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maxam

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Everything posted by maxam

  1. I'd LOVE it if they did something like this - unique and elegant! As ridiculous as the "antenna gun" looks (as a gun) on the toy, it appears to be eerily accurate compared to the movie appearance... That would be awesome!
  2. Well, turret weaponry scale is apparently unrelated to weapon size (see the YT-2400 2 attack turret vs Decimator 3 attack turret) As a cannon? How big does the cannon look on the model of the B-Wing, Firespray or Defender?
  3. Me too, but I've got a bad feeling that it's going to be the same size (I really, really hope I'm wrong!)
  4. VT-49 Decimator, FIrespray-31 I don't think that's quite what TasteTheRainbow was saying... First Imperial turret - (as in upgrade, not PWT c.f. Y-Wing, HWK) OR an AUX arc (with no implication that it would be the first AUX arc for the Imperials)
  5. I'd love to think this is the case, but if they're hewing close to its depiction on the show, it's going to be closer to a Falcon than a Decimator...
  6. maxam

    X-wing Playmats

    I use a 5mm thick sheet of black felt (well two actually) - right colour, firm, and the miniatures "grip" on the surface.
  7. And here's a really, really good image (c/- Star Wars Episode 7 News http://www.starwars7news.com/2015/09/a-better-look-at-the-star-destroyer-finalizer-and-kylo-rens-command-shuttle-from-star-wars-the-force-awakens.html)
  8. There might be ample material in the Kanjiklub Gang for scum...
  9. I suspect that if the battles in the movie are not all in atmosphere, the ones in space will be against the backdrop of a Nebula... Black X-Wings and Black TIE's just don't look great against a black starfield background...
  10. A new more detailed image (and name!) of the new Star Destroyer:
  11. I really wonder how/if they're going to do this ... my understanding is that it is unique... Do they do it as a "title" card for a standard t-70 as there is only one ship? Is it significantly better/different to a standard t-70 that a title card wouldn't cover the differences and therefore a different ship/card may be needed? These are the things I think about as I lie awake at 2 am...
  12. Personally, I use Photobucket... Super easy to drag-drop multiple files and has a 1-click copy of the picture link.
  13. Welcome new X-Winger! Oh what I'd give to be in your shoes and have all the waves to pick and choose from! Enjoy!
  14. I wouldn't have bought my second shuttle (which was purchased essentially for advance sensors) I would still have bought my second falcon (because the paint job on that one is superb) I would probably have not bought a second firespray (although have made good use of stealth device) Would not have bought 4 TIE bombers Would not have bought 4 Interceptors (bought two Imperial Aces and had one gifted from a well meaning relative) Would not have bought 3 B-Wings (bought two Rebel Aces and had one gifted from a well meaning relative) Would not have bought 3 Phantoms (didn't even get to play them until post nerf) Would probably still stick with 3 Defenders (Predator has been good to me) Would not have bought 5 Z-95's only to get another 4 with Scum Happy with one Decimator Happy with one Outrider Happy with two Aggressors - had enough fun with Bro Bots to justify the purchase Thought I had bought too many HWKs when I had two but now wish I had three(!) Thought one Advanced was all that I would ever need, bought another two in anticipation of Raider and now think I've got one more than I need.
  15. That's a really good point - this is so often the case, and if it hadn't already been shown in actual footage, I'd be inclined to agree. It can bee seen in the Comic-Con behind the scenes reel, however... https://youtu.be/CTNJ51ghzdY?t=23s
  16. Sure - totally. TBH I'd really need good reason to take up that extra crew slot with Jerjerrod. I would lean to running Kallus without Jerjerrod. But for those who were worried about losing their investment (and if they were inclined to Jerjerrod anyway), it's a match of sorts. But this is true of Jerjerrod overall really... sacrifice a crew slot to sacrifice crew upgrades to get rid of crits? Find better ways to not get/care about the crit in the first place IMHO. On a Decimator I'd go with Isard, Kallus and Gunner. But it is a tough choice to drop Rebel Captive.
  17. Sure - he's spectacularly wasted against "all generic" lists like BBBBZ, and an a meta dominated by that style list he would be completely worthless. And his true cost is the crew slot, not the measly 2 points. TBH I really only see him viable in a Decimator - 360 arc to maximise his use, and crew slots to burn.
  18. There was a lengthy discussion about this ship based on the large Hasbro model. Started by our inimitable Joe Boss Red Seven. There are some good pics showing the gun in question. https://community.fantasyflightgames.com/topic/182264-episode-tie-fighter-oh-baby/
  19. 2 points for a strong but highly situational crew card seems about right. Is he that situational though? Unless the meta swings heavily to "all generic" lists like BBBBZ, Kallus is always going to have a good target. Howl runner boosting the TIE swarm? Kallus has her number. Biggs walking the dogs? Kallus has something to say about that. Whisper backing up a mini swarm? Kallus is here to help. ... you get the idea. And, of course as Johdo pointed out above, once Kallus has done what he needs to do, he makes good Jerjerrod fodder.
  20. I'm not talking about balance at all. You're suggestion might be completely balanced and it's absolutely possible to make it balanced, but it still doesn't add any depth to the game. I'm talking about designing cards that allow for creative use, instead of having one single limited purpose. What's the fun in designing a squad, if a single upgrade card removes most of your decisions and shoehorns you into playing amount X of ship Y? There's less room for creativity or choice compared to upgrade cards, that work on mutliple lists. If you want an X-Wing with a "unique maneuver", why not instead suggest designing a ship that is able to perform this maneuver? Now you can build your squad and still perform this "unique maneuver", but at the same time combine it with a lot of different ships in a multitude of lists. I guess, that there's still a lot of enjoyment to be found in playing and executing such a "unique maneuver", so feel free to disagree with me here. But in my opinion, FFG should not implement such contrived squadron mechanics, when they're showing us over and over again, that they can create more elgant squad synergies. Ok - I think you've misconstrued what I was originally saying, but then I was intentionally being a bit obtuse to avoid the thread being locked or removed. To be clear I am assuming the ability is already on the card this is not something we have seen yet. All generics in the game (and this includes "squadrons" such as red, blue, onyx, obsidian, etc) do not have special card abilities - some of them have an additional EPT slot, but that's it. What I'm postulating is that if FFG were to release a generic ship with a squadron moniker that had a unique card ability, wouldn't it be interesting if there was a "Squad Leader" mechanic that allowed you to pair a unique pilot of the same type with two or more of these ships and in doing so pass the ability on to said leader. So if FFG were to release a new ship - let's say the 'C-Wing' and the PS4 generic was "Purple Squadron", and in addition to all of the normal upgrade slots, the PS4 Purple Squadron had the pilot ability to say, use a 2 bank or straight for boost (all C-Wings have boost). If you fielded two (or more) of these, as well as another unique C-Wing pilot - that pilot could be nominated as "squad leader" for purple squadron and be able to use the same ability that the purple squadron ships have. So again, to be clear - if, in the future, FFG were ever to introduce generic pilots for ships with a special pilot ability <cough> <cough> ... I'm suggesting that a "squad leader" rule might be an interesting little option that could be added.
  21. I couldn’t agree more … I was trying to hint at a specific something in my examples that we’re not allowed to talk about <cough> <cough> I am also assuming that this is something that FFG would implement on new cards. Examples like the barrel roll would be pretty powerful if a normal barrel roll was not otherwise available to the ship in question. So, in the case of the barrel roll example, it would be for a ship like the TIE that already has the ability … maybe adding a stress and making the move optional would be the way to go (if it was a normal TIE). ^^ Sooo much this! Although (say if this was somehow retro-actively applied through a “squad” upgrade card), Rookie pilots wouldn’t get a look-in (they’re not a squadron). We’re more likely to see abilities on generic squadron cards going forward than having them added in retrospect. <cough> <cough> Although having them added optionally in retrospect (e.g. a “Gold Squadron” Y-Wing, “Red Squadron” X-Wing squadron upgrade card would be neat). I’d say it would be one per … while the 100 point limit would naturally tend to limit it to one, epic would be another story. Also, the one per with Epic may encourage multiple squadrons. Exactly. But this is what you would be getting as the trade-off for balance. Exactly - it adds to the mix without taking away from it. You can go full “A-Team” squadron with a diverse mix of abilities (even among same ship types) or go for a specific squadron famed for their ability to perform a unique maneuver.
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