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Rauhughes

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  1. Like
    Rauhughes got a reaction from Scurvy Lobster in Please explain Fat Han to me   
    Well I see the most common 'fat Han' as being;
    Han Solo
    Predator
    C3PO
    Gunner
    Engine upgrade
    Millenium Falcon title
    What this build is going to do, generally, Is skirt the edge of the board, using boost when possible to dodge arcs (at ps9, East to see when boost will be most effective) when it can't boost it'll take an evade through the title. When shooting, predator will enable a slight adjustment I'd your rolls are ok but not perfect, whereas a crap shoot roll will likely see Han trigger his pilot ability to reroll the lot. Against agile/token'd up opponents if the first shot doesnt succeed then gunner kicks in and he gets another go.
    The ability to reroll 1 or all dice, and go again if you miss with the same privileges means Han doesn't need to take offensive actions at all. The situation is worse vs ps2 and under ships as he can reroll 1, 2 or all dice.
    By skirting the edge of the play area Han limits the ability Of the enemy to surround hit, and thus makes it harder to gang up on him. The effects of this are twofold. 1) with less ships having an arc boost is much more likely to get Han out of harms way, especially when boosting at ps9 and 2) if boost wasn't possible (I.e bump, obstacle, would still be in arc) then the evade token Han has, plus the guaranteed evade from C3PO means he can cancel at least two hits per turn. By keeping the number of guns trained on you low, those two evades on a ship with so many hull and shields means it's going to take a long time to bring him down. This plays further to Han's strengths as whilst his 3 dice attack is likely to generate constant damage due to rerolls and gunner, it is still only 3 dice from ~60 points of ship, so Han is more of a chipper than a smasher and therefore keeping him alive is vital.
    So, how do you beat him? Completely depends on you're list, but some general tips would be;
    1) Han should be your priority, he is the ultimate endgame ship and you will struggle to beat him once most your squad is dead
    2) it's a numbers game - Han is happiest getting shot once a turn, so to make him unhappy we need to be shooting him with multiple ships every turn. This enables us to overcome the title and C3PO much easier.
    3)positioning - people make the mistake of letting the falcon fly where it wants, figuring I can't stop it shooting me so why try? Whilst this is true, the falcon still wants to position itself well, not for shooting purposes but for not getting shot purposes. To this end, you want to force the falcon into the board, don't let it just fly the edges. Block it, divert it, lure it, do whatever you need to do to get that bad boy surrounded.
    4) crits - Han hates crits, especially the pilot ones, but really there aren't many which aren't absolutely crippling to Han. If you expect to face Han, you need the ability to land crits on him. Reliably. To be fair, in the days of decimators, yt2400's and Fat Han's, everyone should be thinking about crit infliction anyway. Just look at the team covenant vessel tourney last 8. Six of the final 8 are two ship builds. Big ships are here to stay, and messing up thier ability to effect the game with crits is the future.
    Hopefully this helps explain how Han works and how to fight him, or at least gives some food for thought. Obviously thier are different Han builds, but I see this as the most common, maybe with VI instead of Predator coming in second, but if you're not playing a phantom this build is just plain easier to beat so the same theory applies
    Sorry for the wall!!
  2. Like
    Rauhughes got a reaction from VanorDM in First go building a squad   
    I agree with Vanor. I'd drop howlie, upgrade to push the limit on the royal guard and go for backstabber or dark curse to fill the points. Otherwise, not a bad first list.
    One point to make is interceptor list can be quite unforgiving. You may get frustrated at first as you'll likely get whooped a few times whilst you crack handling them. Stick with it though as once you get the hang of flying then it'll be a reasonably solid list. As a new player of stick to just a couple of ship types in your squad (as you have done) and master flying them before moving onto any new ships
  3. Like
    Rauhughes got a reaction from Funkleton in Practicing what I preach   
    Why fly something similar to rebels? You always play rebels, this is an informal friendly night, if you're going to be forced into a situation you wouldn't normally be in (I.e. Playing imperials) then embrace the situation and enjoy the deifderent experience they have to offer! So what if you make some mistakes. You might just learn a thing or two and have fun doing it.
    When I first got into this game I only had access to limited ships due to stock issues but I still had a blast running the following
    Vader
    Howlrunner
    Academy x 4
    That leaves you 9 points for upgrades, which can also be used to upgrade those academies to named pilots of you like. It's thematic and hard not to get into the spirit of the game when you're flying the dark lord and his every present accompaniment of disposable riff-Raff.
    If you really hate the thought of the advance dispute the awesome-cool factor of flying vader, switch him out for soontir fell instead. They fulfil the same roll really.
    Go nuts and have fun. And always find having the imperial march on your phone drastically improves favour with the dice gods when playing this list of you play it in the combat phase
  4. Like
    Rauhughes got a reaction from LeoHowler in X-Wing is awesome if you're a 40K player   
    I've yet to pick up the 7th ed 40k book yet. I've not 'quit' but following moving house, I need to lay out ~£200 on a 6x4 table to play on, £50 rulebook, minimum £60 on two codexes, more like £120 to bring all armies up to date and probably £20 on various extras like the apocalypse templates and mission cards. That's a whooping £330 investment just to be able to play again, and not considering the multitude of new models I'll most likely need to make my current armies work under the new rules and codexes.
    At this point, as a 30 something gamer who's been playing for nigh on 20 years, I am already thousands upon thousands of pounds into 40k, and the constant updating and tweeking of rules, and more specifically the cost of keeping up to date with these changes has worn my patience out.
    Want to know why I got into x-wing? Because I was able to read the FULL official rules on FFG's website before I even spent a single penny on thier system. I was blown away. GW were asking for over a £100 off me in new rules just to be able to use my current collection, and here's FFG giving me thier rules for free. I instantly knew I was in love. Plus the rules looked pretty swish, which clearly helped.
    If FFG. hadn't done this, I doubt is have ever gotten into xwing, but knowing the rules and seeig that FFG is willing to give you them for free gave me so much confidence in the system I just jumped right in. I'm now at about 250 points of imperials, and still haven't spent as much as it would have cost to get just my 40k rules up to date, I can squeeze games in of an evening and I can even fit my 3x3 matt on my kitchen table.
    What a ramble, anyway the point is I've not 'quit' 40k, but every time I look at updating my 40k collection, I just can't justify the expense when I can buy another ship for £12 quid and be equally happy with my gaming time anyway.
  5. Like
    Rauhughes got a reaction from madquest8 in Scyk Swarm?!   
    If the flachette cannon is indeed stress-inflicting and around 3 points I'd expect ~30 point dual tactition, flachette cannon shuttles to be popping up literally everywhere. Inflicting 3 stress on a ship in one round could be game winning in its own right
  6. Like
    Rauhughes got a reaction from Patriarch in X-Wing is awesome if you're a 40K player   
    I've yet to pick up the 7th ed 40k book yet. I've not 'quit' but following moving house, I need to lay out ~£200 on a 6x4 table to play on, £50 rulebook, minimum £60 on two codexes, more like £120 to bring all armies up to date and probably £20 on various extras like the apocalypse templates and mission cards. That's a whooping £330 investment just to be able to play again, and not considering the multitude of new models I'll most likely need to make my current armies work under the new rules and codexes.
    At this point, as a 30 something gamer who's been playing for nigh on 20 years, I am already thousands upon thousands of pounds into 40k, and the constant updating and tweeking of rules, and more specifically the cost of keeping up to date with these changes has worn my patience out.
    Want to know why I got into x-wing? Because I was able to read the FULL official rules on FFG's website before I even spent a single penny on thier system. I was blown away. GW were asking for over a £100 off me in new rules just to be able to use my current collection, and here's FFG giving me thier rules for free. I instantly knew I was in love. Plus the rules looked pretty swish, which clearly helped.
    If FFG. hadn't done this, I doubt is have ever gotten into xwing, but knowing the rules and seeig that FFG is willing to give you them for free gave me so much confidence in the system I just jumped right in. I'm now at about 250 points of imperials, and still haven't spent as much as it would have cost to get just my 40k rules up to date, I can squeeze games in of an evening and I can even fit my 3x3 matt on my kitchen table.
    What a ramble, anyway the point is I've not 'quit' 40k, but every time I look at updating my 40k collection, I just can't justify the expense when I can buy another ship for £12 quid and be equally happy with my gaming time anyway.
  7. Like
    Rauhughes got a reaction from DariusAPB in X-Wing is awesome if you're a 40K player   
    I've yet to pick up the 7th ed 40k book yet. I've not 'quit' but following moving house, I need to lay out ~£200 on a 6x4 table to play on, £50 rulebook, minimum £60 on two codexes, more like £120 to bring all armies up to date and probably £20 on various extras like the apocalypse templates and mission cards. That's a whooping £330 investment just to be able to play again, and not considering the multitude of new models I'll most likely need to make my current armies work under the new rules and codexes.
    At this point, as a 30 something gamer who's been playing for nigh on 20 years, I am already thousands upon thousands of pounds into 40k, and the constant updating and tweeking of rules, and more specifically the cost of keeping up to date with these changes has worn my patience out.
    Want to know why I got into x-wing? Because I was able to read the FULL official rules on FFG's website before I even spent a single penny on thier system. I was blown away. GW were asking for over a £100 off me in new rules just to be able to use my current collection, and here's FFG giving me thier rules for free. I instantly knew I was in love. Plus the rules looked pretty swish, which clearly helped.
    If FFG. hadn't done this, I doubt is have ever gotten into xwing, but knowing the rules and seeig that FFG is willing to give you them for free gave me so much confidence in the system I just jumped right in. I'm now at about 250 points of imperials, and still haven't spent as much as it would have cost to get just my 40k rules up to date, I can squeeze games in of an evening and I can even fit my 3x3 matt on my kitchen table.
    What a ramble, anyway the point is I've not 'quit' 40k, but every time I look at updating my 40k collection, I just can't justify the expense when I can buy another ship for £12 quid and be equally happy with my gaming time anyway.
  8. Like
    Rauhughes got a reaction from Hobojebus in X-Wing is awesome if you're a 40K player   
    I've yet to pick up the 7th ed 40k book yet. I've not 'quit' but following moving house, I need to lay out ~£200 on a 6x4 table to play on, £50 rulebook, minimum £60 on two codexes, more like £120 to bring all armies up to date and probably £20 on various extras like the apocalypse templates and mission cards. That's a whooping £330 investment just to be able to play again, and not considering the multitude of new models I'll most likely need to make my current armies work under the new rules and codexes.
    At this point, as a 30 something gamer who's been playing for nigh on 20 years, I am already thousands upon thousands of pounds into 40k, and the constant updating and tweeking of rules, and more specifically the cost of keeping up to date with these changes has worn my patience out.
    Want to know why I got into x-wing? Because I was able to read the FULL official rules on FFG's website before I even spent a single penny on thier system. I was blown away. GW were asking for over a £100 off me in new rules just to be able to use my current collection, and here's FFG giving me thier rules for free. I instantly knew I was in love. Plus the rules looked pretty swish, which clearly helped.
    If FFG. hadn't done this, I doubt is have ever gotten into xwing, but knowing the rules and seeig that FFG is willing to give you them for free gave me so much confidence in the system I just jumped right in. I'm now at about 250 points of imperials, and still haven't spent as much as it would have cost to get just my 40k rules up to date, I can squeeze games in of an evening and I can even fit my 3x3 matt on my kitchen table.
    What a ramble, anyway the point is I've not 'quit' 40k, but every time I look at updating my 40k collection, I just can't justify the expense when I can buy another ship for £12 quid and be equally happy with my gaming time anyway.
  9. Like
    Rauhughes got a reaction from GodlessMimicry in 30 Points for 2 Tie Fighters ...   
    I've been having good success running a pair of blacks with draw thier Fire. Obviously depends what else you're putting in your list. I run them usually with howlrunner and a shuttle, both good targets for extra defence
  10. Like
    Rauhughes got a reaction from Marinealver in 150 points = more fun!!   
    In my experience, 150 points on a 3x3ays out exactly as a 100 point match except that in the first pass you get to pick one enemy ship to remove from the board each. So much firw power means there's little you can do about this other than except it. It's this reason why I don't play t more as it offers so little variance over a 100 point game.
    150 on a 4 x 4 is a completely different beast
  11. Like
    Rauhughes got a reaction from Parakitor in 3 Defenders + Ion Cannons = Hilarity   
    The lists problem is its ability to deal damage. It's packing no more dice than a 3 xwing list, but with none of the offensive buffs like wedge or defensive buffs like Biggs. It's also suffering vs a 3 xwing list in pilot skill too, which drops its jousting value down despite its white K.
    The 9 points invested in ion are only handy if you can control your entire opponents list, as then picking them off one damage at a time isn't a problem. As soon as they can reliably counter your ion (high evade ships) or have enough ships to continue to function (tie swarm) the defenders are quickly outclassed. You can continue to ion and only deal 3 damage max per turn, or rely on your primary and be at an offensive disadvantage.
    Against 3-4 ship rebel builds it should do well. Against arc dodging high evade imperials or swarms I think you'll see what Baggy is talking about
  12. Like
    Rauhughes got a reaction from stegocent in Help with choosing between TIE fighter and TIE interceptor   
    4 x royal guard w/ push the limit is a solid 4 ship squint build
  13. Like
    Rauhughes got a reaction from Grudge in Why is the Tie Advanced considered sub-par?   
    I’m a pretty new player and I’m confused as to the general hating on the Tie Advance (Vader excluded). My main problem in wrapping my head around this opinion is that people rave about how good a 4 rookie pilot rebel list is, and well as far as I can tell the Advanced are superior and the same points as the X-wing.
    To elaborate, the Advanced and X-wing only differ stat wise in respect of the 2 attack / 3 defence of the Advance being reversed to 3 attack / 2 defence on the x-wing. The general consensus I’ve heard from Vet players is X-wing is more about survival than the age old glass hammer tactic of most other wargames. Keep your ships alive and keep plinking away. This is a principle I’ve heard many people champion on their blogs, therefore surely the more defensive set up of the Advanced over the X-wing give it the edge in terms of stats. In a straight up fight, the X-wing is rolling 3 against 3, and the Advance 2 against 2, so pretty even, with the X-wing just tipping it in terms of damage dealing ability (thanks to the potential for three hits).
    Aside from the stats, as far as I can see almost everything else goes in the Advanceds favour. Two additional actions on its bar, and the two the X-wing can pull, both of the additional actions being excellent defensive actions further improving the survivability of the Advance over the X-wing. Missiles instead of Torpedoes, which from the cards available presently seems to be better (or at least offer more options). A better movement dial to boot too. The only thing the X-wing has over the Advance is the Astromech slot, which granted is pretty **** handy, though those points could be spend on equally handy ship mods for both ships.
    The only real area I see the X-wing excelling over the Advanced in is vs big ships. Being able to close to range 1 and open up with 4 attack dice vs 1 evade is a big difference over the Advance’s 3 dice at range 1. However, Cluster Missiles in particular can be used to partially negate this advantage giving the Advance in question 6 dice vs 2. Furthermore, the 2 evade X-Wing becomes such a liability vs 4 dice which are being rerolled and focuses for fun. An Advanced has a much better chance in avoiding or taking minimal damage from such an attack.
    Hopefully, I’ve made my confusion clear and was wondering if anyone can post a reply if there is anything I am missing that makes a 4 X-Wing build a huge threat but a 4 Advanced build laughable. I see the following as quite a solid build, based on my experience with the Advance (I only have one) and how I’ve seen 4 X-wing builds perform.
    Darth Vader
    Cluster Missiles
    Tempest Pilot
    Cluster Missiles
    Tempest Pilot
    Tempest Pilot
    Ok, the list is lacking a lot less attack dice over say a six tie swarm (4 less) but is packing 20 hull and shield vs 18 hull. Obviously this makes it a little more durable, less models reduce the footprint to avoid enemy fire, and the shields offer you some critical protection to boot. The missiles give you a chance to put some serious hurt on a big ship, and with 3 evade and 5 shields/hull each, even a Han gunner Luke Falcon is going to have a hard time one shot-ting you whilst you close into range and nab a TL and focus for those missiles. After that, it’s a cat and mouse game to focus fire and avoid the enemy with your generally superior mobility and actions. I think it could work based on the success of the 4 X-wing builds, but I’m not so confident as to go out and drop £40 on Advanced’s to try it out on a hunch. I could maybe be tempted with Stealth Devices over the missiles, or a combination of the two, but like I mention early I worry about taking down big ships with just 8 basic attack dice per turn.
    Any thoughts or advice? Can you point out what feels like the HUGE elephant in the room that I just cannot see?
    Cheers guys
  14. Like
    Rauhughes got a reaction from Syleh Forge in Why is the Tie Advanced considered sub-par?   
    I’m a pretty new player and I’m confused as to the general hating on the Tie Advance (Vader excluded). My main problem in wrapping my head around this opinion is that people rave about how good a 4 rookie pilot rebel list is, and well as far as I can tell the Advanced are superior and the same points as the X-wing.
    To elaborate, the Advanced and X-wing only differ stat wise in respect of the 2 attack / 3 defence of the Advance being reversed to 3 attack / 2 defence on the x-wing. The general consensus I’ve heard from Vet players is X-wing is more about survival than the age old glass hammer tactic of most other wargames. Keep your ships alive and keep plinking away. This is a principle I’ve heard many people champion on their blogs, therefore surely the more defensive set up of the Advanced over the X-wing give it the edge in terms of stats. In a straight up fight, the X-wing is rolling 3 against 3, and the Advance 2 against 2, so pretty even, with the X-wing just tipping it in terms of damage dealing ability (thanks to the potential for three hits).
    Aside from the stats, as far as I can see almost everything else goes in the Advanceds favour. Two additional actions on its bar, and the two the X-wing can pull, both of the additional actions being excellent defensive actions further improving the survivability of the Advance over the X-wing. Missiles instead of Torpedoes, which from the cards available presently seems to be better (or at least offer more options). A better movement dial to boot too. The only thing the X-wing has over the Advance is the Astromech slot, which granted is pretty **** handy, though those points could be spend on equally handy ship mods for both ships.
    The only real area I see the X-wing excelling over the Advanced in is vs big ships. Being able to close to range 1 and open up with 4 attack dice vs 1 evade is a big difference over the Advance’s 3 dice at range 1. However, Cluster Missiles in particular can be used to partially negate this advantage giving the Advance in question 6 dice vs 2. Furthermore, the 2 evade X-Wing becomes such a liability vs 4 dice which are being rerolled and focuses for fun. An Advanced has a much better chance in avoiding or taking minimal damage from such an attack.
    Hopefully, I’ve made my confusion clear and was wondering if anyone can post a reply if there is anything I am missing that makes a 4 X-Wing build a huge threat but a 4 Advanced build laughable. I see the following as quite a solid build, based on my experience with the Advance (I only have one) and how I’ve seen 4 X-wing builds perform.
    Darth Vader
    Cluster Missiles
    Tempest Pilot
    Cluster Missiles
    Tempest Pilot
    Tempest Pilot
    Ok, the list is lacking a lot less attack dice over say a six tie swarm (4 less) but is packing 20 hull and shield vs 18 hull. Obviously this makes it a little more durable, less models reduce the footprint to avoid enemy fire, and the shields offer you some critical protection to boot. The missiles give you a chance to put some serious hurt on a big ship, and with 3 evade and 5 shields/hull each, even a Han gunner Luke Falcon is going to have a hard time one shot-ting you whilst you close into range and nab a TL and focus for those missiles. After that, it’s a cat and mouse game to focus fire and avoid the enemy with your generally superior mobility and actions. I think it could work based on the success of the 4 X-wing builds, but I’m not so confident as to go out and drop £40 on Advanced’s to try it out on a hunch. I could maybe be tempted with Stealth Devices over the missiles, or a combination of the two, but like I mention early I worry about taking down big ships with just 8 basic attack dice per turn.
    Any thoughts or advice? Can you point out what feels like the HUGE elephant in the room that I just cannot see?
    Cheers guys
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