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Darthfish

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Everything posted by Darthfish

  1. This is more than a little hitch. This is a a teribbly flawed product that is not usable in its present state, and oh by the way, you can’t really play the full game without it. There really is no excuse for how bad it is. They should have let the fans build it. However, I’m excited about 2.0 overall. But a spade is still a spade, and the squad builder sucks.
  2. guidance chips was a much needed fix for ordnance that i do not expect to see in 2.0. Looking at the 2.0 proton torpedoes, it looks like you have to have a target lock to fire them but you don't have to spend the lock, which should mean it's available to modify your roll. If so, hen patch fixes like G. chips won't be making an appearance in 2.0. Just my best guess, of course.
  3. I was not much of a fan of TLJ, and I had low expectations going into this, but I really liked it. All of the main characters, Tobias, Solo, especially lando and Q'ira were all really well acted. I even enjoyed the copilot droid. I will say that I thought Han should have been a little less good, he was a bit too altruistic I thought, and I thought they should have covered his time as an imperial pilot better, but these are minor points to what i thought was a very solid movie overall. I love the "lived in, grimy" star wars feel that the OT had, loved some of the nods to the original series, little nods to things like aurra sing, etc. The plot was fairly predictable except for the end, but then we all knew a lot of what had to happen anyway. One thing I could not figure out is why, if Han is that good at sabbac, why was he a pickpocket for proxima in the first place? He won a ton of money the first time we see him play, seems like he could have easily stayed out of her net or bought his way free if he's that good at gambling. I also would have preferred a different take on the enemy mercs, again a bit too goody goody for me, but these are minor quibbles and I really enjoyed it over all. I don't know when I have seen a star wars movie with so many great actors. while woody's character was cliche, he pulled it off well and it felt authentic. I predict this movie will pick up steam as the positive word gets out from those who have actually seen it.
  4. I've bought heavy into this game, I have multiples (3 or 4 ) of every ship from every wave up 10 wave 10, I have one each of those I think. I have all the epics, save the new scum one. I'm a casual player, not a hardcore player. 3 observations: 1. price keeps climbing. roughly 10% increase last year and about a 30% increase on the silencer at least 2. More power creep, more complex interactions, lots of new actions on the bar (like reinforce on the wookie ship) makes a lot of earlier wave ships obsolete. also makes it harder for a casual player to keep up. (I used to play some small local tournaments, I don't think i'd even want to try it now.) 3. maybe it's just me, but the waves keep coming faster and faster, and some of the ships are really obscure. How many different ties are there now? Happy about finally having the gunboat, but I don't know about the rest. I certainly don't think I'll be buying multiples going foward, as I really don't care about the wookie fighter and ships like it. I can see my expenditures on this game going down a lot, along with my interest, sadly. More isn't always better. Just my opinion.
  5. If I roll 3 accuracy resuts, that means I can "lock down" 3 defense tokens, correct? and those cannot be spent during this attack. Is all of this correct?
  6. I agree that you are likely to get your Glad too far away from any backup, especially since the Vic is only speed 2. If you play this, I'd hold the Glad back until you are well engaged with your victory. If you can swing a glad 2, they will help a lot in the AA department. I see rebel fighters as your biggest threat at the moment
  7. The empire needs smaller capital ships. It doesn't make since that your only options were mammoth star destroyers and single place fighters with nothing in between. I personally like the raider, It makes since stylistically and thematically, and it's well balanced in epic play. If you are going to control large areas of space, you need patrol craft like decimators and Raiders to keep an eye on things. Now, you want to talk about lazy design, that would be the punisher! Drops mic and runs for the door
  8. I think we should make him like Jerjerod bu for stress. After all, it would feel good to Jettison him.
  9. It's hard to ram and hit two ships at once. It happens rarely, but certainly not often. I like mara as well, as it will prevent ships from K-turning, and it's nice to drop a bomb before your maneuver on the following turn, (or do a 1 foward to ram your target again, then use dauntless action to drop cluster or prox mine. I think gunner is too may points for the suicide squad, I like running ruthless EPT though, it gives you auto damage that is unavoidable, great for those hard to hit aces. I'm not a huge fan of vader on this build, As you are probably already taking a beating while you are doing all this ramming and disrupting, but the stress from mara is as good or better than the ram damage. I do like bombs and EM as it makes a large area of pain on the map that the enemy really wants to avoid. With O, you gotta keep him cheap. Jerjerrod is an auto include, as far as I am concerned. APL is not bad either, in my experience.
  10. thank you for all of your work on this. I get in most of my xwing play this way, sad I know. Anyway, I seem to have a hard time getting Jerjerrod crew to work on a decimator. I should be able to discard him to cancel a crit but if I am able to do so, I cannot figure out how.
  11. Not skilled enough to do the photoshop magic for the cards, bu here are a couple I would like to see. Salvo: EPT: when make an attack with an equipped missile or torpedo, if you have 2 available, you may make a second attack with an identical torpedo or missile. If you do so, you may reuse and focus token or target locks expended in the first attack. 2 points White hot death: Title, Tie Bomber only. You may equip 2 modifications 2 points. (this would allow you to take LRS and chips, or lightweight frame, or tie mk2) Proton torpedo MK II - 3 points, range 2-3. Attack [Target Lock] spend your target lock and this card. 3 attack dice. If this attack hits, cancel all dice results and replace with 4 hit results. Feel free to change names, point cost. wording, etc. I've always wanted to see some sort of twin fire ability, even as a one point discard EPT
  12. I have at least one of every ship, and multiples of many, so they have not made a card for this game that I don't have, but it is exceedingly rare that they ever come out of the binder. I use a squad building list app and its much faster setting up and a lot less clutter. Now, on those rare occasions when I do have to drag all that stuff out, it's such a pain. I only pull it out when I have to, and that's really only at tournaments, which are rare for me.
  13. while I don't fortress personally, either something is legal or it isnt. I would argue that fortressing has significant downsides, one of which is lack of actions, another is predictability. you also give your opponent the ability to dictate when and at what range they engage. Also, a tie bomber with EM and assault missles, or the ruthlessness EPT, or other area effect tools, are disproportionately effective against a fortress type setup. I also think just staying out of range and making them break up to engage or take a draw is likewise valid, and not any more trollish than fortressing.
  14. Best face puncher variant would likely be cheap. Scimitar with prockets, EM, and detonators. 24 points. Only needs a focus, does not care about TL. It's gonna die anyway..... Cluster missles might be better, but now you want TL and focus....
  15. If I run LRS, I like tossing on prockets for close range punch that does not require a TL, then again, it's only one more die than a primary attack at range 1.
  16. I think that EM makes homing missiles worth it. They really help with action economy. I don't think they are worth it on a ship that cannot utilize EM, but when you can get a BOGO on ordnance, and some action economy as well, homing missiles become more attractive.
  17. I'm interested to try expertise on a gamma vet. Focus for free. It's expensive but I'm already running predator so it's just one more point. I'm gonna give it a go. another concept I wanted to explore was a "face puncher" variant. A bomber that is set up to get in close. People are used to bombers closing slow, this build would take advantage of that to close range quickly and drop the hammer at close range. How about some builds for this concept? Scimitar with Prockets, EM, and prox mines? or APTs perhaps? cluster missles? Give me some ideas for a close range can opener!
  18. No, I've run it against several different lists, and LRS with homing is superior because it has the potential to preserve the target lock. It's really not about the evade, though that's gravy, it's about improving action economy, and homing missiles at leas have the potential to do that
  19. Have to disagree with you here. LRS is powerful for pulling off the alpha. With homing missles, You TL right off the bat, then focus at range 3 and fire. There is a good chance you won't spend the TL, which means you can use it again as you slow roll in, or if you are burning past, laying an egg and doing the 5k, you have a TL to use as soon as you turn around. It's another reason I like prockets on these builds because you can't TL at range 1 and 2 and with prockets you really don't need to. LRS is also great if you are running vessery, because you can target lock anyone on the board for him. I didn't like LRS and was all about the chips until I ran some games with each. I want a bomber title that will let me take 3 mods. LRS, Chips, and TIE mk2. Best I can do is throw predator on a gamma vet to help make up for lack of chips. (also gives a nice boost to prockets)
  20. I agree that both are a vast improvement. You still need focus and TL both to really wring the most out of the ordnance though. If you could take both mods then you'd be golden. I will say I do pretty good with a brawler build Scimitar Prockets -these work better because you don't need a TL and you don't have to spend the focus, so it's there to modify, or for defense. EM and chips. 4 dice only need a focus, so single action. Bombs or mines (mines better with low PS)
  21. thanks for taking this over ynot! I really liked this app before and It's way better now. Keep up the good work!
  22. I love the T-65, and I'm not sure it needs a fix. Integrated astromechs (and the bots themselves) really add a lot of versatility / durability. There are a lot of super powerful combos in the game now, and power creep seems to abound, but comparing the t-65 to other non-uber ships, I feel like it's on par. My group plays casual, most of the people who play in my group have never played in a tournament, and they are not into net listing, but flying what they like. Our lists aren't terrible, but they are not the sharp point of the "meta" either. T-65s seem to do just fine in that environment. I think it is in a better place than a bwing or a y-wing, and better than a tie bomber, even after the vets tweaks. Just the experience from our own tables mind you. I have nothing against competitive play, and I have played a few small tourneys, but I sometimes think the uber competitive meta think is what robs this game of some of it's fun and list diversity, bu that's a different thread. In our admittedly small group, the T-65 does just fine. Naked blue squadron b-wing is 22 points Rookie with R-2 and IA is 22 points - same firepower, much better dial, comparable, perhaps superior surviability (given that you can choose which hit to cancel) I like my bwings, but I'd say 4 rookies would beat 4 bwings pretty reliably in a straight up dogfight. a year or so ago, the bwing was considered to be among the best bang for the buck, and one of the reasons the T-65 got pushed aside. I say it's back on par with IA. Only downside is it ties up your mod slot
  23. I have a gozanti, though it has yet to see any table time, so take all of this with a grain of salt. The biggest mistake I see in epic is trying to take a big ship and make it wear too many hats. In the early days, people would load up a CR-90 with everything, big guns and lots of crew to do support duty. It was too bloated to pull it's weight, and did not have the energy to use everything. It's easy to do that with the transport too. I have had more success with keeping the points down on the big ships and shifting more points to my squadrons. The newer upgrades have done a lot to help epic ships pull their weight, but It's still easy to sink too many points in them, and eve in epic, most of the time, it's your squadrons that do most of the work. You can make the CR-90 a good gun platform, but when you try to make it that and a support vessel, it eats up too many points and doesn't have enough energy or actions to do it all. how all of this applies to the gozanti I cannot say, as I haven't actually put it on the table, but with a single hardpoint It's not a gunship, no matter what you do.
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