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  1. Hello All! Black Moon Games in Lebanon NH will be starting an armada "Slow Grow" league starting on February 4th. The goal is to, over the course of 4 weeks, help players grow their fleets from the 180 points found in the Learn to Play scenario up to the 400 points currently used in tournaments and the Corellian Conflict. There is a $10 entry fee and prize support will be provided. If we get good turnout, we hope to transition players into a Corellian Conflict campaign at the end of the league. For more details, check out the facebook event page or the event post on our forums. Hope to see you there!
  2. Listening to the podcast right now, and hearing the crew talk about the ghost and how they wish you could have Chopper move first.... If only there were a cheap systems upgrade that made you move at pilot skill 0. Say, enhanced scopes? For example: Chopper 41 points zeb Autoblaster turret Enhanced scopes Granted, you miss out on that sweet FCS, but just saying, there are other options. Great podcast as usual though. Tons of great content. You make my commute more enjoyable :-) Anyway, great work
  3. Can't wait to see people try and pull this at tournaments... Not everyone is going to have a new core set today. It probably will not be officially required in official tournies until next month after the box has become more widely available at the end of September. I hope you're right. I'm running a tourney at my FLGS on the 20th and I really hope we have some clarification by then.
  4. My suggestion is to play it for a while. You'll quickly notice many weaknesses (which have been pretty well outlined above) and be able to better exploit them. I ran it in a tournament and while I was satisfied with its performance overall, I found out that Dash Rendar is the Kyrptonite to a VI-less aggressors.
  5. I keep meaning to run the following: Kath Scarlett (Imperial) -Veteran Instinccts -Ysanne Isard -Mangler Cannon -Engine Upgrade Yeah, 51 points, I know. But I think it could work, maybe with a mini-swarm.
  6. I think you mean the GR-75, AKA "the attempted X-Wing fix"
  7. My issue would be scum. By starting with the core set you are limiting players to rebels and imperials for the first week. Maybe you could say that players could be either limited to cards found in the core set or cards found in the Most Wanted expansion. Here's the only thing I'd say you may want to think about. If the issue is mostly cost, this seems a bit fast for a slow grow league. By the end of weak 5 people have spent a bit over $90. That's can be a fairly large amount of cash to pay out over a month for some people. I think you're forgetting that no one is REQUIRED to buy 4 expansions by week 5. A player who wanted to run Han and Luke (or one of the two in the early matches) would be satisfied with buying a core set and a falcon and could theoretically cap out at $63 for the whole event.
  8. Command your squadron in starship dogfight battles! Where: Black Moon Games, 2 Mascoma Street, Lebanon NH Format: 100pt Squadrons Entry: $5 Time: Reg. 11AM, start at Noon Prizes: Fabulous swag from the official FFG Organized Play kit including card boxes, acrylic tokens and alternate art cards! Facebook event page.
  9. None of this sounds very casual to me. At the end of the day, I think the phantom "Militant Casual" (and holy heck, that terms gets a LOT of play on these forums - might be telling?) is just a WAAC player in sheep's clothing.
  10. Black Moon Games (website) in Lebanon NH will be hosting a standard 100 point dogfight tournament on August 9th. All are welcome! Prize support will be offered from the summer kit (Dash Rendar could be yours!) Registration will begin at 11AM and the first round begins at noon. Hope to see you there!
  11. But you're basically talking about people who run mono-ship type lists (I.E. All X-Wings or all Khiraxzs). I think that only represents a very small number of players. For the rest of us, switching from rookies to marauders will also mean giving up Dash. Or giving up B-Wings. Or heck, even giving up on PS2 Z-95s. That might matter to some people as well (I know a lot of people who like to keep an even pilot skill). Even those who run mono-ship type lists will have to give up on the unique pilots and upgrades available within the faction.
  12. How can a ship from one faction replace a ship from another faction? Given the context of the upgrades available and support around it, it's very difficult to say that one is replacing the other. Scum competes with scum and rebels with rebels. The reality is the B-Wing replaced the X-Wing back in Wave 3.
  13. I didn't face a phantom list on the day, so I can't say exactly how it will play out, but I think that the change to the decloak rules REALLY help out the TIE Swarm player. You now will have a better idea of where the phantom is going to be before you move. I can see myself using barrel rolls a lot in this matchup, especially early on, to try and block. On the other hand, a clever phantom player will use this against you and use his phantom decloak move to block you before jetting safely away. So it could be a double edged sword. I'll try and scare up one of the better phantom pilots around for a matchup. As for hte MoV thing, I hear you. My first game, I ended up losing everyone except Winged Gundark and two obsidians. Despite tabling my opponent, I had only achieved an MoV of 131. Not stellar. However, I have to wonder if being in the low end of the winners bracket might not have advantages of its own - maybe making it slightly easier to not draw top competition. Great tips! I particularly like your second point. It is a luxury to be able to run away and fix crits with one of your ships without losing an untoward amount of firepower. I need to restrain my naturally aggressive playstyle and run away when it makes sense to do so. MoV matters, and who knows? That ship that runs away in round 3 might just be the last ship in game. As for Howl, do you recommend a certain upgrade on her? I'd be open to dropping one or both of the other named TIEs to get her jacked up a little (and also to unify my pilot skill at three). The highest agility opponent I faced on the day was an autothruster star viper, which is annoying but not even close to Soontir or Phantom annoying. I'm afraid I'm more of a noob than you at this and probably won't be able to answer intelligently. However, I am curious if he used his decloak on the sigmas to block you. I can imagine that would be ridiculously annoying. Those are all pretty great tips. It sounds like the TIE All Stars (love that name by the way) plays very differently from my obsidians (as obsidians would play differently from the dreaded 8 TIE Swarm - I'm guessing). The pileup did become an issue with me as well, mainly because I had to remember that Winged Gundark and Nightbeast moved afterwards. I kinda screwed myself with deployment in my three games. I deployed in 2 jagged lines, with 5 in front and 2 (one of which was Howl in the back). I was smart enough to put Howlie in the middle of the second row, but I idiotically placed Nightbeast and Winged Gundark on the edge of the swarm closest to my opponents (well, the two who DIDN'T try and joust me, that is). This meant that when I began to turn into the asteroids I found myself having to fly my lower PS Obsidians around/through Gundy and Nightbeast. It was a pain in the neck and caused more than a few bumps. Lesson learned, when deploying in the corner pllace the higher pilot skill guys (not counting Howlie) on the side of your formation FARTHEST from the opponent. Asteroids are critical. I'm curious, do you think there would be any reason to NOT take the 3 smallest asteroids as your obstacles. Maybe use debris clouds to slow the opponents down and funnel them into the initial kill zone?
  14. Hello all, A fellow player at my store and I recently challenged each other to play something outside of our respective comfort zones at the next tournaments. I've been playing since the beginning but my main list for the last few months had been VI Dash + a 2/3 A-Wings. A quick look through my collection and online (including this site) made me realized the wealth of options I had at my disposal. I ended up going with a TIE Swarm, for a few reasons: 1) The structure of the list is completely different than my Dash list. 3-4 for more ships and no clear focal point meant a clear departure from my normal list. This was important . I didn't want to just sub out Dash and A-Wings for the similar, but slightly slower Han + Z-95s. It also has the major advantage of not being reliant on upgrade cards to win. 2) I've always thought the swarm was cool. Nothing looks quite so intimidating as a horde of TIE fighters buzzing across the table. For whatever reasonm I had not yet had a chance to play it. 3) I've heard it was a challenge and wanted to see if this was true. So with this in mind, I took the following swarm to a standard 3-round dogfight tournament today: Howlrunner Winged Gundark Nightbeast 4x Obsidian Squadron Pilots I chose it because, out of the pilots available, it was the canonical Obsidian Squadron (check out Wookiepedia if you don't believe me). It also had the advantage of not requiring any upgrade cards, which just seemed awesomely simple to my somewhat obsessive self. Anyway, after three rounds of competitive play, here are a few thoughts I have on the swarm. Hopefully those of you considering swarm play will find it illuminating and those veteran TIE Swarm players here on the forums can give me some tips. So anyway, the TIE Swarm... 1) It is powerful. Devastatingly so. The amount of damage that can be done by 5+ TIE Fighters with focus tokens and rerolls from Howlrunner is pretty crazy. In one game I took a full health Kath Scarlett down to one hull with one round of firepower. Granted, there were some bad rolls on my opponent's part, but it still shows the damage potential of this build. However this damage declines rapidly if Howlrunner is destroyed or your forces are scattered. Which leads us to... 2) It is hard to stay together after the initial engagement. On the first pass you should be able to stay together (so long as you are using a proper formation - I feel like this has been covered elsewhere so I won't go into it in great depth). However, once the opponent starts getting their ships in your way - and don't for a minute think that they won't try to block you - your formation is going to break one way or another. It's important then to make sure that you maximize the damage you do on this first pass. 3) It hates AOE effect weapons (like bombs or dead man's switches) and asteroids. This is is mostly because they function like blockers i nforcing you to either break up your formation or pay a very steep price (my first opponent of the day was packing two proton bombs - and I found myself completely wrecking my formation to stay out of range one of the bombs. Asteroids are slightly different in that they can be minimized by deploying your own asteroids cleverly and being aware that a smart opponent will build a dense asteroid belt of their own and then try and force the initial engagement to happen there. In all three games, I deployed my obstacles (the three smallest asteroids) in the corners. In my second game, my opponent built a fairly dense field and then tried to bait me into flying through it. However he approached a bit too quickly and I was able to set up an angle where I could K-turn and force him to come through the asteroids himself into my guns. 4) It is hard to play but also somewhat forgiving. What I mean by this is that what you lose when you screw up is usually offensive production. Bumping happens. Maybe not for top of the line TIE swarm pilots, but definitely for me. However this was rarely as devastatingly crippling as you might think. Several times I ended up bumping several TIE Fighters together. Usually the worst that would happen would be that I'd lose one TIE fighter (1/7th of my fleet) and have no shots the next turn. More often, I wouldn't even lose the fighter and would have a few actionless shots that turn. Compare this to the unforgiving Phantom (or interceptor) which if you screw up and end up actionless you risk losing a large chunk of your squadron in one shot from the enemy. By having all your points and offense spread out in multiple ships, you increase the chance of a screwup, but you also decrease the chance of any one mistake being gamebreaking. 5) it is mentally exhausting. I'm usually a really fast player. With my Dash lists I was usually done, for good or ill by not later than the 50 minute mark against most opponents. With the TIE Swarm, there was not a game that finished in under 60 minutes. Fortunately, we were running 75 minute rounds and I never went to time. Still, this amount of play, compounded with the increased complexity of managing 7 ships had me pretty fried by the third round, where I made a lot more mistakes. However, that said... 6) It is fun! The TIE Fighter is such a solid little ship. It has a pretty darn good dial and pretty good action bar. I had forgotten what a joy they are to fly. Not A-WIng good but still pretty nimble. Taking advantage of the TIE Fighter unique pilots abilities was also a blast. Winged Gundark make not get a lot of love, but he hits pretty hard at range one. Nightbeast and Howlrunner are pretty well documented, but suffice it to say I agree with the community consensus that they're pretty great. Finally, there's nothing quite like the moment when you line 7 ships up for a shot on one opponent. Very gratifying! Overall I can definitely see myself playing this and other swarm lists more in the future. I want to try the 8 TIE Swarm, the black squadron swarm and all the other iterations I've heard about. I also want to try against different opponents. Anyway, I hope you all found my ramblings useful!
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