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ctsparky

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Everything posted by ctsparky

  1. I think Soontir + Swarm and Soontir + Decimator are both going to be there with the outlier of phantoms initially. Once people get used to the change, they go back into phantoms a bit more. But having Ten with a critical that can only be evaded via token is something that Soontir has to deal with. If he doesn't turtle with a evade then a crit can take him out of the fight. Those crits can just do so much disruption. Another option is to run Keyan, with stay on target or something to generate a stress if needed and fire on Soontir. Keyan + Stay on Target = Ten but then Soontir can turtle away and not worry so much.
  2. So there is a spring tournament that I may or may not be able to go to in the near future, and with the changes in the rules and FAQ I thought it best to be prepared for what I intend to see: Lots of debris fields. Also my meta at least consisted of Decimators, and I'm sure there will be lots of scum being played as well. So with that in mind I came up with the skeleton for build(s) that don't worry about debris fields (DASH) or that don't care about stress resulting from debris fields (TYCHO, KEYAN) I haven't ironed out all of the details, and it will be my first tournament that I play in; So in short I expect to get outplayed regardless, but do wish to at least get one win, and that my squad is good enough to not cause losses by itself. So here is the first list: 98 points YT 2400 DASH Rendar + Mangler Cannon + Kyle Katarn + Outrider B- Wing Ten Numb + Mangler Cannon + Advanced Sensors Z- 95 Bandit Squadron Pilot My initial thoughts: DASH: I can't full load out Dash without going into a 2 ship list, I have the outrider and mangler for 360 degree firing without a donut hole, and Kyle for getting a focus when removing stress (mostly from external sources such as other squads) I like the mangler for dealing with Decimators, and other B wings. Is it worth it to have Kyle, or should I sub him out with a EPT like Predator or Gunner? The fact that Dash ignores obstacles during the activation phase, does this mean he does not receive a stress? I'd like to do the super dash build but that is too many points into the one ship, especially without a HLC. I feel a HLC isn't needed when you have 2 manglers. Am I wrong? TEN NUMB I like that fact that you can't evade a critical from him. The B wing does take some decent damage and with Advanced sensors you can go ahead and barrel roll or target lock before putting yourself on a debris field. He also has the mangler cannon to get the consistent critical. I also like Keyan Farlander as well, but I'm unsure if he is as good (certainly he is good for stress reduction) but he has a lower pilot skill. BANDIT SQu. Filler/blocker... yet another ship to think about and with lots of debris fields I'm sure he will get in the way. So what do you think? Given that you think you will see Han, Decimators, and scum what would you do to tweak the list? Is the list garbage? I do like piloting the B wings and outrider. I do want as much hit points as I can, and I like having some ways to get around damage mitigation. I'm willing to try out different ships, and builds. If you were to create a build for dealing with debris, hans, decimators, and scum what would you do? Ideas on what debris to bring? How to fly my build? What to be aware of? Target priority of opponents? Thanks.
  3. I think this list is a great outlier. If you aren't expecting it, then this list can put the hurt out fast. it is a turreted list too. In the match above it seems the rebel player didn't really give enough room to turn around and be able to stay at range 3.
  4. By no means is this my list. I saw the list on List Juggler and it won the Mr. Nice Guys Store Championship as I recall. Here is the list: Scum 100 points Torkil with ICT, Greedo Crew, and Feedback Array (27) Kavil with Opportunist, Blaster Turret, and R4 Agromech (34) Palob in the Moldy Crow, with Opportunist, Blaster Turret, K4 Security driod crew, Hull upgrade and Feedback array (39) Play: In essence have Torkil Nerf PS of the Big bad down to zero. Have Palob strip the token away from the target. Then pound on the target with Opportunist procing. K4 and R4 provide target locks, and you are doing some serious damage. Otherwise use feedback array or Greedo to finish off if you can't get past green dice. Pros: Great against a big ship or two ship list. Very control oriented. ??? ??? Cons: Ships are slow, not very maneuverable. ??? ??? Questions for the hive mind: How would you play this squad against the usual suspects? How would you play against this squad with your choice of warband? What would you do differently in build ? Thanks as always.. this has me searching for a second HWK.
  5. So I did a quick search and most of my results focus on heavy syck's or with Serissu ( which I'd love to have in this list but can't fit her) So the list is Cartel Spacer x 7 (98) I like the Syck's for the fact that they have a great action bar, are similar ti Tie fighters, but with a target lock, and instead of having a hard 3 they have a soft 1 turn. So do you think this is a viable option? Do you think dropping a Syck and putting in a Serissu and then putting in 2 Binayre pirates would work? Cartel Spacer x4 Serissu Binayre Pirate x2 other thoughts just on the build itself... Thanks for your opinions.
  6. can you choose to do an ion maneuver with one hit on a large ship? to "clear it"?
  7. I think he meant if Dash were to use HLC, Autothrusters would trigger since the defender would be at range 3. Yes, if Dash fired Autothrusters the attack would be at Range 3. However what he asked (and what I responded to) was firing primary weapons out of arc at range 2, with some part of the base being in arc at range 3. In this case the shot is a range 2 shot with the ship being inside the attackers firing arc, so autothrusters wouldn't trigger, even though closest to closest was out of arc, and even though the part in arc is range 3. Ok I'm a bit confused. How do you measure range. I thought you measure range within the firing arc (if there is one) and at the point it contacts the defender THAT determines the "Range". So in your example what I'm reading is that if you choose the primary weapon on the defender who falls within range 3 in arc, but range 2 out of arc you are saying that it is a range 2 shot? How does primary vs. secondary weapon checking for range differ?
  8. So guys I just got my grubby little hands on the Gripmat by Break From Reality games. I purchased the mat before FFG announced their own mats, and from what I had read on the BGG site. Well I'll be playing a game on it tonight, but I did test it out, and do a little video on it. I figured you guys might appreciate the video. I really like it and I think it will be a great addition to the game, I think it is even worth the cost. So here it is. http://youtu.be/cZBZloJCNEM Sorry that it wasn't scripted. I wanted to get it out as fast as possible. Also feel free to ask me questions about it and I'll do my best to answer them. Sparky
  9. CYLON LOVER! Um.. I'd love Tricia Helfer to haunt my dreams.
  10. Arvel doesn't get a secondary elite talent, because he doesn't start with an elite talent slot. Ah right, there's that caveat the man put the death blow on an super star destroyer, he **** well better get an innate EPT somewhere down the line but that's kind of the problem between intimidation Arvel and predator Gemmer. Intimidation Arvel only works in one situation (bumped with another ship), Predator Gemmer is constantly reaping the rewards of predator so long as he has a shot, and his ability has a much wider range of effect (range 1 of any enemy ship, not just the one that's shooting you) If you're still crazy enough to try it, though, I'd recommend loading up some intelligence agents in the squad. B-wings are nice little carriers for this crew, especially since they can barrel-roll into the most infuriating positions possible, and they'll give arvel the intel he needs to boost into the proper blocking position. Option 2 is ion. You don't need an int agent to tell where ioned ships are going... I could see title Ion y-wings benefiting particularly from this set-up because their two attacks will trigger 2 sets of green dice, so hitting an intimidated target will reap quite a bit of benefit. But bumping is a tactic that comes up in almost any game. The idea isn't Just to use Arvel for himself, but as the lead of a group of pilots that can take advantage of it. Like Corran Horn, or someone that can put a proton rocket in the face of the enemy. It is like tagging that enemy and then gang firing while he is down. Yeah Arvel won't last more than one ship, but I'd trade arvel for a 43, or 58, or higher point ship like a Millennium Falcon. Right now there are a bunch of 2 ship builds, and if you take the one out quickly then the other has to deal with the remaining 3 quarters of your force.
  11. I'm new. So don't shoot me yet. But considering the use of using this A wing pilot as a great blocker with some great synergy what would you build with this pilot? Is this a possible way the really prevent the hit and run tactics of a MF + Engine upgrade? Also imagine a mini swarm behind him so that you can get some great hits off of the target? Why am I wrong? What Else would you do?
  12. I'm sure it has been mentioned. I also just got into the game. I really like it. The only other miniature game I played was D&D Miniatures and although fun (and dual purpose) I spent way more money on figures than you need to in this game to be fun. The games are fun, I like the rules system for movement, and as it has been said before you can get into the game with 2 cores and a set of imperial aces and rebel aces. That is exactly what I did. It works. Also seeing what I am the game is not on its way out. Some people are just crying that the sky is falling down. I don't think that is the case after watching a couple of tournament reports, and actually going to a local tournament to see what the locals run. You will have fun, and welcome to the community.
  13. My input: Caveat I'm new to this game, and haven't played yet. But I have previous experience as a miniatures judge in the D&D mini's environment. I was a judge for the D&D Mini's game for just over 2 years having been a player for 4 years total until WoTC stopped support for the game. We had multiple people who would complain of stalling, including one high ranked player that everyone thought was stalling. So in one major tournament they put me to make sure that he wasn't stalling. my points are this: In a tournament there should be a time limit. it even says so in the tournament guidelines for this game There will never be a hard and fast "definitive time limit" this is done so that there is leeway for situations that may honestly require some additional thought. (Although your statement of 30 minutes having gone by with only 2 rounds of play) is to me unacceptable. The community as a whole can help by stating what they think was a reasonable timeframe to plan their movement. If you suspect the player is stalling call the TO immediately. What happened in that tournament was that I stood with a stopwatch and if the player took more time than what I thought was necessary, i gave him a warning. I had to do this in a couple of matches. I even talked to him before the tournament to reinforce what the head judge said (I mad sure HE talked about stalling in the introduction) and that we were going to be harsh about it. I think I once had to penalize him. After that we had no other problems. Below is the article. I've quoted text from the article below that. http://archive.wizards.com/default.asp?x=dnd/mi/20080403a The judging went smoothly … for the most part. We had to deal with one major issue. A chronic problem with timed events is slow play, and the DDM Limited Championships were no exception. The biggest difficulty with adjudicating slow play is identifying it in time. With only a handful of judges, watching each game is impossible. We have to rely on the players to point out slow players. Even when you're in the middle of it, it is difficult to identify slow players until half-way or more through the match. By the time a judge is called over to watch for slow play, much of the time allotted for the round has already been lost. On top of that, slow players become more conscientious about slow play when a judge is watching, so they speed up their play. Note that 'slow players' includes both those who unconsciously play too slowly to get a fair result in a one-hour game session and players who deliberately stall to win the game. The first is unfortunate, but the second is outright cheating. Distinguishing between the two can be difficult. In the end, our solution was to appoint as 'headhunter' a judge with proven ability to spot slow players, then turn him loose to watch specifically for slow play and to keep an eye on those players who had previously been identified as potential slow-players. Once that was established, things went quite well.
  14. great help guys and gals, Thanks! I think my list to get right now then goes something like this: 2 cores yt2400 Rebel Aces Interceptor booster Imperial Aces Phantom Tie (fighter??) booster not the TIE interceptor booster as much correct? What about those A wings ? Are they good? I've heard they are fast, and I thought you could use a swarm type tactic with them.... why don't I see them in tournament lists as much? For Pilots I understand Holwrunner and Whisper are great; they are in Imp. Aces, and the Phantom respectively correct? For the pilots for Falcon builds they are in the Shuttle pack? or just part of the YT2400 pack. and thanks again. I think if I get most of a core I can finish piecing things as needed. did I miss any "Essentials" ?
  15. Thanks for all of the replies.. I think I'll roll with 2 cores a tie Expansion, and Phantonm expansion on rebel side a Falcon YT2400 and a E wing How are the Ace's sets? Good bad, indifferent? and what sets do I need to get to get the good pilots, other good upgrade cards. I'm figuring on spending UP to $200, but if I can get away with a little less then I'll do that. Also I don't plan on winning tournaments from the get go, but do want to feel that with good strategy I at least have a chance. With D&D miniatures I was at a disadvantage for a long time since I didn't start in the beginning, and had to wait my turn until power creep got me into competitive pieces. Not that I want it to happen for this game.
  16. So I've come across the game, and I'm fairly ctsubie that I want to get back into competition again. I come from a background of d&d miniatures. I used to do well. But I liked the rewards of judging better. Anyways what is like to know is to get into competition what figures and sets do I need to buy to get the proper pilots, etc. I'm not looking to break the bank, and I'll add more figures as I need to but what are essential to at least fielding something competitive? I really want to make a good list for each faction. Thasks again.
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