Jump to content

Carpatheon

Members
  • Content Count

    117
  • Joined

  • Last visited

Posts posted by Carpatheon


  1. Luke w/Lone wolf, R2-D2, Shield upgrade

    Biggs w/ R2-F2, Stealth Device

    Tarn w/R7 Astromech, Stealth Device

     

    That's a pretty significant (3pt) Initiative bid!

    I was typing the list from memory, i also put some fletchettes on Tarn, to take advantage of his free target locks.


  2. I love flying x-wings and my current favorite list is this.

    Luke w/Lone wolf, R2-D2, Shield upgrade

    Biggs w/ R2-F2, Stealth Device

    Tarn w/R7 Astromech, Stealth Device

    This list takes the 2 toughest X-wings makes them even tougher, then throws in biggs for added protection. End game with Luke is very difficult to stop, as Lone Wolf is always active if hes the last man standing.

    I also like PTL and engine upgrade with R2-D2 on luke as it makes a better dogfighter, just not as tough.


  3. Try engine upgrade on the decimator, you will be greatly suprised by how usefull it is. Drop the hull on Soontir for a targeting computer, that will keep your points the same. With only 2 ships targeting computer will help keep your damage output high.


  4. I tend to prefer autothrusters over stealth device. Too many times i've wiffed my first dodge and lost the stealth device.

    Using the autothrusters can still be usefull even if the opponent has no turrets, you just need to try and get the first exchange to happen at long range. It requires a little more skill to try and stay at long range, but it can be really effective.

    Having said that, if you can use the royal guard title and run both it will infuriate turreted opponents.


  5. Luke w/ R2-D2, Lone Wolf, Shield Upgrade

    Bigs w/ R2-F2, Stealth Device

    Tarn w/ R7 Astromech, Stealth Device

    The idea being, take the 2 toughest x-wings to kill, Luke and Tarn, then throw in Biggs to bodyguard them for a turn or two. This list is proving suprisingly tough to kill.

    Once Biggs dies just split up the other 2 x-wings and see which one your opponent tries to go after. Neither one is a fun choice.


  6. A 23-point Bomber with 3 Prox Mines? Or a 25-point Bomber with 3 Proton Bombs? You could obliterate some poor sap with just two of those ships in a squad. It's an especially good fix for anything that can carry multiple ordnance.

    I keep seeing people refer to bombers with 3 bombs. How is this accomplished? I can't figure out where the 3rd one is coming from.

    You can't have 2 copies of Extra Munitions since its limited, and I don't see any other way to get another bomb.


  7. Extra Munitions really encourages you to deck out your bombers. Thats where you get the most bang for your buck. I think FFG got tired of seeing people run naked bombers. Even older bad ord improves now, 8pts for 2 proton torps... not bad. 11pts for 2 proton torps and 2 assault missles.... I can certainly see many more loaded down bombers being used.


  8. My guess is an action that lets you fire 2 missles or torps in one attack. With new titles or mods that give it to older ships. Maybe with a restriction that the double fired ord must be the same thing....2 concusion missles, or 2 proton torps....

    Anyway thats my best guess.


  9. At the end of the rulebook there is an alternate way to play. You play unlimited turns till one person is completly wiped out. In this type of game it does specify to swap the initiative token every turn, but you also do not use objectives. For casual gaming this works great, but I guarantee that tourneys wont play that way, simply for time constraints.


  10. I don't really have a problem calling them hits and crits. That is what they end up being if they are not evaded. They are technically 'potential' hits and crits, but they only stay that way for the duration of the dice rolling, which is usually mere seconds. I don't see the need for new terms that are only needed in the abstract and for a few seconds.

×
×
  • Create New...