. My opponent concedes with a damaged Ywing way out of position, Vader at 1, Turr at 2. Would have been a terribly terribly long game to finish. -
Not a great video, loads of game play errors and 2 test squads. It's also always nice to see videos but this one needs a disclaimer.
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10pts, barrel roll, boost, 2/2/2/2 ignore stress, a direct hit crit kills removes them immediately from the game? Wordy but fun!
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EXACTLY!
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I like the 2nd list as is or the downgrade to dutch and the R2's + FCS for the blue that was suggest earlier. I play most Imperials but that is the list I would "fear" most of the 2. The first is just asking me to wipe out Wedge after he gets in 1 round of shooting and get in close to the B wing to neuter the HLC. Depends on how well you fly that Bwing.
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That die would need to be available to all, be part of a specific ship, or cost as a modification to upgrade older ships. I think someone did the math on it and it was a ~10% increase in power on any ship rather than a bigger than 25%-50% increase on most ships by adding an extra die. Much more manageable.
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Xxx torpedoes vs. Vader's Interceptor squad.
Rakky Wistol replied to Rakky Wistol's topic in X-Wing Battle Reports
As a nice aside, with good maneuvering this squad is putting down 14 dice vs. YT builds. It's maiden voyage vs. a Han squad had him dead round 3 (albeit vs a lesser opponent and build). It also manages 13hp vs the 9 that other 2 ace "interceptor" squads have. -
Reverse moves would break a great system. MAYBE MAYBE MAYBE some ultra moveable ship in the future but it would certainly need to be something special. The only thing I've heard of from Attack Wing that I might be interested in is the "special die". In attack wing it's a prize that you can only get by attending a specific event. CHASE ITEMS IN XWING ARE NOT DESIRED! but the idea behind it as a way to represent a ship with slightly better fire power and/or agility rather than bump it up a whole dice better is absolutely applicable and might be needed to start differentiating some ships (also known as the "purple die" or "Black die"). I think it fits great for ships like the Tie-Defender (attack) and the Givinex Fanblade (agility) since they were some of the best ships during their era at those things. It would make "more powerful" when compared to other 3 power and 3 agility ships without adding that 4th dice. 5 dice attack at range 1? 6 agility dice at range 3 (4+ stealth)? Too much!
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Han + 2 xwings is a much much different list than the one we're talking about. Much much scarier and much more firepower and even more HP.
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Prince at 30 with reduced def ability Reg at 23 Both with Tie Advanced dial? Another option might be the Tie Bomber dial with the kturn a 3 instead of 5. I don't know how mobile the ship was but that 1 forward would certainly make it unique. I can live with either. I don't know what the title of his ship was but sounds like it's a good mod. You could also just make it Luke's ability, might be easier to compare cost.
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New Fleet at League Night, before and after
Rakky Wistol replied to DraconPyrothayan's topic in X-Wing Battle Reports
That scimitar is just asking to get killed the first round of engagement. 31pts?! -
A real blast of a match today: Luke + VI + proton + shield + R2d2 Biggs + proton + R2 + shield Rookie + proton + R2 Vs. Vader + Squad Leader + Concussion Turr + stealth + PTL Backstabber Alpha Interceptor I was imperials as usual. I have piloted this squad 3 times now and as long as Vader survives the first pass it is a real beast to overcome as it becomes extra highly mobile and/or accurate with Vader handing out extra actions. ---------------------------------------------------- Set up: classic line of asteroids running down the right with the big one and a small one in the middle. Alpha sets up down the right. Rookie behind the line for cover, Biggs a bit back and to his right. Stabber on the far far right. Turr pretty much straight down the middle Vader slightly right of him and a ships length behind. Luke in line with Vader near Biggs. Rd1: Alpha straight 2. Rookie straight 1. Biggs Straight 2. Stabber Straight 4. Turr Straight 2, Bank boost past the 1st astroids. Vader Straight 3 right behind the big astroid, evade. Hands action to Turr for an evade. Luke Straight 1. Rd2: Alpha Straight 2 and focus. Rookie Straight 1 TL Vader. Biggs Straight 1 Target lock Vader. Stabber Bank 3 and Barrel roll (out of all arcs). Turr bank 1 and focus. Vader TL Biggs and Evade. Luke straight 1-2 and TL Vader; launch torpedo 1 crit 1 eyeball! Vader evades both. Vader returns fire and scores 3 hits and a crit on Biggs. Biggs evades 2 and takes a meaningless crit. Turr finishes Biggs off with 4dice + focus before he even gets to shoot. Stabber hits but rookie dodges. Rookie fires on Vader and strips off both his shields with the Proton Torpedo. Alpha hits but Rookie is shielded by astroid and evades. Rd3: Alpha Turns in and Barrel rolls to block lanes and have shot on Luke. Rookie flys through asteroid (takes 1 dmg) and has a point blank shot on Alpha with focus. Stabber Turns in and barrel rolls into position to flank both. Turr turns behind everyone and focuses. Vader banks, takes an Evade as Luke will be behind him, and hands Alpha an action who evades. Luke K turns right behind Vader and hits him for 3. Vader rolls all evades for no more damage and it's looking grim. Vader and Turr both focus fire on the rookie and take him down to 1. Stabber takes a shot at Luke and all hits are evaded. Rookie puts the 4 dice + focus to use on the Alpha and brings him to 1 hp. Alpha takes away Luke's extra shield. Rd4: Alpha gets outta dodge with a turn and boost out of all arcs. Rookie slows forward to muck up the works. Stabber is out of position and collides with someone but still has shot on Luke. Fancy flying on Turr puts him in range 1 behind the rookie. Vader starts to turn around the asteroid field and takes evade and focus since Luke will have shots on his backside. Luke regens the shield, range 1 att with focus vaporizes Backstabber with 2 hits and 2 crits. Vader has no shot, Turr finishes off the rookie before he gets to do anything and positions to start chasing Luke. Alpha has no shot. Rd 5: Almost all positioning since Luke does a long shot through an asteroid (takes 1 dmg) and has a chance to take down the last alpha. Vader starts to come around and hands off an action to Turr to get him a focus, barrel roll would have made sure he had a shot on Luke. Luke hits but Alpha evades all. Rd6: Alpha banks 3, boosts near and asteroid for cover. Turr starts the merry chase and focuses. Vader finally gets turned around barrelrolls and then hands an action to alpha for an evade. Luke K turns and has a clear shot on the Alpha at range 2 but that Evade token saves his bacon. Vader has no shot and Turr misses at Range 3. Rd 7: Alpha Turns and Boosts around the astroid again. Turr lines up Joust with Luke and takes an evade. Vader banks 1, barrelrolls, and gives alpha an action to barrelroll completely around the astroid. Luke Regens, focuses, and scores 2 crits and a hit on Turr. Turr uses evade and rolls 1 evade and would lose his secondary weapon if he had one. Vader scores 2 hits but Luke Evades. Turr scores hits but only one goes through. Alpha has a range 3 shot that doesn't hit. Rd 8: Alpha sets Vs Luke with an evade again. Turr does the near 180 turn with the help of Vader. Vader TL's. Luke Kturns again and finally takes out the alpha. Vader and Turr both lay some damage on Luke. Rd 9-12 Luke does the Regen thing with focus tokens but it's only a matter of time before Rng 1 Turr + focus tokens and TL Vader are able to take him out. Luke's a pain with the extra shield, regen, and the focus action but Turr with 3-4 actions a round and Vader with TL and/or Focus making sure Turr gets his shots in is an huge up hill battle for anything. ------------------------------------------ Lessons learned: Luke is still a monster when equipped as above. Biggs almost always dies without doing much but damage soak so don't bother with upgrades. Rookie should have been Garven but my opponent doesn't have him Torpedoes just don't pack enough punch. Vader handing out actions to interceptors (and "interceptors") is just so much fun. Sooooooo many options and I think it increases their survivability and accuracy as needed. Even if he's just getting range 2 and 3 pot shots if he's keeping your other ships in position, alive, or handing out that focus action for accuracy he's worth it. Then when push comes to shove he's really hard to kill when in defense mode (focus and evade or just maneuver out of arcs.) and at range 1 is ultra accurate with TL and focus. Backstabber might as well be a 3rd interceptor with this set up. The extra dice with Vaders help (when needed) means he's rolling 4 just like Turr and Fell. Naked Alpha is great bait. Seems like a good target until he does a weird turn, boosts and Vader hands him a barrel roll or evade token. Also a great blocker, again, he can get into normally impossible spots and end up with a focus and evade token.
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Handing him an extra action would be nice but his pilot skill is just high enough. Until we get other options I just don't see that option as super viable: Howlrunner wants to be with the swarm at range 1 Mauler wants to be in the mix at range 1 Soontir/ Turr don't want to be tied down to another ship Vader... Not bad but expensive. Maybe one of the unspoiled 181st pilots will give us something special at PS 7 and 8?
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Looks good, the wording on the Princes ability is a little awkward but otherwise it looks solid.
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what upgrade cards would you like to see in future expansions?
Rakky Wistol replied to The_Brown_Bomber's topic in X-Wing
That would certainly make Kir Kanos happy -
Will you be able to double sided print in various combos or just 2 and 2?
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I think we'd see it on fewer ships at a higher cost for sure, but it's still so good. How good is it? The only Advanced that gets used is Vader because he comes with it! all of the 1pt upgrades matter when they matter but do nothing when they don't. It's the single use factor that makes AR different, and often less desirable.
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New Fleet at League Night, before and after
Rakky Wistol replied to DraconPyrothayan's topic in X-Wing Battle Reports
Does Krassis need the engine upgrade and navigator? A few points of munitions on Jonus might spread the points and alpha strike better. -
I often, mentally, treat Mauler and especially Backstabber as Interceptors. Not quite the same defensively but when you can take both and upgrades for less than the cost of 2 interceptors it feels like a good call.
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Droid brains should be no stress, no focus, I'm ok with evade and barrel roll. I agree with the previous posters. If "broken with PTL" is the argument than taking away elite pilot skills should do the trick. Maybe all maneuvers become white because there is no red there needs be no green. I don't think I recall a droid ever out flying a pilot so that fits flavor wise too. Someone will point out I'm wrong in the next 6.8 seconds or so if it did happen.
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I still agree that he can be better but just how much better has more variables.
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He's comparing him to 2 Academy ties, not 1. There is no doubt he is better than 1, he's an interceptor!
