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Everything posted by KovuTalli
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I think currently it is the only card or attack to do this.
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So I've been theory crafting a bomber list, that runs something along the lines of. Gamma Squad + Proton bombs (23) Gamma Squad + Proton bombs (23) Gamma Squad + Proton bombs (23) Backstabber (16) Winged Gundark (15) Total: 100 Points. Considering Protons Ignore Shields. if you can drop all 3 in the middle of a Rebel 3/4 ship list, you are guaranteed to kill an X, A or B wing, with a good chance of killing a Y-wing or HWK if at least one crit is 2 Damage. Best if you can get your bombers near their intended targets then Straight 4 away and deploy bombs. You also have the two named Two Ties for back up/finishing off. Main drawbacks is you will need to get past one turn of shooting to get in to range and any enemy with high PS will most likely GTFO away from the bombers or just not get in to range 1 with them at all. This would most likely work best against any kind of XXBB or XXX Combos, it would also mean swarm players would need to be careful and/or concentrate all fire on taking down one bomber at a time. Thoughts?
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I really like the sound of the Dual ORS with APL and two HWK's with Ion's. As scummy as that list sounds, it sounds like it could be fun to play once or twice now and again.
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Thanks for pointing that out I missed it Edited in.
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I have edited this Info in, thanks guys.
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Bombs/Mines. Seismic Charge. Cost: 2 Range: 1 Damage: One. Special: Hit's all ships at Range One. This can be used to great effect, it's cheap and can deal one damage to swarms or just a cluster of enemy ships. Especially if dropped from a high Pilot skill pilot after the others have already moved. The effectiveness of this depends on if you can get the opponent to cluster his ships, most likely best chasing a Firespray as then it could also attack with its rear fire arc, or if it performs a K-turn. Worth the Points?: Yes if used right. Proximity Mines. Cost: 3 Range: Area. Attack Dice: 3 Special: If Ship Base or Maneuver Temple Overlaps, roll 3 attack dice. This token Stays in Play until the game ends or the Mine is detonated. 3 damage and area denial for 3 cost. This can be used to great effect to either force specific movement out of your opponent or on a low PS ship to drop it in the flight path of a enemy ship, the token is also rather large coming in just a bit smaller then a Large Ship base. Worth the Points?: Debateable - good for area control but its a 4 in 8 chance of a hit or crit per dice. Proton Bombs. Cost: 5 Range: 1. Damage: One Critical. Special: Deals One Critical Hit to all ships in range 1. Ignores Shields. Costly coming in at 5 points, but, it is a nice way to deal a Critical hit to a bunch of enemy ships, the fact it Ignores shields means it can be a really nice way to cause early issues for Rebel squads and get an early edge, or Immediately destroy an A-wing if the critical deals two damage. This damage cannot be negated in anyway. Worth the Points?: Yes - If you can deploy it well.
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Missiles. Ion Pulse Missiles. Cost: 3 Range: 2-3 Attack Dice: 3 Special: If it hits, deal One Damage and defender receives Two Ion Tokens. Also Do Not Discard your Target Lock. Works just like an Ion Cannon or Turret, but requires a target lock and deals Two Ion Tokens which will effect a Large ship immediately. Worth the Points?: If you are vs a large ship list it can be good to have it disabled and locked to a straight one, for 3 points. Sadly again it is once use only. Cluster Missiles. Cost: 4 Range: 1-2 Attack Dice: 3x2 Special: Perform this attack Twice. Again another four cost, but you get three dice, twice. This can be nice to get some alpha damage at range 2, however it is two rolls not all 6 at once so it makes this card worse than it looks, it means you can only spend focus once unless you have a ship list that gives focus to the ship with this attack before it attacks and it means the defender gets to roll two sets of defense dice instead of just one. Worth the points?: Debateable, it depends what you are shooting at, if it is a low Agility target such as 1 agility, they can be nice for some damage at range 2, anything at 3 agility or more? Most likely not. Concussion Missiles. Cost: 4 Range: 2-3 Attack Dice: 4 Special: Change a Blank result to a Hit result. More 4 costs! 4 cost, for 4 dice which a chance to make a blank a hit. Seems a bit pricey at 4 cost but it can give an A-wing or a Bomber a nice alpha strike at range 3, odds are you will get one hit, maybe two. Worth the Points?: Not in most situations. Assault Missiles. Cost: 5 Range: 2-3 Attack Dice: 4 Special: If it hits Every other ship at Range 1 takes One Damage. 5 Cost but really nice utility, works well vs Swarms to break them up or to get damage spread on them, it can also give a nice 4 dice at range 3 vs the main target. Worth the Points?: Yes. If running against a swarm these missiles pretty much pay for themselves and plays a lot of mind games with your opponent. It is also good against any one trying to fly in formation. The main draw back is the splash damage can hit your own ships if they are in Range 1 of the main target. Homing Missiles. Cost: 5 Range: 2-3 Attack Dice: 4 Special: Defender cannot spend Evade Tokens. Do Not Discard Target Lock. Again another high cost coming in at 5, but if used vs someone such as Vader or an interceptor it can negate their Evade Token which is nice. However it is still 4 attack vs 3 or possibly even 4 agility with a Stealth Device. It could be nice vs Rebels but none of their ships other than the A-wing or possibly the Falcon with Title would have an evade token. Since you don't discard your target lock you may use it to reroll dice, and if you have a focus token this makes these missiles even more deadly. Worth the points?: Debatable - Community seems to think, Yes!
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Since I haven't seen a thread discussing it specifically I thought I'd make one. This thread is specifically for Torpedos/Missiles and Bombs/mines. Feel free to discuss Cannons and turrets too but I feel those need less discussion as most of the time they will pay for themselves. Also this is not a thread designed to soak fun out of running secondaries, its just for a bit of fun and theory-crafting, the Most Important thing when playing X-wing is to have Fun. I will update this post as and when we get maths/figure out what is and isn't worthwhile. Anyone who is good with numbers feel free to help out and post. I would also like to point out this is Not Gospel, if you wish to run something, run it, it's all about fun. Also these are mostly my views but will edit the "Is it Worth" as and when more opinions and maths come in. Lets talk Ordnance. Let's figure out what is "worth" the points and what isn't. There is no denying it there is nothing quite like rolling your dice for your missiles and getting 4 or 5 hits, or dropping a bomb/mine right in the middle of a swarm or in your opponents flight path, but are they worth the points? Torpedo's. Proton Torpedo's. Cost: 4 Range: 2-3 Attack Dice: 4 Special: You may change one of your Focus results to a Critical hit. From what I have read already around the forums, Standard Proton Torpedo's are not worth their cost, at least, not on any ship with 3 or more attack. But might be worth while on lower cost Y-wings and Bombers to make up some much needed Punch. Worth the points?: Not in most cases. Advanced Proton Torpedo's. Cost: 6 Range: 1 Attack Dice: 5 Special: You may change up to 3 of your Blank results in to Focus results. Costing 2 more points than standard Protons and only being usable at range one. (Or range 2 with Major Rhymer) However it does weight in with a 5th attack dice and if you have a Target lock and Focus you can get at least 3 hits and odds are you will roll a hit or focus on your other dice so most of the time with a focus you will be hitting for 4 or 5 damage. Worth the points however? 6 points is half the cost of an academy Tie and a third of the cost of a Gold Squad Y-wing. However, having it hit 4 or 5 dice is good against anything with 2 or less agility. So if you are firing these on Wedge they will most likely one shot a Tie or Interceptor due to the -1 Agi, even better if its a named Tie. Vs Rebels these give you quite a nice punch against a B-wing or a Falcon, it also has a chance of one shotting an X-wing if the defender rolls poorly. Which means for 6 points you can kill a ship costing 12+ points in one turn. Personally, I would recommend these but maybe only carry one, two at max and use them wisely and early to try to kill off a high value threat. Especially since if you do the maths at 6 points you can double even Penta its value if you manage to kill a named Tie or X-wing. Worth the Points?: Yes - need to do more math/theory crafting but they do seem to be worth while.
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Just wanted to let other players in the North East of the UK know about Games of War. It's a Card game and Wargaming store in Seaham that plays almost every CCG and TTG you can imagine, most popular seems to be X-wing, War40k and MtG but I see a lot of other things getting played too. They are having a None FFG X-wing Store tournament on the 8th of March starting at 10am and the FFG Store Tournament on the 29th of March again starting at 10am. The staff and players there are all welcoming and friendly and I highly recommend it as a venue to go play or just hang out and watch some games. Their price is £1 for all day play! Link to their FB page: https://www.facebook.com/pages/Games-of-War/162862513753764?fref=ts
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I posted a similar list in another Thread. 1x Wedge + R2D2 + Swarm tactics + Adv protons. 2x Rookie Pilot 1x Prototype Pilot 100 points. You get the PS bid as you get to shoot first with Wedge and any other ship at range 1 - best if its a Rookie, and if you can get your TL first combat and Range 1 focus 2nd combat you can roll 5 dice with a good chance of hitting all 5 dice. with -1 agi for defender because of wedges abilties.
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Really looking forward to the E-wing as it looks like it'll give rebels some fantastic options however it will probably make A-wings obsolete Also really looking forward to Tie Phantoms, one of my favourite EU Ship outside of Defenders/advanced and Assault gunboats <-- Empire NEEDS these <3
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I only got to try it for one game, it's fun to fly and has a lot of alpha strike damage with Wedge and another 9PS due to swarm tactics, it comes in at 99 points too so you odds are you will shoot first before other lists. In the game I played I didn't lose a ship, but I was against a Krass, Kagi, PS1 ceptor with Stealth. Wedge got one shot all game and didnt get to use swarm tactics once due to a few pilot mistakes/bumps. But it is a fun list and looks like it could hold up against Swarms as well, considering you have 6 damage alpha to open and hopefully kill one or two ships. I don't think I'd change anything, it's pretty solid. You could also try: Wedge + R2D2 + Adv Protons + Swarm tactics (41) (Thats 5 attack dice, change 3 blanks to focus so if you have a TL and then focus the turn after you have a 100% chance to hit at least 3 dice. and odds are you will roll other focus or hits anyway) Rookie Pilot. (21) Rookie Pilot (21) Prototype Pilot (17) Total 100points. ^ That does however rely on wedge target locking at range 2-3 in the first combat, then saving it and getting in to range 1 of the target locked ship, and then focusing in turn 2 for some serious damage and most likely a kill, or a lot of HP gone from a shuttle or Firespray, or Falcon. Which could then be finished up by the PS9 boosted ship at range 1 hopefully. Really you are looking to try to get a kill at range 3 with Wedge + Boosted PS9, then some damage with the other two you didn't boost. Then another Kill/big hit in turn 2 with the Missiles and hopefully a range 1 PS9 shot as well (hopefully an X-wing for 4 dice) Thoughts? I realize if its vs a swarm wedge will probably die in the first round of combat if he gets focused by the swarm and you dont get a kill or two with the double PS9 bid. It is more an X-wing list than and A-wing list but, hey, it's got an A-wing in it =P
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Why have DtF on Lando? I'd guess it is to try preventing some focus fire on Chewie by pulling some Crits onto his shield but otherwise I don't see it. I don't get this also, as Chewie ignores Crit's anyway. I'd rather have VI and make Lando a 9.
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I ran this but Green with PTL and Wedge with R2D2 and Swarm tactics instead of a Rookie.
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Sad I missed out last time, I'd be happy to get one Also order by telephone? Aw If not I may just get a "Keep Calm and Fly Casual" Shirt instead.
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2 Ties, 2Tie Advanced, 2 X-wings and a Y-wing.
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Ooo AABBX sounds fun, I'll have to try that when my 2nd A and 2 B's arrive.
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I've seen a nice list with. Kyle + Blaster + Recon + Title. Wedge + R2D2 + Swarm tactics. Two Proto A's.
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Looks fun Pete, but I only have one A-wing atm Got a 2nd on Order. I've been looking at a list I like to call "Lando and the A's" for when I do get a 2nd. It's Lando with VI So he shoots first, And either a mix of two proto's or One Proto and a Green with PTL and all packing Assault missiles. Tie swarms beware!
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I've been trying a AYXX List as I don't have any B's yet. Or a AXXX or a AX/X YT1300. But can't seem to find a solid one, in playtests they either win in the first few turns or lose horribly.
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Attended the event on the 22nd, lot of fun, will be going again
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Actually that is the Smuggler ship from SWTOR This is the Ebon Hawk.
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I'm sure I've seen the ghost somewhere before... It's very similar to the Smugglers ship from SWTOR
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Drop Gunner for Chewie and change to Assault missiles. - I ran that exact list and won 3-1 at a tournament last weekend, I lost to a 2X2B's with Adv sensors but mainly because I forgot to use focus that would of saved my X's. Chewie is great, I used him to cancel out a Crit by negating a hit, regaining the shield and using that to cancel out a Critical. Assault missiles are good because, they still deal a big hit (with good rolls) Vs the primary target, and work wonders vs Swarm lists either by scattering them or dealing a lot of damage. It's a fun and easy list, as you only really need to worry about controlling your X-wings, they did a lot of work for me. If you can get people to chase Han even better.
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Drop gunner, take Chewie (Crew) and run assault missiles instead of concussion, you then have a choice if you want to hit something large for 4, or use it vs a swarm/force the swarm player to spread out. I ran ^ That (Han + Chewie + Marksman + assault, 2 rookie X's) And went 3 and 1 at local tournament
