• Content count

  • Joined

  • Last visited

About pickirk01

  • Rank
  • Birthday 01/01/1971

Profile Information

  • Location
  1. I am really, really, really trying not to sound snarky but dude, 8 of the first 10 topics currently on the 1st page of this forum have place names in their titles and one of the two that does not is yours. Places listed include... Nottingham (UK) Tacoma, WA Roanoke/Salem, VA Aus open Central PA Stillwater, Oklahoma Montclaire, CA UK Club There are also a lot of local groups that have created facebook pages so a search of facebook might help.
  2. I don't even care that he would be unique I would still buy at east 6.
  3. As I recall he had over 15,000 posts. When a new topic started about anything by anyone, there was about a 33% chance he would have the first reply.
  4. Before the ARC came out I had an idea for fixing both X's, the Y and the E all in one. Upgraded Astromech Interface - Title, 0 points, Small Ship only. At the start of the Combat phase, if you have an equipped Astromech upgrade you may acquire a Target Lock. It might have made it worthwhile to take Y's - especially the named Y's - with torps. Cheap X's and E's could have used their tokens for defense while still having a good offensive punch. Now that the ARC is around, probably would have to say X-Wing only. Also, TLT Y's might be a bit much if they can have a focus token for one shot and a lock for the other.
  5. So awesome. Just wait until the scum epics come out too.
  6. Give the core rules a second read and pay close attention to the order of things. Especially performing maneuvers and actions. You will notice that lower a lower pilot skill pilot can guess where a higher pilote skill pilot might fly. Then you choose a maneuver that will cause the other ship to bump into you. When he does, he does not get an action. This a good strategy when you outnumber the enemy but he has higher pilots. If you swap out the punisher for a couple low PS basic Ties you can move to block Poe or Han and then have the rest of your squad perform manuevers that will put the blocked ship right in their sights. This is especially helpful aganst Poe. He only has a limited set of green moves to get his shields back so you have a better idea where he will be.
  7. R3 is primary weapon only. And don't forget R7-T1 to Boost and Target Lock, though TL mostly redundant on him so this is more of an arc dodging trick.
  8. Agreed probability is low. I was just pointing out it is possible. I mean if they didn't bother to restrict Chewbacca to 'YT Only' so he can't ride shotgun in a B-Wing then this is never gonna happen.
  9. It would be easy enough to still add turret gunner minded crew to the game within the themes of the titles. BTL-S3 Title, Y-Wing only - If you equip a turret secondary weapon, you MUST also equip a 'Y-Wing Only' crew upgrade, paying its squad point cost. Then you make 2-3 'Y-Wing Only' crew that have abilities specific to turret usage (priced appropriately of course). *Unique Crew 1 - When performing an attack with a Turret secondary weapon treat the attack as if it were in your primary firing arc (anti auto-thruster) *Unique Crew 2 - After performing an attack with an Ion Cannon Turret, assign the defender one Ion token (so if you miss, it still ions and if its a large ship, you can get 2 ions with 1 hit) *Unique Crew 3 - When performing a Turret Secondary Weapon attack at range 1, you may roll one additional die. (Sorry TLT's but this one is for the little guys)
  10. I'll be there tonight.
  11. Each player gets 2 or 3 ships of same type, nothing unique, small ship only, max 30 points per ship for 2 ship list or 20 points per ship for 3 ship list. Examples: 2 X Red Squadron Veterans, R2, Predator, Integrated Astromech 3X Gamma Squadron Veteran, Crack Shot 2X Hired Gun, Twin Laser Turret, Unhinged Astromech, Bomb Loadout, Proximity Mine Edit: This is a variation of a "Top Gun" format that was discussed in a few threads a while back.
  12. I was about to post something that was about 95% the same as this. With a variation being similar to this. The thing is, we do not want the board to get too cluttered or there to be too many confusing mechanics to have to deal with, so we need a more simple way to do this. How about a modification that says when you fire a missile or torpedo, if the attack misses, you place a tracking token next to the target ship. At the beginning of the combat phase, after all other start of combat phase triggers but before any ships activate, any ship with a tracking token must defend against the same attack as the one that missed the previous round. Then remove all tracking tokens. It simulates a smart weapon that continues to track its target but eventually runs out of fuel or self destructs.
  13. As long as it doesn't snow another couple inches, I will be there tonight.
  14. We all know about the ineffectiveness of 2 dice attacks. But if you could find a way to cancel some of your enemy's agility, or if there were a way to force them into a position that was more advantageous for your ships to shoot from... 2X Tansarii Point Veterans with Heavy Scyk and Tractor Beams 5X Cartel Spacers with Light Scyk 100 points View in (Yet Another) X-Wing Squad Builder
  15. Maybe you are given 77 points of ships chosen by either FFG or the community and you can fill the 23 points with whatever upgrades you want on those ships.