frep
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Everything posted by frep
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I'm honestly a huge fan of seismic charges because of how cheap and their board denial abilities.
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Most importantly GoG comes with the 95 collectors CD version of tie fighter, so you get the slightly improved graphics and the original synthesised soundtrack and not just the rip of the the movie soundtrack. I got X wing alliance through Steam however and it works great, and with Game Ranger it's possible to play multiplayer, which is something I never could do back in the day.
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So I'm looking through Stay on Target and have come across one of my favorite EU ships, the XG-1 Assault Gunboat. It's suitably beefy, but seems to come up a bit short when compared to its Rebel rival the Y Wing. I can accept the massively increased cost of the Star Wing when compared to the Y Wing. A modern fighter still in use by the Empire should be harder to acquire than Clone Wars era surplus. However beyond this the Gunboat seems to stack up poorly to its older counterpart, a lower system strain threshold and much poorer handling rating all seem to suggest the Star Wing is grossly inferior. The two bright points in the Gunboats favor seem to be its improved sensor range and customization hard points. These are not insubstantial improvements, buts still leave the Star Wing a touch under powered feeling. The final concern I have is that the Star Wing's Ion Cannons seem oddly anemic, they are described as "Forward Mounted Ion Cannons" and are given the same stats as a set of linked Light Ion Cannons. IF this was a typo and the cannons were meant to be a pair of Medium Ion Cannons then I would be much happier with stats for the Star Wing. It would be a a fairly nasty combatant at Short Range, but unable to effectively dogfight with dedicated fighters that could close the distance with them. Now I realize in an RPG ships don't need to be balanced in the same way as they might need to be in a miniatures game like X Wing, but the way the XG-1 comes across as so deficient bothers me. It currently doesn't seem to be any more capable than a ship 20 years older and close to half the cost. All of this having been said, I am very happy to have the XG-1 stated out, and it is very nice to have such a useful multi-role ships available as a GM. Personally I am thinking I will be buffing the ship slightly to include medium Ion cannons simply to make the ships a little more interesting as strike craft. Would be happy to hear other people's thoughts on this ship. Are you happy with its current stats? How are you using it in your games? I personally love its versatility, being able to use it as a heavy strike craft to seek out and destroy the PCs home base/ship, as a dangerous alternative to regular customs ships, or as a heavy raider conductive hit and fade attacks on Rebellion sympathetic targets independent of a carrier.
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Hey OP, while the Decimator might be the closest equivalent to the Millennium Falcon, I would actually recommend trying out a Firespray instead. It plays a bit differently to the Decimator but it's a very fun ship, plus it's just that bit more iconic, so it's got that "cool" factor.
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5 Y Wings, 6 X Wings, 2 HWK Wings, 4 B Wings, 4 A Wings, 2 E Wings, 6 Z 95s, 2 K Wings, 1 YT 1300, 1 YT 2400, 2 T 70s 14 Tie Fighters, 8 Interceptors, 7 Bombers, 3 Punishers, 4 Advanced, 2 Defenders, 2 Phantoms, 2 Firesprays, 2 Lambdas, 1 Decimator, 4 FO Ties 4 Scyks, 3 StarVipers, 1 Khiraxz, 1 Agressor CR-90, Rebel Transport, Raider, Gozanti Sweet buttermilk Jesus, I had no idea I had these many frigging ships.
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So does this mean Rudor's ability kicks in twice when someone tries to thwack him with a TLT? Also I can't wait to get a points cost for the mysterious "Baron of .." cards. With Rudor and Fell I'm hoping I have enough points to squeeze in a pair of these mystery Barons for my Barrel of Barons list.
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Well I think that this makes the disparity between the Bs and Xs from a health stand point much less glaring. Instead of giving up 12 total shields you give up 12 shields, but get back what is functionally 4 hull/evades. IA X Wings are much closer to Bs in terms of jousting efficiency now. That being said, I thing BXBXZ is a pretty good option as well, you can get the knife fighting benefits of the 2 Bs and the speed of the Xs/Z.
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A Scum aces would be pretty welcome for players wanting to give the Scyk and StarViper, particularly the generics, a bit more table time.
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Sorry to give you a lame answer, but it depends. If this is the pilot ability of a Z 95, I'd charge a lot less than if it was for a YT-1300 or VCX-100. Invulnerability from smashing into rocks,Darth Vader Crew and Sabatour are useful but it depends on the ship this pilot is one, pilot skill might also factor in as well.
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big badabom! let's blow up some green dice! (Sabine)
frep replied to ficklegreendice's topic in X-Wing
For some reason all I could think of is putting her on a hwk. It'd probably be a terrible bomber but it amuses me. -
I suppose if you look at in a vacuum the FO/Tie does have poor firepower but there's no reason you can't run Howlrunner in the same list and although situation the fact that you can Target Lock does mean the FO can bump of its firepower
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In a way it's too bad the TAP didn't have a torpedo slot instead of missiles to synergize with the v1 title. Most of the missiles the TAP will want to use are Attack: Focus and not Attack: Target Lock. Proton Rocket and X-23s seem to be the best fit for the TAP, but the action economy of the v1 means I will only rarely take the focus action on ships that don't have PTL. Side Note: With the increasing reliance ofln the evade action, do people think Homing Missiles are becoming much more tempting choices?
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Perhaps those cards go in the wrong direction, one I'd just massively overpowered while the other honestly doesn't do enough to fix the defender while exacerbating it's most crippling flaw, cost. Honestly one of the best fixes for the defender has shown up in the Tie Advanced Prototype, gaining an evade token when you take a target lock would very much help keep the defender in the fight while keeping it appropriately aggressive
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It's an interesting idea, but I don't think assault missiles are your best bet, it's not in the best interests of TLT carriers to fly too close together (that way they can cover each others R1 blind spot) but I do think Bombers ate a good counter, they are beefy enough to tank some hits from the TLTS but cheap enough to bring a good number of ships. If you're concerned about TLTS my suggestion would be cluster missiles over the assault missiles since cluster really punish the favorite carriers of TLTS (Y Wings and K wings especially)
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Great work here, cards look gorgeous. Have you happened to have created movement dials for all of the above ships?
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Hot ****, thus is going to be a huge wave. That illicit cloak...wow
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So tractor beams are coming, I guess they got the mechanics figured out finally
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So Kallus is another kick in the teeth against the 2 ship meta. I'm so happy
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Wow, just noticed how many people are Watchung this thread. I think we may be a bit excited folks
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What tie-advanced squads look strongest post Raider release?
frep replied to The_Brown_Bomber's topic in X-Wing
I like the sound of that list for sure, my only issue is everytime I start writing an advanced list I'm tempted to try and squeeze in one of the named defenders to the mix -
In all honesty, 13 points maybe. A rear arc is nice but for basic academy ties I wouldn't want to spend more that a point, mayyybe 2 on upgrading them.
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That's actually a pretty fair point, I'm also considering dropping the HLC in favour of amangler cannon, maximize those crits and maybe squeeze in some proton rockets for Stele
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Taking advantage of the upcoming Tie Punisher and Imperial Raider, I've drawn up a list that should hopefully cause all sorts of critical hit related headaches. Colonel Vessery, PTL, HLC and Mk II Engines 46 Marek Stele, Calculation, X1 Title, Advanced Targeting Computer, Mk II Engines 30 Lt. Colzet, X1 Title, FCS, Mk II Engines 24
