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Everything posted by Crimsonwarlock

  1. I've stumbled onto something in my list building. Anakin in an N1 with passive sensors and proton torps is pretty good. I don't see myself rushing to use the pilot ability, but a double modded torpedo is solid. What are your thoughts?
  2. If your spamming talent generics it can be really powerful. It lets out out DPS a lot of things in a joust, or force barrel rolls from an opponent (instead of mods)
  3. Disagree here. Being able to play multiple maneuvers at the same time it's stupidly powerful. On low Init ships I agree, just dial in the "right" maneuver instead of paying points. But on high init ships this tech turns some game risking 50/50 calls into a heads I win, tails you lose. Think Maul with seasoned navigator. He can dial up a 2 turn and change to either 2 sloop if the opponent blocked 2 hard. That said, there aren't many ships with the combination of initiative, dial and crew slots to make this card sing (this is probably a good thing for the game)
  4. Quad jumpers were pretty good when they used to be 28 pts. Now they are 32 points. Scum can't have nice things
  5. I'll just leave this here. Mace Windu (45) Sense (5) R2 Astromech (6) Delta-7B (18) Ship total: 74 Half Points: 37 Threshold: 3 Luminara Unduli (43) R2 Astromech (6) Delta-7B (18) Ship total: 67 Half Points: 34 Threshold: 3 Saesee Tiin (43) Sense (5) R4 Astromech (2) Shield Upgrade (8) Ship total: 58 Half Points: 29 Threshold: 3 Total: 199 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z314X75W2W201WY274XW2W201WY313X75W5WW165&sn=Jedi Mind**** 2.0&obs=
  6. Fair point. This might be stronger then. Nu Squadron Pilot (32) Passive Sensors (3) Proton Torpedoes (13) Advanced SLAM (3) Os-1 Arsenal Loadout (0) Ship total: 51 Half Points: 26 Threshold: 4 Nu Squadron Pilot (32) Passive Sensors (3) Proton Torpedoes (13) Advanced SLAM (3) Os-1 Arsenal Loadout (0) Ship total: 51 Half Points: 26 Threshold: 4 Nu Squadron Pilot (32) Passive Sensors (3) Proton Torpedoes (13) Advanced SLAM (3) Os-1 Arsenal Loadout (0) Ship total: 51 Half Points: 26 Threshold: 4 Nu Squadron Pilot (32) Passive Sensors (3) Plasma Torpedoes (9) Advanced SLAM (3) Os-1 Arsenal Loadout (0) Ship total: 47 Half Points: 24 Threshold: 4 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v7!s=200!164:240,136,,104,139:U.-1,U.-1;164:240,136,,104,139:U.-1,U.-1;164:240,136,,104,139:U.-1,U.-1;164:240,234,,104,139:U.-1,U.-1&sn=New Squadron&obs=
  7. 4 N1's scare you? You sweet summer child. Howabout 4 Nu Squadron (Gunboats), with passive sensors, protorps and autoblasters?
  8. When are they updating the squad builder? Are any of the 3rd party builders rocking the new points?
  9. Everyone press F5. Quick
  10. Can't wait for beef to be put out to pasture.
  11. Phantoms score around the 3 mark . Beef clocks in around 2. Absent those contenders, I'm feeling 0 for both
  12. Better question, how would one even begin to enforce against someone measuring the probability of their dice and picking the best ones.
  13. The magnitude of this problem is fairly low. I've had somewhere between 100-150 games games with my viper list. I've only had this particular set of circumstances occur twice. And the previous time it happened, my opponents left an opening while within striking distance of the vipers so I came out of the corner.
  14. Paul Heaver literally stated he would do this if it came up in an event he marshalled. (It's in the krayt megathread) I don't have good sources on this and it's an extreme position, I'll cede this point
  15. Because people have developed strategies that involve flying in such a manner that your opponent's options are joust or go to salvo. We have a Marshall that has stated that if he doesn't like the moves you've picked, he will end your game despite your moves being Legal, because he has seemed your flight path to be unsporting. This literally creates a situation where if my opponent doesn't joust me, the Marshall will end the game. I feel that this is highlight's an opportunity where the game can change for the better rather than just have some judges deem certain strategies comprised of otherwise legal moves illegal. Phantoms have have been playing this strategy for months and no one has cried that it was unsporting conduct. My position is that within the current ruleset, if your opponent decides that they won't budge on the location of where the engagement is to happen then I'm allowed to select when the engagement happens.
  16. So if your opponent sets up a favorable engagement on a different area of the board is it "Unsportsmanlike" to not enter his trap? The board is only so big, it takes 2 not to engage. I'd I had been facing Jedi Aces would it be fair for the Marshall to force the game into final salvo (8v12 dice) because he didn't want to joust me in the rocks? The rules give him 2 hours to engage me. Getting your ships to engage at the correct time and location is a cornerstone of x wing.
  17. It's more of that high level x wing looking like low level x wing stuff. Sometimes, when playing a knowledgeable opponent, the best move isn't the best move because it's expected and thus, will be countered. That and if you sightread/adapt better than most, running a less studied line of play can tilt things in your favor. Take list that loves to joust (Ketsu/old t/ talonbane) in a matchup vs tie swarm. Jousting down the edge of the board is very well studied and many players (particularly those running jousty lists) have a familiarity with the rule of 11. If you instead joust the tie swarm at a 45 degree angle you may gain some advantage by making the tie swarm player think on the fly in a new situation (even though rule one of x wing is don't joust the f-ing TIE swarm player). In this case spacing needs to be eyeballed and rocks may be in the jousting Lanes. Approaching at a 45 Lenghtens the opposing formation increasing the odds of the swarm not being fully engaged.
  18. Exactly, rules exist to define what is allowable.
  19. Agree on this point, but I would be remiss in not pointing out that generics typically benefit from refusing to engage on any but their own terms due to (Generally ) better salvo dice. The 12 salvo dice on my Vipers pretty much forces Ace players into the rocks. Part of the reason I hang back with vipers vs aces is the board edge protects them just as much as the rocks.
  20. I hate to break it to you, but it's rule of 10.5 in America too. Rule of 11 just rolls off the tongue better. Mats are 3'x3' or range 9x9 which puts ships accross from each other at Range 7. Each range is 2.5 bases so the ships start 17.5 base lengths apart. You only have to move 10.5 bases to secure range. Since their were no medium bases when the principal was developed during 1.0, they just called it the rule of 11. The extra .5 base allowed the rule to cover slightly being off on lateral placement (**** you Pythagoras!) or imprecise movement. The range 3 rulers are 12" long btw. To check if the mat is American. See if you can fit 3 exactly accross.
  21. After 30Min all ships at R1;of the board edge are destroyed. After 60 min all ships at R2 are destroyed. Something like that?
  22. Or what if I stated my plan was to wait for my opponent to make a mistake?
  23. With at least half of games going to time (24 of 41 games in round 1 were called on time), one could reasonably conclude that the clock is indeed part of the game. How would you have handled this game if you were Marshall? Would you call the salvo if neither player moved towards each other (most likely giving the game to the guy with more dice)? What if one player moved to engage after the warning, but the other did not? Would you DQ the guy who didn't change his flight pattern? If so, at this point you've forced one player to adopt an inferior strategy (rule one of x wing is don't joust the f-ing swarm, or from my opponent's perspective, stepping into the happy fun time Starviper playhouse doesn't seem like a great option either) or get DQ'd. If not, then this rule seems to have no application in this case or is just unenforceable. The best way to avoid this situation is to make it so the winning move is to play (objectives could force people to spread out or engage in different areas of the board).
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