-
Content Count
4,917 -
Joined
-
Last visited
Posts posted by Rakky Wistol
-
-
I'd like to see it. I get in far less games since I moved away but could get in more games/practice with something like this. Computer based is ok... probably not Iphone or Ipad though.
-
I am actually for this AS A FULL PART OF THE GAME and NEVER as a prize or exclusive. We've seen many many many comments about the lack of options in the 0-4 stat range. A slightly better dice for superior star fighters is a definite option, especially if it comes with an upgrade card so old star-fighters might be able to utilize it now and again. Tie defender is the obvious one but others are totally possible too.
I don't think it should have a double hit but an extra hit slot or focus slots rather than blanks opens options. Better than an extra dice? Probably not but still represents an advancement in tech or skill = yes please!
-
Love me some Interceptors but I dislike the heartache in running them. It's so nice to have games where they go almost untouched followed by a game when hot or cold dice ensure death the 1st-2nd round of engagement.
-
Very few would be useful and/or not game breaking in a straight across conversion. Luke/YT and Vader shuttle work because they change an offensive ship into a more defensive tank (points need to be adjusted very carefully) and a non-maneuverable support ship into a maneuverable command platform.
-
1.We'll see it at some point. Who will be interesting and when could be a long time.
2. Luke in a falcon. Vader in a shuttle. Both would breathe new life into those ships (not that the yt needs help but double action in a shuttle would rock).
3 Tycho in an X. Any of the named ties might breath a little life into the tie advanced. Some of them would be scary in interceptors.
DagobahDave reacted to this -
Hiding behind the asteroid may have saved his bacon. It's a game of milometers for sure. It was sad to see the final go so lopsided, but that's why most of the top 4 took asteroids out of the equation.
-
I know the system itself is called "flight path" but I find with a little tweeking it works just fine with other skirmish style war games (more lateral and little backwards movement). It's such a well done system, it just works.
-
HCL's can't CRIT! Stop using "my shields protect me from crits, unlike imperials". Imperials say, "your HCL's are protecting me from crits"! Thanks!
-
Who was the leader of Rouge Squadran again?
-
Workin on my "Yorr gonna die" list.
-Yorr 24
Vader 3
Gunner 5
APL 2
-Howlrunner
-academy x4
My real question is: where to drop points. This list doesn't need Yorr so shave 3 pts there (and call it Yorr, out! Omni-swarm). If howlrunner is there she's target 1 so drop gunner and keep Yorr for the elusive combo? Or drop Yorr to Omni and drop gunner to upgrade to some other named ties.
Yorr out! Omniswarm
-Omnicrom pilot: 26
Vader
APL
-Mauler: 17
-Nightbeast: 15
-Howlrunner:18
-Academy: 12 x2
You could dump the last academy tie and upgrade beasty to back stabber and outfit howl and mauler with Elite pilot talents.
Or
Yorr+Vader+APL= 29
Turr+stealth+PTL= 31
Black Squad + draw their fire= 15
Academy Tie x 2=24
Go ahead. Focus and evade that opening salvo Turr. If it does manage to hit, black squad will take a crit for ya! A few academies to tie things up and the best keep em off your tail wingman you could hope for in Turr, who is absolutely unpredictable with no stress tokens and a shuttle to hide around.
Sadly, I think the first list downgraded from Yorr with a howlrunner boost and a single tie upgrade is best. What say you all?
-
Sounds like an extra level of detail that I would NOT like. Remember that the fights are taking place in 3D so not necessary. Also, this would absolutely hose swarms and any attempt to fly a squad in formation.
-
Sounds like it. Sadly, the bomber is completely killing off any hopes of the advanced tie at this point.
-
Buddy of mine just ran Jendon and 3 scimitars. Impressive initial assault that pretty well crippled my force. Gave up with only a rookie left vs a badly damaged Jendon and 2 scimitars (one untouched). When the dice go your way they are lethal. When they get free target locks they are "good enough" if the missiles did their job.
-
YT-2400 and Z-95 for the Rebels are pretty certain I would say. I would like to see the K wing (ordered a custom one just in case). Arc-170 is pretty likely too if they back a little.
Eta/Eta2 for both or either faction.
Imperials should get more ties... Predator, Aggressor (Tie with a rear firing arc!), Defender, Droid, Phantom (in that order for me!). Fanwing would be awesome as well and there are a ton of droid fighters from EU stuff. Starvipers?
-
I don't want to sound too arrogant, but my opponent and I both placed at the top 16 at gencon. Anthony in particular beat the NA champion earlier that day with that particular squad.(the two bh/academy). So as a competitive environment I am inclined to say that yes it could potentially be competitive though I do need to playtest it in an open environment.
I would be very happy to see the shuttle be competitive. Just sounds like you havn't tried it yet against some of the top builds yet. Please do keep us (or at least me) informed.
-
Ships without pilots is easy to figure out. Just take the ship cost and subtract the pilot skill. Subtract an additional point for being a unique pilot. This holds true for all but 7 unique pilots and the Tie Fighters. The exceptions are uniques for the B-Wing (+3,+2), Tie Bomber (+5+2), 1 Lamda (+2). 1 A-Wing (+2) and HWK-290 (+2). The Academy Tie was probably boosted to prevent 9 tie flights for balance reasons, the rest of the non uniques are ok, and the uniques got a discount of 1 point.
Adding +1 for unique or -1 for unique?
Anyone want to do the whole regression with a new data set?
What would be the baseline 0 upgrades?
What would be the baseline 0 movement dial? How much would the improved dials cost?
-
Played two games with this today
Howlrunner with Elusivness
Captain yorr with gunner/vader
4 academy tie fighters
Played against
Bounty Hunter w/ gunner x2
Academy Pilot x2
Won both matches.
First game he went after yorr first (the right idea) and yorr got minimal damage out of him, howl rolled all blanks two times and died after the second shot.
My 4 tie swarm eliminated the rest of the ships.
Game 2
Placing yorr with the squad I full stop first move then advance one, he is not behind causing cover fire and lets howl survive undamaged first volley with the multiple uses of elusivnesses (triggered by gunners).
Yorr died getting about halfway through the map but did a good amount of damage (triggered vader 4 times)
The second game came down to dice rolls but I ended up victorious with 2 ties to his 1 left.
I am ready to play a HSF, 3x-wing build, and Swarm with this, since I have small counters to each built in
Here are the counters
HSF- Lots of shots with swarm, auto crits against han with shuttle, rerolls with howl to boost damage and multiple elusiveness to combat the gunner ability.
3 x-wing, pretty much the same but with blockers to boot. biggs won't take the volley of fire and if I auto crit with lambda luke will be taking more damage if DTF is there.
Swarm- Vader is anti-swarm, large base also makes for a good blocker of higher PS ties.
This sounds fun even if not super competitive. Let us know how it works.
-
Actually - I think we're starting to discover that the maneuverability (dials) of the ships have costs, as well as the pilot abilities likely have varying costs, base size has an effect, and probably different costings for different kinds of firing arc.
I'm willing to accept 1 point per pilot skill, 3 point hull and 4 point shield at this point. I also suspect there is indeed a base amount of hull, attack and defense given to all ships to start with...
Right-Titan's break down at the top of pg 4 is pretty spot on. For now I'll be using that and working from there. It would be interesting to see if the dials or some # of options makes a big difference... even if it is +/- 1 here and there.
-
... and thats the problem with performing a regression analysis on a subset of the total data points. My guess is they developed probably a year or two of releases using their formula, so using one wave to predict the next wont do. Once we have more data and rerun the regression the actual formula will be more accurate.
I agree. I also think it is just as likely that they made arbitrary decisions. Can we really have a 5 point ship? Add 10 points and playtest it. Its possible big ships get a point break for being such huge targets. Do they factor in firing arcs? We don't know.
I do anticipate a 10-12pt ship at some point but it will likely have very little def or offense and just do something else/support. Tie Swarm proved that even the lowest of the low can overwhelm in enough numbers if the agility or att is just enough that statistics are on it's side.
-
Thanks! It's odd that the Tie's are so spot on. They have them down at least. Lambda Shuttle clearly got a discount (have to assume it's dial was seen as that bad) but not too far off the -10 speculation for large ships, except Kagi. BWings are really close too (because they are the most Tie esque of the rebels?).
-
Gladly, if that's what it comes to. This was such a hot topic though so I thought I'd save myself some work if someone else has already done the comparison. We're also on a community forum here... you know... that place you go for help, ideas, and discussions...
-
Who wants to do wave 3? C'mon... ya'll can't be tired of statistics that much.
Seriously. I would like to see if the #'s are holding true. I'm developing some campaign stuff so I need to know...
-
Hopefully it is not the last win, report, or good game with the shuttle!
-
I bought 3 for the upgrades, and won a 4th one in the Tourney last Saturday. It does seem like an awfully large pile of shuttles, even for me.
The advanced sensors may be the most useful benefit from having so many...
And you can have 1-2 really awesome repaints (see other threads around here) or kill one for "asteroids" (again, other threads around here).
I have one in the mail to play with soon. I'll make it work in at least 1 list! I will! Challenge accepted!

4 Tie Intercept Builds
in X-Wing
Posted
I have and "Imperial long shots" list somewhere that puts him in a long range squad. I think it was him, Firespray, bomber and maybe another... it was fun and I'll playtest it someday.