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Arithion

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About Arithion

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  • Birthday 11/30/1990

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    Arithion

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  1. Arithion

    Recon X

    Ideally, I would want it to be a nice support craft for any other squadron. That or else be a fun kind of unit that makes the Rebel player really think differently. Could even be a unit centered around a certain objective in a gamemode. I'm pretty open to seeing where this unit could go.
  2. Arithion

    Recon X

    Here is the Lore from the Wikia page on the Recon-X. Give it a look over and it will show why I want to angle it a certain way statwise. A vast improvement over the aged and slow Longprobe Y-wings, the T-65BR featured an advanced, high-gain, long-range sensor package with high-speed hypertransceivers in place of the standard X-wing's proton torpedo launchers. The sensor packages were mounted on probes that were launched from the craft and tethered to it by cables. The on-board R2-R-series astromech droid coordinated the sensors to provide maximum efficiency, a requirement when jumping into potentially dangerous zones. It was also equipped with a HoloNet communicator that enabled it to relay its findings instantaneously to allied command centers. T-65BR used updated engines and etheric rudder prototypes to eliminate the need for thrusters. In the event that a T-65BR was captured, the pilot was armed with a deadman baradium charge that would destroy the vessel and its recorded data if the pilot was killed. A T-65BR lacked weaponry other than its laser cannons, as the space and energy was used for its sensor package. Some even had the laser cannons removed as the energy output of the cannons interfered with the advanced sensors
  3. Arithion

    Recon X

    Interesting ideas overall, I do want it be a support class ship. Though it is still a X-wing and I want it to hold it's own in combat if need be. Though I like sticking to the Lore of how things are, which is some Recon-Xs had less powerful weapons. Some had deadman switches that would cause them to explode with enough force to take down a small corvette from the inside, etc. Since it will be something I use for fun matches if my friends let me bring. I want it to be balance enough they don't feel I have an unfair advantage in bringing it.
  4. Arithion

    Recon X

    I could bump the points up, that isn't a problem. The builder just has an auto-cost setup but I can make it whatever I want. Though I'm not sure about the 3 Attack Dice, because the wiki. The Recon-X had to turn down the power of some of it's weapons in order to power all the Recon equipment installed. Thus it would make sense to bump it down to 2 Attack Dice right? Some of the Recon-X did at least, plus if I give it the same attack. There would be no point to bring regular X-wings since this one would be better. I need to give it some kind of drawback to balance the support abilities it gets.
  5. Arithion

    Recon X

    New Pilot Card, changed some stats and ability. I'm torn between Target Lock based on movement ability or as AtomicFryingPan said. It can see the dial of a enemy ship within a certain range. vs. New Dial, just gave it a 3 Green straight for better engines. I think that may be a bit better. Also for those using the Card Creator, it does auto adjust points. There are 2 different modes though. Down on the bottom right above the "Maneuver Selector" part. It says "2/ Taille du socle" if you select "Gros" instead of "Petit" it will drop the points. So in the case of this Recon-X I'm trying to figure it out, it would drop it from 23 points with "Petit" to 17 points with "Gros".
  6. Arithion

    Recon X

    French only, however you can work around it easy enough. For a Recon-X it did feel like the stats needed to be tweaked. I wasn't sure in what way though, maybe drop down the Attack to a 2 instead of a 3. The Wiki said it had more thrusters so wasn't sure if that would constitute Agility 3 versus a Agility 2 or just change some of the Dial. This is why I ask more people! I'll make some tweaks and repost some images to show changes.
  7. Arithion

    Recon X

    Hey! I was wondering if the Forums could help me out with something. I recently got a commission done by a friend of mine, for a custom X-wing mini. I got it, after he put alot of time and effort into it. This is the Recon-X he made for me, great looking mini. He did an excellent job of spicing it up with custom bits. My question is I'm trying to make some custom Pilot Cards, Dial, and Token for him. So far this is what I've got. The pilot card, just a single known pilot so far. You can find info on him in the SW Wiki. The Dial Next, which I'm trying to balance out since it is a Recon-X and not a regular. This is just something fun for me use in home rule games! Nothing for official use, plus my friend who did the commission wants to see me use it. I welcome all feedback and ideas on how I can get this guy setup! Also thanks to my friend for taking the commission, and http://cardcreator.atelierdufaucon.com/. The tool which lets me make these custom items for the commission. Newer versions have been posted at the bottom! Ignore these at the top, they were silly ideas I had! (The Dial and Card)
  8. OP, I would suggest that if you do not like Blocking. You simply play around the blockers, meaning that you plan for them. While the rules say nothing about using Blocking to your advantage. People will take the Overlapping Bases rule and play with it in the literal sense. Players took the rule, looked at how it was put forward to them. Thus deciding there was a positive effect to using the mechanics of the rule to their advantage. Kudos on those people for taking a rule and bending it into a worthy strategy that makes some games interesting and fun. But there will be people like us who just see it as players twisting the rules unfairly and abusing a loophole the rules provide. Since there is no concrete rule that says you "Cannot intentionally block someone's ship". People will simply interpret that as "I can do it! The rules say I can't so it is fair." Like some others have posted, simply plan around it. Fly in a pattern that makes them difficult to get a block on you. If you think they might block you next turn? Plan your ships movement around it to take advantage of the easy to spot movement. Blocking has drawbacks to it like any strategy. You could always run ships like the HWK/Y-wing with turrets and continue to fly around them, blasting from safe angles with Ion Guns to cause them not to block. Strategies like that, or maybe fast moving ships that bug out when an enemy fighter gets too close. Also to those of you harping on the OP for calling Blocking cheap? He has the full right to say that, so why don't you back off your defensive kicks? Instead of harping on him and trying to change his opinion so he believes your opinion. Simply explain to him the "Pros and Cons" of Blocking and possible other strategies he can use instead of it.
  9. What the Crippled cards look like for each section, basically flip it over to see the good side of the ship. Energy Usage rules for the CR-90 Then box comparison, from our wonderful friends on Facebook.
  10. Here you go people, feast your eyes upon these pictures! Sorry for big pictures in advanced! (I got these from a Facebook Group that follows X-wing) Funny looking token, looks like a Energy Tracker for the CR-90. Damage deck, rotate your head to get the best reading angle.
  11. I think avoidance in a match you KNOW you are going to win is pretty unsportsmanlike like. But moving to avoid fire from a dangerous source is pretty fair. For those who complain about the Y-Wing pilot being unfair? Let us all be honest and look at the game match the OP had. Given the dice rolling and flying the OP could have won in a confrontation. He could have swooped in behind the Y-wings and held at Range 3 getting shots off and widdling them down. While the Y-wing player could have split up to chase after the A-wings. Guess that is why I don't see the need to run away when with Turrets you stay at range 3 you will not have to worry. Who cares if the Y-wing gets 2 defense dice, it moves like a brick. Hug that big caboose of a ship and just blast it at range 3, it will die at some point! Both players could have tried different tactics, that kept them engaged and having fun. But BOTH sides decided to see who would last longer in a game of boredom, seems like the Y-wing player was the first to realized it was kind of pointless. It sucks how both sides put each other in terrible positions that ended up causing them to lose the "Fun" factor of the game. Without even realizing it, they were just choosing what tactics they thought were best. This is the double edge sword that is called playing "Tactical", you do what you believe is best in the given situation. Just sometimes the best option is not the most fun option for yourself and your opponent. Don't stress it, but maybe try to think over options than just straight running away? This goes for the opponent too, they should be trying different tactics as well.
  12. Looking great my friend! The big engines, really are awesome along with that nose unit.
  13. Woot! Think I'll sign myself up as well.
  14. Arithion

    Ten Numb query

    I think you misunderstand what I said. I was sorta playing devils advocate. It wasn't directed personally at you, I was saying in general. If you try to use ability outside the way the rules explain. That is cheating, no worries.
  15. Arithion

    Ten Numb query

    That's exactly how it should work. The only way it could work like some people are trying to say is if you did the following. Assign EE to HH which leaves CC vs E Assign E to C#1 at which point Ten says "Ha that's the [crit] I'm protecting, you just lost your [evade]. Then there are no more [evade]s left, so both [crit]s get though. But again, and I don't know if I can stress this enough. That is not how it works. You don't assign dice to other dice, and then they're locked together, so if you somehow remove the attack dice the evade dice is stuck. That's something you can do in MtG, if you pull a defender out the attacker is still considered blocked. But that is not how it works in X-Wing. You also do not set aside a [hit] or [crit] result just because there's not enough defense dice to account for them. You have a pool of dice and subtract dice from it on a 1 to 1 ratio. Then when one pool is empty you know if the ship is hit or not, and for how much damage. You are not taking away his E, though. All Ten's ability does is that it changes the target of the E cancel to another crit. Think about it this way, if you could use Ten's ability like the way you say. You are essentially cheating the defender out of an evade dice, you are telling them. "That might as well be blank, because even though you said you would use it to cancel my crit. I used Ten's ability to tell you that you couldn't". That is a blatant cheat in my book, next up is that the rules state clearly. The attacker modifies his dice after he rolls them, this means using Ten's ability. You are modifying the dice so it cannot be cancelled, this is done in your dice modify phase. You can't just modify your dice after the defender as already done his cancelling. That would again be cheating the system, and cheating the defender. The rules state this is the process. Roll Attack Dice - Result is HHCC Modify Attack Dice (During this step players may resolve ABILITIES and spend tokens that allow them to modify attack dice.) - You declare Ten's ability that one Crit cannot be cancelled. Roll Defense Dice - Rolls EEE Modify Defense Dice - Has no modifications Compare Results (Cancelling dice.) HHCC - Minus one C because of Ten's ability declared earlier. So you are left with HHC cancelled by EEE Trying to use Ten's ability any other way is a blatant cheat in the rules. My process follows the rules exactly, which is why it is correct. I didn't type it out by every word but I can fix that.
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