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Posts posted by trustybroom
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Also can vouch, X-wings are great escorts for the Cr90.
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And yes, its usually a double line to get the max out of the Range1 of Jonus. Duh. Yes, I definitely think you're being condescending.
Even mathematically, there's 2/3 as much room for the same number of ships. And concentration of forces makes that area even smaller. Which mean really that arc dodging and the like isn't nearly as powerful. So, no, I stand by what I said. There isn't nearly as much thought put into my moves in an Epic game. Also, after 4 rounds of moving a crap ton of ships, you need to move them at a faster clip.
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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I spy ... a Raider! Upper right corner, on the top of a shelf in the background.

Can you just...commandeer...once of those Conquest: The Great Devourer boxes for me while you're there?
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The Raider will love the shuttle in Epic. Throw a Fleet Officer or run Jendon w/ title and you have an awesome support ship for your huge ship.
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.Ya, no
Bbbbz would just be sick in that case
I would target lock from turn 1
Now when we get into fire range I'll focus
Having 5 ships, 4 of which will have 3 attack dice all with target locks and focus
If you feel that having just a focus and target lock action is a waste early game, then fly something else, or take a shuttle with the title.
As i said in my first post, debate it till your blue in the face, it's not going to make ffg faq it in or make any massive change to the game
If everyone had their way and ffg listened to everyone's ideas we wouldn't be playing xwing, but probably my little transforming ponies that spew razorblades from their eyes
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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I've though this for some time. It would significantly help ordinance, as you could TL before you get into range and set up an alpha strike.
I disagree that it would dumb the game down. It would actually add a bit more complexity to the game. If you TL a ship, you are showing your hand of which ship you are targeting. If you TL a ship too early, it can break off, or hang back, giving you a decision of chasing a ship or making a bad shot.
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.
Blail Blerg reacted to this -
These things aren't going to change the Turretwing 2 ship meta at all once everyone is done trying them out. It's a shame too, they look fun.
Good luck hitting Super Dash with a seismic charge.
Deathrain won't have much of a problem with that.
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I love the spanish names. "Tooth of the Hound" sounds more menacing.
On a side note, what would "The Day of the Tortoise" be in spanish? I'm trying to convince my wife that it's a real holiday.
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.
imprezagoatee reacted to this -
Is the normal syck at 14 points really better than a Feedback Array Binary? They both cost the same.
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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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.
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 diagram should have the rear of the small base and large base at the same starting position, not the fronts of the bases.Honestly I don't think there is anything wrong with turrets, I think its the fact that engine upgrade is so stupidly ridiculously good on big ships. If engine upgrade was small ship only, i dont think there would be nearly as much of an issue.
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.
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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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 diagram should have the rear of the small base and large base at the same starting position, not the fronts of the bases.Honestly I don't think there is anything wrong with turrets, I think its the fact that engine upgrade is so stupidly ridiculously good on big ships. If engine upgrade was small ship only, i dont think there would be nearly as much of an issue.
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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Honestly I don't think there is anything wrong with turrets, I think its the fact that engine upgrade is so stupidly ridiculously good on big ships. If engine upgrade was small ship only, i dont think there would be nearly as much of an issue.
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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"Thing X isn't overpowered, they're just overly forgiving and consistent."
Yes, these things are easy mode. That's why we don't like them. A turret gets bumped it still gets gunner, predator, C-3PO, Chiraneu's ability, etc. and will just shoot at something else range 1 behind it. A turret flies into a bad spot and by happenstance lucks out and threads some obnoxious boost that dodges all but 2 TIE Fighters' arcs because the opponent didn't account for every possible position the turret could end up. Dash gets to see where everything moves and then can boost and barrel roll the opposite way. Whoops, landed on an asteroid, let me just barrel roll off of it. **** it, I can't fire my HLC at range 1, aw shucks now I have to barrel roll.
FGD has created/propagated this meaningless 'PWT' distinction, of which Outer Rim Smugglers, non-Outrider 2400's, and K Wings occupy and also excludes Outrider Dash, which is the most game breaking Turretwing ship of them all.
I feel like half of this argument is annoying semantics. "Thing X is super powerful yes, but it's not overpowered." I hear stuff like this often in this community, this sort of hesitancy to just say that something is overpowered when you pretty much agree with us.
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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Depends on the definition of dominating. I'd say a third of all top lists consisting of a PWT sure is a whole lot.
My last tournament I played 4 games (one bye) and I faced 2x Decimators (once with Soontir Fel and a Phantom) and a Superdash/Chewbacca combo.
ONE (!) out of my four opponents did nót use a PWT. *
(*=Xisor with 5 bandits for those interested)
And he was the one ending up winning the tournament, with 3 PWT lists hot on his heels...
You decide if you count this as dominating or not...
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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Serisu's ability is totally wrong for this kind of ship. These things don't fly well in formation with other ships and are not meant to fly together. The other named pilot has no EPT and his ability disappears in the long game. The generics are ok but over costed. It's just too fragile against this meta to get used much.
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.
mrfroggies reacted to this -
A barrel roll and/or boost on a PS 9 small base ship is no where near Super Dash's maneuver dial ignoring shenanigans. Every single turn a Super Dash player will do a 1 green bank, see where all of your ships move, and then shenanigan halfway across the map in the other direction.
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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The In-Flight Report is a seminar. Seminars don't cost tickets.
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've tried this and it's worked a lot better than I thought it would. I've actually stopped using my R2D2 build since this one has been performing much better.Corran Horn (35)Lone Wolf (2)Fire-Control System (2)R3-A2 (2)Total: 41
Lone Wolf helps mitigate a lot of damage and R3-A2 really helps you tackle tricky ships like Soontir.
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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I think a TIE Fighter / TIE Advanced Mixed Squad could be pretty excellent. You can do 3 of each of the cheapest (3 Academies, 3 Tempests with AC -by the way, is that "School of Rock"? It's not an AC/DC song, but it's not a full-on Advanced-AC squad). I'm not sure this is necessarily the best assortment, though. You could do 2 APs and 3 Advanced with a number of upgrades, or 4 and 2. I like the idea of a Tempest in with some TIE Fighters carrying an Ion Pulse Missile to plug a target and let the TIE Fighters jump it at close range.
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...
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Just to add, you don't HAVE to double stress and Lone Wolf really ups the survivability, especially in our 2-ship meta.

CSI pre-ordered Raider is now being Processed
in X-Wing
Posted
My Raider is ready for pickup at MM. It's nice being local.