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Rakky Wistol

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Everything posted by Rakky Wistol

  1. Role a d game balance no question. Tie advanced and awing have thief own little quirks but remember, the developers are probably not even out of their original plans yet. The only ship hat doesn't see play right now is the advanced. Awings show up still and continue to improve as missiles do. Star Wars universe only matters more to hardcore fans and they don't much care about the minis stats as much anyway. Maybe not very "hardcore" as I'm sure others will be pointing out in 3.26 seconds or so. Balance in game is infinitely more important than "has 2 lasers compared to 4 so must be only half as good"
  2. PTL instead of expert means you can downgrade Vader to an alpha and another academy tie. Might be a good alternative and work pretty similar. Another build utilizing rhymer found that 2 torpeados lacked range so the move to a concussion will shave some more points and provide a longer range alpha. Another option: Rhymer + APT + Concussion + PTL = 39 Scimitar + concussion= 20 Mauler Mithal = 17 Academy Tie= 12 Academy Tie = 12 100pts, same trick as you had earlier with an even bigger alpha strike and an extra body. Or drop scimitar down to just a seismic charge and turn mauler into howlrunner and have a lot of relevance in the late game too while providing another ship for your opponent to focus on and initiative.
  3. Rakky Wistol

    My new game Mat

    I would love one with the 1st planet image on one side and the greeny gaseous one on the other (I didn't mind the moon but think the planet from the middle image would make a cooler "moon" (smaller).
  4. Rakky Wistol

    My new game Mat

    Reduce the size of the green planet and turn that into the moon! Green moon will go well with gas clouds. The white planet is ok. Like it better than the dual planet but still could use some detailing. Keep up the good work and let me know when you want my money!
  5. Rakky Wistol

    My new game Mat

    Move logo to staging area and I'm not a huge fan of the yellow/black border. It stands out alright but more so than some of the features of the map. I'll still probably take one if the price is right but was looking for something a little more immersive than this; the wild border just breaks it for me.
  6. Rakky Wistol

    My new game Mat

    I would buy one. I would like a bit darker image myself so the color pops overall but at the price you're listing it's fabulous. What are your shipping charges?
  7. I played a friendly game against 2 bombers last week and was constantly amazed at their dogfighting ability. They are totally worth it and capable.
  8. We'll see it... probably just not soon.
  9. There seem to be a few schools of thought about Jax and howlrunner. 1 says its kinda double dipping to run both so choose one or the other and spend the extra points on making one last a long time 2nd is take both and let your opponent decide how to deal with no modifying dice AND your rerolls. There was a thread called Tie Jax'd when they announced imperial aces. It had some builds and discussion. Jax + PTL + stealth = 32 Howl + PTl + stealth = 24 That's only enough for 3 academy ties. If you take either upgrade off one the other becomes the obvious target and you still can't get a 4th academy tie. 8 points left is enough for another 1-2 named ties or a naked alpha. Not sure super accurate 5 tie swarm is really much better than already accurate 6-7 tie swarm.
  10. I do think PTL is that good especially on interceptors and Awings. Someone just posted an average # of attacks to kill a tie on another thread. Stealth + focus + evade = 24 attacks at 3 dice. Not perfect since your stealth will go and sometimes you'll get focus fired on but since the scale started at taking 3 attacks to kill a tie you see the difference. On Turr you can always focus, shoot, barrel roll and then PTL to boost and they can't shoot ya back! Or if they can you can just evade. I take VI on him when he's the obvious target but PTL most of the time.
  11. I like the no modifying evade dice against it. It's a mechanic the we already see in the game and doesn't break anything right out (well, kinda hoses imperials) as you're losing your own target lock/ focus to do it. Still should cost a bit and be limited to range 1 maybe 2. Mechanically for the defender I like someone's post a few months ago about purple attack dice and black defense dice. One extra hit/evade instead of a focus. Changes the math a little without making something Exponetionally better. The Star Trek system did these as a special give away THAT WE DON'T WANT for our game but the mechanic is nice for making a ship superior in one way without too much power creep. Imagine rolling 2 red + 1 purple with your defender. It even feels more iconic and special. The only way I can see 4 evade dice is if the survivability goes down too. I bought a shapeways Givinex fanblade fighter and some of the conversions have it at crazy maneuverable and 4 agility with 2 power/sheild/hull. Might still be too much but at 1-2 black evade dice, again, it would feel special and iconic. If I ever get to play it I'll let ya know how it felt.
  12. With 80% of pilots PTL is probably your best bet. On and interceptor you would have to talk me out of taking it.
  13. I prefer Turr to Fel myself. Less points for mostly the same effect... just a touch less offensive. VI is great until it's not and then it's a waste of a slot (put only a single point so not so bad).
  14. It doesn't appear that your calculations are upping stealth device to 4 defense dice or at least not all of them are. Your calculations give shield upgrade a better rating than stealth. It wasn't a tie fighter, but in my last match I had an Awing with PTL and when it got down to 1 hull I just evaded and focused every turn. My opponent gave up on trying to kill the bugger after a few turns.
  15. Depends on what you want to shoot at... Multi-ship splash vs swarm or taking down that stealth device/hard to hit guy. Can you get enough shots off with Yorr to justify HCL and Jonus? 1 forwards and stops are probably only getting you 3 rounds of attacking for those extra 13pts or so (Dif between Jonus and scimitar + HCL). With APT and homing/concussion they kinda reroll/ auto hit without needing Jonus.
  16. I think it's one of those lists that just makes a below average player or an average player get a better win %. Look at Tourny results lately and you don't see single or dual YT's taking anything big. I think I've only lost to one once and that was just the dice. They are tough, can be really tough in a timed game if you're not careful but in your typical fight facing an equally skilled opponent the numbers just aren't on their side long term.
  17. Dual bwing with a tie swarm? Rookie xwings with howlrunner? Ywings loaded with Jonus? Han with howlrunner for rerolls? And silliness ensues across the 'verse...
  18. I feel like backstabber and mauler are just cheaper sabers most days. I know they're not but in about half of games they sure play just like them. Boost can be big, especially with PTL too but your still cheaper going with mauler and upgrades over sabers most days. Backstabbers lacking a elite slot makes him just a clumsy interceptor for cheaper and as a one off I usually like him. He also just tends to draw fire like crazy. You know your opponent will gun for them and that is toyoir advantage since they are cheaper and, in theory, less powerful.
  19. Just a proxy. It will be out with imperial aces. It's a point cheaper so sometimes it fits but putting an extra hull on something with some extra hull already isn't that great some days. Crits these days... Didn't burn me this game but they hit my opponent hard. 5 pts (R2 and hull upgrade) is enough to turn the rookie into a named pilot and that might fit better here: gives the squad an earlier attacker and an elite ability. Might be worth it right there. Biggs for defense? Garven for offense?
  20. I really liked it too. I think it will have some fine tuning to do and have a bit of a learning curve (looking at you bwing) but I'm an imperial player and really enjoyed it. I'm not sold on the R2 unit on the rookie or the hull upgrade for the Bwing (although it did come into play in this battle). That's 5 points to play with and that would be the only change I would look to make.
  21. I was working up something like this for campaign mode. I'd love to see full rules.
  22. His was definitely on my "to play list" last weekend but it just want meant to be.
  23. I was actually piloting the rebels. We said right after the match that had the 2nd assault missile hit it would have been different. His squad was not optimized as we thought it was going to be 1 of 4 games. The only major errors on either side was firing at my rookie rather than the bwing with the second missile. Would n't have splashed both other ships but would have done more damage overall and then chasing around the evading/focusing Awing wasnt profitable. I like the alpha strike with interceptor back ups. I would probably run: Bomber + assault = 21 Bomber + concussion = 20 Fell + PTL + stealth= 33 You can then go for #'s advantage with 2 ties or go with saber + stealth.
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