-
Content Count
174 -
Joined
-
Last visited
Posts posted by zero9300
-
-
I think that people are saying that the damage done by tlt versus low agility is very predictable. Firing at a decimator, for example, the nature of the attack will cut down the deviation in numbers of turns to kill.
However, yes, tlt is a high attack dice weapon, which tend to perform more efficiently against high agility defenders. I agree with you there.
-
The tie fo has joust efficiency above the bwing, though below the regular tie. That alone makes it viable, but the nonjousting features need to be exploited to beat equivalent points in regular ties. That is, use the target lock (which is stupidly useful in a swarmy ship--hoboe have you ever flown z-95s??), the green turns l, and s-loops that differentiate them from the regulars.
-
With rec spec he can still focus + evade cheque and have predator rerolls.I prefer PTL on Chewie when Jan is onboard, especially with the title. With Predator, Jan only works for Leebo, but with PTL, you also have the option to double evade the Falcon.
You lose a little punch from Chewie unless your action is TL and tied to greens more but with his crit immunity it's a very durable Chewie.
-
You could do a cartel marauder or serissu or a z-95 and some upgrades in the squad. Putting more points in could get you a y-wing.
You have options.
-
It is a good deal ept, but it isn't always that useful. You need a reason to take it. Generics with ept slots rarely want or need the PS bonus. It enters low unique PS without adding a unique ability.
Rakky Wistol reacted to this -
Plenty of lists work fine without upgrades. I don't think you need to be shy about a few upgrades when teaching new players, though.
-
Question is, which cards would you axe from those blisters?
The ordnance that no one likes

-
8 pilots can take it, though not all of them are "worth it"I don't know why I just realized it, but: TLT and Marksmanship seem like a perfect pairing.
Unfortunately, only 2 pilots seem to be able to take it. Hm.
-
A lot of the opening rounds will depend on maneuvering and formation tactics. Playing the range 1, asteroids, and keeping tighter formations than the enemy. The first couple rounds of shooting are most important for this mirror match. Really is not much different from lots of other matchups.
-
Wired could be fun.
-
The manual has a learn to play tutorial that is actually pretty good. Start simple. Maybe modify the sides to have mirrored builds to keep things straight for newbies.
-
-
Do you go all out efficiency with R4 Agromech or mobility with Unhinged Astromech on you Y-Wings?
Having a 5th ship on the board is a big difference especially when catching interceptors or in a joust. I wanted something to last a bit longer.
-
I basically thought of having other shops with ion as upgrades for bonearm. And I didn't want all my eggs in one basket, which is also why I go with 2 z95s instead of another y-wing.
-
Dace Bonearm.
I know a lot of people who consider scum hawks better deals than their rebel counterparts, this guy included, but I have not seen another person play him.
I don't want to focus too much on him vs Jan ors, but a couple differences should be noted: dace doesn't take his stress after he is 100% sure the opponent will take extra damage. His point cost is slightly cheaper. Distance wise, he only needs to be range 1-3 of the target.
I fly him with two upgrades, ion cannon turret and veteran instincts. I do not see need for other upgrades.
In a list with other ion equipped ships, he can be a small force multiplier by improving the chances of dealing extra damage on top of the ion control, which typically would sacrifice damage for tokens.
As for squad pairings, I stick to 2 btl-a4 ywings and 2 z-95s. The list is fairly spartan on upgrades, but keeps a significant bulk with 5 ships total. When all 3 ion cannons have firing opportunities each round, dace will get almost guaranteed use of his ability. Add another 4 primary weapon attacks and this list deals surprising damage. Seeing this list, many players will see dace as either a point pinata or a real threat, so sometimes it is worth having him 1 range band back.
The worst matchups are going to be long range damage dealers that can slip ion cannon range. Outriders and ig88s can be a threat if they can't get tagged by enough ions. I have not tried this against mass tlt, yet, but it could be a tough matchup in some cases.
Despite the drawbacks, dace bonearm has been very successful in my lists.
Admiral Deathrain reacted to this -
It can still be hard to justify the costs. Most suitable ordnance boats need significant investment to get the most out of their upgrades. Spending another 2-5+ points to make a 4 point upgrade viable, if you get a chance to use it, is not attractive. An opponent with the right build or tactics can deny you the use of most of those points, making them a steep liability. However, some matchups that would otherwise be strong really suffer if the opponent picks the right ordnance.
-
The new deck is mostly the same. A few pairs were replaced, but I think an FAQ/errata could solve the problem of old damage decks being different. For a competitive setting, just make the TO responsible for making people aware and informed or if the new deck rules will be enforced.
Appearance-wise, they are distinct enough to tell them apart just from the facedown side.
-
The original text did not have the barrel roll as a free action, meaning ships who barrel rolled already (by their action bar or another text) could perform expert handling by some other means to barrel roll twice in one round. By classifying it as a free action, it would be impossible to perform the barrel roll twice.Not a FAQ, that's the actual text of the card. BB-8 has no such text.

Which is a fair point; but if I remember correctly (and I very well may be wrong again
), Expert Handling was Faq'd to stop ships who didn't have an inbuilt barrel roll from gaining one?But on the bright side, we now have the possibility of Barrel Rolling Warthogs.
Cheers
Baaa
Baron Soontir Fel reacted to this -
I see your points on obsidian re 1 point makes them tougher vs predator, and outbid other swarmers. I aacknowledge them and agree, and retract my statement that they don't have a place.
Still prefer Academy, Black and Named for TIE/ln though.
Obsidians are in a really nice spot being only 1 extra point of bid per ship over PS 1, and the "meta" of generic pilot costing being that most of the PS 4 options are not bargains, suits the PS 3 tie fighter. In a generic vs generic situations, those ties will be firing before and moving after the plenty of academies, gold, bandit, and blue squadrons, etc. that are seen in many lists. In generic vs unique situations, your ps bid is unused, so its good that at least you only put a few points into it.
Same thing goes for tala squadron and black sun soldiers.
-
Talonbane is base 2, so he ends with 8 still. It appears to be a good upgrade for him, still. An opening turn with him decloaking forwards and kturning or bank/turn lightning reflexes could be a killer play when bearing down a would-be jouster
-
Tracers are going to be a game changer. Z-95s will love taking range 3 first round shots with them. Another benefit will be for ties that don't normally have target locks. In mixed swarms or alongside more ordnance will be good places for the tracers.
-
I think the cheapest generic will need to come in at 20 points tips to make it viable. 5 3 attack ships at 100 points will be potent.
The counter argument I'be heard to this is that FFG won't do this as it make te X-wing comparably worse. My counter to this is why would FFG make the same mistake?
I do like the idea of a couple of these guys flanking a YV666.
For one thing, imagine a tournament. One player brings 4 generic X-wings, the opponent brings 5 generic Kyhraxzs.
If the dial is comparable, if not the same. Who do you think is going to win....?
One player brings 8 ties/z-95s, 4BZ, BTL-A4s, or almost anything else outside a joke list... Fact of the matter is that almost anything you could bring to a tournament these days wouldn't break a sweat on 4 rookies.
X-wing generics are the worst option within their own role to begin with and already see little use/success in tournaments. Adding another ship that is just as bad wouldn't be helping x-wings anyways.
-
Anyone got a spoiler image of what twin laser turret does or is this fanciful speculation?
It was from a brief video clip of a spanish version being spoiled, I don't think the original video is still up, but this is a still. The text is not super clear, but it appeared to be a 6 point upgrade, attack 3 (?), range 2-3. The card instructs you to perform the attack twice and cancel all dice results on each hit--defender suffering 1 damage instead.
Additionally, bombardier lets bombers use a longer template when dropping bombs. If I recall, the PS 6 k-wing pilot effectively lets his wingmates use his focuses as their own within range 1-2.
I can't really read the still but guys who blew up the original video read and translated the card text. There is no guarantee that this is a final product, either.
-
So I have been running a build with the warthog
Grey Squadron Pilot
r3a2
Ion Cannon Turret
BLT TItle
Eadin Vrill
Han Solo
Jan Ors
VI
Chewbacca
EU
ABT
I have been getting up to 8 stress a game on this bad boy and he runs wild with havoc.
If the twin laser IS launched as a 2-3 Turret, two attacks deal one damage on a hit.
At range 2 you can give someone 3 stress or even put 2 stress on one and 1 on another.
Do you think that is too much power to give to one blt Y-wing? I'm NOT calling for a fix but rather just your thoughts on the implementations of something to this magnitude. Will rebels top the list of control with their ability to hand stress out easier than rebel captive or mara jade?
It is a lot of points for a single gimmick (18+2+6? = 26). The y-wing is less likely than its target to get rid of its stress, the main downside to the astromech compared to other provide stress control. The y-wing also needs the target in arc.
It will be strong, but it isn't in the territory of needing any intervention.

Fighting Rebel Shield Regeneration
in X-Wing
Posted
Focus fire, and pay attention to the way they regen. Most regen ships loathe control: r2d2 astro can't regen while ioned, r5-p9 can't regen without a focus. Both options can be a liability for your opponent if he is forced to suffer more attacks to get 1 shield back.
I don't recommend ordnance just because it's one chance to crack the target and wasted points if the damage is weathered and regenned.