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Posts posted by BojambaMcMamba
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The maximum squad points for each player’s first squad is 60 points. A squad cannot exceed 60 points, though it may contain fewer than 60 points. Each player must field at least two ships.
I find this rule to be a little odd. It all but guarantees large ships like the YT-1300 and Decimator see no play in escalation. Now I have only ever played in one Escalation tournament so my experience is limited in this format. Was there an issue with a Fat Han coming in and winning the first round every time it was played? Does forcing a second ship in the squad stop this as you can just toss in a Z-95 and load out the large ship in round 2. Either way I find this rule interesting.
I like this rule a lot. I think they are trying to guarantee that you don't see ONLY YT-1300s and Decimators. I think it will add to the variety of squads flown. Our local meta is pretty casual, which I love, but if you really wanted to crush the competition, is there better 60 pts you could spend than decking out Han? At least now you have to make some choices.
Now I just need to do another escalation tournament ( hint hint Osiroshii).
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Maybe they're waiting for April 1st, at which point they'll release a great article about the new upcoming wave. Then they just sit back and chuckle to themselves as we all argue whether it's an April Fool's joke or not.
Who doesn't love a super-double-secret-reverse April Fool's joke?
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I think it would work better if it wasn't in the mod slot, as I think it should be able to work in conjunction with Failsafe - so you can equip a cheap missile or torp, "dumb-fire" it with Arm, but mitigate the risk with MF
Not sure how you'd do that though - a title that you can put on any ship seems a little weak
Having both a Torpedo upgrade and a mod slot would let a Y-wing or TIE/b take the torpedo upgrade and MF if they wish. The other ships could still take the modification so they aren't completely left out, but it's not going to work as well as it will for the dedicated ordnance carriers, which I believe, is how it should be.
I'd propose the Rogue Squadron title is X-wing only (or maybe no title at all).
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Maybe a whole new action would help.
Something like this.
Equip this card to add the "Arm" action to your action bar
(not sure what slot it would fit into - maybe a generic title card or a mod slot)
The Arm Action.
When performing an Arm action the player places a red Arm token next to his ship.
This token may be spent in place of a target lock when using any secondary weapon with the Attack:Target Lock header.
Arm tokens are not removed at the end of a turn.
I'll throw my vote behind this idea. Seems like there are "Fix Ordnance" threads on here every week, but this idea is by far the most elegant I've read. I tip my hat to you sir.
I like the idea of creating a new "Arm" action and token. I'd suggest a torpedo slot upgrade that gives the new action for 1 point, making it accessible to the B-wing, Y-wing, and TIE Bomber. I don't expect the B-wings would take it too often, but the TIE bomber would love this thing. They Y-wings fall into either the Turret/Warthog or Torpedo carrier, but probably not both (too expensive).
You could make a 2pt modification that does the same thing for the remaining missile/torpedo carriers, but now you're building your ship to make that ordnance more effective and using a modification slot to do it.
While we're at it, may as well give the X-wing a Rogue Squadron title that gives it a free Arm action for that little boost everyone seems to think the X-wing needs.
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I've really frustrated people by flying 4 Y-wings with ion canons.
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I thought the E-wing looked a little ugly myself. Thankfully, with only a little cutting, gluing, and painting, I think I've turned it into a more elegant looking spacecraft.
http://www.neildenham.com/wp-content/uploads/2013/07/im502127d0363a6-500x500.jpg
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I think FFG was just being conservative in Wave 1. They didn't want to break the game out of the gate, which I respect. Knowing what we know now though, what ability would you give him? How about "each uncancelled crit bypasses shields" or "for each crit you roll, roll 1 additional die". Those would both make crits exciting.
DraconPyrothayan reacted to this -
I took Maarek out for a spin with Marksmanship, just for fun. I had to work at it a little, but the good news is that I got his ability to trigger twice in the whole game. The bad news is that both times I delivered (and got to chose) the crit that took the last hull off of a dying A-wing.
It's almost more frustrating to use his ability when it's meaningless. -
I believe the point of writing it once is that the Empire player is able to cross them off through winning previous missions. The rebel player is not allowed to hedge against this by putting PTL in there more than once. As long as it is still listed though, they could take it multiple times in one mission.I'm planning on sending the GR-75 on its maiden voyage next week and am just looking at the campaign rules and a couple of points are niggling me. Was hoping the sage and wise of the community could confirm my understanding;
1. Non-unique ships can be named in your fleet but cannot have a standing upgrade so can only be upgraded through the 'Resources' pool. As such it would be possible to identify two Green Squadron pilots in your fleet, but there's no way you could equip both with Push The Limit in any of the missions
2. When resolving effects the rebel player can equip a 'free' upgrade to a surviving named pilot. I assume the 'free' upgrade must still be available on the pilot's upgrade bar, so for example if I have Arvel Crynyd in the Fleet upgraded with Concussion Missiles and Shield Upgrade I will not be able to upgrade him further through the 'free' reward
Would be great to hear if this is how everyone is interpreting, or if there are any other questions this will be as good a place as any to post.
On #1, I believe you are correct that non-uniques can only be upgraded through the Resources pool. But the Resources pool says you can pick 8 upgrade cards - which I assume to mean any upgrade cards (Motifications, Missiles, Torpedoes, EPTs, et al).. So you could put PTL in there. And you can use the upgrades in our Resources pool any number of times, as long as you pay the points for it. So if PTL is in your Resources pool, you should be able to assign it to both your Green Squadron Pilots as long as you have 6 points available.
The rules state "The Rebel player chooses eight different Upgrade cards (regardless of cost) and writes the name of each card he chooses in the "Resources" column of his roster sheet. He cannot list each Upgrade card more than once in the "Resources" column."
So no... only ONE none unique pilot can be fitted with PtL in the first round for the Rebels.
You are correct. You write PTL in the Resources column just once. But a little further down it also says "He may equip any of his ships with upgrades from the Resources column by paying the squad point cost for each copy of each upgrade that he equips." So he can load it on both ships.
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Also, kinda cool that all the crew cards are headed by women. Kinda neat for equal opportunity~

Not to piss anyone off, but 100% female =/= "equal" ... it's a bias... Just sayin'...
to be fair, Sensor team MAY have a male alien in it... And Gunnery team appears to have two
"Team" usually means more than one person involved. But hey, Who doesn't want an all-female crewed blockade runner? 
Would explain the accuracy penalties wouldn't it? *ducks*
I bet the nail salon takes up a full quarter of the Aloha deck...*ducks*

Assuming my goal is to crash the Tantive into as many ships as possible, you better believe I'm taking an all female crew... *ducks*

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I think to continue that analogy would be making R2-D2 non-unique and then slapping him on 2 ships in the same squad. You could argue that it's the same model astromechs and has the same effect, but that kind of cheapens the fondness most of us have for "the" R2-D2. Same thing for Han and Chewie both flying what are clearly "falcons". If the Millennium Falcon was (one of a few identical) fastest hunks of junk in the galaxy, the fluff doesn't feel quite right.So the same people upset about Chewie and Han flying 2 YT-1300's, does it bother you that Luke can fly an X-Wing without R2-D2?
That being said, I think it's a better design to put "falcon" stats right on the Han card instead of making a 10pt title that gives an evade, 2 shields and 3 hull (similar to the combat retrofit on the GR-75)
If you want to fly Chewie and Lando together, it won't bother me. Of course, I think that's twice as boring as flying one of them is. But I guess if you like flying them...
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That's a fair question. Rebel captive is a lot of fun on a Firespray. Tactician will allow you to choose who you want to stress, rather than leaving the choice to your opponent... albeit with some slightly harder to achieve conditions.
why not use rebel captive at that point though?Tactician is cleverly worded so that the Falcon only gets the bonus in the front 90 degrees, which is a relief. The firespray, on the other hand, counts both front and rear arcs. Very nice. I think o's cool that the firespray's fire arc get at least some tiny advantage over a 360 degree turret.
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Tactician is cleverly worded so that the Falcon only gets the bonus in the front 90 degrees, which is a relief. The firespray, on the other hand, counts both front and rear arcs. Very nice. I think it's cool that the firespray's fire arc get at least some tiny advantage over a 360 degree turret.
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And I distinctly recall their already being a bunch of stuff in this game that Rebels get all to themselves (rebel crew only, astromechs, more than 2-3 pilots that over help to their comrades) so the Imperials can have something the rebels can't.I dunno, I distinctly recall dropping quite a lot of bombs with Y-Wings
Let me know when the Rebels get a Howlrunner.
Howlrunner called. She wants to know about these "turret" things the Empire R&D department has been hearing so much about.
Wondergecko reacted to this -
I understand it as follows:
- The opponent played in such a way to force OP to drive himself into massed guns if they were to engage.
- The OP played in such a way to force the opponent to split up if they were to engage.
As far as play style is concerned, I see neither player as being worse that the other. Both have effectively said "This is how I want to engage, and I refuse to engage you in any other way." and this has lead to a game where neither player engaged. The opponent can hardly then say "You refused to engage me on my terms, and I refused to engage you on your terms, so you're the person in the wrong!!!"
The OP still had a missile, which he at least could have attempted to loose. Also, if you're a squad of A-wings against range 1-2 ion turrets, don't you at least try to pick off some Y-wings with 1 agility at range 3?
I think if you utilize a different strategy because there is a time limit than you would if there were no time limit yyou're being at least a little unsportsmanlike.
Vonpenguin reacted to this -
I think there is a big difference between taking multiple movements to try to get that optimal range 3 shot for your remaining concussion missiles and just fleeing for 30+ minutes without any pretense of trying to get a shot off.
Obviously, your opponent wasn't having any fun. Was that strategy fun for you? For 30+ minutes? While you got a legal win in a casual mini tournament, I'd put forth that perhaps you are missing the whole point of X-wing Miniatures at large, to have fun with other people in real life. If you prefer to win no matter what, and don't feel bad about annoying your opponent, there are all manner of online video games where at least you don't have to sit face to face with someone.
If I were your opponent, II'd be temporarily annoyed and frustrated with my loss. If you showed up with that strategy on a regular basis though, I'd find a different group of players where I could enjoy my miniature gaming.
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I don't ever pull out my YT-1300, except to have a new player fly it. Feels like playing with training wheels.
I also rarely choose an A-wing. Every time I fly one, I wish it was an interceptor. Hopefully that will change with rebel aces.
AdmiralThrawn reacted to this -
Why not just run clusters instead? 2 extra attack dice and you saved a point per missle.
Revanchist reacted to this -
I'm pretty sure you cannot - but has anyone found a ruling on weather or not you can use regular ship modifications, like Engine Upgrade, Stealth Device, etc on the huge ships?
It's stated in the rules that come with the transport that you can only use modifications labeled "huge ship only", so no engine upgrade.
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punch all out, toss extras into this pile of extra tokens and keep it at home in a large ziplock bag, together with extra copies of named pilots and some upgrades you will never use in large numbers, like proton torps and deadeye
^this, exactly. It was pretty liberating to hide the ridiculous number of ship ID tokens and duplicate target lock sets away in the dark recesses of my closet. Now I "only" carry 13 sets of target locks in order and rubber banded together and "only" 8 sets of ID tokens. Haven't regretted that yet.
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I firmly believe a loaded up falcon is a much more challenging 60pt squad than HR and 3 academies. I've tried all kinds of builds to take down Han with gunner and marksmanship and I haven't found anything I like.
DraconPyrothayan reacted to this -
Can't believe I never noticed those stripes before. Now that I'm looking for them, they're clearly visible on the Gamma Sq card. My bombers performed admirably yesterday in a tournament. My guys have earned some stripes tonight.
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I've flown four golds with ions and R2s. That leaves enough room for a proton torpedo on one of them for a little extra punch. I've found that even if you rarely take advantage of the R2, your opponent at least had to respect the extra mobility options you have.
I flew a shuttle off the board without letting it take a shot in my first round. In the second round, I frustrated my buddy by ioning Wedge into oblivion over 5 consecutive turns without allowing him a shot either.
I highly recommend it. It may not take 1st place, but you'll have a lot of fun flying it.

New Astro's
in X-Wing
Posted
I think those are pretty well thought out. well done. Even if FFG doesn't go that route, those would be fun unique droids to house rule into a custom scenario.