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About Qark

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  1. Qark

    Simple fixes for the T47

    Just for completion's sake: T-47 into Storms Main Gun with Pierce = Impact No aim. No cover: 4 kills. Heavy Cover: 2 kills. Aim: No cover: 5 kills. Heavy Cover: 3 Kills. Again, seems fine. Aiming T-47 into dudes in the open should probably finish them off. If they do have cover the DLT won't even die.
  2. Qark

    Simple fixes for the T47

    Ok so! Case 1: AT-ST V Rebel Troopers with Pierce = Impact The main gun averages 3 hits without an aim. With pierce 3 that means a trooper unit in the open loses 3 dudes on average. Doesn't even kill the z-6. Cover is reducing hits before pierce even matters so just the main gun into heavy cover averages... 1 Kill! Not overpowered I think. With an aim token thats 4 kills for a unit in the open and 2 kills for heavy cover. BUT the rebels aren't dodging in the above case. A dodging rebel unit still doesn't lose the Z6 out in the open against just the main gun even if it's aiming. Case 2: AT-ST + Light Blaster V Rebel Troopers with Pierce = Impact 3 of each coloured die, pierce 4 sounds amazing. Lets see what it does. If the troopers are in the open 4 kills or 5-6 with an aim. That feels right to me. An AT-ST shooting both guns at a trooper unit out in the open should hurt, and even then it needs an aim token to average a dead unit. In heavy cover, no aim, the rebel troopers take 2-3 wounds, 4 with the aim, which again feels okay to me. A 5 man squad can survive focused fire from an aiming AT-ST if they are in cover. If they also dodge then they don't even lose the Z6. Case 3: AT-ST + Grenade Launcher V Rebel Trooper with Pierce = Impact Defender can't get cover here so we just consider the open cases. Average 4 kills without an aim or 5 kills with the aim (3-4 if defender dodges). Again, incoming fire from both an AT-ST's guns at range 2 or less should kill a unit I feel, and in this case you need the aim to do it if the trooper unit is loaded out with a heavy weapon. Double check my numbers because I probably mis-clicked somewhere but that seems perfectly reasonable to me both thematically (its the biggest unit in the game) and mechanically (its a 200+ point model).
  3. Qark

    Simple fixes for the T47

    Well vader isn't heavy so no worries there. ATM the rule would only apply to T-47s and AT-STs because they are the only ones that are heavy. Ill run the numbers on my probability calculator (https://community.fantasyflightgames.com/topic/273345-probability-calculator/) and make some pretty pictures. Lets see what it does exactly.
  4. Qark

    Simple fixes for the T47

    If a heavy unit is shooting a weapon with impact against a target without the armour keyword (or armour X) that attack gains pierce equal to the impact value. Have no idea if this will actually be a good thing to do. Just popped into my head
  5. Qark

    Hyperspace Imps

    Darth Vader — TIE Advanced x1 65 Hate 3 Fire-Control System 2 Ship Total: 70 Half Points: 35 Threshold: 3 “Howlrunner” — TIE/ln Fighter 40 Ship Total: 40 Half Points: 20 Threshold: 2 Iden Versio — TIE/ln Fighter 40 Ship Total: 40 Half Points: 20 Threshold: 2 Academy Pilot — TIE/ln Fighter 23 Ship Total: 23 Half Points: 12 Threshold: 2 Academy Pilot — TIE/ln Fighter 23 Ship Total: 23 Half Points: 12 Threshold: 2
  6. Qark

    Probability Calculator

    I think all the new things are working. Didn't get much of a chance to test so if you notice something wrong let me know. Links above should still work.
  7. A whole storm squad shooting with an aim at a T-47 averages 2.2 damage. So three corps squads focusing fire to kill a T-47. Ill take that.
  8. Not exaggerated, just forgot to click the surge for defense button on my probability calculator. Thanks for catching that. DLT 52% chance at hitting the T-47. 6 Attacks you expect 3 damage so two rounds of shooting to bring it down. You are still trading on average less than 1 squad of storms for the air speeder.
  9. Wrong maths. See subsequent posts.
  10. Lets break your comment down. "Those trooper units won’t survive the incoming fire, and their output drops dramatically every time they’re fired on" well , they will. Lets assume the T-47 is flanking and the storms have no cover. Lets assume the T-47 has an aim token. That is best case scenario. On average T-47 kills 2.4 storm troopers. If the trooper squad is 4 + DLT then you need at least 4 kills to stop impact return fire. The probability of that is only 17.9% "In comparison they do virtually nothing to the T-47, and that’s when they mass fire." well, they do. Reread the post you quoted. The maths is there. 5 damage isn't "virtually nothing." That's the damage threshold. Thats 5/7ths dead. Already your argument falls apart because any player worth their salt would happily trade a 2 stormtroopers for a damaged T-47. Splitting fire is even more futile, as a Rebel trooper in cover and with dodge would negate the first three hits. 3 hits on 5 white surge dice is already long odds. & If they hit the target is suppressed, with just white dice it’s likely they didn’t even get a hit result for most situations. Well you might be right about damage here. 70% chance to not kill a dude isn't great, however, you are just plain wrong about gaining a suppression which is an 85% chance. Lets say you choose to shoot at un-activated units: you'll expect to be putting out 5 suppression tokens 3 units will only get one action when they activate and rebel troopers drop like flies without their dodges so now they have to choose between taking damage from your non-corps units, moving towards an objective, or returning fire.
  11. There are a lot of posts saying the problem is the "competitive mindset" or something similar. Competitive play is just as valid a way to enjoy the game as casual play and attending events to win is just as valid as attending to have fun (not that the two are mutually exclusive). Competitive play isn't as interesting as it could be when everyone is running similar builds. At the moment that seems to be max corps, multiple snipers, and commanders/operatives to taste. List building variety keeps things from becoming stale which can only be a good thing for the health of game. There is nothing like a new player turning up at a local comp with some cool looking models only to get wrecked by the same build 3 games in a row and being told the units they like suck to make them think twice about coming back next tournament. That isn't the other player's fault, there are entry fees and prizes on the line so of course they are going to play to win.
  12. That isn't what was being said. The point is if you max corps units you can have 6 storm troopers with DLT. Against a T-47 each one has a 50% chance of dealing 1 damage without an aim or 65% chance with an aim. Thats 3-4 expected damage out of the corps units at range 4 while the storm troopers without the DLT are still dishing out suppression or damage to what little trooper squads you have. It doesn't take much to crit fish up the extra damage to drop the thing, or bombard with veers, or activate a speeder bike. A T-47 against a good player will drop in one or two rounds of shooting while the army still operates in a way that will cause it to score objectives. That isn't even considering the crazy good threat range of snow troopers that move-move-impact grenade. 2 squads of those guys can shut down so much of the table that either the T-47 dies or doesn't contribute where it is needed.
  13. Qark

    Probability Calculator

    Yeah I can do that. Should also put in Armour X. Any thing else I have missed? It'll take a few days. I had no idea anyone was actually still using this thing.
  14. Qark

    New Player Squad List Help

    I think this would work. Fly the TIEs in formation. Howlrunner gives the TIEs some punch. Iden keeps howlrunner alive. Vader can go for a flank. Darth Vader — TIE Advanced x1 65 Fire-Control System 2 Ship Total: 67 Half Points: 34 Threshold: 3 “Howlrunner” — TIE/ln Fighter 40 Ship Total: 40 Half Points: 20 Threshold: 2 Iden Versio — TIE/ln Fighter 40 Ship Total: 40 Half Points: 20 Threshold: 2 Academy Pilot — TIE/ln Fighter 23 Ship Total: 23 Half Points: 12 Threshold: 2 Academy Pilot — TIE/ln Fighter 23 Ship Total: 23 Half Points: 12 Threshold: 2
  15. Qark

    wont save lists

    I had the same problem on android. A reinstall fixed it.