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Everything posted by SpikeSpiegel
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It would be nice to have a generic PS5 or 6 B-Wing with an EPT.
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I'm not quite sure I get your number 2, here. You'll most likely have arcs if you're crashing into him. Just fly head-on. PtL to boost and get that extra bit of range, and unless he's playing super defensive and only making a straight 1 on his first turn, you should be able to get range 1 pretty easily It's because Han will move after Arvel and from my experiences flying the Falcon, we try not to be stupid enough to get blocked by abusing the hard-1s and Engine Upgrades.
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Step 1: Block Han Step 2: Hope you have firing arc after blocking Han. Step 3: Watch rest of your squadron be obliterated by Han. Step 4: You want to go home and rethink your life.
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I've been trying to brew up some thematic lists that would be fun to play and here's my first: OGP (21) Darth Vader (3) Royal Guard Pilot (22) Predator (3) x3 Total: 99 The question I have is do I take Predator or PtL on the RGPs?
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My best wishes go out to you and may the Force be with you and your family!
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Porkins with Experimental Interface?
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I agree, Recon Specialist is the best crew the Firespray can utilize. Being able to potentially use focus on attack dice and agility dice won't only make it more powerful on the offense, but it will, as stated before me, increase its survivability since it has such a low pilot skill.
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Idea for Scumstromechs. The Blastromech. (I'm serious, this is a thing.)
SpikeSpiegel replied to KCDodger's topic in X-Wing
I was hoping this thread would be about self-destructing Astromechs so we have reason to kamikaze our scum ships. -
Try Corran with 4 or 5 Z's. Hilarity will ensue.
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Obviously.The biggest weakness this list has is Pilot Skill. Shooting after your guys have most likely been shot down will be the X-Wing Swarm's biggest problem. I think you can cut the R units and fit in Biggs, Wedge with Swarm Tactics and Luke with Swarm Tactics and fly them in formation.
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You should be working at FFG making amazing models full time.
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I can just imagine crashing an A-Wing into a Falcon's flight path and then taking 6 range 1 shots...
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I'm excited for Keyan Farlander + Stay On Target.
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What's your favorite ship? Also, try explain in your best detail as to why it is your favorite, which pilot you like to use, your experiences you've had with it and how you use it in battle. As of right now, my favorite ship is the E-Wing, especially flying it as Corran Horn. I see it come under a lot of scrutiny, specifically arguments such as "Imperials are better" without enough comparative analysis as to how that argument can be justified. Prior to the E-Wing, my favorite ship was the Super Falcon (aka Fat Han/Han Shoots First) because of how simple and powerful it is to fly. But when I started complimenting my Han list with Corran in my tournament two-ship build, I've been more impressed with the E-Wing than any other ship I've flown, even Echo's Phantom. I can see where a lot of people are turned off by the E-Wing: Overpriced and not enough Hull to be chewed on when the shields are gnawed off. I feel like this is where people lose out on a lot of opportunities to see this ship to be as versatile as it can be. It comes with a Sensors slot AND an Astromech slot, already combining the arguably best upgrade (Sensors) in the game with a Rebel-only upgrade. Advanced Sensors + Push the Limit allows you to set up a green maneuver, do your two actions and clear the stress from PtL in the same turn, and since there is an Astromech slot, you can run the combo on the PS3 pilot with R2-D6. Similarly, you can run AdvS. + PtL + R2-D2 for all the value. Also, combining the Fire-Control System with the R7 Astromech allows your E-Wing to survive a little longer. And all of those combos just get silly when thrown on Corran Horn. I would say, my favorite part about the E-Wing is its dial. Muhammed Ali once said, "Float like a butterfly, sting like a bee." The E-Wing's maneuverability, along with its stats, to me, really reflects that quote. Grace and power. However, the E-Wing requires a little more thought and skill to fly effectively. You can't afford to land it with three firing arcs pointed at you, which is why I love how zippy it is. Personally, I think its best application is using it as a flanker, to swing around the your main force in order to break up the opponent's game plan or to come around for an ambush once they've engaged your other ships. And with Corran, the 5 straight comes in handy after double tapping a ship off the table. Overall, the versatility and maneuverability of the E-Wing is what makes it my favorite ship in this game. I want to say TIE Interceptors are the closest thing to it, but even then, they aren't as challenging to fly and they don't offer nearly as much versatility compared to the E-Wing. So, what's yours?
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Yeah, that's a great idea, never thought of that. I think Whisper is fine without Tactician so throwing in an OGP would be easy. But then I'd have to sacrifice initiative for survivability, which I do feel like initiative is key to survivability in the first place.
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I played a small tournament yesterday flying a named Phantom list with an Alpha Squadron Pilot Interceptor to fill in the rest of the points and to have another highly maneuverable threat. The biggest problem I found in doing so was that, at PS1, he easily gets toasted by the higher PS ships. Here is the list I ran yesterday: Whisper (32) Veteran Instincts (1) FCS (2) Tactician (2) ACD (4) Echo (30) Veteran Instincts (1) FCS (2) Recon Specialist (3) ACD (4) Alpha Squadron Pilot (18) Total = 99 My question is who would be a better pilot to accompany Whisper and Echo? So far, its either Backstabber or Mauler Mithel. Backstabber would put me at 97 points for super-initiative, but, for 1 point more, I can run Mauler with an additional pilot skill point and a somewhat similar effect. I feel like Backstabber's effect is more likely to go off than Muler's, but in the current meta now, is the extra PS worth the extra point? Which do you think is a more suitable pilot in a dual Phantom list? Or are there other options worth considering?
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The E-Wing is an extremely flexible ship. Comparing it to the Defender would be foolish because, strategy wise, the Defender is more like an Imperial B-Wing if comparable to any Rebel ship. You don't joust with an E-Wing. You utilize it's amazing dial and use it as an aggressor/flanker in conjunction with your main force. By presenting multiple threats to your enemy, they'll either thin their lines to deal with both or focus on one threat while your flankers gank them from behind. Whatever strategies you are accustomed to, the E-Wing requires you to fly it in a much more different fashion than any other ship. The dev team nailed the flavor of it perfectly, it was designed with the best traits of an X-Wing and A-Wing and you need to make the best of those two traits in battle. I would say it shines the most as a flanker. 5 straight is nothing to laugh at. The E-Wng dial will put you behind enemy arcs as fast as an Interceptor or A-Wing, the biggest difference is you have a beefier A-Wing with the power of an Interceptor. Also, we've all acknowledged with Imperials that barrel rolling is an extremely good action, whether it is for arc dodging or positioning for a shot. Now we have another Rebel ship with that capability, except this time the ship is much more maneuverable. Also, you should capitalize on the Astromech and Sensors slot. R7 Astromech + FCS will add a little more survivability in head-to-head shooting phases, R2-D2 on a 3 shield ship will make it last quite a while when flown correctly and we all know how powerful Advanced Sensors are. As stated before, with the E-Wing being as customizable as it is, it becomes much more deadly. The only gripe I have with it is the same with others: It costs a lot. But in the end, it is worth it. When flown in the right hands, the E-Wing is extremely hard to deal with. That's why it costs so much. You're paying a premium to have so many options on a single ship. If you spend so much time on points cost and using mediocre piloting as a point of reference for how bad a ship is you won't be able to gauge its effectiveness.
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Chess Vs. The Rigged Slot Machine: The Idiocy of Fat Han
SpikeSpiegel replied to Seanamal's topic in X-Wing
"HAN REQUIRES NO SKILL TO PLAY." It does require skill to play and there are solid lists that can take Han down brutally. It also requires the Han opponent to fly exceptionally well. If all guns are pointed at Han, he'll go down quick. Sure, you neglect the rest of their force, but once you pop that 60 point Falcon, the rest is just mopping up. -
Can one hope for a Krayt Fang Scum YT-1300 with Illicit Upgrades?
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I learned that I shouldn't fly my mini-swarm into where I want to decloak my Phantom.
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I would recommend not using large ships while teaching a group of players how to play. I would up the ship count for each player by one as well so you could add variety and more playtime with the group. You should probably do something like XB-XB-XA-XA for Rebels so that everyone gets the basic dial of an X-Wing and a taste of other ships that they should be familiar with from watching the movies. For the Imps, I would give each player a TIE Fighter and Interceptor and have the fourth player fly two Fighters. Points cost could be an issue, but I wouldn't sweat it for now.
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Come at me bro. See you for the tournament on Saturday? I might be stopping by tonight after class as well to play test a few lists and learn how to fly a Phantom.
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I can't wait to use the Outrider title with the Ion Cannon and flying it like a massive middle finger on the table.
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http://community.fantasyflightgames.com/index.php?/topic/111042-echolocation-decloaking-movement-visualizer/ I don't recall the Java app, though.
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Because I like saying "Never tell me the odds" or making Pew Pew! noises while playing with little plastic toys against my fellow fully grown adult gamers on the weekends.
