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Myth Child

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Posts posted by Myth Child

  1. I have brought a small laser pen for X-Wing on flights a few times now and have not yet had a problem. I worry about it a little each time, though. I do store it in its protective packaging, but I don't know if that makes a difference. 

  2. On 6/29/2017 at 4:32 AM, Arthur_McGuire said:

    My rule of thumb with Snap/Juke-Wings is...


    That leaves you 31 points for OpSpec carrier and i think I'm gonna take my U-wing for a spin. I originally bought the U for Expertise and Inspiring Recruit and my stepson flew it once. Thanks for the idea!

    EDIT: Here's my list...

    U-Wing: · Heff Tobber (24)
         Collision Detector (0)
         Tactical Jammer (1)
         Operations Specialist (3)
         · Jan Ors (2)
         Pivot wing (0)
    A-Wing: Green Squadron Pilot (19)
         Snap Shot (2)
         Chardaan Refit (-2)
         Autothrusters (2)
         A-Wing Test Pilot (0)
         Juke (2)
    A-Wing: Green Squadron Pilot (19)
         Snap Shot (2)
         Chardaan Refit (-2)
         Autothrusters (2)
         A-Wing Test Pilot (0)
         Juke (2)
    A-Wing: Green Squadron Pilot (19)
         Snap Shot (2)
         Chardaan Refit (-2)
         Autothrusters (2)
         A-Wing Test Pilot (0)
         Juke (2)
    -- TOTAL ------- 99p. --

    Jan Ors+OpSpec solves the problem of k-turning Green not having an evade token for Juke.

    You bet! And thank you! That squad with three Greens does look nice, but I'm still in possession of only two A-Wings for now. I have been looking for an excuse to get a third, though. ;)

    Fitting Jan Ors on the U-Wing is a nice touch as well. She's definitely a crew member I'll keep in mind as I continue to tweak the list.

  3. On 6/29/2017 at 10:49 AM, gennataos said:

    I like this idea.  How about this little tweak?  The challenge here is getting the Snap Shots off with Heff involved.  The A-wings would have to fly to the side or in front of him, his large base would make things a pain to get the snap shots plus avoid bumps.


    Thanks for the suggestion. Unfortunately, I do not have the EPT droid, but I do like the idea of Swarm Leader Pava. I really ought to pick up a Rebel Transport one of these days... I was also wondering whether Chopper would be a better fit on Heff, for taking actions after a stop maneuver. Do you think I might get more benefit out of that than out of Zeb?

    On 6/29/2017 at 11:33 AM, spamdex said:

    Heff really wants enhanced scopes imo . If hes against lower ps pilots his ability is useless.  



    23 hours ago, Arthur_McGuire said:

    IMO he really doesn't because that would mess one of the few reason I'd pick Heff before any other pilot. Heff has UniPS with the Greens and it really helps in activation. Also almost any lower PS ships are easy game for the Greens to PS kill (Trust me. I've played against a couple of Academy swarms...).

    EDIT: For me Heff is not the star player. He is just tanky and inexpensive crew carrier that can withstand the alpha strike. If his ability ever kicks in it's just a free bonus that allows him to shoot a bit harder. For me the end game are the Greens.

    I had considered Enhanced Scopes as well, but eventually arrived at the same reasoning as Arthur_McGuire here. The uniform PS of such a squad appeals to me, and I figure it would be nice for Heff to have the opportunity for modified attacks even when stressed.

  4. I haven't played much at all lately, but the Snap Shot thread inspired me to consider snappy Greens for open play, and I'd appreciate hearing feedback on two squads I've laid out here. I really liked a Braylen Stramm squad idea in the thread and considered replacing Tarn with a U-Wing (because I'm curious about flying one): 

    2x Green Squadron Pilot (A-Wing, Refit, Title, Snap Shot, Juke) - 42

    Heff Tobber (U-Wing, Fire-Control System, Zeb, Pivot Wing) - 27

    Braylen Stramm (ARC-170, Weapons Engineer, M9-G8, Alliance Overhaul) -  31

    Total: 100

    Double droid shenanigans with Braylen and the Engineer seems like novel fun. However, I also really like Jess Pava in general and wonder if she might survive a little longer than Braylen. This would also make room for Operations Specialist on the U:

    2x Green Squad - 42

    Heff Tobber (U-Wing, FCS, Zeb, Ops Spec, Pivot Wing) - 30

    Jess Pava (T-70, M9-G8, Integrated Astromech) - 28

    Total: 100

    I like to think Ops Spec would be useful for missed Snap Shots, and missed shots in general, but Jess also seems a little bare without a tech upgrade. 

    What say you? Any thoughts on these squads at first blush? Or perhaps other suggestions altogether? 

  5. 1 hour ago, wurms said:

    Its amazing. My brother flew thane alongside Miranda with plasma missiles and TLT and Rey crew in regionals. Was second in swiss with highest MOV. M9G8 is worth like 12-15pts per match for how much extra damage it causes or prevents.

    That is awesome. I've only put the droid on Jess in a few games so far, but I need to give this a try as well. 

  6. On 4/3/2017 at 7:45 PM, Cap116 said:

    Thane, M9G8, Weapons Engineer, Vectored Thrusters, and Seismic Torps (torps optional, they can be fun though)

    That sounds like quite a lot of fun. I hadn't even considered pairing M9-G8 with Weapons Engineer yet. 



    The U looks great to me

    Going right alongside me ARCs and Ks


    With all that combined wingspan I doubt that those three ships are literally going alongside each other. 



    gotchya covered!







    It's almost like the two ARCs are high-fiving. "RADICAL!"

  8. I was mostly a Rebel pilot until the release of Most Wanted. Since then, I've stuck with Scum for their tricks and japes and larks of all sorts.

    However, now that I'm playing a bit more again, I would like to start giving the other two factions a bit more of my time as well.


    You run PTL on Ello when you also run BB-8 so that you can reveal a green, barrel roll, push the limit, execute your green maneuver and clear stress, and then take a third action and end the turn unstressed.  You could also T-Roll and take one action (or push off of it in an emergency).  It makes Ello even more unpredictable.

    Okay, that does make sense. I guess I forgot the order of operations re: BB-8. Still, I wonder which I would prefer. If you do push off a white maneuver or T-Roll, then you do become predictable. My inclination is probably to stick with Predator to at least always have some attack mods, even in emergencies. But those three actions do sound enticing. I suppose I'll have to give 'em both a try and see what I think.

  10. Answer me this, please: why do people keep suggesting Push the Limit on Ello Asty? He only has white T-rolls when he's not stressed. Do you just hold off until after your first Tallon Roll, and PtL off of that? Essentially PtL's sole purpose is to let him Boost+Focus after he flips. Seems situational, and Predator would work better with his ability so he could focus every round and have decent offense, and be able to white T-rolls at any moment.

    I'm confused about that as well. I've been meaning to give Ello Asty a try for a while now, and I'm definitely planning on Predator for the same reasons you've given.

  11. And I'm with her (Sabine)!

    I'm not sure I understand all the complaints about adding a stolen TIE to the Rebels. The announcement certainly took me by surprise as well, but I'm ready to keep an open mind and see more of what the expansion has in store for us.

    And what about faction identity? Would anyone really mistake that sick paint-job for one of the Empire's?

    In any case, I have a sneaking suspicion that we'll get a more detailed preview on this ship somewhere down the line.

  12. And since you can move it as an action anyways, you can use it for misdirection as well

    That's how I see it as well. The position of your turret at the end of combat might telegraph your intentions for the next round, but if your opponent decides to react to that information (at a lower PS), then you can just adjust it again with your action after you move.

    I think in any case, your mobile arc's position at the end of combat could influence your opponent's maneuvers to your advatage, if used well.

  13. Imperials whining about the SF dial again. Not EVERY Imperial ships needs to have a killer dial. It is a heavy fighter. You can really argue if the ARC or the SF has the better dial, both are slow and ponderous rear arc fighters.

    And for once coemthing different in the IMP fleet.

    Yes, I agree. We already knew that the sf has heavier armor than the fo and is not supposed to be as nimble as it and other lighter TIEs. I really don't understand all the complaining. Not every ship can have an interceptor dial, nor should it.

  14. not to say manny isn't awesome, but that you wont' get the same returns out of her running her as a palp shuttle. you gotta run her as a bumpmaster (with feedback!) and then she becomes awesome



    Mind if I ask how your Manaroo BumpMaster is outfitted? Would Intimidation, Intelligence Agent, R5-P8, and Anti-Pursuit Lasers still work well on her, or does something else synergize better with her ability on top of her bumping capabilities?


    Top 4: Marshall:

    Bossk: VI, K4, Engine, Tactician, Feedback Array

    Kath: VI,HLC, K4, Engine




    Palob: TLT, Moldy Crow, Expert Handling, Tacticitian

    Guri: Autothrusters, Predator

    Talonbane Cobra: Expert Handling, Glitterstim



    Not bad for only having played once (last Monday) since Worlds.

    Just a slight correction: I had Intelligence Agent on Palob, instead of Tactician.

    Congrats, though! It was a pleasure watching you pilot your TIE Swarm.

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