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z0m4d

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Posts posted by z0m4d


  1. It does not double the agility. But when it shoots at range 3 +1 enemy agility, range 4 +2 agility and range 5 +3 agility

     

    Pardon my ignorance, but could you please show me where it's indicated that range 4 and 5 give +2 and +3 agility, respectively?  Thanks!


  2. hmm i was doing the same thing and ended up just reverting everything to basic pilots! would be a blast to play with all named pilots, though it would take a lot of extra effort thinking with everyone's different upgrades and abilities. For casual play that is fine, but for a tournament that would be more difficult as the day goes on. 

     

    Agreed.  This is just for casual play.  Sometimes I like going with themes.

     

     

    Do you actually have 8 xwings? 

     

    Not yet!


  3. Hi, I was toying with a 300 point epic build using all named X-Wing pilots.  Looking for suggestions for optimal customization to take advantage of their unique characteristics.  Here's my first draft:

     

    Tarn Mison with R7 (25)

    Biggs Darklighter with R2-F2 and Stealth Device (31)

    "Hobbie" Klivian with R2-D6, Wingman and Shield Upgrade (32)

    Garven Dreis with R5-P9 and Shield Upgrade (33)

    Jek Porkins with R5-D8, Opportunist and Shield Upgrade (37)

    Luke Skywalker with R2-D2, Draw Their Fire, and Shield Upgrade (37)

    Wedge Antilles with R2, Expert Handling, and Shield Upgrade (36)

    Wes Janson with Veteran Instincts and Shield Upgrade (34)

     

    Total: 265

     

    This list allows some torps or a couple support ships (thinking Y-Wings and/or HWKs).  Wedge could have Predator (+1) or Opportunist (+2) instead of Expert Handling, and Engine Upgrade instead of Shield (+0).  What's a good astromech for Wes?

     

    Thanks in advance for your feedback!


  4. Still, I figure it's worth a try. It's going to need to rely on a missile alpha strike to do well in a tournament setting, though; you don't have time to win by outlasting people.

     

    You have all the time in the world, now that you only need a 12 point margin for an unmodified win.  To clarify, my choice is to use them in epic games.  There's a place for them (IMO) when you're not limited by such squad build scarcity.  I appreciate your other points, though.  All valid.  (Same for everyone else on the thread.)


  5.  

    16 points for 2 agl 6 hull, vs. 21 points for 3 agl 5 health.  Generally speaking, it takes the same number of attacks to kill either.  The more attack dice in each attack there is, the more the bomber pulls ahead in toughness.  On a points basis, the TIE Advanced isn't even in the same room in terms of survivability for points.  

     

     

    To be fair, you forgot to mention that the Advanced have the Evade Action, so it has more survivabilty.... But it's all it has. Depending on what role you want to fill, there is another ship that can probably do it better for less.

     

    I like to use it as a teacher ship. When I show the game to a friend, I take 1 or 2 Advanced plus some Tie Fighters. This way I avoid the Swarm, can show how ordnance works. the value of shields and don't pull crazy maneuver like I could if it was an Interceptor. 

     

    2x Storm Squadron + Homing Missiles

    Backstabber

    Dark Curse

    Academy Pilot

     

     

    A TIE Advanced will evade 1.125 every attack without modifiers, while a bomber will only evade .75.  I'm much more confident sending in Advanced with missiles on an Alpha strike than bombers.  I've lost bombers before they could fire their ordnance too many times before.  My latest win had the bombers in the rear where they were less likely to be fired upon.

    It makes no difference to me if everyone hates them so much.  I find good use for the Advanced when I want to use them.


  6. Soliciting feedback on a build starter I'm toying with:

     

    Han Solo (46)

    Determination (1)

    Shield Upgrade (4)

    Millennium Falcon (1)

    C3-PO (3)

    Chewbacca (4)

     

    Total: 59

     

    I would only use this build in an Epic match.  What do you think?


  7. I played an Epic (300 pt) match the other day as Imps and included in my fleet were:

     

    3x Tempest TIE Advanced with Cluster Missiles

    2x Scimitar TIE Bombers with 2x Cluster Missiles each

    Captain Jonus

    Colonel Jendon with Weapons Engineer and ST-321

     

    Total: 177 points.  I also had Krassis Trelix, Kath Scarlet, and Soontir Fel, but they were trying to outflank.

     

    The three TIE Advanced led the pack with Jonus in back flanked by the two Bombers.  Colonel Jendon stayed close and grabbed two target locks each action, giving one away every combat phase.  Every-other turn I could red maneuver him to stay with the pack, since he had the other target lock to give away.  The entire group started in a corner and acquired their locks from Jendon during the slow approach towards the rebels.

     

    Captain Jonus allowed each cluster missile (two attacks each missile) to re-roll up to two dice each.  I was getting 5-6 hits per missile card (before agility dice).  Devastating!  The shields on the Advanced gave them the survivability to get in close enough to unleash the clusters.  Most ships had enough hull points left to still do some damage.  Next time, though, I might give the Bombers one cluster missile and one proton torpedo, to give them a range 3 secondary.


  8. Oh my lord....please PLEASE keep the social justice warrior stuff off this board and leave it on tumblr.

     

    I don't see how this has anything to do with social justice, but if you don't like it, why read or reply?  Just leave it alone and carry on, yeah?


  9. And realizing that the small ship prices basically equal "Buy 2 get 1 free" kinda makes it hard to buy anything at MSRP. 

     

    For a small order of 2 units, you're only saving $10, and only if you get free shipping.  Even 6 units saves just $30.  Most people who have the disposable income to buy into this game should be able to pay a little extra so their FLGS can stay in business.

     

    Edit: arithmetic!


  10. I had very good customer service from MM, but also recommend you consider your Friendly Local Game Store (FLGS).  You might pay a little more, but if you take care of them they should take care of you (hosting tournaments, gamer networking, opportunity to browse product, ease of returning merchandise, etc).


  11. I have the Battlefoam and love it.  Only thing I don't like is that slots for the cards don't take into account sleeves.  Since I put mine in pages anyway, it doesn't really matter.  Btw, it looks like you put your maneuver dials in the skinnier insert.  Try one of the wider ones instead.  And regarding the thickness of the foam, I put a peg into many of the ships so I can easily pull them from the tray.


  12. So, if the Advanced is comparable to the A-wing, then it is the dial that is the real issue!  The Advanced dial is no where near as good as the A-wings, and the Advanced is not given anything to make up for this disadvantage.  So I think you hit the nail on the head here.  If the A-wing just got a point reduction, then the Advanced needs not only a point reduction, but something else (for free) to make up for its dial.

     

     

    Quite possibly, but I think the game designers--even if they see an imbalance, and even if they they think it should be corrected--will be very cautious to change the game mechanics much.  It's more fun to give cards wide applicability, and easier play with very few exceptions to the rule.  The Chardaan Retrofit surprised me, but I understand why it was created.

     

    Maybe it's best to accept the TIE Advanced will have a very limited role.  Wookiepedia states of the Advanced, "While it never made it into production, many of its best design features were later incorporated into the TIE/sa bomber and TIE/IN interceptor."


  13. TIE Advanced is more comparable to the A-Wing, but with an extra hull (3 points) and barrel roll instead of boost.  The pilot skills don't line up: A-Wings are 1 and 3, Advanced 2 and 4.  But in each case, every 2 steps up in pilot skill costs 2 points.  So we can say every pilot skill increase costs 1 point for these ships.

     

    Take a PS1 A-Wing (17), add a hull (3) and a PS (1) to get a PS2 TIE Advanced (21).

    Take a PS3 A-Wing (19), add a hull (3) and a PS (1) to get a PS4 TIE Advanced (23).

     

    Seems about right to me.  It's not entirely apples to apples (the dials aren't the same), but I think it's the best comparison we have.  Better than comparing Advanced to X-Wing anyway.  

     

    Now Rebel Aces throws a small wrench into this with Chardaan Retrofit and A-Wing Test Pilot cards.  Other posters have speculated a Battle of Yavin expansion that would give the TIE Advanced Advanced Sensors or some other similar advantage.  That seems fair to me and keeps the TIE Advanced viable.


  14. Hi, I'm looking for the following original upgrade cards.  Willing to pay a fair price or trade some of my extras: unique pilot/upgrade cards and extra components from a core set.  Thanks!

     

    R5 Astromech x3

    Draw Their Fire x3+

    Swarm Tactics x3

    Stealth Device x2

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