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Posts posted by pgarfunkle
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Just saw the new R2-D6 where you gain the elite pilot skill for 1 pt.
That will be huge for Y-Wings. Can finally give them all EPS', another interesting fact is that as far as I know, every Rebel ship that can equip a droid has a PS2 or higher. So that droid is a big deal for rebel ships.
Jek w/R2-D2 is an interesting combo. Can use his power a lot more freely and if you do take a point of damage, can use R2 to restore the shield you lost, on the chance that you lose one. The odds are I think in your favor if you do it that way, you have a 37% chance of even getting a hit if you use his power.
Wes is interesting as a nice support type option. His ability doesn't help him much, in way it hurts him. If you shot something with a evade token it will pretty much have to use it on that attack. Focus is somewhat the same, but the target may not have anything to actually spend the focus on.
But either way at PS8 it really does a lot to set up the target for a 2nd attack that round.
I'm kinda digging Tarn provided he survives he has a great chance of doing some decent damage when he returns fire.
Unfortunately Porkins receives a damage card which will bypass the shields rather than just damage, otherwise that would be a great combo
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Some interesting abilities there definitely, however as I don't seem to be able to fly near an asteroid without rolling damage I may be leaving Porkins at home most games.
A question about Wes: I read the card as after you perform an attack you can remove..... being once the attack has been resolved as in dice rolled, modified and damage taken you can then ask your opponent to remove any one of the named tokens that remain.
However the paragraph next to the card suggests that his ability increases the chances of him causing damage.
Does this mean that you would declare the attack and ask your opponent to remove a token before rolling?
or
Is this a mistake in the article and it actually mean that Wes increases the chances of someone else who is attacking the same target landing damage as I originally read it?
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Amazon UK emailed me the other day to say expected delivery to me was between 21st Mar - 4th Apr
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I wonder if the transport will come with a title card that grants a weapon hard point, cannon or turret slot?
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A friend and I swap better a lower points limit or if we are playing at the weekend go for a much higher limit. We've got up to about 400 points. Its lots of fun but will take all day and you need a fair amount of space!
One of the things that I have found enjoyable is that you end up with several dogfights going at once and then a ship or two may break out unexpectedly and head for a different fight to turn the tables there.
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Yeah I considered B-wings but I think I would rather 2 in the list than 1 and I currently only have the one model. I may see if I can give it a try swapping a Rookie for a Blue
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I was thinking along similar lines with the R2's my main thought with the R5's was to help survive direct hits as I seem to pull nothing but them when I take crits.
Hopefully I can get a few games in before the tournament to give it a try either way.
What do people think about dropping a ship for some ordnance, is it worth losing either a rookie or a prototype to stick a missile or torp on each of the remaining ships?
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I've entered a local tournament in a couple of weeks and am thinking of taking the following
Rookie x 3
Prototype x 2
This leaves me with 3 points left to spend and I was thinking of putting either an R2 or R5 on each of the Rookies.
The R2 makes me a bit more mobile after K turns while the R5 could reduce the impact of any criticals I take.
Alternately I thought about possible dropping one of the Rookies to allow me to take some torpedoes and missiles for some long range fun.
Any thoughts appreciated
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Woohoo, even gianter space battles here we come!
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Disney has been very public about it's distaste for the EU and the overall direction that LucasFilm allowed it's property to be developed. It is frankly hard to explore new and exciting stories if you have to constantly check every single detail against hundreds of books and comics. Readdressing the EU is one of the smartest moves Disney could have made. Disney has also been very diligent about removing references to the EU in their merchandise, take this for instance. We know that is an E-Wing but Lego has branded it a prequel "Stealth Fighter." That is a brilliant side step. Also, look at the other stuff FFG has been doing with their stint with the Star Wars IP; they completely changed the RPG and made it all about the Rebellion. WotC was all over the place when they had the RPG.
Why do we get the E-Wing, Headhunter, Defender and Phantom? The Defender/Phantom make a bit of sense, they were both in classic LucasArt games and we already know that Disney doesn't mind referencing games the classic games as seen with the HWK. The E-Wing and Headhunter are much more puzzling to me. Maybe they were in production prior to the EU crackdown earlier this year, or maybe Disney just doesn't mind what they throw into this game to keep it going until EP. 7 comes out and we have a whole slew of new ships. It's anyones guess.
I love the E-Wing... I want that Lego!
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This card says to choose an enemy at range 1-2 and if within their fire arc you may acquire a target lock, then perform a free boost action.
My question is do you have to be able to do the first part of that to be able to do the second?
I'd assume yes otherwise we have just been given a cheaper engine upgrade for X & Ys but at the cost of the astro slot.
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Blast! Cheers guys thanks to this topic I've realised I've been using push the limit wrong. For some reason I was thinking this was a card that specifically said you couldn't use if already stressed
DraconPyrothayan reacted to this -
I've found he works very nicely with push the limit, even if you cannot remove the stress from the previous turn he can still perform his usual action. Plus the a wing has a good number of green manuevers to clear that stress
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This is really the wrong way around when you consider hope was before empire! I'm not complaing however as I am looking forward to some new x-wing pilots
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I'm of the opinion that 'At The Printers' is only updated much later in the process. While it may be true that being at the printers takes as much time as indicated above, they may only officially declare a product at the printers after a successful test print run, which would be near the end of that process. It would mean that they could be actually on the ship (as opposed to having status set to that) in the next couple weeks instead of next few months. Again, speculation, but it does seem to follow their trends with other products.
Yeah I agree, I would imagine 'At the printers' is for final production runs stockpiling them for shipping rather than earlier on in the process when testing the production
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Personally i think Kagi sucks! When you could take a Omicron for 6 points less, it's should not even be a question. The only time he would be useful is against a squad with multiple Missile/Torpedoes even then i think Engine Upgrade FCS for the same price is much more worth it. Plus your ship can only maintain 1 blue target lock at a time so only one of the Missile/Torpedo could be forced to you, which depending on the amount Missiles/Torpedoes and your ships, you could easily already be being targeted. Just my opinion though.
Not sure that I am understanding you properly but Kagi can be locked onto as many times as people try to look within range of him. This protects the rest of your ships around him from being targeted with torps and missiles. I'm not sure if you are mixing Kagi and Jendon, who can pass a blue target lock to a friendly?
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I tend to use the card next to the model to indicate the different action. It reduces confusion but it can be a bit awkward if the table gets a bit busy.
I really do need to use the crit tokens as intended as there have been several times my opponent and I have forgotten about an ongoing effect only to remember a turn or two later
Lappenlocker reacted to this -
I think the Auto Blaster has it's place. Espcially on Ten Numb.
I LOVE the autoblaster on Ten Numb, especially with Jan Ors flying about
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I have a reasonable collection of both fleets but the rebels do currently have a slight bias. This works well at the moment though as the friend I primarily play has a slight Imperial bias.
I prefer the rebel ships, it feels like they have more variety
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I'm thinking 3 of each of the wave 4 ships but the rebels could creep upwards as I have a small rebel bias.
I've also got 2 aces on order along with 1 of each of the big ships, and I may order a 2nd transport.
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Which proves again that having initiative in the movement phase sucks...
This is really situational surely, in the OP case Luke would have wanted to take the damage and then repair the shield but if he was flying around with no shields then he would rather repair a shield and then take the hit to avoid the hull damage

New details about the xwing in the transport
in X-Wing
Posted
Yeah I think it is after rolling too, otherwise forget the FAQ the card text plain needs to be changed to say after declaring the target of your attack