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Posts posted by Bitharne
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I should have been running H9's a long time ago...
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Squadrons were fine in wave 1; they'll be better in wave 2 with Rogues around.
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It's a card...not the whole game. If the majority of your play centered on 2 extra damage spreading from an upgrade card IF they have this one other turbolaser then you've got problems imo

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too many upgrades; too few ships imo
you could fit home one with 3 Afmk2-Bs or Shrimps (gunnery team for maximum Akbar + home one abuse) in 400 points
I run 3 ships with 125points of squadrons: so I would agree with this. All-ship's needs min 4 to work.
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plus you can still redirect to the opposite side of the ship, which is the main point of AP anywayPretty much makes AP useless as an upgrade.
I'd say "a gamble" is hardly the same as "useless".
This. Honestly, if you're splashing 8 damage across your ship: you're already in trouble

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Yes. That's the ruling in this FAQ that is dumb. It breaks the simpleness of the cardboard/base that was already established.
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Meh. XI7s were plenty good before this switch and I think Advanced Projectors a bit overrated.
A change with bigger implications involves the plastic base blocking line of sight. Which implies that firing arcs extend on to the plastic base (just not the part around the shield dials).
This fits in with the instructions we were given at Nationals that we should use the plastic base for measuring range.
But honestly, in looking over the RRG, this inconsistent with how they define a hull zone. How else could this apply? Maybe I am just misreading it.
I remember it being very clear in the rules: line of sight and arcs use ONLY the cardboard template while overlapping and bumping/etc use the plastic base fully.
thanosazlin reacted to this -
Not too happy about this to be honest.
Pretty much makes AP useless as an upgrade.
As it is it can be a battle to keep ships getting done in by a load of black dice....Demolisher.
I know you might say I need to learn to use the ships better but I think this is the death knell many a Rebel fleet. I might have to revert to playing Imperial more now. Just an easier fleet to fly IMO.
Rant over.
Considering how many people like to run naked ships...I fail to see your doom and gloom.
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Personally I'm not sold on HTT. I still need to give them a chance, but the numbers seem to show they are only good on high damage ships, while Xi7s work on nearly any ship (though you run into the issue of nearly every ship needing them so that they don't just redirect the non Xi7 shots). I really need to do some testing to see if Xi7 or TRC are more effective. Just due to the AP nerf I'm leaning towards Xi7.
Perhaps. At 3 damage, HTT kinda doesn't do anything. Brace only reduces 1 damage in that case so they can still Brace+Redirect the 2 remaining as if there wasn't any Turbos. However, you could argue that XI7s are just as useless at 3 damage as the result is the same. The only time XI7s are better is if they have APs and benefit from tossing the damage on the opposite hull zone.
So it seems both under-perform at lower damage values unless you're considering them countering APs.
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Indeed. Both turbo's are amazing. I've a League and Tourney in November that is likely all 300 pts, and I'll be rocking XI7s on my VSD. They are very good turbolasers. I just prefer the Heavies on my black dice launching beast; because, as I said, I've had my attacks bounce off Brace+Redirect too many times to let Armada keep dicking me over with dice: that's why I more-or-less left X-Wing

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Intel Officer works with both.I have no table Wave 2 experience, but I will say that the way XI7 synergizes with intel officers and accuracies seems a WHOLE lot better than the HTT's seem to (correct me if I'm wrong?).
e.g. accuracy + xi7 with a round of 8 damage is a half dead MC80/third dead ISD. Accuracy + HTT? One or the other is wasted.
I think i'm not getting something- could you show an example of how it would be useful? I'm trying to think of when you'd want HTT's instead of Xi7's, as it seems that while there are some instances where they pretty much do the same thing, the xi7 gives you more useful situations for the same cost.
Alright let's go through this. Each scenario will have an accuracy and Intel Officer.
XI7's + accuracy + Intel Officer. You select the brace with the accuracy and Intel Officer. . . What? The brace? The useless redirect? The evade?
HTT's + accuracy + Intel Officer means you can accuracy a redirect and Intel Officer the other redirect or maybe the brace.
I assume this nerf also affects the MC30's title that was a lesser AP. Ouch, now I'm back to deciding weather or not Xi7's are an auto include over any other turbolaser.
As Lyr pointed out...HTT are easily a contender for the Turbolaser slot in many conditions.
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Intel Officer works with both.I have no table Wave 2 experience, but I will say that the way XI7 synergizes with intel officers and accuracies seems a WHOLE lot better than the HTT's seem to (correct me if I'm wrong?).
e.g. accuracy + xi7 with a round of 8 damage is a half dead MC80/third dead ISD. Accuracy + HTT? One or the other is wasted.
I think i'm not getting something- could you show an example of how it would be useful? I'm trying to think of when you'd want HTT's instead of Xi7's, as it seems that while there are some instances where they pretty much do the same thing, the xi7 gives you more useful situations for the same cost.
Basically? Blue dice ships favor XI7 and Black dice ships favor HTT imo
Let's say I roll 7 damage vs your mc80, mc30, ISD, or VSD (the hard targets!) and I've got Xi7's and an IO. I IO the brace. That means either 6 damage, at least some drilling into the hull, or you burn your brace.
Let's say I roll 7 damage again with HTT's and IO. Do I IO your brace? Then you can still redirect to save your hull, and if you're running AP's you're largely safe.
In both cases I force you to make a choice on the brace, but with xi7's the consequences are much more dire.
Critical or no?
IO with HTT gives you more choices. You can either block the redirect, forcing the brace: and damage (esp with crit roll). Or I can IO your brace and make you consider redirect (no crit maybe) so that you take 7 damage across your shields instead of 4 (won't hit the hull of a large ship).
Thing is; sometimes burning mass amounts of shields can be useful...at least when the damage can't be braced. Brace+Redirect is amazing. Redirect alone can leave you horribly naked, horribly fast.
Then my bombers go

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Well. . . Nebulon-B's are going to sell out in some places. . .
Makes me glad I bought 3 of those expansion packs.
Makes me glad I like variety. Same with squadrons. Means I can make a list I'm happy with by "only" buying one of everything.
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You can't fire at bombers on your front/rear and benefit from Ackbar. And you have no way of pinning them elsewhere. The MC80 is so large and slow that it can't shake off bombers that end up in front of it and will keep overlapping them. So there's no need for carriers to approach.
This. Same with my Demolisher and Raider.
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Intel Officer works with both.I have no table Wave 2 experience, but I will say that the way XI7 synergizes with intel officers and accuracies seems a WHOLE lot better than the HTT's seem to (correct me if I'm wrong?).
e.g. accuracy + xi7 with a round of 8 damage is a half dead MC80/third dead ISD. Accuracy + HTT? One or the other is wasted.
I think i'm not getting something- could you show an example of how it would be useful? I'm trying to think of when you'd want HTT's instead of Xi7's, as it seems that while there are some instances where they pretty much do the same thing, the xi7 gives you more useful situations for the same cost.
Basically? Blue dice ships favor XI7 and Black dice ships favor HTT imo
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Technically Intel Officer works better with HTT due to ships only having a single brace. With 2 redirects, both green, you can't really force them to discard like HTT can with brace.
However, I did consider Warlord on my VSD with HTT so that I could just roll an accuracy to double damage. So, sure, XI7's have more use for accuracy potentially; but it also relies more heavily on it as they can still use brace AND redirect to mitigate damage and HTT simply negates this.
Also: contain. So if i'm going with 2 ships with APTs and Expanded Launchers on my VSD; I can run Precision Strike as my objective and be certain that all my ships can punch through +15 point crits on demand.
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It can't of done that on its own. It would have needed help to kill that much on its own. Or the Imperial player did not concentrate it's fire on that MC80I'm going to take a shot in the dark here and say that my community probably has some of the most experience with the Wave II ships, we had **5** Massing at Sullest events. I myself won 2 of them.
From on the table actual play experience and not theory crafting, this nerf to rebel AP builds is absolutely needed. We've had several games where an ECM AP MC80 Defiant has shredded Imperial fleets all by itself. In one 4 player game, it killed 2 GSDs, 2VSDs, and an ISD before going down. All because of the ECM/Brace interaction and spam of repair commands to move/regen shields while throwing 7+ dice a turn. That is simply ridiculous.
Even in normal 400pt games with our Wave 2 goodies, the MC80 DOMINATES the board. It one shots GSD's, can cripple a VSD in one shot, and can take down and deal a pretty big hit to a ISD in one salvo.
I am 100% confident FFG made the right call on this one. Even if it is against what the card says, it is DEFINITELY for the balance of the game.
Agreed. That kind of devastation can't be attributed to one upgrade card ruling. One of those imp ships should have had Heavy Turbos for instance.
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...I don't understand. Heavy turbos already accomplished this in a similar fashion and people are freaking out?
I think the idea is that XI-7s currently negate Rebels' biggest benefit: higher shields. Heavy turbolasers are also a strong upgrade but if you specifically know that you're gunning for Rebels, XI-7s seem superior, especially if you believe you can reliably lock down Brace.
I don't expect to ever see accuracys when i need them...I'm notoriously bad at rolling, take 3red blanks and about 4 damage on my black dice for example (after screed).
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Perhaps I'm looking it at it from a brawler's perspective...I can't count the times I roll 3red3black and it splashes off my opponent's shields with almost no effect. I'll be happy to roll my 3red5black and drill right into your hull.
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Interceptors, howl, dengar...nuff said

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...I don't understand. Heavy turbos already accomplished this in a similar fashion and people are freaking out?
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Honestly, this just brings XI-7s to be competitive with heavy turbo laser batteries. I still prefer the heavies though: allows you to force crits through contain.

New FAQ (XI-7 Ruling reversed)
in Star Wars: Armada
Posted
ECMs have always been better imo.