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About Sternguard777

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  • Birthday 11/09/1994
  1. The guns he uses in space are Heavy Laser Cannons as told by this card art. http://i.imgur.com/AFErJT7.png Boba later replaces them with Ion Cannons http://vignette2.wikia.nocookie.net/xwing-miniatures/images/b/bf/Ion_Cannon.png/revision/latest?cb=20130427141931
  2. The main guns are those guns at the bottom. They can swivel 360 degrees. I assume they have a mechanism to extend them out further when they shoot backwards so they clear the hull. Though in some depictions they look like they can clear it just by rotating. The cannons are actually concealed in panels junst below the cockpit. http://img3.wikia.nocookie.net/__cb20101002211110/starwars/images/f/fa/JangoSlave1cleaned.jpg This picture has all the neccessary information If you want to see all the weapons in use here's a link to jango fett's fight with obi-wan. You can see the main guns swivel a bit when boba shoots at obi-wan and then later they use laser cannons in the asteroid belt. http://youtu.be/4ZDcSKpSK98
  3. Those poor interceptors. I don't think a single one rolled an evade in that entire battle.
  4. I don't remember where I got this from but I think the effects are cool. Haven't played with yet them though. http://nezumi.me.uk/Rebel_Scum/Celestial/Deal/Dealer.html
  5. No but they've taken characters from their rpg material and made them pilots. The ps 5 Scum Z-95 pilot Kaa'to Leeachos is from the Edge of the Empire adventure "Under a Black Sun."
  6. Thanks for the reply and well wishes. I don't know what triggered means in this context, but I reckon I'd be something like "annoyed"? It's too much money to sit on in the hopes it'll become interesting again. I don't like having stuff sitting around, it bugs me. Triggered is a mental state with anger or annoyance as a major component. The big thing is that the state directly attacks the ability of a triggered person to reason creatively and prejudices the thinker to a defensive fight or flight mindset. If you have ever looked back at angry decisions and wondered what you were thinking, you are looking back at a triggered state from a nontriggered state. I don't know you and won't play amateur psychologist, I simply want to suggest caution before making any decisions that would be hard to recover from. You're not my real dad!! No Force Kin, I AM Your Father!
  7. Glory to Arstotzka. Glory to The Empire.
  8. The Title of this made me think it was going to be a discussion of how FFG hates trees. So many tokens, templates, rulers, and markers.
  9. This is very similar to the core of an Interceptor swarm I have been flying lately. I find it interesting. The key difference being that I have been running 3 naked alphas, howlrunner and Turr Phenir as a flanker. This list gets around one issue I've found (low overall pilot skill) but the loss of a ship to accomplish this accentuates the flaws (low durability). Also I find that usually PTL is unnecessary when you use Howlrunner as flying in formation you don't usually use more than 1 action as 2 of the Interceptor's actions are repositions. Howl only gets 1 so even with engine she may lag behind if she needs to evade or focus. Really the Use of Howl is the main issue I have with this list. Howl wants to fly in a tidy range 1 formation but the Ptl royal guards will want to maneuver out of arcs and dodge around things.
  10. I have tried this list again recently. As I thought, VI Turr was a much better choice than Carnor. He is very maneuverable and his high pilot skill and free boosts are a much appreciated defensive upgrade. Much better action economy than Carnor without PTL (which I can't afford without losing Howlrunner or an Alpha.) Thus my list in its current form is: Turr Phennir — TIE Interceptor 25 Veteran Instincts 1 Alpha Squadron Pilot — TIE Interceptor 18 Alpha Squadron Pilot — TIE Interceptor 18 Alpha Squadron Pilot — TIE Interceptor 18 "Howlrunner" — TIE Fighter 18
  11. I myself have been running an Interceptor Swarm With: Turr Phennir — TIE Interceptor 25 Veteran Instincts 1 Alpha Squadron Pilot — TIE Interceptor 18 Alpha Squadron Pilot — TIE Interceptor 18 Alpha Squadron Pilot — TIE Interceptor 18 "Howlrunner" — TIE Fighter 18 total- 98 points I run the Alphas in a formation with Howlrunner while Turr flies as a flanker Why is it good? I find the extra attack dice really shred fatties while giving you a better chance at hitting phantoms than a regular TIE Swarm. No one expects a tie swarm where 4/5 of the ties have 3 attack dice. The extra maneuverability and attack of the interceptors also means that if needed the formation can break up and still give their target a real pounding. The 2 point initiative bid means I can usually get the drop on other PS 1 swarms. Howlrunner is not as important so if I lose her first thing its not as great a loss. Weaknesses? Only 5 ships and all of them dependent on green dice means that if lady luck is frowning on you today then you're going to be shot down quick if you aren't careful with position or target priority. Every 2 ships I lose is like losing 3 academy pilots. Swarms: I haven't fought another swarm with it but I figure the Interceptors can arc dodge Tie fighters pretty well with their better dials and action bars and very clearly outmaneuver Z-95s. A-wings could be an issue but I figure the Interceptors superior attack dice would give me an advantage. Fat Turrets: Depends on what it has for an escort. If its a two ship build I find I can usually swarm the escort and then the turret. Especially if Turr gets in a good position on the escort. If its a Fatty and a mini swarm I can usually focus the fatty then mop up the swarm with my superior dogfighters. If its two turret ships then I've just got to swarm the main damage to the best of my ability hoping that I've still got the firepower to deal with the other. Interceptors love Dash's donut hole. They Hate Han's fat butt but the 3 dice mitigate his shenanigans The 0 evade means the Decimator can be taken down in one lucky round. The real trouble is his friend the phantom. Phantoms: 3 attack on 4/5 ships and great maneuverability on my blockers means the Phantom is a bit easier to get into sights. Turr wins in PS vs Unupgraded Phantoms and usually has initiative vs ones with VI. I'd recommend spreading out rather than going in formation to try and catch the slippery little devils.
  12. Why have the mods on Lorrir when you could have them on Soontir?
  13. Those look really nice. And your glowing review really has me tempted. When my cardboard templates finally give up on life I may consider these.
  14. I flew him out of the formation. That way it was a choice between focus on Howl and the Alphas or Jax coming up the side. Also inadvertently he became a low priority target after Larry (Alpha 3) killed Biggs and thus my friend focused too much on killing him. In a more competitive game I might switch him for a Royal Guard Pilot or Turr Phenir just to fit ptl or some kind of defense upgrade.
  15. Better than you'd think. The First half of the game I kept most of the Alphas in her bubble. After the first couple passes I broke up the formation but she still managed to get her buff off a few times before the game ended. Swarm tactics did nothing for me though. I'd have been better served by VI on Carnor I think.
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