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AmPm

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Posts posted by AmPm


  1. With With "Adaptability" being the first double-sided card, "S-Foils" is a shoe-in for an Xwing Title. The only question is what it does, bearing in mind that the T70 can take it too.

     

    S-foils in cruise position: reduce your Primary attack value to 2. During the end step, you must perform a free boost action.

    S-foils in attack position: When you declare an attack on a target you have locked, you may turn an eye into a hit.

     

    Attack position is supposed to be the default, outside epic play where boosting around the board is worth a worse shot.

    The idea is to make the effect both weak enough that IA + Sfoils doesnt make the Xwing OP, and to combo with the various Target lock-savvy pilots and droids that never see play.

    B-Wings also have S-Foils...

    Overly complex and doesn't help the X-Wing do it's job as a mid cost jouster. I understand everyone wants something "cool and new" for it, but it should just be more efficient at what it does. Be a jouster with decent speed and limited extra options. Want cannons, crew, or systems? Get a B-Wing. Want to go faster and have an Astromech? Use an X-Wing.

    The only droids that don't see play are the ones that are too expensive. R7 is great on Tarn, because he gets a new target lock each attack and can decide who to use it on. R5-K6 is crap, because it's 2pts that may do nothing for the whole game.

     

    "0pt Title: Astromechs cost -1pt to a minimum of 0"  brings down the cost of both, allowing them to see play...maybe....R5-K6 is still ****. But it does help 4X builds a lot, where they need it, in lower point investment.


  2.  

    Guess why we should be more concerned about giving S&V something aside from Crab-Bro lists?

    and stop whining about "not yet the king of the hill" medium-level 65's?

     

     

    Start a "Fix the Kihraxz" thread then, this is the fix the T-65 thread. It still needs a little something (reduce price of astromech by 1pt) and then it would be fine. It's not terrible now, but still not competitive. 


  3. Sorry for necroing this thread but tonight I have come to a conclusion on the T65.

    Tonight I played

    Luke + R2-D2 + Shield Upgrade

    Jake + Predator + Outmanoeuvre

    Horton + Ion Cannon Turret + r2 astro.

    Won both my games tonight and Luke did well all night. The only thing I thought might help is now the fix I think it should have..... Cheaper mod slot. Shield for 2pts or engine for 2pts? Any mod at -2pts would let you fly the T65 your way and still pack a punch. Generics would still take integrated but aces would rather have a unique astro which you're not likely to want to throw out.

    Edit: to a min of 0pts and its strikes me that this might be thematic as well, in the old EU the T65 was easily modifiable.

    Why? IA already takes care of that hit and more. Also, Luke is a fantastic tank, absorbing a lot of shots.

    Now try it with 3 X's, or a 4X list. I mean we can go into the fine bits of list building, but I am not sure how a competitive list and opponent lost to that.

     

     

    I might be in the minority but it appears any fix to the T-65 will only make the Kihraxz a noncompetitive ship in comparison.

     

    It was stillborn as far as the competitive scene goes. No built in movement, 1 shield, slightly cheaper, slightly better dial. I wish it was something I could see myself using a lot, but it just isn't.

    I like the pilots abilities though...


  4. It really is so simple.

     

    Title 0pts: Astromechs cost -1pt to a minimum of 0

    That is it, this puts their jousting efficiency up, opens up the dial with free R2 units, gives 4X builds more options on Astromechs, and helps 3X builds just a little bit. It's not huge, it doesn't make the ship into something else, it doesn't try to replicate anything else with new actions, and it fits the lore.

    Everyone asking for the T-65 to be a T-70 just so they can have Wedge in one is wrong. It doesn't need that, it shouldn't be that. They are distinct ships that fly differently, even if they are similar on the surface. If you have problems nailing an Imperial Ace to the wall with Wes or Wedge you are doing it wrong, and Luke is still  a strong defensive X-Wing. It is a beast of a ship if you show up with a plan and play to it's strengths. Strong firepower, good durability, strong pilots.


  5.  

    Much as I love the X Wing and TIE Figher series I have to agree. The games were far more cinematic than they probably had a right to be. I mean if the Rebel Squadrons had killed TIEs at the rate you had to in order to pass each mission, then the rebellion had probably succeeded in depopulating large parts of the empire by the time they won. The fights were incredibly lopsided numbers wise. The highest scoring aces in WW2 had no more than a few hundred kills, Rebels must have had multiple pilots with those kill scores in each squadron :)

     

     

    You mean few dozen... 5 kills were enough for Ace status during the Battle Of Britain.

     

    Erich Hartmann, 352 kills

    Gerhard Barkhorn, 301 kills

    There are a pile of Luftwaffe Aces with 100+ kills.


  6. Agreed, the X-Wing serves one purpose, get the enemy in front of you and blast it, which it does pretty well. It just needs a little more points efficiency. I firmly believe that -1pt to the Astromech title would do that. It allows more flexible 4 ship lists, and gives a little space and initiative bid to 3 Ace lists.

     

    Luke + R5P9 + Predator + IA is in my list as well now, along with Wedge + BB8 + PTL + IA, and Wes Janson + R3A2 + VI + IA. Wes may not be a stresshog but the ability to stress, and remove tokens is amazing for interrupting actions. Lowering the cost of Astromechs wouldn't help my list a lot, but it would really help any 4 X build.


  7. YOU CAN'T STOP THE X-WING FIX!

     

    People wanting to make it a T-70, or give it 4 attack dice! MADNESS!

     

    SOON™ the X-Wing will be triumphant!


  8.  

     

    For the last 2 years I have been saying the same thing, and have given suggestions for a fix. The dang community is stubborn though. No matter how many times I make a suggestion based on lore, they tell me it's canon or extended universe (when it's mostly not). This is my latest attempt to throw my ideas in the pile here

    The reason I did not include a T-70 Title Card to the idea list is because the T-65 named Pilots either died, or would be too old by the time the T-70 came out. I would imagine in old age they stopped flying.

    For the T-65AC4 Title Card, I did not put the Tallon Roll in because of the rules. You have to have a maneuver dial, that matches the model. It would also require the purchase of a T-70 Expansion, or the new Core.

    Perhaps one thing I could of added was "Astromech to Computer" Modification card. That way the T-70 could get the same effect as the T-65D-A1 Title Card

    I did a title for the X-Wing along the lines of your T-65AC4:

    Corran Horn X-Wing:

    x_wing_miniatures_game___corran_in_x_win

     

    And a different approach for an X-Wing fix (helps T-60 without helping T-70):

    x_wing_miniatures_game___custom_upgrade_

     

    I just now saw this. I am glad to see someone take my idea, and try something with it.

    I see this forum is against the Boost because it makes it a cheaper T-70 (is my understanding). I find it to be complete BS.  I would like to see the T-65's scale up to a T-70. The pilot cards for jousting, are WAAAY better on the T-65 than the T-70. Whatever.

    So the only thing I can see to do is maybe change it so it's Barrel Roll instead of Boost? Comes with Barrel Roll and Reduces Torpedo or Missile Cost by 2. (if the community can't agree)

    The reason I am thinking that is because in my original idea post, I let the T-65B title card be the one with the HP increase, plus cost reduction of the X-Wing by 1. I am not the best at this so I will let the community figure it out.

    If worse comes to worse, the T-65D-A1 model title card, and the Astromech to Computer Conversion Modification card hasn't been touched. That still has potential if the community can't find a reasonable solution and or idea.

     

     

    It doesn't need any of that. I've been flying 3 Aces with IA, it really makes them better. You get that extra turn or absorb that extra shot allowing the other 2 to go to town on someone.

     

    The dial is a little stiff, that's fine, herd your enemy and push them towards corners, you'll be fine.

    Boost and barrel roll are not needed, the T-65 does not need to mimic the T-70. If anything it just needs an Astromech cost reduction title to bring it in line as an efficient jouster.  


  9.  

    Truly, PWT's, things with turrets, and any ship with the ability to adjust through actions (Barrel Roll, Boost, Cloak) are for the lazy. Only those who fly ships with no ability to modify or adjust for mistakes are real players! T-65s for life!

    Or Khiraxzes. Go Scum, go.

     

    Ships with no built in adjustment! Represent!


  10. I'm running:

     

    Wedge: PTL, BB8, IA

    Wes: VI, R3A2, IA

    Luke: LW, R2D2, IA

     

    It's been doing surprisingly well, thinking of taking it to Store Tourney for fun. I could swap Luke for Poe w/ R5P9+IA though, but it loses some of it's flavor. 

     

    Big concerns are TLT spam and HLCs.


  11. I don't understand the obsession with giving T-65's boost. Do people really think AT is that much of a must have on every ship? Increasing the cost via a must use title just makes it harder to run T-65 lists, without helping that much (still 2 AGI, not Poe). If you want more survivable ships think about something else. Repositioning is all well and good, but it's not the be all end all, overlapping fields of fire takes care of it pretty well.

     

    I hope they don't make the T-65 a cheap T-70 clone, that would be terrible for gameplay, we don't need all the ships to be the same. Right now they are at a reasonable efficiency, making the Astromech 1pt cheaper would mean you have 21pt Rookies with IA and an R2 unit, or 22pt with an R7 and IA, which would be silly if you can get rid of a ship in a 2 ship build early. 

     


  12. But then I save a point for something else, for a minor decrease in PTL efficiency.

     

    I'm trying to figure out if I want to drop Wes Janson (who is awesome) for a Stresshog. Upside, more stress, downside, not at PS10 and doesn't strip tokens.


  13. Really, all they need is a title, X-WIng Only "-1pt to Astromech costs to a minimum of 0, cannot be equipped if you have a Tech on your upgrade bar". This gives you a 21pt Rookie with a free 1pt Astro and IA. This brings their jousting efficiency up slightly, but also gives them a lot of flexibility depending on astromech. X-Wing Aces get slightly better, and it doesn't help T-70s.


  14.  

    Going from 86% to 91% is a **** good fix, and also leaves the door open for future Astromechs to enhance jousting further. And 1% difference from a naked B-Wing is not really an issue. After all, A-Wing Refits (which with Boost, Evade etc should wipe the floor with the competition) and FCS B-Wings are even better on the jousting charts. Is that REALLY a problem? It's also better than a TIE Interceptor. A 1% difference between the X and B is also not that big a deal. The calculation of the numbers themselves requires some subjectivity, and they will drift according to meta and reconsideration of weighting (MajorJuggler discusses his thinking in great detail - it's worth reading it in full).

    The difficulty is that the naked B-Wing has lots of different ways to make it better, but once you slap IA onto an X-Wing, you've taken its Astromech slot and its modification slot. At that point, you only have titles and Torpedoes left to make changes. And the B-Wing will always do Torpedoes better.

    So if a naked B-Wing can out perform (even marginally) a half-full X-Wing, there is a problem.

    I do, 100%, belive that there's a good- competitive- T-65 X-Wing build waiting to be discovered, that uses IA. I just don't think there's 3 or 4.

     

    I've been running the classic Wes, Wedge, Luke build, and it's not doing badly. I don't think it's something I would take to Regional's but it's doing well enough. Currently 5-0, IA helps a lot with the list durability (forces another shot at someone basically). My big concern with it is TLT spam, or HLC Brobots/Dash.

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