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Everything posted by trustybroom
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My Raider is ready for pickup at MM. It's nice being local.
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Movement is very important in epic games. Getting blocked can be disastrous as you're often flying mini-squads, which will then bump into each other. Losing that many actions on ships is terrible. Not to mention if you get your ships stuck in some kind of blocking party, it's easy for a huge ship to come by and ruin your day. Not to mention you need to adjust your distance between your ships when an assault missile is close by. And as far as arc-dodgers go, Interceptors in epic are actually run as Interceptors (as in the aircraft type). You're not there to dance around everyone, as that's not going to happen. You're charging flanks and intercepting other craft. 18 point Alphas are pretty amazing in Epic games. I think a lot of the thoughts around Epic are due to most everybody being very new to it. Remember back in the Wave 0/1 days of X-Wing, everybody just lined up their ships and jousted. That's what's happening in Epic right now. I think once people play it more they'll discover just how dynamic and interesting Epic battles are.
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Here's a bat-rep from Muon that he did in April where he was running a CR-90. It's quite interesting: http://teamcovenant.com/mu0n/2015/04/04/epic-300vs300-battle-report-with-errata-on-cr90/
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Can you just...commandeer...once of those Conquest: The Great Devourer boxes for me while you're there?
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Kagi is also great at escorting squadrons in epic. Keeps them from getting sniped by the CR-90.
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I'm a big fan of the shuttle and the people around here have grown to fear it. It's cheap, moderately tough and highly customizable. I'm also fine with it not having a rear firing arc. Honestly if someone wants to sit behind it and shoot it all day, while getting hammered by the rest of my ships I'm all for it. I'm really GLAD when they decide to focus on my shuttle, because then they aren't attacking the really dangerous ships I have. Also, Mara Jade on a shuttle is pretty fantastic.
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This is exhausting. Is nobody actually reading the proposed fix? If you don't have a missile or torpedo equipped, you cannot target lock beyond range 3. That's the proposed fix. In BBBBZ there are no secondary weapons so you can't TL on turn 1. Granted, all you have to do is drop the Z and add 4 Flechette Torpedoes and suddenly you're in business. I haven't made up my mind about this proposed fix, but it's irritating that so many people are saying this fix is broken when they are ignoring a huge part of the rules in this fix: the requirement to carry a missile or torpedo. And it's not just you, Krynn. Lots of people are doing the same thing. It's still a bad idea. You can do things like this: Bandit Squadron Pilot (12) Homing Missiles (5) Bandit Squadron Pilot (12) Homing Missiles (5) Bandit Squadron Pilot (12) Homing Missiles (5) Bandit Squadron Pilot (12) Homing Missiles (5) Bandit Squadron Pilot (12) Concussion Missiles (4) Bandit Squadron Pilot (12) Concussion Missiles (4) Total: 100 View in Yet Another Squad Builder A TIE swarm wouldn't last long against that. Hell, Soontir would die the first round he's in range. It just makes generics too good again.
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The changes to the Advanced doesn't make them into super-ships (well, except maybe Vader). It makes them good, but not game-breaking. Their dial still isn't great and even with Accuracy Corrector they will still have problems against high agi ships. They'll be great against low-agi ships though. And ATC is good, but not great (except with Vader). Mostly because your damage output & defense plummets whenever you have to switch targets. All the changes just made it into a ship worth taking, not something that outclasses every other ship.
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You can't really talk about dropping a Defender in favor of the Firespray based on points. For one thing, the Defender is a much, much better cannon platform than the Firespray. If you're not using it for a cannon platform, then why are you even taking it? And comparing the 30pt Defender to a 27 point Soontir is disingenuous. A naked Soontir is pretty awful. Soontir would be more like a 35pt build. A couple advantages a Defender has over an Interceptor is that an Interceptor can die with just one bad roll. A Defender will survive a single bad roll. An Interceptor will not survive being double-stressed. A Defender will be okay being double-stressed. The Defender has some problems, but there are a lot of things coming out that will help a lot.
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In the opening rounds, a ship can either engage or not engage. If I have a decimator across the table, I'm going to put every target lock I have on it. If he chooses not to engage, better for me. I'll just focus on his other ship using focus tokens, which are perfectly fine. When his escort is dead, I'll come back to his ship and fire will TL & Focus, since that TL stays on until I use it. I'm going to take the shot of opportunity whether I have a TL on something or not. The smartest choice is to TL as your first action and have every ship TL the ship that needs to die first. That ship needs to engage at some point.
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My short answer is that it would really, really, dumb the game down. The game doesn't need to be dumbed down any more.
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Deathrain won't have much of a problem with that.
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Literal Translation is "El Día de la Tortuga" but you could possibly drop the "El" and/or "la" to fit your purposes... . Today I learned that the Island of Tortuga is really Turtle Island. Mind blown.
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I think that would depend on your list. The scyk is a little more mobile and more durable on average. Just depends what you're trying to do with it.
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I hear this a lot and it always bugs me. Engine Upgrade on a large ship isn't dramatically better than on a small ship. If you're boosting away, the end of your ship is in the exact same place that a small ship would be. If you look at the front of the ship, it is only 1 small ship base further forward - which is about 1/3 of a single range band. So, it's handy for boosting into range 1 or 2, but not a big deal when you're running away. The diagram should have the rear of the small base and large base at the same starting position, not the fronts of the bases.If you did that, it's not a direct comparison anymore. And they are at the same starting position. Imagine they are doing a one bank after setup, where each is as far forward as legally allowed. The point is a big ships total surface area covered is literally DOUBLE a small ship after a boost. If you line them up from the back, technically they are still in the same starting position. The scenario your describing is a perfect example to defend your point, but you arent considering any of the other scenarios. By your logic, you would place a ship at the back of a huge ship, have it move 1 foward and say it's way faster than any other ship. See the problem? We're measuring boosts. Boosts are measured from the front and you need to get the ships as close as possible. I could see the argument for doing the measurement from the center point of each ship, though I don't see how it's really accurate either. Anyway, the rear of any boosting ship covers the same exact distance. The front of a large based ship just gets an extra small-base ship length due to the size. Large-based ships boosting is such a non-issue.
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I hear this a lot and it always bugs me. Engine Upgrade on a large ship isn't dramatically better than on a small ship. If you're boosting away, the end of your ship is in the exact same place that a small ship would be. If you look at the front of the ship, it is only 1 small ship base further forward - which is about 1/3 of a single range band. So, it's handy for boosting into range 1 or 2, but not a big deal when you're running away. The diagram should have the rear of the small base and large base at the same starting position, not the fronts of the bases.If you did that, it's not a direct comparison anymore. And they are at the same starting position. Imagine they are doing a one bank after setup, where each is as far forward as legally allowed.
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I hear this a lot and it always bugs me. Engine Upgrade on a large ship isn't dramatically better than on a small ship. If you're boosting away, the end of your ship is in the exact same place that a small ship would be. If you look at the front of the ship, it is only 1 small ship base further forward - which is about 1/3 of a single range band. So, it's handy for boosting into range 1 or 2, but not a big deal when you're running away.
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There are so many things wrong with this that I don't know where to begin. Something being overpowered and something being consistent are two entirely different things. The big turret ships are not in any way overpowered. They have consistency that you can count on, (which you also pay a lot of points for) but they aren't overpowered. You also act like large ships with engine upgrades are some magical ships that can boost out of every arc pointed at it. You know that the rear of a large ship is in the exact same spot that the rear of a small ship would be after a boost, right? Not to mention that the rear of the large ship is much bigger than the small ship. Unless your ships were placed poorly, a large-based ship can't boost out of all your arcs and if it can, a small-based ship would have had an even easier time. Even the 2400 can't move that far with a boost and barrel-roll combination. And it really NEEDS that combination to keep as many ships as possible out of its donut-hole. At that point you'd still only be moving a ship from range 1 to range 2, which is also easily overcome by a ship that has PS8+ and can make post-move adjustments. Not to mention that if it is barrel-rolling and boosting every round it's using PTL which will make its next round movement predictable. I just don't understand the complaints about the 2400, which is a really swingy ship. Yes, you can put out a lot of damage with it, but it's so easily countered.
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Based on that I'd say they are balanced, but overly forgiving therefore often picked. Space marines. This is pretty much it. It's not that they're overpowered, they are just consistent. They are builds that look to remove as much variance as possible. That's why they are popular, as removing variance is good for tournament play.
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This too. HAve you all flown Sycks? THEYRE ANNOYING. THE DIAL SUCKS. What about their dial sucks? They have a great dial. They have a 1 hard and a 5k turn, and a good group of green maneuvers. No 1 forward. Which you really miss when your trying to slow roll up the board to stay at range and snipe. They want to stay at range 3 and have a hard time doing it. If they REALLY need to go slow, they can 1-bank and barrel-roll. Yes having a 1-straight would be nice, but they can do fine without it. 1-straights do best in a joust situation anyway, which these ships don't want to do. Ideally you're coming at a ship at an angle, where you would end up banking anyway.
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I hate to break it to you, but that's not true at all. A PTL PS 7+ Interceptor can easily keep up with Dash's movements depending on rock placement. Honestly, the distance you move with a large based ship boost/barrel-roll isn't much different than a small-base ship, especially when you consider that a single range band is two and a half small-base ship lengths. Dash needs his movement to keep people out of the donut hole, or it would be hilariously easy to take him down.
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Seminars CAN have tickets for reserved seating, even if they cost $0. I know this because sitting in front of me at this very second, is a ticket for a seminar. My memory distinctly recalls the event saying it was "generic ticket only" initially. I remember it striking me as weird, because generics cost money. Memories are malleable and fallible, though, so who knows. So I hope it is just "whoever shows up". But it is weird that the event no longer states the "generic ticket" tag, and it also shows as sold out, when numerous other seminars do not. Either it is "whoever shows up" and paper tickets were not issued, or it is just like the numerous other seminars with paper tickets and it actually is sold out. They did issue tickets, 'cause I have some.
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I'd love to face that Corran. He would be a dead man. Anecdotes are anecdotal. I'm uncertain how this response even makes sense since your anecdotal endorsement of that build is every bit as anecdotal as the response of 'that would be easy to kill'. That's kind of the point. Which is why I didn't come back with something like, "Nuh-uh. My super-awesome laser ship would totally take your whatever ship." Probably just a too vague way of saying, "We probably shouldn't be arguing over anecdotes." Most every post on this forum is anecdotal in some way, but I try to post along the lines of, "This is how I use this, this is why I think it works for me, etc." Sometimes I just don't have the time to write a long, detailed post. But yes, my response doesn't make sense on purpose.
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What tie-advanced squads look strongest post Raider release?
trustybroom replied to The_Brown_Bomber's topic in X-Wing
My quick attempt at an Advanced TIE build, but I think after playing around with it a bit, something like this would be fun: Zertik Strom (26) Veteran Instincts (1) Ion Pulse Missiles (3) Sensor Jammer (0) Twin Ion Engine Mk. II (1) TIE/x1 (0) "Backstabber" (16) Obsidian Squadron Pilot (13) Obsidian Squadron Pilot (13) Obsidian Squadron Pilot (13) Obsidian Squadron Pilot (13) Total: 99 You could also drop the ION pulse, drop the TIEs down to academies and have a 7-ship swarm. What about Swapping VI for Intimidate? Strom could Ion, block or ram someone, then make them -1 AGI for the 5 3 dice attacks headed their way. It's not going to always be possible to do for every target, but it's a nice collection of options for buffing the swarm. That is a good idea. The reason I went for VI is to stop the Aggressor and Dash from dodging out of R1 with their post-movement shenanigans...but yeah, I think Intimidate would be far more useful overall. Must test tonight... -
Just to add, you don't HAVE to double stress and Lone Wolf really ups the survivability, especially in our 2-ship meta.
