Jump to content

Nikolishin

Members
  • Content Count

    247
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Nikolishin reacted to ficklegreendice in TIE Reaper Preview!   
    "Raspberry Vermeil"
    *VI (1)
    *ISB Slicers (2)
    *Kallus (2)
    *Lightweight Frame (2)
    *Ailereons (0)
    [33]

    Jam your way to victory with the new Fenn Rau (sheathepeede)
  2. Like
    Nikolishin reacted to Magnus Grendel in Calling Fenn/Ghost players...   
    Sensor Jammer stops you rerolling the modified die, which massively reduces the benefit from harpoon's ability to reroll with the target lock Fenn stops you spending the tokens on one ship Fenn takes away the focus of a second ship. With large based boost it's annoyingly easy for the Ghost to dodge a missile shot from one bomber. I dunno. It could work. Theoretically, you can get a mass launch off and do 10+ damage to the Ghost. But that'll take all your missiles.
    A Harpoon with Target Lock/Focus is unaffected by sensor jammer does 75% hits, so 3.75 damage A Harpoon with Target Lock and no focus does about 2.15 damage A Harpoon with no tokens due to Fenn does about 1.15 damage Five harpoons versus Fenn's tricks and an evade token do about 13.56 damage. Which should break the back of the Ghost.
    The big problem is that the Ghost knows you want to catch it in a range 2-3 kill box, but it's got an engine upgrade. A large ship boosting moves a full range band. Which means if he hits the gas to close, and winds up short in range 2, he can boost into range 1 of one or more missiles. Lining up one or more missiles on the Ghost is easy, but lining up 5 in one turn isn't. And if you don't get them all launched in one turn, you double the effectiveness of (a) Fenn's tricks and (b) the evade token and (c) pretty much garuantee at least one bomber down in flames.
    Secondly, trying to finish the ghost with primary weapons fire from bombers is hard. With 2-dice attacks, any shot which doesn't have a focus token - because you've had to pull a red move or barrel roll - is going to do nothing; average 1 hit, which sensor jammer removes.
    Thoughts:
    If you want to engage the ghost with missiles from bombers, consider Proton Torpedoes or Concussion missiles. A free focus-to-critical or blank-to-hit is more useful than a reroll against ghost/fenn: If Fenn does stuff to a bomber, he can stop you spending tokens to modify the dice. He can't stop you spending tokens to perform the attack. Even if you have no focus token, or can't spend it, proton torpedoes automatically includes a focus-to-critical. Which means that using the sensor jammer essentially just turns a hit into a critical (unless you've rolled a natural focus). The Ghost has a lot of hull points. Smacking a large-hulled ship with multiple face-up damage cards is very unpleasant, and torpedoes give you an 85% chance of a critical with each shot. If you want to engage the ghost with a swarm of missile-armed generics, my personal recommendation is to shelve the TIE bombers, and call in Tempest Squadron TIE advanced. TIE Advanced, TIE/x1, Accuracy Corrector, Cluster Missiles, Guidance Chips are 25 points on the dot, meaning a pack of 4. The missiles are range 1-2, not 2-3, making it easier for low PS generics to get a lock and still have a shot after your opponent's moved. Accuracy Corrector is essentially the 'screw Fenn Rau/Sensor Jammer' upgrade; removing the dice they've fettled and taking tokens out of the equation completely and replacing the whole shooting match with 2 hits that the agility 0 ghost can do naff all about. With 3 hull, 2 shields and agility 3, they're still tough enough that you shouldn't lose one in the first turn, and almost definitely not before it has a chance to fire, and once you've fired missiles, you can stick to un-hot-shot-able and much more reliable evade tokens to keep you safe. With 2 attacks per cluster missile shot, you can theoretically kill the ghost without needing to even pick up dice; 4 ships x 2 attacks x 2 damage = 16 damage, enough to blow the thing to dust bunnies in a single shooting phase, and no dice modification tokens required. In reality, it'll probably have an evade token - so you'll need to roll three natural hits, or two criticals one one attack of the eight (so you can take the sensor jammer knock and guidance chip to three hits), or inflict a critical and pull a direct hit. Since the odds of three natural hits is 1/8, that should happen once in 8 attacks more often than not, and the other kill conditions still push you into the realms of 'should normally take the ghost out in one volley'
  3. Like
    Nikolishin got a reaction from Magnus Grendel in Calling Fenn/Ghost players...   
    ...would you be afraid of this list? (I need a hard counter to Fenn / Ghost - NOT a tournament list).
    Scimitar Squadron Pilot (16)
    Harpoon Missiles (4)
    Long-Range Scanners (0)   Scimitar Squadron Pilot (16)
    Harpoon Missiles (4)
    Long-Range Scanners (0)   Scimitar Squadron Pilot (16)
    Harpoon Missiles (4)
    Long-Range Scanners (0)   Scimitar Squadron Pilot (16)
    Harpoon Missiles (4)
    Long-Range Scanners (0)   Scimitar Squadron Pilot (16)
    Harpoon Missiles (4)
    Long-Range Scanners (0) Total: 100 View in Yet Another Squad Builder   2 of the missiles are intended for Fenn; the other 3 for the Ghost, and then just pew pew the Ghost down with the remaining Bombers...?
  4. Like
    Nikolishin got a reaction from Gilarius in 150 point, and need a theme to build a list on ... GO!   
    I know it's not a Imperial list, as I wished for, but I considered this Scum list (still working on it) on the theme "Wanted Dead or Alive" - inspired by Bon Jovi and Young Guns;)
    Boba Fett (Scum) (39)
    Adaptability (0)
    4-LOM (1)
    Contraband Cybernetics (1)
    Engine Upgrade (4)
      Dengar (33)
    Expertise (4)
    K4 Security Droid (3)
    Punishing One (12)   Bossk (35)
    Veteran Instincts (1)
    "Mangler" Cannon (4)
    Homing Missiles (5)
    K4 Security Droid (3)
    Zuckuss (1)
    Scavenger Crane (2)
    Guidance Chips (0)   Total: 148   View in Yet Another Squad Builder
  5. Like
    Nikolishin reacted to wurms in 150 point, and need a theme to build a list on ... GO!   
    The Last Jedi
    Kylo Ren (TIE Silencer) (35) w/ Push the Limit (3), Fire-Control System (2), Advanced Optics (2), Autothrusters (2), First Order Vanguard (2)
    "Quickdraw" (29) w/ Expertise (4), Fire-Control System (2), Pattern Analyzer (2), Lightweight Frame (2), Special Ops Training (0)
    "Backdraft" (27) w/ Veteran Instincts (1), Fire-Control System (2), Advanced Optics (2), Lightweight Frame (2), Special Ops Training (0)
    "Zeta Leader" (20) w/ Predator (3), Comm Relay (3), Twin Ion Engine Mk. II (1)
    Total: 146
    View in Yet Another Squad Builder
     
    Return of the Jedi
    Omicron Group Pilot (21) w/ Reinforced Deflectors (3), Emperor Palpatine (8)
    Soontir Fel (27) w/ Push the Limit (3), Autothrusters (2), Stealth Device (3), Royal Guard TIE (0)
    Darth Vader (29) w/ Veteran Instincts (1), Advanced Targeting Computer (1), Engine Upgrade (4), TIE/x1 (0)
    Rexler Brath (37) w/ Expertise (4), Ion Cannon (3), Twin Ion Engine Mk. II (1), TIE/D (0)
    Total: 147
    View in Yet Another Squad Builder
  6. Like
    Nikolishin reacted to emeraldbeacon in 150 point, and need a theme to build a list on ... GO!   
    REVENGE OF THE SITH
    Darth Vader (41): Predator, Engine Upgrade, Harpoon, Title, Adv Targetting Comp Inquisitor (35): PTL, Harpoon, Autothrusters, Title Kylo Ren - Silencer (42):  PTL, Sensor Cluster, Collision Detector, Title Captain Yorr (32):  Emperor Palpatine, Collision Detector
  7. Like
    Nikolishin reacted to Estarriol in Help me make a TIE bomber list...   
    Won an OT tournament with this...
    Bomber aces (100)
    •Major Rhymer (38) - TIE Bomber
    Adaptability (0), Cluster Missiles (4), Extra Munitions (2), Advanced Proton Torpedoes (6), Guidance Chips (0)
    •Captain Jonus (28) - TIE Bomber
    Veteran Instincts (1), TIE Shuttle (0), Fleet Officer (3), Systems Officer (2)
    •Tomax Bren (34) - TIE Bomber
    Crack Shot (1), Cluster Missiles (4), Plasma Torpedoes (3), Extra Munitions (2), Guidance Chips (0)
  8. Like
    Nikolishin reacted to Powermind in Help me make a TIE bomber list...   
    Posted this in another thread (with harpoons), but what the heck:
    PILOTS
    Major Rhymer (34)
    TIE Bomber (26), Extra Munitions (2), Proton Torpedoes (4), Adaptability (0), Seismic Charges (2), Guidance Chips (0)
    Tomax Bren (33)
    TIE Bomber (24), Adrenaline Rush (1), Extra Munitions (2), Proton Torpedoes (4), Seismic Charges (2), Guidance Chips (0)
    Captain Jonus (31)
    TIE Bomber (22), Extra Munitions (2), Proton Torpedoes (4), Veteran Instincts (1), Seismic Charges (2), Guidance Chips (0)
    Yes it has a lot of faults (overpriced pilots etc), but it's darn fun to fly casually. PS8 helps you acquire TLs so you can have chips instead of LRS, and after all missiles are spent you still have bombs in a pinch. Adrenaline Rush can of course be switched to Carck Shot on Tomax for a bit more power.
  9. Like
    Nikolishin reacted to Magnus Grendel in Original Trilogy Tournament   
    My concern is this:
    Wedge and Wes are - not precisely 'arc dodgers' (because you can use Flight Assist to line up a shot, but rarely to avoid one) but 'highly manoeuvrable fighters'. Luke is not. But R2-D2 and Draw Their Fire suggests you want to put the other two in formation with him, which is not a great plan. Comments and suggestions:
    Veteran Instincts Wes is cool and his default elite upgrade because he wants to fire before the rest of your squad (and ideally before the enemy to strip a target lock off (say) a PS9 enemy with missiles. If you desperately need an extra point, you could always drop to adaptability and risk taking a PS10 missile or torpedo. Expertise Wedge.....hmm. I'd probably prefer Predator. Without torpedoes, the difference between a 'full modifier' like expertise and a 'one die modifier' like predator is pretty limited. Predator will keep working if you koiogran, or if you're hit with stress from R3-A2, tactiicans, or similar. If you focus for your action, you can spend it on your attack for focus + rerolls or spend it defensively. If you take expertise, you either focus (to boost your defense) or target lock (to boost your offense with double modifiers); you no longer have the ability to 'hedge your bets' when not sure if you'll be taking return fire or not. It also saves a point. If you have some spare points, if you don't want your initiative bid, you could do worse than a plasma torpedo - a plasma torp with expertise provides a nice punch against a fat YT-1300 (especially since Wedge's ability also denies your opponent C-3PO) or Palpatine in a Lambda. Draw Their Fire Luke As noted, you don't want to nail the two Flight Assist Astromech, High PS aces to a range 1 bubble of the guy with no repositioning abilities. Especially when he's only drawing off criticals, so it's not reliable protection Especially, especially when he's not that tough at (effectively) 6 hit points. I would strongly recommend experimenting with Lone Wolf. Luke with Lone Wolf is incredibly tough for his cost and apparent statline, and can operate split off from the other two ships
  10. Like
    Nikolishin reacted to Magnus Grendel in Help me make a TIE bomber list...   
    Well, it's 4 missiles, 3 with pretty good dice modifiers. If you can launch a 'proper' volley, you should easily net one, maybe even two kills.
    I'd be hesitant about giving Jonus Crack Shot instead of Deadeye - firstly, he's the obvious first target, so keeping a focus you can choose to spend defensively is arguably a better choice than a target lock, secondly at relatively low PS for a unique pilot he may have trouble getting both a target lock and a range 2-3 in-arc shot at a higher PS opponent.
    You are gambling heavily on your opening volley. After you've fired that ordnance, with no extra munitions you've got a grand total of 4 ships with 2-dice primary weapons and nothing more impressive than a focus token to boost their effectiveness. You have to near enough win the game in that opening salvo.
    Jonus' range 1 formation requirement is potentially a problem. Firstly, finding a route that a cluster of 4 TIE bombers can fit through easily isn't guaranteed, and being that tightly packed makes you easy prey for Harpoon Missiles and bombs coming in the other direction. A big part of Jonus' problems is that he has to be still alive at the point the Gamma Veterans fire, and ensuring that he isn't is not all that hard to do; two higher PS aces with missiles of their own are probably sufficient to achieve this.
     
    If I wanted to build a Quad bomber formation, I'd probably consider a mix of the following:
    "Sniper" Gamma Squadron Veteran - Crack Shot, Homing Missiles, Long Range Scanners Designed to fly slow and hunt high-agility evading aces like the Inquisitor and Vader "Brawler" Gamma Squadron Veteran - Deadeye, Plasma Torpedoes, Extra Munitions, Guidance Chips Whilst less effective than a Jonus reroll/Proton Torpedo attack, you've now got two shots in the tank not one, and on the first shot the 'plasma burn' effect will make it similarly powerful against a well shielded target like Kanan Jarrus, Captain Nym or Miranda Doni. "Flanker" Gamma Squadron Veteran - Deadeye, Cruise Missiles, Extra Munitions, Guidance Chips You can't fly this ship in close formation with everyone else - you ideally want to set up a speed 4 'attack run' coming in at an angle whilst the enemy focuses on your other ships and bin off a 5-dice focused attack. Alternatively if you want a better edge of numbers:
    "Swarmer" Scimitar Squadron Pilot, Unguided Rockets, Lightweight Frame 3 attack dice, 3 defence dice, 6 hit points. In theory it's equivalent to the TIE defender! (It's not because of the lack of evade tokens, the need to have a focus to fire your third die, lightweight frame's vulnerability to 2-dice attacks or range 3, etc. But you do get five ships) "Alpha Striker" Scimitar Squadron Pilot, XX-23 S-Thread Tracers, Cruise Missiles, Guidance Chips Fly in from multiple directions, because a head-on joust with cruise missiles won't work - it's too easy to play range control against someone determined to pull a speed 3+ move. Thread Tracers having range 1-3 means that whoever ends up too close still has the ability to contribute, though, and in theory 4 target lock/focus/guidance chip 5-dice cruise missiles can remove even a VT-49 decimator in a single spray of missile fire - and unlike the gamma veterans you have 5 ships, not 4, available to try and mop up with.
  11. Like
    Nikolishin got a reaction from Magnus Grendel in Original Trilogy Tournament   
    I'm considering this list, but I do not know if it has enough defence/hulls:
    Wes Janson (29)
    Veteran Instincts (1)
    Flight-Assist Astromech (1)
    Integrated Astromech (0)
    Wedge Antilles (29)
    Expertise (4)
    Flight-Assist Astromech (1)
    Integrated Astromech (0)
    Luke Skywalker (28)
    Draw Their Fire (1)
    R2-D2 (4)
    Integrated Astromech (0)
    Total: 98
    View in Yet Another Squad Builder
  12. Like
    Nikolishin reacted to LightCraftMiniatureStudios in Showcase: VT-49 Decimator   
    F/O Decimator

  13. Like
    Nikolishin reacted to Greebwahn in After the dust has settled...   
    As I person who flies Dash and Miranda, though rarely together, I hate going against Quickdraw or Omega Leader. Ships like Miranda and Dash are very vulnerable to being burned down to high output fire, what with their low agility. So, to counter them? Hit hard, hit fast.
  14. Like
    Nikolishin reacted to Captain Pellaeon in After the dust has settled...   
    Never underestimate the power of a TIE/D Vessery against low agility ships.
  15. Like
    Nikolishin reacted to Punning Pundit in FAQ is missing some critical changes and it needs them NOW.   
    Given that you are making "demands", and that they must happen "now", I had been hoping this was a joke thread. Alas. 
  16. Like
    Nikolishin reacted to Marinealver in FAQ is missing some critical changes and it needs them NOW.   
    Okay so I am not a fan of the new NerF.A.Q. for so many reason I already stated before. But again with all the Dark Sithlord Nerfratas and now that the totally broke the integrity of a physical medium it had I have a few demands that should have been included.
    Major Rhymer squadron point cost reduced from 26 to 23 points. (seriously Tomax which is a higher pilot skill is 2 points less) B-wing E2 is now a title upgrade card. (If upgrade slots are subject to change then why not the upgrade types also be subject to change) TIE Punisher (one of two options) All Pilots gain the reload action in their action bar (with that many missile pods and only 2 torps or 6 missiles?) Redline and/or Deathrain gain an EPT slot in the upgrade bar. Blaster Turret now reads, Attack [Focus]: Spend 1 focus to perform this attack against 1 ship (even a ship outside your firing arc). If inside your firing arc you may change all <focus> to <hit> results. There are sure to be more but I'll keep my list short to be more reasonable than the latest NerF.A.Q. Make this happen (least I make a new thread for each one separate). Do you have any other demands, there are no rules to whatever errata you want to make as there is no conservative precedent.
  17. Like
    Nikolishin reacted to Rakaydos in Linked Battery/Jamming Beam and B-Wing   
    I stand by the statement that what the Bwing really needs is access to Primed Thrusters.
  18. Like
    Nikolishin got a reaction from Dwing in What ship would you like to be OP?   
    B-wing - if one just could add a couple of red dice to that ship
  19. Like
    Nikolishin reacted to Dwing in What ship would you like to be OP?   
    Lets do something different and reveal what dirty ship you want to be a game breaker while you fly the sweet sweet ship of your fanboy dreams. 
    For me it would be the Tie Advanced. Have Vader be a truly deadly pilot in a deadly ship. Give the Tie Advance a reason to be Vaders ship of choice.
  20. Like
    Nikolishin got a reaction from Bucknife in A new dawn? Scum Aces?   
    A New Dawn!
    Talonbane Cobra (28)
    Attanni Mindlink (1)
    XX-23 S-Thread Tracers (1)
    Inertial Dampeners (1)
    Engine Upgrade (4)
    Autothrusters (2)
    Vectored Thrusters (2)
    Vaksai (0)
    Guri (30)
    Attanni Mindlink (1)
    Advanced Sensors (3)
    Inertial Dampeners (1)
    Autothrusters (2)
    StarViper Mk. II (-3)
    Virago (1)
    Fenn Rau (28)
    Attanni Mindlink (1)
    Autothrusters (2)
    Concord Dawn Protector (1)
    Total: 100
    View in Yet Another Squad Builder
  21. Like
    Nikolishin reacted to Holmelund in Are there any Nationals remaining? If not...it's FA Q time isn't it.   
    Nordics  (Danish/Swedish/Norwegian) Is 6-8th of october
  22. Like
    Nikolishin reacted to Estarriol in How to kill Nym and/or Miranda?   
    K wing not maneuverable? Yeah, that slam action is just terrible... Sorry to sound a bit sarcastic but k-wings are a nightmare for me!
    High PS boosting turrets will avoid most of what Nym does, or even moving fast with the scouts and making use of the barrel roll should keep you out of bomb range. 
     
  23. Like
    Nikolishin reacted to gennataos in How to kill Nym and/or Miranda?   
    Yeah, probably Kylo.  Nym is almost always going to end up in a 2-ship list, which is basically lunch for RAC w/Kylo + Ace.  Miranda ends up in a lot more list variety.  For example, Miranda/Biggs/whatever isn't likely to fear Kylo as much, but it's still a good bet.
  24. Like
    Nikolishin reacted to Biggsy_boy in How to kill Nym and/or Miranda?   
    I know this probably isn't the popular opinion, but tlt Aggressors will rip thru 1 agility ships.  If you can get all 4 to bear down on one of them, they should burn thru Miranda or nym pretty fast.  You may want to consider thug life Y's thou.  the extra health is good against bombs.
  25. Like
    Nikolishin reacted to DanteStorm in How to kill Nym and/or Miranda?   
    Triple jumps definitely, more health, as stated above and more fire power, plus no donut at range 1, I would, however, find points to Mindlink them all, I know it's the traditional way, but honeslty unless you have k4 it's the best way, because otherwise you'll be shooting plasma torpedoes with 1 modifier in the first engange, and you lock their actions to focus, where with mindlink one can focus and the others can barrel roll at will.
    Dealing against mirandas and nyms Ion is also great, small base with 1 AGI that ion is pretty much assured and no dropping reveal bombs with it.
     
×
×
  • Create New...