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SpikeSpiegel

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Everything posted by SpikeSpiegel

  1. This is a really heart warming article and news piece, the reporting actually did both the cause and the game great justice. I'm really happy you guys were able to take something you love and make a charity out if it for a great cause. I wish I could've been there to fly with you and contribute as well, but I'll definitely be looking out for local X-Wing charity events to help those in need.
  2. If you want to keep the super decked out Corran + Wedge with Predator, I would drop the Z-95s and go for a refitted A-Wing: Green Squadron Pilot (19) Chaardan Refit (-2) A-Wing Test Pilot (0) Push the Limits (3) Predator (3) (23) Now you'll have a more survivable and more consistent threat that can keep up with Corran or help out Wedge with flanking or blocking instead of two derp Z's that will get toasted pretty quickly.
  3. I use your builder exclusively. Amazing work! Thanks you!
  4. I should give that a try, it could add some survivability to the squad without needing Biggs. Although, I still have a feeling a Tactician may be more relevant. I plan on doing some extensive play testing this weekend and I'll definitely be throwing her in one of the lists! It seems like Ions would add more to the control aspect, which I like for engaging targets at range 2 or 3. Maybe the three ship build I posted one of the B's can drop an HLC so that the other two an carry Tacs and Ions.
  5. It's Summer in October now that Rebel Aces is out- so bust out the board shorts, throw on those Ray Bans and lather on that sun tan lotion because its about to get hot! Its a B-Wing Beach Party and the surf's up! Blue Squadron Pilot (22) B-Wing/E2 (1) Tactician (2) (25) x4 Total: 100 Rebel Aces has me all giddy inside and I just love the Refit and the E2. So many more options for some awesome builds, one of which is posted above. It's basically just B-Wing spam but with the added nutritional value of Tacticians. Have a Han at range two? Have 4 stress tokens. Have a Phantom coming my way? Look out, brah! I just 2k'd into range two and we're gonna have a stress festival! TIE Swarm coming to a local 3x3? You get a stress token! You get a stress token! You get a stress token! Obvious problems: -In order to run 4 ships, I have to pass on the systems upgrade. -In order for Tactician to trigger, things need to be at range two. -PS2 will probably get chewed up rather quickly. But having four Beefy-B's with Tacticians is still deadly because I'll either be benefitting from the extra attack dice from range one or evade dice from range three, and if my opponent's ships are in range two, it'll be bad news for them. You can also exchange one of the B's with Biggs for the added survivability and PS5 shot (but then it wouldn't be a B-Wing Beach Party...). Here's another Tactical B-Wing list that I brewed up for the waves: Dagger Squadron Pilot (24) Fire-Control System (2) Heavy Laser Cannon (7) B-Wing/E2 (1) Tactician (2) (36) x2 Dagger Squadron Pilot (24) Enhanced Scopes (1) B-Wing/E2 (1) Tactician (2) (26) Total: 100 This list ups the PS and includes the firepower of the HLC, as well as having the FCS for even more consistency with rerolls on the next shot while still being able to distribute stress whenever they're in range two of the enemy. However, the expensive B's makes for a derpy B, but with Enhanced Scopes, it can potentially be flown as a blocker and still take its actions. Of course, you can always exchange it for Biggs (which would actually be way better, but again, Beach Party and all...) for the added survivability of the B's. "Why Tacticians?" you may ask. Well, I feel like this meta has driven been so far up the Rock-Paper-Scissors mentality's rectum that we've lost a sense of creativity for competitive lists. Also, the lists that are really popular don't like stress at all. Stressing out Han or Chewie takes away the evade action and limits them to 4 potential maneuvers if they want to clear the stress, stressing out a Phantom denies them their ACD trigger, and stressing out TIE Swarms will limit the entire formation's movement in order to regain their ships' actions for the next turn- which they will probably forego for the sake of the swarm strategy, but even then, an Academy TIE without an action is still a less effective Academy TIE. This list gives you 3-4 ships (2-3 with Biggs) that can dish out stress for 3 points per ship. By being able to fly a tanky formation that can potentially hand out more than one stress token in a single turn, you are 1.) denying the actions for that ship's next turn and 2.) making its movement that much more predictable for you to zero in and possibly stress out even more. Also, being on B-Wings gives your stress-machine strategy a maneuverable dial (since Tacticians still trigger even when stressed) and a jousting, resilient powerhouse of a ship to fly in. I also highly recommend wearing beach attire when using these lists for added effectiveness. What do you guys think?
  6. I call my triple Knave lists "Knaval Warfare"
  7. I think Hobojebus has a certain bias against E-Wings that goes off of his personal experience rather than actual game facts, such as their outstanding dials, actions and upgrades. I honestly think he's just a great player (or he's surrounded by mediocre players using E-Wings), and regardless of the ship, his skill outmatches his opponents. I'm in no way being facetious either. I have to ask you, Hobojebus, have you flown the E-Wing as extensively as your other ships (I know you're a huge fan of the Defender)? I always read your disdainful comments towards it all over the board, but never any mention of personal experience flying it yourself and by quickly dismissing it as an inferior ship without applying your own skill level and gaining your own perspective on it by flying it for yourself your arguments become detrimental to the discussion of strategy and the growth of new ideas for list building. As for the the topic itself, the E-Wing requires a higher level of skill and planning to benefit from its applications. It has many dial, upgrade and action options that need to be woven in great synergy with itself and the rest of your list in order to fly successfully. As an E-Wing player, you have to ask yourself these three questions: 1. Am I building around my E-Wing(s) and flying them as my primary force? 2. Is/are my E-Wing/s going to fill a support role, and if so, how will it support my primary force? 3. Will my E-Wing be worth the role it is going to fulfill? An example of a list that answers "yes" to question 1 would be: Corran Horn (35) Push the Limits (3) Advanced Sensors (3) R2-D2 (4) Shield Upgrade (4) (49) Blue Squadron Pilot (22) Advanced Sensors (3) x2 (50) Or Tala Squadron Pilot (12) x4 (48) Or Tarn Mison (23) R7 Astromech (2) (25) ^Biggs works here, too. Bandit Squadron Pilot (13) x2 (26) You get the idea. It becomes a two-builds-in-one build. Corran becomes the highly maneuverable, highly survivable knife fighter while the rest of the force can mop up or engage another part of the enemy. The most important part about flying the E-Wing is knowing when to engage or disengage the enemy. Corran is virtually half your list, you can't be afraid to run when you need to and gun when you can. Never be hesitant to use the 5 straight when things get too muggy and never pass up a 3-K to gain an advantage. As for question 2. Etahn Swarm and Han-Corran builds come to mind. The Etahn's role is quite obvious, turn your Z-Swarm's hits into crits. The fault in Rebel Swarms, though, is that people expect it to work like a TIE Swarm and it isn't exactly surprising to think that way because of the perceived similarities the two builds have: -Both have a unique pilot that modifies the Swarm. -Both apply pressure by threat of volume of attacks rather than firepower. -Both will fly in a formation, which has proven effective against many builds. However, turning crits to hits don't equal the re-roll that Howlrunner offers. Although they apply the same amount of pressure, Z's are nowhere near as versatile, maneuverable or agile as TIEs. And on the note of maneuverability, TIEs have more formation flying options than Z's. This is why E-Z-Swarm doesn't have the equivalence of a TIE swarm. Also, you'll be playing against rebels as well, making Etahn's ability that much less effective. But this doesn't mean we should automatically dismiss Etahn off as an unplayable pilot. Where Rebels lack in volume they make up for in firepower and resiliency. A list utilizing Biggs, Etahn and Cracken can be deadly: Biggs Darklighter (25) Etahn A'baht (32) Blue Squadron Pilot (22) Airen Cracken (19) Swarm Tactics (2) Here, you have the bullet magnet that is Biggs, Airen passing out a higher PS and free actions and Etahn modifying the formation's attacks, plus the B-Wing to add more jousting power. A much more solid formation and it doesn't rely on Etahn to remain solid, thus, making your E-Wing the support ship that it is. Another example, the Super Falcon-Corran build, shows the E-Wing as a support ship for the Falcon: Han Solo (46) Veteran Instincts (1) C-3PO (3) Gunner (5) MF Title (1) Engine Upgrade (4) (60) Corran Horn (35) Veteran Instincts (1) FCS (2) R7 Astromech (2) (40) Total: 100 The Super Falcon is the gunboat, the main event, the big red X in the sand that says "dig here" since its going to be chewing up every enemy ship on the board. This is where Corran comes in with his double-tap effect to play clean up and fly as a flanker that can toast an enemy in a single turn. Double-tapping + FCS makes him extremely deadly, while R7 + FCS makes him that much more survivable on the shot back. There are many times where neglecting Corran will spell doom for your opponents. As for the final question, you really need to ask yourself: "Is it worth it?" It is undeniable that a viable E-Wing is very expensive. You can run decked out Wedge, Biggs, B-Wings, multiple Refit A's, multiple Z's and even an ORS for the same general cost of a single named E-Wing, but it comes down to personal preference. Do you prefer the versatility of a single ship or the tackiness of multiple ships? Do you prefer a fencing style of dogfighting or destroying your opponent by a million cuts? Do want it to be your ace or your support ship? Whichever you choose, you need to keep in mind that the E-Wing is unlike any other Rebel ship and will feel unfamiliar to fly until you've spent some time to think critically on its applications and effectiveness. What I've realized is that the E-Wing is a fantastic ship in theory, but in order to successfully fulfill those theories you have to really know the ship and be aware of your choices on the board, as it has a much smaller margin of error than say a Falcon, X-Wing or B-Wing. TL;DR - Don't give up on E-Wings yet! + Read the second to the last and the last paragraph!
  8. They are flown as flankers to your main force or as your list's ace with a backup force. Using them as jousters will net you poor results.
  9. Are you insane? the K turn alone makes it the superior fighter add to that the versatility of the canon slot and there is no comparison. I'm going to have to disagree with this statement. In comparison, the E-Wing has less red maneuvers, banked green maneuvers, 1 more action and the versatility of systems upgrades (arguably the best modification option in the game) and access to astromechs while having their generics cost 3 points less at the same pilot skill. A white K-Turn doesn't automatically warrant the Defender to be a superior fighter, especially when it is competing with the versatility and maneuverability of the E-Wing.
  10. How relevant was Pilot Skill when flying them? I feel like you'll burn off focus tokens before you can use them in your attack.
  11. Delta Squadron Pilot (30) Stealth Device (3) 33 x3 Total: 99 Sure, your entire force will be at PS1, but, in theory, wouldn't triple Defenders with 4 agility be extremely hard to touch? I think this list would fare well against Han and other Rebel 4 ship builds, but a swarm flown with great skill would probably whittle these guys down quickly. Phantoms might also chew these guys up as well.
  12. I think PtL + Pred A-Wing lists will chew through Falcons and possibly be able to keep up with Phantoms.
  13. If we're talking about bringing coaches to tournaments as strategic and moral support when players are not playing, I'm all for it. I went to big events for Magic and my friends and I would all spectate and watch each other during matches, but would only provide insight and support after the fact when they are no longer in the game. Coaching can even come from your opponents after a match in friendly advice such as saying "don't forget your triggers next time around" or "be sure to utilize those hard turns even if they're red" and coming back around in the later rounds to ask how they did. As long as the coach isn't interacting with the player they're supporting during the game, then having them around shouldn't be a problem.
  14. I would have to say yes and no. Dueling in a sense where your physical strength, endurance and skill is tested to best your opponent, but not in a sense where you have access to coaches aiding you in your match between rounds, helping you find a strategy, pointing out weaknesses of your own and the opponent's, having the towel, stool and water ready for you to sit down and try to take it all in. That's a lot of effort from an outside party to continue on with a "duel". Similarly, in X-Wing, the computing power and experience is immediately doubled when a coach is there to offer you strategic and moral support during a game. If an opponent doesn't have access to that, then they are at a great disadvantage. If both players have a coach, it may as well become a team event.
  15. That's the thing though, it becomes a team game when a teammate is required to play the game. A coach would be, like my example, an outside interaction that takes away the dueling aspect of a game.
  16. I would consider it similar to "Outside Interaction" in Magic: The Gathering, where a player receives potentially game-changing information that could create an edge over their opponent. At a tournament, I wouldn't allow coaching, since it is a game of one's own skill and knowledge versus another's and not a team vs. team game.
  17. ^^^Way too long to read. I'm digging the Derpfender!
  18. SpikeSpiegel

    XXXZZZ

    I'd say the reason why you want the B is to have a beefy ship in there that will be more likely to stick around and dish out some shots before going down, or it can be a pseudo bullet-magnet people will shoot at fist since it has such low agility. Your formation will also break eventually so having a B-Wing dial in the mix shouldn't be too much of a hassle.
  19. Pretty much this.E'tahn is a force multiplier so you'd want him to be more survivable than the rest of the swarm. I'd set him up with either Squad Leader or PtL, along with R2-D2. If you decide to go with Advanced Sensors then he will end up going over 60 points and you can drop a Z for some missiles to put on the rest of them. Edit: Or you can run Super-Value-Town Corran Horn: Corran Horn (35) Push the Limits (3) Advanced Sensors (3) R2-D2 (4) (45) Tala Squadron Pilot (13) x4 (52) Do your double actions with Corran, follow it up by a green maneuver, clear your stress and regain a shield token. Also, bumping the Z's up to Talas will increase your swarm's PS by 2 so you can shoot on the same turn as Daggers and before Bounty Hunters. It also leaves at a total of 97 points, so if you want to downgrade a single Tala to free up a point you can throw on the shield upgrade on Corran to make him more beefy.
  20. I think the TIE-droid was built in response to the shortage of pilots/resources for the fleet after the New Alliance started to turn the tide of war.
  21. The biggest mistake we made was playing on a 4x6 instead of a 4x8. An ideal game space for 3,000 would probably be 4.5x12 (all measured in feet for European players). Personally, I had fun. It was a headache but the visual aspect of seeing all of your pieces on the board was awesome. You really need to play this as a weekend-long thing with people you're really friendly with, any other situation or circumstance would be unfun and excruciatingly tedious to play. Here's the original write up thread: http://community.fantasyflightgames.com/index.php?/topic/113789-beyond-epic-x-wing-apocalypse-3000-point-game/?hl=apocalypse
  22. How long did it take? Setup alone took about an hour and a half, then another six hours to get three turns in before calling it quits. We had 3 Tantives and 2 Transports on the table, along with dozens and dozens of ships.
  23. We've played a 3,000 point game with six people at 500 points each. It was painfully fun.
  24. Yeah, Echo really needs Recon Specialist so you can be abusing a four focused red dice and four focused green dice.
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