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Posts posted by WarTurtle
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...I didn't even think of that.Mauler with predator is a wildly efficient 20 points
I'm running Black Squadron in a casual tournament today.
Vader w/ Expose, Prockets, & Stealth Device
Mauler w/ (now) Predator, & Hull Upgrade
Backstabber w/ Hull Upgrade
BSP w/ Draw Their Fire & Shield Upgrade
I was running Outmaneuver on Mauler because in my head Predator was taken by His Darthness once the fix is in and I only have one Defender so...
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Bossk's ability is ******* boss...k.
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I know, I'm sorry. Fly casual. -
Rogue Squadron Title
2 SP
Once per turn, a ship with Rogue Squadron Title may re-roll one green die for each other friendly ship with the Rogue Squadron title in play.
Wraith Squadron Title
1 SP
At the beginning of the combat phase, you may target lock a ship that is also target locked by another friendly ship with the Wraith Squadron Title. You may only have one target lock at a time.
This would satisfy my need for more squad based tactics as well. Plus, imagine the headache Biggs would be with that ish going on.
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Either drop down to 65-70 pts or jump up to Max 3 small bases.
I'm planning an super hero tournament soon. 100pt 3 small ships max.
TIE fighters, bombers, interceptors are not space superiority fighters. Phantoms, Defenders and Advanceds are.
First, the game mode should be called "Wingman". BTW, I like keeping it to 2 ships. You can make up the differences in SP, by allowing one of the "cheaper" ships to take one additional upgrade for 2 pts. Like letting a HWK take a second crew member, or a Z-95 could take a second modification. Maybe let A-Wings buy a barrel roll for 3. Something that makes sense, but you can't really abuse because only one of the gets to do it. (4 pts to let the bloody X Wing actually fire ALL 4 guns at once!)
Second, based off the "X Wing" series, (which I think we can all agree is basically gospel for this game) no ship scared either the Rouges or the Wraiths like the TIE Interceptor.
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Hobo, the aux arc is pretty much what everyone is talking about. Don't get yer bindle in a bunch.No more fire power three turrets!
Firespray style auxiliary arc would be fine but for the love of all that's unholy no more large base turret ships in this dog fighting game.
Though I do like the idea of The Ghost having forward and aux arcs (w/ docked Phantom) with a Turret upgrade... As long as they never release a "Quad Laser Cannon" turret.
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I'd bet that Fel would die from them pretty quickly. His 3-4 agility dice would have to be rocking pretty hard to doge all thoose cluster missiles the first turn... And if you spread your arcs right, he'll have a hard time staying safe afterwards. Each advanced is still really tanky.Soontir Fell or Whisper (even post errata) would probably solo the lot of them

AC is going to be amazing for a guy who distrusts dice as much as I do, but it's a max of 2 damage and does not influence your opponent's green dice + defensive actions. Imo, the generic AC tempest is going to be an amazing anti-low agility and anti-fattie ship that will struggle against higher agility assholes, necessitating the intervention of lord Vader or the hitherto unspoiled new pilots maybe.
Yeah, Fel is awesome, but AT won't help him here and since they don't have to fly in a block, they can can have a fairly good slice of the board covered with lots of overlap for concentrated fire. As always, it's gonna come down to how you fly and how you can read the other guy. At let it will once the "fix" is in.
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I just had a delicious cheeseburger on sourdough toast, called a patty-melt 'round these parts.
Oddly, that inspired a fleet.
After the Raider drops, we have this beastie:
4xTempest Squadron Pilots
+ TIE X/1 Title
+ Accuracy Corrector
+ Cluster Missiles
.-=25 Each=-.
Check it:With a (free) Accuracy Correcter, the TIE Advanceds of this list only ever need to do one offensive action all game: the Target Lock on their Cluster victims.
Even at Range 1, a Target-Lock could only add +1 damage, and does so fairly rarely. Might as well go with a Focus you'd be okay using defensively.
Even so, you can take the 5 hp with 3 agility, and use your actions to improve survivability for the rest of the game, confident that you'll always be able to confront your opponent's green dice with 2 hit results per attack.
The true terror, though, is in that Cluster-Missile barrage. In that round, your victim is going to be faced with having to dodge an expectation of 17 damage (3 die attacks have a 1/8 chance of coming out with 3 natural damage, and you're throwing out 8 3-die attacks. Everything else is going to deal a minimum of 14 damage).
Like I said in the title: Melt 'em.
That's enough to annihilate Fat Han.
That's a guaranteed kill on a Decimator, excepting only Kenkirks or Decis with Hull/Shield upgrades.
In other words, if 21 points is a good buy for a Tempest with AC, then this is 16 points worth of missile that are going to destroy 50-60 points of opponent. Which is tasty.
This fleet should fair well against Swarms too, although there will be several dozen exchanges of fire in which neither side is dealt damage.
Double Aggressors and anything dealing with Superfighters is going to be problematic for it, though. You'll actually have to predict flightpaths and arc-dodge in those fights. Alas.
This is the second list I thought of after Vader/ATC/Pred w/ 3× Tempest/AC.
Now I'm playing around with 3x Tempest/AC and Steele/ATC/Calc
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hey man, don't go insulting those nameless pilots. They have wives and families to go home to and only 2 days left until retirement (especially all the tie fighters)
Really? All the unnamed pilots are male?
Really? Only males have wives and families?
stuffedskullcat reacted to this -
Great, first my Phantoms got nerfed, now I have to use a poodle shooter instead of my beloved FN FAL.Dice will be replaced by shooting targets with an AR-15 at 175yds. You don't want to know about the blinded pilot crits...
...communist...
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Dang. I got excited for a minute. It's probably May at the earliest. I do have mine pre-ordered with Xmas loot. I'm very eager to fly a lot of Tie Advanced. Still need to pick one up, though.
For those that hate on the Raider to get the fix, I say try Epic. It's actually a lot of fun to play some non-tournament games. I found it's cool b/c it's the same game...but not. It's great to break out of the norm and routine.
I understand your honest suggestion, but still...no. It is bull that the fix for the TIE/Ad is coming in an epic ship. Nothing changes that. I'm not even opposed to epic play, but this fix is needed to make the ship viable in tournament play. Not a bit better, not overpowered...straight viable. This fix should come in a "Imperial Elite" pack or something similar. I'm fine with the other pilots coming with the Raider and I love that alternate paint scheme, but those two cards (X1 title, and ATC) should be available to everyone who is interested in this game.
This is an opportunity for FFG to fix an error, not to go full SONY and pack in some bull that not everybody wants to get the stuff they do.
Shadow2Lead and President Jyrgunkarrd reacted to this -
I think you will be fine for quite awhile. The shortage was in part caused by that union strike in the west coast ports but I believe that is over
The union didn't strike; management closed the ports down.
Because the union workers went into a "slowdown". Kept my car on the friggin boat for two weeks...
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Expose should proceed for both attacks, right?
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Wonderful. The Imperial Aces look fantastic on my Shield tablet.
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What you describe is exactly what the collusion rule is in place to prevent. That is textbook bullshittery, and the TO should have bounced them both immediately. This BS happens in the "FGC" (fighting game community...Street Fighter and such) and teh internetz are lit ablaze immediately. Players are DQ'd, money is lost, sponserships pulled, mass hysteria. I think we can all agree that type of tomfoolery should be avoided at all costs.
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I really like this idea. Not only does it give you the squadron rules that I think we've all been missing, but also it gives guys like me who have so far had very little intrest in Epic play a very good incentive to pick it up. I think someone else mentioned that "squads" should be limited to only as many ships as you can fit into 100 pts, and I like that. It makes the rare ships stay that way. Plus, by making the squad benefits dependent on staying within range 1-3, we don't lose the skill aspect that makes X-Wing so unique.I like the idea of Epic pilot talents. They would only fit on pilots that already have EPT slots but they would be epic only, and gain leadership abilities that could be passed to squad mates. Perhaps make them cost an epic point, but make the ability worth the increase in squad ability. All ships of the same kind get bonuses, or something along those lines. Something like,
Rogue leader
Rebel only
Xwing only
Epic only
All friendly Xwings range 1 - 3 from you gain a free target lock when you perform a target lock action.
6 pts
1 epic point
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None of it will matter once I have my Turtle Squadron of Darth w/ 3xTempest. Game will be fraggin' OVER!
player829067 reacted to this -
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Appropos of nothing, but I must hates the OP forevers. There can be only one, and now I can never be a Grand Moff! I will have to destroy you now, nothing peronal.
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Not to turn this into another "Let's fix ordnance" thread but what about:
Heavy Loadout - 3SP (TIE Bomber Only)Any ordnance on this ship may be used once before requiring you to discard the upgrade.
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Red they have added a flight sim to TOR. Don't know if it will help, I quit SWG before flight.
I have never played TOR, but from what I've seen, it is nothing compared to SWG. TOR is more like a rail shooter while in SWG, you could go wherever you want. You could also customize your ship to fit your style but was limited by the mass value of each ship. If you took an Interceptor and wanted to give it the best engine there is for speed and maniability, you had to sacrifice firepower or durability. Do you want your cannon to shoot fast or slower but deal more damage. Is your reactor good enough to supply your lasers or will you always be stuck waiting to recharge because you wanted a badass cannon. Then there was RE where you could combined all the best qualities of a type of loot and make some very good piece of equipment. Then there was PvP or going solo against the Corvette... Good times...
The single player space is a rail shooter, but you can upgrade your equipment and go for a bunch of bonus goals once you max out your ship. The multiplayer though is free flight and there are a bunch of ships that are really modifiable. It is one of the few reasons I have considered going back to it now and then.
If you don't know about it yet, Star Citizen is the new MMO Chris Robert's (of Wing Commander fame) is developing. The ships are built to scale and you actually play as a FPS/TPS human that can walk around space docks and climb into your ships. It is going to come with a single player module too that resembles the wing commander games.
It is pretty sweet: https://robertsspaceindustries.com/
...if it sees the light of day (or lets be honest, the glow of our monitors)
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On the flip side to all this, I myself got molly-womped with a Pantom/Decimator list this past weekend. 0&4, with one TIE Acad kill the whole time. Kept getting my cloaked, and obstructed Phantom one shotted by either another Phantom, or frickin Dash with his HLC turret garbage. I, however, do suck at this. Well, I suck at big ships and Phantoms anyway.
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I am grudge flying them. I know it will fusstrate (TM HHH) the crap out of me, but I need to know how they move if only to destroy them better. Besides, if I can learn those big bases I can only imagine it will help my small ship game.
Enough about me sucking. Anyone else flown something that just was NOT your jam, or even your jelly?

Competitive Tournaments and printed upgrade cards
in X-Wing
Posted
I would suggest that they have likely done more homework than you on the subject. It amazes me how many more "experts" are posting on FFGs forum boards than are actually working for FFG.