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frep

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Posts posted by frep


  1. I would argue they are less good on PS2s than PS1s but would certainly help make your pseudo gunboats perform as blockers. If you're going with the title then I do think they are worth it, it's not going to be crazily effective either way but it should be fun to fly


  2. So here's a list I've been considering

    3 Gamma Squadron Veterans with Long Range Scanners, Homing Missiles, Extra Munitions and Crackshot

    1 Sienar Test Pilot with Autothrusters and Title.

    It's got a helluva Alpha Strike and the Test Pilot is there to jam up aces. Honestly I expect a palp aces list would tear this squadron apart but it's a really nasty initial joust. I suspect it would do fairly well against a U Boat list provided you can block one of them during the initial exchange.


  3. Some fun to be had with some of the weirder ships for sure.

    Scum

    "Hack" and "Slash"

    2X Tansari Point Veteran 17

    Attani Mindlink 1

    Heavy Scyk (Cannon) 2

    Heavy Laser Cannon 7

    Hull Upgrade 3

    Look fairly intimidating but actually not that effective.

    Rebels

    "Stunner" 30

    Dagger Squadron Pilot 24

    Electronic Baffles 1

    Flechette Torpedoes 2

    Ion Cannon 3

    Guidance Chips 0

    "Boomer" 30

    Dagger Squadron Pilot 24

    Electronic Baffles 1

    Plasma Torpedoes 3

    Extra Munitions 2

    Guidance Chips 0

    Imperials

    "Eagle Eye" 29

    Gamma Squadron Veteran 19

    Crackshot 1

    Concussion Missile 4

    Extra Munitions 2

    Plasma Torpedoes 3

    Long Range Scanners 0

    "Firestorm" 30 Points

    Gamma Squadron Veteran 19

    Predator 3

    Flechette Torpedoes 2

    Extra Munitions 2

    Cluster Missiles 4

    Long Range Scanners 0


  4. I find that for the Imperials there really are 2 A Wing equivalents. The TAP is similar to an A Wing carrying missiles while the Tie/FO is the Imperial analogue to a Chardaan Refit A. The nice thing is that neither ship is exactly the same as the A and therefore occupies it's own unique design space.


  5. Lots of folks flying wave 8 at our store's X wing night on Thursday. Dengar and Boba Fett list has done very well thus far and the only time I've seen the G1-A on the table it handily defeated a Vader, Inquisitor and Rudor list. Haven't seen the ghost yet, one guy bought three but was flying Imperials at X Wing night this week.

    Initial thoughts, ordnance is definately making a big comeback. Been flying Deadeye Nera, Raging Tycho and BBB-8 PTL Wedge and those chips have given the list a very nasty alpha strike.

    The G1-A is not to be underestimated. Evade action and a very good selection of crew makes it much more interesting than "just a scum B wing." Saw a Gand Findsman with Dengar crew and Crackshot tank Proton Rockets from both the Inquisitor and Rudor; then delete the Inquisitor.

    Honestly the Jumpmaster terrifies me. Buddy was flying his "Groom and Boom" list; Dengar and Boba Fett and it put out a ton of very reliable firepower. He jousts on the initial engagement with Dengar, with Deadeye, Rec Spec, R4 Agro and Proton Torpedoes. Saw him scare off a T-70 from taking any shots since it would have mean taking a TL'd and chipped Proton for his troubles. Boba brings along Plasma Torps and 4-L0M to soften the target up for Dengar.

    I'm still not sure what to think about the TAP, played two games against a three TAP ordnance list with a fleet officer firespray in support. Kill the firespray both games before he could set up for the alpha though. I have a hard time thinking of a time to use the TAP other than as a missile boat. Basically where as the Rebels can choose to fly an A Wing with either missiles or Ordnance I see Imperials as choosing either a missile carrying TAP or bringing a Tie/FO (which in a weird way I kind of like, since the Empire seems to love have a multitude of ships with very specific roles).

    I'm not sure how much I can extrapolate about an emerging meta from these early experiences. We have a fairly small X Wing community in my local area and are mostly new players, easily 50% only got into the game when the second core set released. It's funny, because the group is so new I've seen it rapidly run through some of the old stand bys, old school tie swarm plus Vader (however with ATC), then generic rebel swarm lists like BBBBZ or quad T-70 appear as everyone tried out jousting. One player brought a dual VI phantom list (which virtually no one had ever see) and did extremely well, suddenly the pilot skill arms race begins and the first few turrets arrive. Regen aces showed up for the first time 2 weeks ago and now ordnance lists this week. It honestly feels that in the last 8-10 weeks our little store group has been discovering and flying the top builds from each previous wave, and basically in order all the way from wave 1 to 8.


  6. Luckily I don't have to choose. Thursday night is our local groups X Wing night, but our FLGS is a licensed boardgames cafe so I can play X Wing and drink beer at the same time.


  7. Been flying x4 Tempest squadron pilots with Accuracy Correctors, Cluster Missiles and Guidance chips. The list has been an absolute joy to fly, focusing on flying the ships and letting the accuracy corrector take over all my damage dealing needs. Been doing well with it so far, lost to a Corran, Ten Numb and Farrel list because I got greedy and focused on killing the B Wing on the initial pass. Should have gone after Corran first then focused on the B Wing. However against a Khiraxz aces list and mixed rebel aces (Poe, Horton, etc) the list has worked amazingly well.


  8. Depends on the defender I would think, Tie/Ds with ion cannons should be pretty solid counters against TLT Ys. Ion the Y once, K turn behind it and burn it down. Obviously not a perfect solution, and it'll come down to the skill of the player but I feel Defenders don't do too badly against most TLTs


  9. So my local store is going to be trying out its first ever tournament in the near future and that means I'm going to have to nail down a list. I've always loved Y Wings and have pretty much decided that's what I want to try flying. I know I could fly quad TLT Golds or Thugs and probably do alright, but I've always been a big fan of Horton and Dutch. With this in mind here is my list.

    Horton Salm, TLT, R2 D6, VI and EU-37 Points

    Dutch Vander, TLT, R2 Astro, Bomb Load out, Ion Bomb- 32 Points

    Gold Squadron Pilot, BTL-A4 Title, TLT, R3 A2, Bomb Load out, Seismic Charges, Extra Munitions 30 Points.

    Probably not the most effective list, I'm not sure how useful the 1 point initiative bid will be, but I think I'd rather keep the R2 on Dutch than try to squeeze in extra munitions anyway. I know Horton is crazily expensive but I am a huge fan of this combination as it makes him surprisingly slippery.


  10. Fair enough, you are right that you do hit harder with the Blaster Turret, but it also saves you that focus which might mean your focus is available to modify your attack die or keeps the focus handy for defence. This list definitely would benefit from a couple of turns before the engagement, to stack tokens. But I'm not sure it has what it takes to stop an opponent from trying to bum rush you.


  11. I've been flying triple advanced aces for a while and I have to say, I really do love flying Jun

    List is:

    Vader, ATC, Predator, EU

    Juno, ATC, PTL, Tie Mk II

    Stele, ATC, Crackshot, Tie Mk II

    Used to try to use Stele with Calculation but he justt didn't have the actions for it. Juno is by far my favorite part of the list, Vader always attracts a ton of fire early game and once the furball begins her pilot ability really shines. My local play group doesn't normally fly aces, generally generics or mid PS oddballs so it's worked pretty well the last few times I've flown it.


  12. Off Topic: I think Youngster is worth it simply for his cost and EPT, ignore his pilot ability and just use an actually useful EPT.

    Back on Topic: I think the shuttle might be slightly undercoated, but it is still pretty fragile so I'm not sure it would be worth many more points. Against concentrated fire or the ubiquitous TLT I don't think the shuttle will hold up for long.


  13. Wedge with BB-8, PTL and Integrated Astromech plus 3 Blue squadron B's might be a good choice. Slow roll in, using BB-8 to retrograde roll in order to keep the engagement range at 3 for as long as possible. You pump out alot of firepower and should be able to kill or cripple a Y Wing on the initial exchange provided you can effectively concentrate your fire. Dropping the first Y Wing as quickly as possible is absolutely key, Y Wings with ion cannons can cause your B Wings all sorts of trouble if they manage to ionized you round to round, however if you kill one quickly you should be able to overwhelm them. Again maintain the engagement in range band three as long as possible and you should come out on top


  14. Lots of good thoughts here folks, looks as though many of us has similar thoughts on how to best make use of the XG-1. Has anyone made much use of it around their table?

    I'm running a star fighter themed campaign for my group, and am likely going to throw some gunboats their way to liven up the current line up of TIEs they've been facing. Though I think I'll be holding off on using Echo Squadron for a while, waiting until the PCs establish themselves a bit before throwing any special opponents at them.


  15. I'm afraid I don't understand you there angrymike. Using marksmanship does mean that you won't have tokens for defence since you're taking the "marksmanship" action rather than a focus. There is no focus token to save for defence. Honestly if marksmanship simply changed how you used focus actions, it might actually see some play, then of course it wouldn't work on Youngster so it's a moot point.

    Right now the only pilot in the game that seems to get any utility out of marksmanship is Horton Salm, with the EPT astromech and even that isn't very popular because you may as paint "shoot me first" over the side of his Y wing.


  16. Hey all, there's an interesting article over on the D20 radio blog regarding some alternative ways to bring down AT ATs. Inspired by Battlefront's Walker Assault rules, it gives PCs some ways to fight walkers without a battalions worth of anti tank firepower. Plus expanded tow cable rules, which is always nice. Check it out here http://www.d20radio.com/main/?p=3999

    Should be a good way to re fight the battle of Hoth without resorting to simply trying to Proton torpedo the AT ATs.

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