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Carpatheon

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Posts posted by Carpatheon


  1. Personally I don't think the X-wing needs a "Fix".  I play them all the time, they are still my favorite ship, and they just do fine.  Having said that, I would not be opposed if they gave the X-wing a boon of some kind in the near future. Some kind of title or perhaps just new pilots and astromechs.


  2. My worst ever was loosing an undamaged Whisper to one shot from Luke. Whisper was cloaked at long range, behind an asteroid. Luke rolls hit,hit,crit. Whisper rolls blank,blank,blank,blank,blank,blank. Thats 6 blanks for those of you counting and of course the crit was direct hit..... That really sucked.


  3. Im running the following build on Hobbie.

     

    Hobbie Klivian

    R3-A2

    Flechette Torps

     

    My question is this.  Can Hobbie shoot a target with the flechette, activate R3-A2 to inflict a stress and recieve a stress, then use his ability to clear that stress with the Target lock spent to fire the torp?


  4. I'm thinking of trying this for my next game:

    Tycho Celchu (26)

    Push the Limit (3)

    Proton Rockets (3)

    Daredevil (3)

    Experimental Interface (3)

    A-Wing Test Pilot (0)

    Green Squadron Pilot (19)

    Opportunist (4)

    Chardaan Refit (-2)

    Wes Janson (29)

    Bandit Squadron Pilot (12)

    Total: 100

    View in Yet Another Squad Builder

    I don't know if I like running Wes without any upgrades though, and I'm pondering dropping the bandit to bulk up Wes with R2D2, engine upgrade, and a good EPT

    I like the list, pyscho tycho is particularly fun. As for Wes, I like to run R3-A2 on him for stressing phantoms. Veteran instincts is also good on him to insure shooting before any phantoms, in case you are facing them.

  5. My cuurent favorite A-wing build is this:

    Green Squadron Pilot

    Chardaan Refit

    Opportunist

    Opportunist lets you stress yourself to roll an extra attack dice, if your target has no focus or evade tokens.

    This gives you a ship with a total of 21 points that can stress itself to roll an extra attack dice. People tend to freak out when a a-wing closes on them and rolls 4 dice. Right now im running 2 of these, Gemmer with same build and Wes Jansen to strip focuses and evades from your target.

    With a-wings having so many greens I have found that I almost always take the stress for extra punch.


  6. I have playtested my Munitions Magazine mod and come up with a few changes.  Here is the current version.

     

    Munitions Magazine - 2pts - Modification

     

    Whenever you use a (Torpedo) or (Missle) secondary weapon that instructs you to discard it, flip it face down instead.

     

    During the End phase you may spend a (Focus) to flip all your facedown (Torpedo) and (Missle) cards face up.

     

    After testing the initial card was better on ships with a single munition like X-wings since it only reloaded a single card per turn.  This is more usefull on the real bombers, with multiple munitions.  Hence the cost increase.  The cost increase makes it  not be an auto include on something like an x-wing (6 pts for a proton torp) but does make it much better on y-wings, b-wings, and tie bombers.

     

    Adding the focus to the cost also makes it a little harder to abuse on the single munition ships, but adds an increased cost for getting say, all 4 tubes back on a bomber.  Its harder to make it through a whole turn without using the focus token on defense sometimes, so there is an additional opportunity cost as well.  This also helps abuse of Prockets since they use the focus to fire and without help could not be reloaded the same turn they are used.  If you dont want that awing to reload its procket, keep shooting at it, its hard not to use a focus on an awing under fire sometimes.

     

    If you had both a target lock and a focus and your fire a Proton Torp and got a good roll, you could reload it that same turn, or you could take a slightly subpar shot and save the focus for a reload, so there are choices to make in that regard.

     

    There is also at least one ship per faction that can steal, strip, or deny use of focus to prevent reloading with the added focus cost. 

     

    Of course this gives the rebels a big leg up in ordinance with their various ways of handing out and sharing foucs, especiall in epic games.

     

    Of course I know its almost impossible to get all 4 shots off with a tie bomber in a normal game, so what good is this mod for them then?  My idea is that it adds versatility, the ability to take 4 different kinds of munitions.  It also makes a y-wing or tie bomber bereft of munitions still very dangerous, so they will stay high in target priority which is good since they are so tanky.  Pluse like I mentioned before, this make the muntions failure crit much scarier to a dedicated bomber.


  7. The stress control list is very fun, but make sure you get in some practice with it. If there are large ships hit em with an ion early and wait. People will forget they are carrying that one ion token around sometimes and you can pop them again when they aren't expecting it and fly them off the board.

    Just remember that R3-A2 only works in your primary firing arc, not if you use the ion to fire outside your arc. Though it does work if firing the ion in you normal arc, quite the double whammy that will hurt any ship you pull it off on.


  8. Tarn w/ R7 astromech, Fletchette Torps, Stealth Device.

    Tarn is currently one of my favorite ships. So hard to kill one on one, and in a furball who is going to gang up on the annoying X-wing, knowing that if they shoot first they are wasting thier shot.


  9. I had an idea for this mod. I realize that it invalidates Munition failsafe, but that was an attempt by ffg that didn't do enough.

    Munitions Magazine - 0 pts Modification

    Any time you use Ordinance flip it over instead of discarding it.

    Action: You may flip any used ordinance card back face up.

    This would help addess the cost issue of ordinance but would prevent them from being to powerfull as you cant use them every turn, unless your PTL or Vader.

    It would also make then much more fluffy, since most ships, especially bombers carried dozens of muntions each. Also this would make the munitions failure crit much more feared.

    This fix requires a minor change to the rules. Flipping cards over instead of discarding them, but other than that I think its a pretty elegant fix.

    Also points cost could be tweaked but I feel that Ordinance is a little exspensive as is for a one use weapon.

    I also like the idea of getting to use your TL when you discard it to fire ordinance.

     

    This is the easiest way to go.   You leave in place all the restrictions of target lock/focus and range while removing the single biggest barrier to people taking ordnance - the notion that you're only carrying one shot's worth of whatever missile or torpedo they spent an exorbitant amount of points for.

    That was the idea I had for this mod, improving ordinance and making it more fluffy with no faq'ing of old card texts. Its just a new upgrade that modifies the rules for ordinance. I also think that it helps the older ordinance without overpowering the newer stuff. Though I have to admit A-wings with reloadable prockets would be scary.

    The mod might need a points cost after all...


  10. I had an idea for this mod. I realize that it invalidates Munition failsafe, but that was an attempt by ffg that didn't do enough.

    Munitions Magazine - 0 pts Modification

    Any time you use Ordinance flip it over instead of discarding it.

    Action: You may flip any used ordinance card back face up.

    This would help addess the cost issue of ordinance but would prevent them from being to powerfull as you cant use them every turn, unless your PTL or Vader.

    It would also make then much more fluffy, since most ships, especially bombers carried dozens of muntions each. Also this would make the munitions failure crit much more feared.

    This fix requires a minor change to the rules. Flipping cards over instead of discarding them, but other than that I think its a pretty elegant fix.

    Also points cost could be tweaked but I feel that Ordinance is a little exspensive as is for a one use weapon.

    I also like the idea of getting to use your TL when you discard it to fire ordinance.


  11. Munitions Magazine - 0 pts Modification

     

    Any time you use Ordinance flip it over instead of discarding it.

     

    Action: You may flip any used ordinance card back face up.

     

     

    This would help addess the cost issue of ordinance but would prevent them from being to powerfull as you cant use them every turn, unless your PTL or Vader. 

     

    It would also make then much more fluffy, since most ships, especially bombers carried dozens of muntions each.  Also this would make the munitions failure crit much more feared.

     

    This fix requires a minor change to the rules.  Flipping cards over instead of discarding them, but other than that I think its a pretty elegant fix.

     

    Also points cost could be tweaked but I feel that Ordinance is a little exspensive as is for a one use weapon.


  12. Ok so the Epic list I came up with I went for a thematic list. I used all the named X-wings.

    Rogue Squadron

    Wedge Antiles (29)

    R5-P9 (3)

    Predator (3)

    Shield Upgrade (4)

    Proton Torpedoes (4)

    Luke Skywalker (28)

    R2-D2 (4)

    Wingman (2)

    Shield Upgrade (4)

    Proton Torpedoes (4)

    Jek Porkins (26)

    R5-D8 (3)

    Push the Limit (3)

    Experimental Interface (3)

    Proton Torpedoes (4)

    Garven Dreis (26)

    R5 Astromech (1)

    Hull Upgrade (3)

    Proton Torpedoes (4)

    Tarn Mison (23)

    R7 Astromech (2)

    Hull Upgrade (3)

    Proton Torpedoes (4)

    Biggs Darklighter (25)

    R2-F2 (3)

    Hull Upgrade (3)

    Proton Torpedoes (4)

    Wes Janson (29)

    R7-T1 (3)

    Wingman (3)

    Hull Upgrade (3)

    Proton Torpedoes (4)

    Hobbie Klivian (25)

    R3-A2 (2)

    Hull Upgrade (3)

    Proton Torpedoes (4)

    Runs at 300 points. I know an 8 ship list for epic is not ideal, but its really really fun to play and actually has some good synergy. ( Bonus points if you can get this Porkins build to survive an epic battle.) I know all these guys didn't fly in rogue squadron technically, being dead before it was formed and all, but they all flew in red squadron, so thats close enough for me.


  13. I usually run 8 ties, 4 academy, 4 obsidian, grouped by type into teams of 4. I start off in formation and joust trying to take the initial damage mostly on acadamies. After the first pass I go for what I call 'Chaos Mode'. All ties break formation and scatter. It's a controlled chaos, but it leaves the opponent nowhere to hide.

    Playing this style will give you a crash course in carefull maneuvering, you will lose many ties to asteroids doing this.

    I like it because it ususlly flusters the crap out of an opponent. Without good discipline you opponents fleet will fragment for ease of elimination.

    At least thats the general idea. I find it more fun than the rigid Howlrunner formation.


  14. We aren't talking about massive capital sized ships. There are plenty Corvette sized ships that would be available to Scum.

     

    I guess that those sized ships just aren't coming to mind from the narrative that I can recall.

     

     

    Possible SCUM Huge ships:

    Hound's Tooth

    Wild Kaarde

     

    I can see the Wild Karrde as it is sized right for an epic, but the Tooth is only 60 meters or so, making it 1/3 the length of the transport, so it's kind of in an in-between spot.  My other issue with the Wild Karrde is that while Talon Karrde may have been a smuggler and information broker, he's always been a good guy in our eyes.  Sure, Han and Chewie were in Mos Eisley, but I don't think that they were frequent guests unless they had to be.  Karrde will always be a rebel asset in my mind rather than some flint-nosed pirate like Hondo Ohnaka or a ruthless crime lord like Xizor.

    Lets be honest here. Han was an upstanding member of the scum faction before a Obiwan hired him. I would say he didn't officially become a good guy till moment he came back and saved Luke at the battle of Yavin. If X-wing were set 10 years previous he would fit right into the scum faction.


  15. I really want to see an aces pack with X-wings. They could use a little love, plus I would love a PS 6 Rogue Squadron X-wing with an EPT option.

    Would also be kinda cool to get a Rebel/Imperial combo aces pack with one ship from each. I was rooting for an X-wing/TIE Advanced aces package, bit I guess we already got our Advanced boost.


  16. I tried out this build today for the first time.

    Captain Oicunn

    Ruthlessness

    Vader

    Gunner

    This was the single most brutal thing I have seen in x-wing so far. I had a few ships in support but there was very little left for them to do.

    Ruthlessness combined with double Vader from the gunner was more damage than I have ever seen one ship deal.

    Im still looking for the best support to run with this build, currently thinking of a kitted out Whisper. Though I'll probably add either Mara Jade or Rebelcaptive to Oicunn.


  17. I don't understand - why does this make marksmanship any better? Surely your EPT is still better spent on an actionless improvement like Lone Wolf or Predator, so that you can make the most of your barrel roll (and boost if you have Engine Upgrade)?

    My reasoning behind marksmanship is that with Adv Target Computer, you cannont use yor TL for rerolls so you need at the very least a focus. Marksmanship in this case wpuld be very powerfull. Though I do think predator would be very good as well. Someone else will have to do the maths on it (I suspect predator to be slightly better).

    I just mention marskmanship because this breaths life into a card not played since wave one.

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