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About Biophysical

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  1. I've had a lot of fun and a fair bit of success with Soontir, 3 Sabers, and an Alpha for 5 total Interceptors. You have to be willing to accept losses, though.
  2. Better get out before you cross the event horizon.
  3. Totally this. I'd say that accepting the loss of a ship helps at X-wing in general, but against swarms it's much less avoidable, so the sooner you come to terms with it and figure out a way to deal with it, the better. I don't know how many times I've steamrolled games because I was willing to accept a mildly suboptimal joust for positioning advantages, but my opponent refuses to risk a joust and so they never get multiple ***** aligned and I just chase them forever.
  4. I know what you're thinking. Will you roll no eyes or some? Well to tell you the truth, in all this excitement, I've kind of lost track myself. But being as you're throwing 4 dice at Range 1, and it would blow my ship clean off the board, you've got to ask yourself, "do I feel lucky?" Well, do ya, punk?
  5. I was thinking exactly this. And it's Dark Helmet.
  6. That's one of the things that the Vulture haters don't seem to get. Calculates are finite, and even "rolling well" by getting paint can be a problem if the paint is a lot of eyeballs. Unmodded two dice return shots aren't the stuff of nightmares.
  7. So much this. X-wings have better dials than B-wings for a reason.
  8. This squad almost universally has worse overall firepower and worse combined firepower (ships are more likely to be heading off on different directions) than a block of low initiative jousters. I'm not saying it's a bad squad, but it's clearly a different kind of squad altogether. You're saying "what if I played a bunch of pocket aces instead of a jousting squad?"
  9. It's only better if you didn't want them to shoot at that particular T70 in the first place. I think there's also a very strong argument that a T70 has better uptime for shots that matter. The 1-straight/banks lets them keep their guns on target longer, guns that are bigger than even an Optics enhanced RZ2. Zizi shots from range 3 while running away and/or resetting from a disengagement turn are exactly the kind of shots I'm most willing to absorb.
  10. What if you're spamming a well rounded ship? T65s aren't too slow, have some hp, but not too many, agility, but not too much, good offense, but not overwhelming. It's a pretty well rounded ship, so spamming it means you're spamming the one-trick of... well-roundedness?
  11. Neither are Interceptors, I was just describing the squad that was used.
  12. My experience in this kind of archetype is limited to Saber TIE Interceptors, but the recent points changes allowed me to go from 4 Crack Sabers + little buddy to Soontir + 3 Crack Sabers + little buddy. The addition of the i6 was huge, changing tough matchups to much more even ones.
  13. Yeah, it's a lot of: Harass Fenn, avoid Range 1, get a couple okay shots on the place he's likely to be, don't get your power piece hammered, take a couple okay shots, run away with fragile guy, get locks when you can, finish off Fenn, sacrifice some pawns, soak a range 1 shot and clench, drop 4 double modded dice to finish him off.
  14. This is based on pretty limited testing, but I've found Vonreg to be a useful tool against Boba. He's not going to solo Boba, but at 57 points, he doesn't really have to. He is good at getting some key damage in or finishing off a damaged Firespray if the rest of your squad can contribute some damage.
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