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Posts posted by Rakky Wistol
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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.
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11pt difference should be huge for the same firepower and similar staying power. It's all about space management.
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The more I look at it the more I'm convinced that 6 tie swarm that happens to have a few missiles is the better list. Gonna play a couple variations tomorrow.
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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.
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Rebels: Arc 170, ETA2, Kwing, Vwing, YT2400
Imperials: Tie Predator, Drone, Defender, Givinex, and then any bounty hunter ships.
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Scimitar + concussion/homing x2= 40
Howlrunner = 18
Backstabber = 16
Academy x2 = 24
Best of all worlds. 2pts left for that seismic/init/mauler + VI or upgrades to obsidians to shoot first.
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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.
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Well played good sir. Well playedWhat 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

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.
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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.
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You're still paying those 8 or so points for your 3 red attack dice. You should probably use em! I haven't figured how to make it an offensive force but 3 base attack dice is a pretty good start.
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Love it. Trying it this weekend.
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$25 + shipping for something you then have to paint seems a bit steep. Still cool but a bit costly unless you really like that scenario.
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Ordinance = a regulation set forth by a city. Commonly confused with Ordnance, an explosive munition.
I hate those 2. I just say missiles now 95% of the time.
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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.
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Plan accordingly. And by that I mean- bring those 7 tie fighters just in case.
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Certainly my go to. Good job!
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VI = veteran instincts.
My first week on the boards had me really confused why everyone was taking 6 of everything!
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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.
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Let's hope the other 2 named pilots in the pack are worthy.
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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
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It will make lists eventually.
The meh part for me is the paint job. After seeing so many good customs of it the original really looks bad. Good thing I know a guy.
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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.
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Kir Kanos w/ targeting computer: 26
Mauler Mithal: 17
Alpha x3
3 pts left over for another upgrade or 2 for someone. 3 mooks, 1 close in fighter, 1 long range fighter.
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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)

ABXY vs. Bomber and Interceptors
in X-Wing Battle Reports
Posted · Edited by Rakky Wistol
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
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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.