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MacrossVF1

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Posts posted by MacrossVF1


  1. It is a thing of beauty.

    Would you mind telling how you got the stipes so perfectly straight? I always have a problem with the edges.

     

    After priming the ship I airbrushed the white that would form the stripes. I then masked off the front and airbrushed the blue colour. Of course masking tape isn't always the most flexible and the surface in question is not 100% smooth so there were quite a bit of blue that had sneaked under the tape. However since most of the white were untouched I basically had an excellent guide to follow when I painted more white to clean up the overspray.


  2. Unless it's one of the rare corner cases like ST-321, acquiring a target lock always comes with the 1-3 range restriction. Tracers add another restriction, the target lock can only be aquired on the defender, but you still need to check range, as you would any other time the phrase 'aquire a target lock' is mentioned.


  3.  

     

     

    They don't have to be R1-3 of the Defender, just 1-2 of the ship that attacks with Tracers. If Blount is R3 of the defender, and the rest of the squad is R2 behind Blount, that puts them at R4-5ish of the defender, but they definitely still get to acquire the locks.

    Has that been FAQ'd or is it just an assumption?

     

    Cheers

    Baaa

    Card rules trump book rules. The range to the attacker is what matters here.

    There's a difference between the Acquire Target Lock action and the XX-23 Tracer ability. The tracer ability says "acquire a target lock on the defender" it's not a free target lock action. If it were a target lock action, you'd need to measure range to determine if you meet the range requirement.

     

    You always need to check range when you acquire a target lock, doesn't matter if the target lock comes from XX-23 tracers or the pilot in question use his own action for it, or if it's a free action. This is the same procedure as for Dutch Vander, whenever he acquires a target lock, another ship within range 1-2 of him may acquire a target lock as well, but only if that ship is within range 1-3 of an enemy ship.


  4. And so the tournament season has begun again. For the first round, the store championship, I wasn’t exactly sure what squad to use. I first wanted to bring a brobot list, however I’m in dire need of further training with that kind of list. My second idea was to re-use the same list as the previous season, ‘Corran and Ten’s Amazing Duo (and a B-wing)’ but ultimately didn’t think it would be worth it due to all the stresshogs and TLTs that were bound to appear. 

     

    In the end I decided on something new, a simple scum list with low PS, lots of hit points and fairly few upgrades. With that in mind I created my latest tournament list, ‘Scummier than thou’.

     

    Binayre Pirate
    - Feedback Array

    2 x Syndicate Thug
    - Twin Laser Turret
    - Unhinged Astromech

    Trandoshan Slaver
    - Bossk
    - Gunner

     

    Anyway, the strategy was fairly simple, the Pirate would go first, soak some damage and hopefully survive long enough to block and use its feedback array. If the circumstances necessitated it, it could also act as a break for the YV-666 and block it’s speed for the first few turns. I certainly didn’t expect it to do much beyond this and anything else would be considered a bonus.

     

    The TLT Thugs would skirt the edge of the main battyle, staying at range 3 and slowly grinding down the enemy. The unhinged astromechs would help them stay at the prefered range and enable swifter escape when needed. 

     

    The Trandoshan Slaver was the heavy hitter. The Bossk/Gunner combo is especially dangerous as the first shot will easily strip tokens or if the attack missed/was evaded completely, will allow me a second, fully modified shot. It is a rare day when this ship does not get it’s full number of hits.

     

    As should be immediately apparent, this is a list that lacks a lot in complexity but makes up for it in simple effectiveness and hit points. I’ve always felt that hit points are more reliable than green dice. Sure, you know the ships will go down, but unlike token laden aces, you’ll rarely be surprised by blank dice results. In fact, any successful evades are only positive side benefits.

     

    Also of note is that I built this list with stresshogs in mind. Sure, stress would hinder me, but not as much as most lists. The TLTs rely more on lots of thrown dice than modifiers and the Slaver brought its own set of modifiers, independent of stress. In keeping with this theme I also selected the three biggest Debris tokens I have. I could happily park my ships on those as I didn’t really care about the stress they give.

     

    YWingFin1.jpg

     

    First match

    Academy Pilot TIE
    Academy Pilot TIE
    Academy Pilot TIE
    Academy Pilot TIE
    Epsilon Squadron TIE FO
    Epsilon Squadron TIE FO
    Howlrunner + VI + Stealth Device

     

    My first opponent brought a TIE swarm! Never had to face one of those before. Now as this was a store championship, lots of the local talent showed. As such I knew the guy and I’ve faced him in battle on a few occasions. He admitted that he was perhaps not the most experienced swarm player around and his tactics reflected this. 

     

    He deployed his Academies along with Howlrunner on one flank and let the FOs roam more freely in the middle of the deployment area. Not a bad idea in and of itself, but he quickly broke off Howlrunner from the main formation and let her also roam free, while the Academies spent far too long going down the flank before they turned in to engage. 

     

    By then I had managed to kill one of his FOs and gotten in fairly optimal positions with all my ships, even my Pirate, who proceeded to do a nice block on the main TIE formation. In short order I killed two Academy TIEs for the loss of my Zed, all while his Howlrunner really wasn’t in position to help. It also helped that the rest of my ships hadn’t taken much damage during the first few turns.

     

    With a clear advantage I proceeded to dismantle his ships mostly at my own pace and on my terms. I did loose a Y-wing before the battle was over, but that could not stop me winning the game.

     

    NdruFin1.jpg

     

    Second match

     

    Scum Boba + Veteran Instincts + Advanced Proton Torpedo + Glitterstim + K4 Security Droid
    Torkil Mux + Twin Laser Turret
    Syndicate Thug Y-wing + Twin Laser Turret

     

    The second match was against a good friend that has a pronounced tendency to bring lists focused around specific ideas, pilots and/or gear and this time was no different. Basically he wanted to see if scum Boba Fett could be made into a decent Advanced Proton Torpedo carrier. His idea was fairly solid but I’m not sure how well it performed in practice.

    Advanced Proton Torpedoes or not, Boba is still a credible threat and I had kill him as quickly as possible. With that in mind I tried lure my opponent by offering my Pirate as the first target, possibly even blocking his Boba. That didn’t work out as planned and some seriously blank dice left my Pirate quite dead before he could contribute much to the battle. Still the sacrifice wasn’t completely wasted as my TLTs and the Slaver did some damage. 

     

    The next turn proved pivotal as he tried to manoeuvre Boba close enough to one of my Y-wings for a range one shot and thus an Advanced Proton Torpedo up the bum. However he was a hair out of range and his normal attack didn’t do much damage either. I then poured all my remaining fire power into his ship and down it went. Of course, as we remembered later, he completely forgot to use Boba’s special ability, something that could very well have changed the outcome. Anyway, he managed to bring down my Slaver to half strength but that was about it as his other two ships couldn’t offer much resistance. 

     

    YwingMk2Fin2.jpg

     

    Third Match

     

    Blue Squadron B-wing + Advanced Sensors
    Blue Squadron B-wing + Advanced Sensors
    Gold Squadron Y-wing + Twin Laser Turret
    Gold Squadron Y-wing + Twin Laser Turret + BTL-A4 + R3+A2

     

    The third opponent for the day brought a list that I very much approve of. Lots of HP and simple, yet effective ships. Of course, I had built my list to not care about stress so I wasn’t really bothered about his stresshog, however a hog can still do good damage against low agility ships so I couldn’t disregard it completely.

     

    Since both of us had pretty much the same PS on our ships, initiative proved important. In this case I managed to get the initiative and I deployed both the Pirate and Slaver in one corner, while the Y-wings was deployed in the middle. My opponent deployed all his ships in a square formation, in the corner across my Slaver and Pirate. 

     

    For the first few turns we both slowly approached each other. When I felt I had managed to get my ships in position I rushed forward with the Pirate, trying to block his formation. Unfortunately I was slightly off in my estimation but the Zed managed to survive the first turns of fire before it ultimately died, though not before I managed to down one of his B-wings. My Slaver died a few turns after that not having managed to contribute much to the battle, though the turn after that I killed one of his Y-wings so we were once again fairly evenly matched. 

     

    At this stage the unhinged astromechs really came into their own as the superior manoeuvrability they afforded made it easy to stay at range 3, taking whatever shots of opportunity I managed to get. Usually this meant that I couldn’t concentrate my fire, but on the other hand my opponent could seldom bring both his ships to fire in the same turn. 

     

    With both sides slowly grinding themselves to dust, I managed to kill his stresshog, though one of my Y-wings followed shortly after. With only a B-wing on his side and a Y-wing on mine, I managed to bring the game to a close by finally finishing off his remaining B-wing, though with only 5 hit points left on my ship.

     

    DuneRider2.jpg

     

    Fourth Match

     

    Poe Dameron + R5-P9 + Veteran Instincts + Auto thrusters
    Ell Asty + Veteran Instincts + Intergrated astromech + R5
    Dutch Vander + TLT + R5-K6

     

    The final match saw me facing a list I wasn’t completely sure how to tackle. Poe can certainly be a nasty git but I know how to tackle him. However I had never faced Ello Asty, nor had I ever seen Dutch Vander used together with Poe, or much used together with higher PS pilots in general.

     

    My deployment was pretty similar to the third match, with the Pirate and Slaver in one corner, and the Y-wings in the middle. My opponent put Dutch and Ello in the middle and Poe on the corner diagonally across my Pirate and Slaver.

     

    My first few turns consisted of my Slaver and Pirate working their way up across the flank I had deployed them on, while the Y-wings made a right turn to catch up the Slaver. My opponent turned into the middle with Poe, most likely trying to reach the battle in time, while he kept Dutch slightly behind and sped towards my ships with Ello. 

     

    As usual I tried to present the Pirate as the first target and amazingly it survived quite a bit of fire for two turns while still managing to bring down one shield on Ello. By then I had turned my Slaver towards the middle, with the Y-wings speeding up behind it, staying at range three. I unloaded all my fire power into Ello, bringing the ship down to one HP left. My Pirate, also having one HP left, used its feedback array to finish Ello off.

     

    The next few turns saw me killing Dutch, without suffering much damage in return, though after that I had to spend several turns turning my slaver around so it could draw a bead on Poe. Meanwhile, Poe did his best to catch up to my Y-wings, doing his best to bring them down. Though one of them did die in the end, by then my Slaver had once again reached position and could pound Poe into the dirt.

     

    Conclusion

     

    Four consecutive wins and tournament winner! Didn’t expect that, though the list worked pretty much as intended. Looking to the future, it’s going to be very interesting to modify it using the coming scum crew options. Dengar, 4-LOM, Zuckuss and Boba crew can all contribute with some interesting combos and/or effects, though I will probably have to drop the Pirate’s feedback array. In any case I had a fun day, and the next tournament promises to be even more fun!


  5. If GW was making this game, the core set would be $100 and the small ship expansions would be $30 each.  The rulebook wouldn't be included, in fact it would be a hard cover book with 500 pages and 400 of those pages would be fluff.

     

    The ships would not be assembled or painted either. Also, every expansion would have an over-priced 'collector's edition', bringing additional fluff and nothing else.

     

    Now for those of you that haven't played Warhammer and thus do not known the ridiculous costs involved, let me put it into perspective. Just buying the main 40k rule book and a single army book/codex (both of which you need before you can even think of playing the game) will set you back $135.

     

    We could put in it another way, $135 is more than enough to buy everything you need in X-wing for decently high competitive play and probably have a few dollars still left to spend.


  6. On 2016-02-20 at 1:27 AM, John Rainbow said:

     

    On 2016-02-17 at 2:42 PM, CyCo said:

    You should totally build a Ghtroc 720. Then you could send it to me. In return, you can have my first born. Not that I have one, but when I do, it's yours.  lol

    I wonder if, as you've written this and many people have seen it he could actually force you to do it...

    Legally binding contract I would say!

    Anyhow, the ship is finished! Lots of details and greebles has been added these last two days.

    uc?export=download&id=1J56i9iZhUUGMg2WdJ

    uc?export=download&id=1v5NFUFW4DKo6qrksh

    uc?export=download&id=1U_QbJW-kz9tXwumO5

    uc?export=download&id=1WKHGEkMhLI17nel_l


  7. On 2016-02-19 at 3:14 PM, CyCo said:

     

    On 2016-02-17 at 11:25 PM, MacrossVF1 said:

    BTW CyCo, bad deal, I don't need any kids. They cause a lot of trouble, cost huge amounts of cash, and most importantly, would take my time away from scratch building and painting. And we can't have that, now can we? :P

     

    But, you could train them so that during the ad break, they go grab you another can of beer while you watch the Superbowl. And when they've been good, you could let them play X-Wing.   :lol:

     

    Still a bad deal, refuse to watch ads if I can avoid it, never appreciated the taste of beer, and the Superbowl is not exactly a regular feature on Swedish television. Of course, the last one would be true. Those kids would damned well have to like Star Wars and X-wing!

    Finished the bridge. Several bits has been taken from an assortment of 40k Adeptus Mechanicus models. Really good stuff as those bits lend themselves well to the 'industrial' look that most Star Wars ships feature.

    uc?export=download&id=18RYfdWHFiVc0RwQqJ

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