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Sligui

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About Sligui

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  1. What could you suggest to free up the 1 point? Either I drop concord dawn and get mindlink on Kath or drop the tailgunner for the mindlink + a cheaper crew (maybe... *maybe* 4 lom as a sorta half tailgunner that can be used out front and back)? I'll put some more thought into it... but I really see concord dawn protector as a necessity for great early trades from Rau (as well as late game wins). Love to continue to hear your suggestions.
  2. Hey Everyone, In a Paratanni-esque list, do you think that Kath is a viable swap in for Assaj? Boy do I ever wish I had 1 (or 3!) more points to play around with... but knowing the power of Manaroo and Rau on their own.... I wouldn't be surprised that a ship as powerful as Kath could make a big impact on the game. Small background... for some reason I really suck when it comes to piloting the Lancer :S Kath Rau Roo ============ 100 points Pilots ------ Kath Scarlet (40) A Score to Settle (0), Tail Gunner (2) Fenn Rau (32) Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2) Manaroo (28), Attanni Mindlink (1)
  3. Thanks for the advice! I've thought about it a bit and have changed it to this (with the above tips in mind): From my (limited) experience, Asajj really needs two actions a turn (or the equivalent of). So if I'm ditching dengar (for the pseudo target lock), I'd prefer to get Push the Limit on her. Nice tip on the Pattern Analyzers ... I've been hesitant to use them because the wording on the card just confused me. If I already have a stress (from some outside source or a previous round), I wont be able to do the action, correct? But if it wasn't there, I could red maneuver, action, then get the stress? Or do you red maneuver, get the stress, action, then check for stress? Do you think the Black Market Slicer tools on the pirate is good enough for his slot in this list? Anyways... looks like I'll have to try this out tomorrow night! 100 points Asajj Ventress (47) Lancer-class Pursuit Craft (37), Push the Limit (3), Lattz Razzi (2), Shadow Caster (3), Gyroscopic Targeting (2) Jakku Gunrunner (18) Quadjumper (15), Ketsu Onyo (1), Pattern Analyzer (2), Spacetug Tractor Array (2) Jakku Gunrunner (18) Quadjumper (15), Unkar Plutt (1), Pattern Analyzer (2), Spacetug Tractor Array (2) Binayre Pirate (13) 2-95 Headhunter (12), Black Market Slicer Tools (1)
  4. Hey all! I wondering if you could provide some thoughts on this list of shenanigans .... maybe offer some ideas of how I can tweak the list to get a little more out of it? I'd like to stick with the double quadjumpers... but I'm not completely set on the scyk. Perhaps a headhunter with black market slicers? 100 points Asajj Ventress (47) Lancer-class Pursuit Craft (37), Expert Handling (2), Dengar (3), Shadow Caster (3), Gyroscopic Targeting (2) Jakku Gunrunner (18) Quadjumper (15), Ketsu Onyo (1), Spacetug Tractor Array (2) Jakku Gunrunner (18) Quadjumper (15), Unkar Plutt (1), Spacetug Tractor Array (2) Cartel Spacer (17) M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Tractor beam (1)
  5. Hello! I'm trying to brew a couple lists capitalizing on the supporting role of the new Major Stridan. I really want to include the Emperor since I FINALLY got my hands on his card and haven't had the opportunity to use him yet. I really like having access to the coordinate action, more red dice, and a better dial over the older shuttle... Unfortunately, Stridan with Palp is pricey, and not so surprisingly, I'm having a hard time choosing a list to go with him. So far I have these three options: Major Stridan (42) - Fire-Control System - Emperor Palpatine Darth Vader (34) - Tie/x1 - Adaptability - Engine Upgrade - Advanced Targeting Computer "Duchess" - Veteran Instincts - Adaptive Ailerons With this list, I'm concerned about PWT/turrets overall OR Major Stridan (40) - Emperor Palpatine The Inquisitor (28) - Adaptability - Tie/v1 - Autothrusters Countess Ryad (32) - Tie/x7 OR Major Striden (44) - Emperor Palpatine - Fire-Control System - Kylo Ren's Shuttle Delta Squadron Pilot (28) - Tie/x7 Delta Squadron Pilot (28) - Tie/x7 Thanks for your time, and would love to hear your comments/critiques Sligui
  6. Seriously... a restricted list might give you the results you're looking for without the slippery slope. The difference is that in a restricted list, all options are still available, but any list may only have ONE restricted option in it. For example, place both dengar and manaroo on the restricted list and someone can field one or the other, but not both at the same time.
  7. Running the maths those three attacks will deal an average of 8 damage to Asajj, assuming Fenn is able to stay out of arc of stress for Latts Razzi and nobody gets removed by Fenn Rau before firing. The Zealous Recruit may live long enough to finish Asajj off, either way she'll be badly damaged.This is the sort of up-front firepower that is able to overwhelm Asajj's defences and I would prioritise her first for your list. You'll have to work hard to pull off the perfect attack, though - getting Fenn into Range 1 without using boost so you've got Focus/TL while keeping Kaato and NDru at range 2-3 but also keeping NDru away from your other ships AND away from their Fenn Rau. If you are successfully able to juggle all those balls then I'd go for Asajj. Yeah it's tempting. I have a tonne of practice with setting up Ndru and kaatos alpha so that's not an issue. I can also be flexible depending on which target makes most sense due to Fenn Rau and Ndru being at PS9 (and moving second) and kaato having deadeye. The zealous recruit is very underrated. It's the best blocker in the game as far as I'm concerned. Just wondering... what makes you think the zealous recruit is a better blocker than, say, a Syck? Is it access to concord dawn protector?
  8. A restricted list, imo, is a better solution to an outright banlist. You can only have one restricted element (pilot/upgrade card) in any one list. That could stop some of the power combos without limiting players from using their purchases in tournaments if they still wanted to.
  9. Just checking your work out now... lots of improvement from the first K-wing. Really interesting colours and designs. Nice!
  10. Wanted a newer colour scheme for my Arc to go along with Poe (who also got a new paint job). What do you think?
  11. They are, I didn't even really think about looking until you mentioned that. Step 1 from Game Setup in the X-Wing Tournament Regulations v121 pdf is "Each player places their squad outside of the 3’ by 3’ play area next to their assigned player edge." Placing obstacles is step 5. Aha! This is what I was looking for! Thanks XD Glad to continue playing this way for tourney practice as well as in the tournaments themselves. Cheers
  12. The second (blue) core rulebook (pg. 17) states: "After the sixth obstacle is placed, the player who does not have initiative chooses an edge of the play area to be his own; his opponent's edge is the opposite side of the play area." I've always played that the sides were chosen FIRST, and then asteroid placement came after. This was how it was taught to me... but now after looking at the rulebook... I'm wondering if I'm doing it wrong? Maybe the rule got updated at some point in a FAQ? But I didn't see it...? It's unfortunate if this IS the case (obstacles 1st, choose sides 2nd), because I always found it so refreshing compared to other miniature/war games where you set up all the terrain and realize that it's tactically better to be on the other side of the table (because of walls, forests, or other terrain), so you sheepishly ask your opponent to move all of their things to the opposite table (and they do so... but begrudgingly since they know it's part of the rules but they already got all their cards/minis/templates set up on the side they were on). Anyways... if anyone can confirm the correct order for tournament play, that would be much appreciated!
  13. When did the core rules change from the opponent selecting a non-red maneuver on the dial to the ship just performing a 2 maneuver?
  14. I know it hasn't been out long... but does anyone have any insight into what is the best starting position for the U-Wing with the Pivot Wing title? Better to start at attacking for that extra green die on the first pass? Or have the landing prepped to do the 180º as soon as it's needed? Maybe there's more to it than that....? Thanks!
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