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CRCL

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About CRCL

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  • Birthday 04/25/1991

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    Perth, Australia

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  1. CRCL

    The Hyenas

    You just slow-roll forward and send the probes in first to get your locks before you engage. It's a steal at 5pts on a Hyena who is unlikely to use his bomb slot anyway.
  2. CRCL

    The Hyenas

    They're a good cheap ordnance carrier. The Hyena's have several important advantages compared to a torrent, which is basically relegated to a cheap blocker role. The first is cheap access to the probe droid for TLs before combat. This helps all those cheap droids with ESCs hit even harder with double modded shots, and gets the Hyena the TL it needs to fire off those sexy plasma torps. The torp slot for plasmas is the second important difference. A single plasma in your squad to open your salvo is very nice. Grappling struts makes obstacles a bonus for your swarm rather than something to be avoided. I find I don't deliberately factor the rocks into my strategy, but rather struts just allows me to ignore/use them when i need to. Finally, networked calc gives easy access to double modded shots (404 loves these) and makes your key ordnance carriers harder to focus fire down.
  3. CLT has definitely improved with a price cut and 7B's increase, but it still suffers from encouraging poor ace play. Generally ace's should be taking shots out the edge of their arc so they have safe abort lines. I think 7B is still the better choice on you higher PS aces, but CLT now definitely has some promise on lower PS Jedi, especially with a Sense carrier to setup blocks.
  4. Obviously you'd account for any changes with a points increase. Nobody's suggesting the B-wing needs buffs for nothing. It's already a top performer. The problem is the B-wing doesn't do anything interesting. It's just a tanky 3-attack dice fighter. They rarely run any meaningful upgrades. I'd prefer if it was the Rebel's control ship with it's ion cannons, but the Y-wing with Ion turret and Veteran turret gunner does that way better atm. The Y-wing doesn't need to sacrifice damage for control effects like the B-wing currently does.
  5. Here's some more repaints I've done recently. The photos were taken on my phone, so they're not the best quality. TIE Striker Repaint: The striker's wings still move. A resistance A-wing I painted as a CAC prize: A fairly quick ship to repaint as it's really just 2 colours plus weathering and a few details.
  6. As I said in a 1.0 thread; the B-wing needed a ship ability and/or some upgrades that reflected it's role as an assault fighter, designed to fight bigger ships. To quote Wookieepedia: "...it was primarily designed as a "blockade buster" to attack and destroy large capital ships." Hardened Deflectors: (Ships Ability) After you suffer 3 or more damage from an attack, recover 1 shield (up to your shield value). Basically just 1.0 Reinforced Deflectors. This represents how the B-wings shields are calibrated to deflect heavy attacks from capitol ships, but aren't as effective against anti-fighter weapons like a TIE fighter's guns. Linked Ion Cannons: (Double Cannon Slot, B-wing only) Attack 3, Forward Arc, Range 1-3. Attack: If this attack hits, spend 1 Hit or Crit result to cause the defender to gain 1 ion token. All remaining Hit/Crit results inflict Hit damage. This cannon is to represent the B-wing's large number of Ion Cannons. This basically just becomes a replacement attack for the B-wing's primary, which deals 1 fewer damage, but deals an ion token.
  7. I played against that triple 4 list on vassal the other day, and it was legit good. I managed a win, but it was looking dicey for a bit. 72 Mace w/ Sense, R2, 7B. 64 Luminara w/ R2, 7B. 64 Saesee w/ R2, 7B. They're all PS4, so between Sense, Fine-tuned Controls and Saesee, you can block/dodge really effectively.
  8. CRCL

    Let's Talk Blockers

    Dedicated 'blockers' are pretty uncommon, it's more of a situational thing when to block. Sometimes I use Soontir Fel as a blocker if the situation demands it. On the flip side, in some matchups my PS1 Wampa becomes a squirrely arc dodger. It really just depends on what you need that turn. Sometimes it's best not to block, even if you could. So many times I see players block a ship and all they achieve is removing one of their shots that turn. In general your cheaper, lower PS ships are going to be doing the majority of the blocking. PS1 Awings, TIE fighters, Trade Drones, and the PS2 Torrent. The PS1 U-wing, YT1300 and Reaper also make decent medium/big base blockers. Any badly damaged ship that is likely to be PS-killed that turn are usually happy to dive in and stop at least one opponent from shooting at them. It's really more about what should block that turn, rather than having a dedicated blocker to always do it. As I said, I had a game recently where I used Soontir to block my opponent's Vader, then Wampa and Vermeil got the kill.
  9. As I've said in other threads, the problem with the force upgrades is they essentially have an additional cost compared to other upgrades like EPTs. This would be fine, if it was factored into their points cost, which it's not (The 1.0 comparison would be the Expose EPT). Most of them require the spending of a force token, so you're just paying for an additional way to use your force tokens. The problem is, the force token already has a very powerful effect. Supernatural reflexes is really the only force upgrade that stands out as having a powerful enough effect to justify spending the force token consistently, and you have to pay through the nose for it. Instinctive Aim, Brilliant Evasion, and Predictive Shot would all be OK if they were 1pt, but currently they're all way too expensive for an upgrade you'll rarely use. Sense and Heightened Perception are decent in the right build, but they're both still slightly overcosted. There's a reason Hate is the best force upgrade. It's cheap and it just gives you something for no additional cost, plus it shores up a weakness. Plenty of times I've seen Hate keep Kylo alive on 1-2hp while he's being focus-fired down by multiple ships.
  10. CRCL

    Kimogila thoughts?

    I've played a bunch of Torani with Fearless and R5-P8. He was always a pretty solid pilot, and if you ever got R1 of enemies, he'd just wreck face. He will die to concentrated fire, but he's not too expensive, so it's not the biggest loss. His ability was always just icing on the cake. I'd usually trigger it once or twice a game without really trying.
  11. Don't sell yourself short, those look great. A good repaint doesn't need to be extreme . Obi-Wan definitely looks way better with a brighter, bolder colour. The silver also vastly improves Anakin's paint job. I'm working on a Mace repaint, but I'm having trouble getting a decent reference picture to use. There's a few decent sources, but they all show slightly different schemes. It looks like I'm just going to have to compromise and get it as close as possible.
  12. Yeah that's the strongest Separatist list I've encountered so far. Probe and Buzz droids were pretty weak when I encountered them. Maul is really good though, and the droid fighters die quickly, but are cheap enough to make up for it. Do you see value in upgrading a Separatist Drone to DFS-311, or do you prefer the bid to secure initiative?
  13. Basically I'd rank the Delta-7 pilots like so: 1) Anakin and Mace are both really good. 2) Obi-Wan, Luminara and Ahsoka are all solid. 3) Plo, Saesee and the Knight are niche, but can be OK in the right list. 4) Barriss is just Bad. As for builds; the more I play the Delta-7's, the more I'm convinced Delta-7B and R2 Astromech are auto-include on them. Anakin likes afterburners if you can spare the points, and an argument can be made for R4/R4-P17 on Mace. None of the force upgrades have proved to be worth their points investment though.
  14. Sense is a bit steep at 6pts, ~2-3pts seems more reasonable. I think FFG just went a bit over the top with costing battle meditation. Someone needs to tell them coordinate is only a problem when you give it to **** cheap support ships. SNR definitely needed to be increased in cost, but I agree they overdid it a little bit. Aim, Evasion, and Predictive are all junk that should cost 1pt. Spending a force token for a weak ability is already a high enough cost. As well a being a solid force ability, I feel like Hate captures the essence of the Dark-side really well. The lightside needs an equally powerful and fluffy upgrade. something like this: One with the Force (Side A): 3pt Force Upgrade. Lightside only. Setup: Equip this side faceup. When this ship is destroyed, equip One with the Force to another friendly, unique ship, then flip this card. One with the Force (Side B): 3pt Force Upgrade. Lightside only. +1 Force (regens). End of Game: Return One with the Force to it's original ship. I've played a few more games running CLT on Anakin and/or Obi-Wan, and it's disappointed me pretty much every time. Getting bullseye on targets is just counter intuitive to the way aces want to play. When you do get the bullseye shot, adding a focus is good, but it tilts you even further towards using your force pool, which is already stretched thin. The extra red dice from 7B doesn't need the setup of a bullseye or a force to be useful (though the extra mod helps). It's not just the extra attack dice. The +2 shields makes a big difference to the Delta-7's survive-ability. Maybe I'll have to try out the CLT + 2x 7thFG Wombo-Combo mentioned. R4 is cheap, which is nice, but do you really need 1 and 2-turns to be blue? I've never really had issues with my non-Mace Jedi being stressed, and even when they are I find their selection of blues more than adequate. I think it would be different if their preposition gave them a stress rather than costing a force. R4 is a legit option on Mace though. I myself prefer R4-P17 on him, but I understand using the R4 Astromech. For 2pts more than the R4 Astromech you can have the R2, which essentially gives you +2HP. The Jedi pilots already have a tenancy to disengage to regenerate their force pool, so why not also regenerate your shields at the same time? Between their force pool, evade tokens, repositioning, and R2 Astromech, I've found Jedi pilots to be extremely tough. I've won games simply because my opponent committed to my Jedi ace early, and just couldn't finish them off, all the while the rest of my squad was hammering them. It makes sense for some of them. Hate is definitely better if you have 3+ force, and pretty weak if you only have 1. Yeah, it's definitely a 1pt upgrade ATM. It really should have been cheaper and worked on offence as well.
  15. I don't know if I'd got that far. There's a few choices to be made, but I find I always default back to the same upgrades on the Jedi. I think the force slot is pretty weak for the Jedi pilots. Really Hate is the only good Force power available atm, and that's only for 3 factions. None of the Force powers stand out as particularly good for their cost. I don't mind Heightened Perception on Mace, but I can usually find a better use for those 3pts somewhere else in my list. The problem with most of the force powers is they have 2 inherent costs. They have their regular cost, but then most of them also cost a force token, which is already useful. You end up paying a heap of points to use your force tokens (already a precious resource) in a niche way. It might be OK if those abilities were really powerful (like Supernatural Reflexes), but most of them are pretty weak, and the force token already inherently does something powerful. This is why Hate is so good, it gives you more force tokens for no real cost and shores up a weakness (being focus-fired down). The Calibrated Laser Targeting Config is pretty bad, while the Delta-7B Config is pretty much auto-include IMO. The PS3/4 pilots will struggle to get bullseye on targets, which would be fine if CLT was nice and cheap, but 4/6pts is a joke. The PS5/6 aces have an easier time getting bullseye, but again 8/10pts is pretty steep, and generally that’s not how higher PS aces like to play. They prefer to take shots out the edge of their arc so they have abort lines. To make matters worse, it eats up your mod slot, which hurts Anakin specifically. Similarly the R2 Astromech is the clear winner in the astromech slot (Mace also likes his boy R4-P17). The Jedi pilots already like to disengage to regenerate their force pool, so why not also regenerate your HP at the same time? I've won several games simply because between force, evade tokens, and R2 regen, my opponent was unable to chase down and kill my Jedi ace quickly enough. All the while the rest of my list got several turns to hammer them. The mod slot has some flexibility, but I'm finding myself leaving it empty more and more often. Afterburners is solid on Anakin to game his ability, but I don't know if I'd splash it on anyone else. Synched Console is also ok if you have points spare.
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