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Rakky Wistol

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Posts posted by Rakky Wistol


  1. Turn four saw me slow rolling forward the bwing and ywing but that left my bwing out of position. rookie barely snuck a kturn in. Bombers regrouped with one having a shot and one staring out into space. Awing continued the turn 2 focus and evade game. Fell kept chasing and turr would end up out of arcs again.

    Turr took down the rookie and Fell wiffed on the awing again. A wing had a shot on the bomber and missed. Bomber took bwing down 1 more hull. Bwing rolled 2 hits and 2 crits on Fell to end him. Ywing missed.

    Turn 5 was mostly readjustments. Turr took out the bwing and the. Was promptly ionized by the bwing.

    Turn 6 saw bombers taking shots at the awing to get him down to 1 and then he awing promptly target locked, focused, and range 1 fired on Turr. After all the adjustments it was just enough to take him down. Opponent conceded when the Y wing finally turned around and ionized the other bomber while the awing did the evade and focus jigg the rest of the game

    -------------

    Lessons learned:

    Bombers can dogfight. Having a 1 forward and barrel roll and the 5k turn are big.

    Bwings dials are rough. Takes a lot of getting used to.

    Green squad with PTL is awesome! Love em.

    Interceptors still pop far too easily.


  2. Thought I would have a full weekend of flying but it turns ou life had other plans. We were doing a warm up game with:

    Bomber + assault x2 (1 had seismic)

    Fell + PTL

    Turr+ VI

    And me with

    Green squad + PTL + concussion

    Blue + FCS+ hull upgrade

    Rookie + R2

    Gold + Ion

    Round one was slow roll for both of us with an astroid field in front. Awing shot up behind an astroid and focus evaded in front of the 2 interceptors on the far right. Fell had a shot at range 3 through the astroid that had no hope and the awing got a lucky one back on him but missed.

    Round 2 I spread out but not enough. Bombers slow rolled 1 forward and target locked. Awing got in the way of the interceptors. Turr would end based and target lock/focused Fell. Interceptors bumped and took shield off awin and awing got in a hit on Fell. Bombers assaulted Xwing for 2 and splash my other 2 ships 1. Other missile missed. Bwing was the only other of my ships to hit, took 1 hull off one bomber.

    Turn 3 was fancy maneuvers on my first 3 ships to keep from colliding, have max firing arcs and try to stop bomber progress. They 5k'd and avoided it all. Awing hard 2 and boosted around the astroid and target locked the Uninjured bomber. Fell and turr swung around opposite sides of the astroid and had range ones shots on the rookie and bwing and awing. They chose awing and bwing. Awing dodged all and the bwing took a full 4. Ouch. Awing unloaded a full 4 on a bomber with one crit. Bomber dodged 1 and took 4! Nice exchange. Rookie took1 off of fell and Turr was never in a firing arc. Bwing came up empty. Y wing ionized the mangled bomber bringing it to 1.

    Turn four was the turn.


  3. I posted very similar squads on the bomber threads. I think you need to decide if you're a bomber list with fighter support (and therefore Jonus fits) or if you're a tieswarm that happens to carry missiles. I'm not sure they can co-exist at a total of 40pts. They don't do anything especially well by themselves. That makes it really hard to justify 40pts of support.

    I think tie swarm that happens to have missiles (choose homing and or concussion) is the better of the 2 builds.


  4. I don't know how much your getting out of those engine upgrades either. That's 18 points total with the gunners. Add another ship!

    House Rule a z-95

    Xwing with 1 less att and a tie fighter dial. Should be about 15pts. There are some other home mades around.


  5. What would be the makeup of Rouge Squadron?

    At first blush it sounds like it would be a mostly cosmetic update.

    I see what you did there. Well played :D

    Well played good sir. Well played

    We'll see some squadron stuff if imperial aces sells well. The ships you listed might be a bit overpowering but the named pilots match up at least. Re-rolls are powerful. Granting them to other ships doubly so... Howlrunner is still everywhere for a reason. HSF is still around based on his reroll abilities. 3 loaded Xwing squads would get very dull to play against very quickly.


  6. Scimitar x2 = 32

    Scimitar + missile= 21

    Howlrunner 18

    Mauler 17

    6 tie swarm with a missile and the usual rerolls. Drop down to backstabber or take a homing missile instead and you get a seismic charge.

    You could drop down to 2 bombers total for an academy tie and end up with points for more missiles (meh) or safety measures for howl/mauler (probably a good idea) or just ensure you have seismic charges for both bombers. That sounds pretty nice but its no longer a "bomber" swarm.


  7. Figure out your "gimmick" or "theme" (we all need to come up with better lingo here)... figure out how many ships you want to run... fill the list to ~100... move it around the board(even if not at an actual opponent)... throw some dice (even if not at an actual opponent).

     

    Moving, even without an opponent, is very very important.  I tend to find lists that "don't feel right" much sooner than if I just threw it together and played it against an opponent who has his own agenda.  When it feels "better", put it up against someone.

     

    There is always the "I just want to try this out" method.  Sometimes that gets great results, but if you're looking to take it to a tournament and do "well", it's probably not the best route to a well rounded squad. 


  8. I want to see a neutral faction...after wave 5. I suspect there are a few more rebel/imperial specifics but at a certain point, we get to things both sides used. Still keep putting out side specific but also go with the blended.

    Love battlefield event cards. Totally stealing those for my campaign.

    Would like to see ore obstacle options.

    Also pretty sure we'll see clone wars game at some point.


  9. Might be good:

     

    BH + gunner =38

    BH + Recon Specialist = 36

    Night Beast =15

    Academy Tie =12

     

    You have one offensive minded BH, one flexible BH, a very flexible tie, and a PS1 blocker.  Night beast could be dropped to an academy tie to free up 3 points but other than that there isn't too much better for 3 more points.  I suppose you could put a recon the gunner BH too, or anti pursuit, or a seismic charge.  I think the extra body and the extra fire might be better.

     

    EDIT: Recon is 3 not 2!

    BH + Gunner + seismic = 40

    BH + Recon= 36

    Academmy tie x2 =24


  10. Somewhere in between probably. Certainly would increase its use greatly. Probably too much since you could run 4 of them.

    What I would like to see is some expanded arcs. Some ships were known to have larger front arcs. Something like that would have allowed the lambda to still get shots occasionally after someone fets behind and you out maneuver them. I would like to see some ships be 2 bases wide with a therefore wider arc. Or a 180 arc for some ships.


  11. I'm actually liking the idea of double hits and double evade.  Let's make this happen.

     

    Double hit = Tie defender/K wing

    Double Dodge = Ginivex starfighter/ Jedi starfighter (Eta2)

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