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Posts posted by Nyxen
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PS 6 No EPT- When defending against a pilot with lower Pilot Skill you may reroll one blank result.
Idea is it will protect against the non-unique ships while leaving it open to unique pilots.
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I'd recommend running him like this:
Corran Horn (35)
-R7-T1 (3)
-Marksmanship (3)
Airen Cracken (19)
-Ion Pulse missiles (3)
-Swarm Tactics (2)
-Munitions Failsafe (1)
Tala Squadron Pilot X2 (26)
-Ion Pulse Missiles (6)
-Munitions Failsafe (2)
100 Points that uses the mini z swarm as the anvil to Corran's hammer, using the droid to keep him out of arc and with a target lock or using marksmanship to modify both attacks when you've outmaneuvred them.
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So today I played at a 100 point tourney with a little twist. Only ships with Ion weapons or Bombs allowed. List building was a little wierd but I ended up with this:
Rexler Brath (37)
-Ion Cannon (3)
- Predator (3)
Darth Vader (29)
-Ion Pulse Missiles (3)
-Outmaneuvre (3)
Scimitar Squadron Pilot (16)
-Seismic Charge (2)
I've gotta say it was a great day, went 2/1 in the normal rounds and ended in fifth due to the new point system, though I gave the guy who ended up winning it his only loss of the day. We saw the gambit from 5 bomber lists all the way to 4 y-wings, and was proud to see that everyone built in the spirit of the tourney rather than modifiying existing lists to fit the restrictions. All in all it was a great experience and I can't wait to see what comes out of the X-wing organizer's head next.
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So I both love and hate this. From an impartial standpoint I like that it makes ordinance more of an option. My inner imperial is cursing it however, due to the large number of turrets the rebels already have, it seems like there's no point in playing the dodgey ships anymore. (my entire playstyle)
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The B-wing had all the computing power an astromech provided already built in. Essentially all the astromech was there for on the older ships was to calculate hyperspace jumps.
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My personal rule of thumb in any engagement: If I see my opponent clearly targeting one of my ships, I will plan my maneuvres in a way that is purposefully evasive, IMO it is better to have one ship lose a shot and force the opponent into suboptimal shots (or none at all) rather than have a damaged ship blown out of the sky after possibly landing a bit more damage onto the table.
The_Brown_Bomber reacted to this -
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Ion cannon with the Outrider title is a pretty bad choice. You're spending upwards 40 points for a ship that can only ever do one damage. Ion cannon on a title less 2400 isn't a bad idea because you can ion them and then use barrel roll to get into the perfect position to stomp them. The Outrider title is a pricey way to give your ship major weaknesses.
But outrider with a HLC on Rendar, just use the rocks to keep them out of range one and laugh XD
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I was looking for a way to fill out this list
Echo
-Advanced Cloaking Device
-Veteran's Instincts
35 points
Rexler Brath
-Predator
40 points
Leaving me with 25 points of fill. So I was wondering, what do you guys think of a tempest squadron pilot with proton rockets and a point for initiative bidding/ a munitions failsafe?
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Were I to design it I would drop the Arc-170 from the discussion as it should have been the Z-95 headhunter. Also the Y-wing would have been their bomber of choice. That being said, they'd have different stats due to lower tech being balanced against other lower tech things.
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drop the rebel captive for it on both phantoms, the cow will be prioritized anyway but the phantoms should be a lot safer. You should be handing out plenty of stress anyway with your tacticians, so the lack of one extra shouldn't be missed too bad
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Personally I prefer Advanced cloaking device combined with Veteran Instincts to the Stygium Particle Accelerator, but otherwise i like it.
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17 for Juno
Eresi Dlarit, TIE Interceptor PS 6
During the Activation stage, you may receive a stress token to look at an enemy ship within range 2 and with a higher pilot skill's dial. If it is a bank or turn, you may rotate it to the same speed bank or turn in the opposite direction
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So here's the idea. Name a ship and give it a PS and a unique ability, then the next person gives their best attempt at a point value for it and submits their own.
To begin:
Y-Wing, PS 5, 'Successful hits with an Ion cannon turret deal two damage instead of one'
DagobahDave reacted to this -
all 12 of 'em, with 2 y-wings as backup. (gotta keep the old with the old right?) 300 points of 'I shoot my missiles and win, or I don't win'. It was glorious. We had to pack up due to time constraints, but suffice to say I was in a dicy but winnable (dice-gods favoring) position with 5-7 Z's and a 1 hull Dutch against 4-5 enemy ships, all but one or two of which were winged and I still had a couple rockets in the tubes. Any one else having fun with this kinda setup?
Joe Boss Red Seven and oddeye reacted to this -
This is solely based off of the Phantom upgrades Stygium particle accelerator and advanced cloaking device. One is phantom unique and the other is not. Coincidence? That's up to the devs I suppose.
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I'm getting 12 of them for an epic game with a squadron of them and a couple Y-wings. Old school rebels

as far as 100 pts games go, I've been thinking about trying this against a tie swarm
Cracken+ homing missiles+ swarm tactics
Blount+assault+ swarm tactics
3X Bandit+ cluster+ munitions failsafe on two of them
I figure I can alpha strike away their numbers advantage and with each of them missing health from blount they should be easy enough to clean up.
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That wants to put a sensor jammer on the e-wing/tie phantom for the dodgiest ships possible?
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So I know how to fly an interceptor against an X-wing, but on the other side of the coin I get outflown every time by that sweet dial and boost+barrel roll combo. How do I counter this?
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What I'm thinking (for laughs) is
Wedge
-R2 unit
-Expert Handling
Wes
-R2 unit
-Expert Handling
Luke
-R2 D2
-Engine Upgrade
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I just mocked up a list of 8 ties with vader as the icing on the cake, on paper should work pretty nicely
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Can he do a 1 hard turn, then daredevil for a 180 in about the same space as a barrel roll or would that break the rule of doing the same thing twice?
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nah that's the lambda shuttle, such an easier repaint too

What do you think a fair counter to turrets would be?
in X-Wing
Posted · Edited by Nyxen
Title says it all. Personally, I think an EPT or unique pilot ability that lowered an attacker's dice pool by 1 if defending from outside of their primary arc would be awesome. Perhaps balance it by requiring the user to take a stress to do it or something.