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About pickirk01

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  • Birthday 01/01/1971

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  1. I have a question. Can you "fail" a rotate action by trying to rotate to an invalid direction? If so, does the arc stay where it was?
  2. I tried a version of Failsafe/Cluster Craken last week with 2 Proton Y's and Arvel with Intimidation, all with Swarm Tactics to shoot at I5 in any order I choose. I went 1-2. (One loss because I forgot to use Intimiation when Arvel blocked Quickdraw in the first round of shooting. She ended the round on 1 hull and half way through the next round when I blocked an FO, my opponent realized he rolled too many dice for Quickdraw on all 4 attacks and offered to redo the rolls. I said my list, my mistake. Quickdraw survived to time and took out 2 of my ships after that.) I had a ton of fun with the list but at the end of the day, the combo almost never worked after the fist pass, either because Craken was dead or the formation broke down due to the limited blue on the Y dial and could not stay in range for the extra actions and I was left with a 4 ship squad with all 2 primaries. My next step was to try it with some X-Wings and these ideas look like a lot of fun.
  3. The consensus in this rules forum thread seems to say its valid. I flew it in league play the other night and no one batted an eye. All they said was, "Dang that is janky."
  4. A fun list I flew was my mini battle of Yavin squad... Without listing all the upgrades, I had a fairly loaded up Corvette, Lando to pass target locks to a couple of Gold Squad Y-Wings with Ion torps, 2 Green Squadron snap/crack A-Wings, and Wedge with Red Squadron Wingmate. Some key things that others have said, Aces had no where to run and hide as too many arcs meant no token stack was big enough to keep you alive against 5-8 shots. Weapons that were weak against 2-3 ship lists become monsters against 6-12 ship lists - Ion Torpedoes and Assault missiles were king. And pilots with long range or non-"once per turn" abilities really came through in Epic, such as Etahn Abaht (same ability as Gavin Darklighter in 2.0). Flank him with 4-8 Z-95's and you unleashed a hail storm of crits on everything in front of you.
  5. First, this sub-forum is usually used for customer support or other such questions. Ask in the main forum and you are likely to get a quicker response from fellow fans of the game. In 1st edition, all bombs. mines, missiles and torpedoes had 1 use so they eventually came up with an upgrade that let you get 2 uses out of each you had equipped. For 2.0, they have given each upgrade a number of charges based on what they felt was the ideal number based on things like, game balance, speed of game play, squad point cost, etc. Then they gave some ships the "Reload" action which lets you regain 1 of your spent charge tokens at the cost of gaining a weapons disabled token for that round. For the time being, most players are content with this as far as the number of times a weapon may be used in a game and so there has not been an upgrade allowing for increased payloads. I saw your other question regarding the mine tokens. You only get the 1 in the package, so hopefully an enemy will fly over it and detonate it before you need to spend the 2nd charge. If you have a local game store/group where others play, try trading things you don't need/use for an extra token that someone else has. I have like 2-4 of every bomb token and fly bombs like once a year. (If you live in the Mid-Michigan area, message me. I'll give you one.)
  6. I have never liked the fact that a ship in X-Wing gets to defend unlimited times with impunity. When you are fired on by multiple enemies in a short amount of time, odds are either you will be hit by one of them or you will be so distracted that your own offense will suffer due to the numerous evasive maneuvers you need to perform to stay alive. A couple of wingmen coordinating their attack should be able to work together. Ship 1 shoots at an enemy from above and to starboard, the enemy jukes down and to port to dodge but ship 2 is waiting with his targeting reticle just down and port of the target ready to blast the distracted enemy. So this is a rough idea of a type of teamwork mechanic I would like to see... **Wingman Talent Slot (limited to 2 per squad) At the start of the engagement phase, if there are no enemy ships with the Harassed condition, you may choose an enemy ship in your arc at range 1-3 and assign it the "Harassed" condition. Then gain one Weapons Disabled token. "Harrassed" - While attacking or defending against a ship with the Wingman Upgrade, you must roll 1 fewer dice or discard one green token assigned to you before rolling dice. At the end of the End phase, remove this condition.
  7. Jaj-Jar Binks 9 points During set up assign the "Yousa saved me" Condition to an enemy ship. "Yousa saved me" At the start of the combat phase, roll 2 Attack dice and suffer any hits or crits rolled.
  8. Yeah I want to try this jank for casual night this week. Cracken with MF, Clusters, Swarm Tactics (ST) Arvel with Intimidation and ST Gold Squad Vet with Protons, ST, R3 and Hull Gold Squad Vet with Protons, ST, R3 and Hull Round 1: Arvel Blocks, Cracken shoots twice, using MF on the second unlocked shot to conserve a charge and the Y's get locks from him and fire 1st torp charge against blocked ship. Round 2: Arvel Blocks 2nd target ship, Y's shoot 2 torp with 2nd lock from round 1 Cracken/R3 combo and then Cracken shoots twice, missing on the 2nd this time giving both of them Red Reload actions to get a torp back but ditch the weapons disabled before next round. Round 3: Good luck because there is no way that stuff from Rounds 1-2 worked.
  9. That is what I was thinking but can't find anything to support or overturn my theory, Thanks.
  10. I just put this question in the rules forum, but maybe the answer will help make Munitions Failsafe good for once. If Cracken has Munitions Failsafe and Cluster Missiles equipped and triggers failsafe after rolling attack dice, did the attack still take place and just miss or was the attack canceled and that ends the engagement phase for him? Specifically, can he trigger Failsafe, then hand an action off to a friendly and then attack another ship at R0-1, trigger failsafe and again pass an action and spend 0 net charges?
  11. Follow up question, If Cracken has Munitions Failsafe equipped and triggers it after rolling attack dice, did the attack still take place and just miss or was the attack canceled and that ends the engagement phase for him? Specifically, can he trigger Failsafe, then hand an action off to a friendly and then attack another ship, trigger failsafe and again pass an action and spend 0 net charges?
  12. By themselves, Z's are tough to fly effectively, but as part of a larger squad they can block, distract, fire missiles, etc. One option if you have an E-Wing is to fly several with Gavin Darklighter. He lets your friendly ships turn hits into crits. While this does not let them hit any more accurately, it lets them hit harder when they connect and you can fit a lot of them in the squad to really multiply the Gavin's ability. Both of the Z aces have good abilities and are very cheap. Blount (30pts) gets an extra red dice while a friendly ship is in close to your enemies so send in some blockers and he effectively becomes a cheap X-Wing. Cracken (36) has 5 Initiative and after he attacks can give a friendly a red action. This can be used by a low Init pilot to gain a lock for a torpedo strike, or let a high init plolt like Wedge to barrel roll out of an arc after shooting but before taking return fire. Or someone can just snag an important focus token for offense of defense. Throw 2-3 in along with other ships and they are very effective, but they lack a diversity of good abilities like Ties do so they are not as good at swarming 6-8 of them the way you can with Ties.
  13. So true. Really anything that gets a bonus from bullseye arcs is going to be much better in Epic. Even if the enemy has no huge ships, there will be so many targets that something will be in the bullseye, at least in the early rounds.
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