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Everything posted by Wretch
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The T-70 has a new dial. So, how would something bring it in line with a new dial? Also, I would think FFG is thinking this Wave as an introductory product. So, while there may be an Astromech, EPT, or Torpedo that is good for the X-wing, I'm not betting on the fix with this release. In line doesn't mean they have to be identical, just similarly efficient. The general consensus is the T 65 is an engine upgrade or boost away from being properly costed, so a title that does that cheaply, or for zero cost might work. I have said in other threads that title that has a similar mechanic to the advanced fix might work, something like add an upgrade of your choice for -3 points, minimum of 0 points and add a second upgrade slot.
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I think the factions will be compatible. FFG has implied that there is X wing fix in the works. It's likely to bring it in line with the leaked x wing. All of the key named pilots, Luke, Wedge, Han etc. are alive in both the EU and in episode 7 so having them fly with updated ships meets fluff requirements too. Biggs and Perkins are dead in episode 4 so flying them with Horn, or Dash is just as out of continuity as them flying with episode 7 characters.
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Doesn't Mel on shapeways have 3d printed pegs and stands?
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I think the next rebel aces will be X and E wings, but I could see a Y wing with pilots with EPTs. I think the next imperial will be the defender, but I am not sure there is another small based Imperial ship that needs a bump, maybe the bomber but I think they will see how the munitions fixes affect the meta before they change the bomber.
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Things the Rebel HWK needs to continue to be interesting and relevant: New crew New turrets Since both of those things are coming in Waves 7-8, I'm not sure the HWK needs a dedicated fix. A turret helps both scum and rebels, but I agree that new crew is needed for the HWK, and either new pilots or a rebel only title. I've played both scum and rebel HWKs and the scum HWKs can be nasty, (especially Palob) where the rebel HWKs have good abilities but less survivability. This will be exacerbated by the new illicit cloak, imagine Palob rolling around with 4 evade dice 5 with a stealth device stripping tokens and lots of focus to burn for defense. If he uses the stygian he gets a free evade when he decloaks before he fires.
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I was watching a YouTube video about the changes made in the special edition movies and saw something interesting at Mos Eisley, a GR75. Here is a link to the video it's at about the 6 minute mark. https://www.youtube.com/watch?t=487&v=RNbzSH84mj0 Would you be disappointed if this was the first Scum Epic Ship? I think it would be interesting as a ship that debuffs the opposition versus buff friendlies like the Rebel GR75.
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See, I've been thinking of having just one TIE bomber in a swarm of Fighters. Hmm, is a couple of turns of target lock that useful with TIE Fighters? Only two dice per attack to reroll, one if you have Howlrunner. You go from an expect damage output per Tie Fighter of 1 w/out tl or focus to 1.5 with a tl, but with the XX-23 you have your action to arc dodge, evade or focus for defense.
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I apologize for hijacking a thread about the Tie Advanced with a conversation about the XX-23 tracer. There is already a thread about that. https://community.fantasyflightgames.com/topic/184021-xx-23-utility/
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I don't disagree the it helps ordinance, but what is the utility of of having 4 or 5 TLs on the same target unless it's a "fat" ship that will require 18.4 damage to destroy. On smaller targets half of those TLs are wasted when the ship is destroyed. Trust me I like the idea of the alpha striking missile lists and this helps them, but it also helps non-ordinance carriers too because you now have a TL to fire and an action for defense. Oh, so you mean this Alpha-Strike is a list that fares well against the currently-dominant 2-ship lists, but struggles a bit against lists without a big-guy? That's the catalyst for a shifting metagame, and healthy. Not completely, I think the XX-23 helps with the 2 ship lists. An alpha strike list is useful against all sorts of lists. The X-23 has the most utility against single targets, where a missile/alpha strike list doesn't have to necessarily target a single ship. I posted this in one of your threads: https://community.fantasyflightgames.com/topic/179181-whats-the-best-z-95-illicitmissile-spam-list-you-can-come-up-with/ It's a superior alpha strike to the XX-23 list and not limited to a single target. This is why I don't think XX-23 is really an ordinance fix but more of a bump for mini swarms against 2 ship or "fat" builds.
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XX 23 isn't really a fix for ordinance because it helps primary weapons as much as secondary. It's more of an incremental bump for swarms/mini swarms against 2 ship builds, with fat turrets. It helps primary weapons once. It completely enables ordnance. Example: Blount + VI + Tracers 5x Bandit + Concussion 99 points First round of combat? 18.4 expected damage, unless the enemy manages to erase one of your bandits before it can attack. Absolutely destroys most two-ship builds by being able to completely erase one. So, yes. This is an ordnance fix, because it is the single strongest buff to Alpha-Strike lists I've ever seen. And I'm giddy. I don't disagree the it helps ordinance, but what is the utility of of having 4 or 5 TLs on the same target unless it's a "fat" ship that will require 18.4 damage to destroy. On smaller targets half of those TLs are wasted when the ship is destroyed. Trust me I like the idea of the alpha striking missile lists and this helps them, but it also helps non-ordinance carriers too because you now have a TL to fire and an action for defense.
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XX 23 isn't really a fix for ordinance because it helps primary weapons as much as secondary. It's more of an incremental bump for swarms/mini swarms against 2 ship builds, with fat turrets.
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I agree but how much utility is there in having 4 or 5 ships with a TL on the same ship, unless the targeted ship is a fat turret? I think that is part of the design, to reward swarm or mini swarms and give them a bump versus fat turrets.
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First this is not a build post but I have included potential example builds. I am going to say I don't think it's an ordinance fix because it make turrets, HLCs and other weapons better too and since most people think the point efficiency of the other options are already better than ordinance then the additional efficiency added by the XX-23 adds to both ordinance and the other options. My thoughts is that Lt. Blount might seem more play with the XX-23 as he is the most reliable ordinance carrier to guarantee the hit required to trigger XX-23 or maybe something like this with Bandit Squadron Pilots with Munitions Failsafe. Blue Squadron Pilot (22) Fire-Control System (2) Blue Squadron Pilot (22) Fire-Control System (2) Blue Squadron Pilot (22) Fire-Control System (2) Bandit Squadron Pilot (12) XX-23 S-Thread Tracers (1) Munitions Failsafe (1) Bandit Squadron Pilot (12) XX-23 S-Thread Tracers (1) Munitions Failsafe (1) Total: 100 View in Yet Another Squad Builder or this if you like want a little control, swap out the TLT for Ion if you want more control: Gold Squadron Pilot (18) Twin Laser Turret (6) Gold Squadron Pilot (18) Twin Laser Turret (6) Gold Squadron Pilot (18) Twin Laser Turret (6) R3-A2 (2) BTL-A4 Y-Wing (0) Bandit Squadron Pilot (12) XX-23 S-Thread Tracers (1) Bandit Squadron Pilot (12) XX-23 S-Thread Tracers (1) Total: 100 View in Yet Another Squad Builder
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http://www.ebay.com/sch/i.html?_from=R40&_trksid=p2050601.m570.l1313.TR0.TRC0.H0.Xx+wing+raider.TRS0&_nkw=x+wing+raider&_sacat=0 already on eBay.
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This part of another conversation in the main forum https://community.fantasyflightgames.com/topic/183068-quick-thought/ but I wanted to post it here to get feedback: Was it something like this: Palob Godalhi (20) Veteran Instincts (1) Blaster Turret (4) Recon Specialist (3) Moldy Crow (3) Kaa'To Leeachos (15) Bodyguard (2) IG-88B (36) Opportunist (4) Fire-Control System (2) Heavy Laser Cannon (7) Autothrusters (2) Total: 99 View in Yet Another Squad Builder The idea is Palob strips a token, shoots, hopefully stripping more tokens, IG shoots, if the target is token free he can activate opportunist, if not he attacks normally, if he misses he can fire the HLC, using opportunist assuming the target is token free after all of that. Leechos helps keeps Palob or IG88B alive. You could theoretically be dropping a 5 AD HLC with a TL if you use IG-88B's ability, FCS and opportunist on the second shot. VI on Palob handles the PS issue with bodyguard and Leechos can still take a focus action after acquiring one from Palob. If I read Leechos' card right he is assigned the focus so he isn't limited by the rules that prevent pilots from taking the same action multiple times. Palob would also have lots of focii to spare with recon specialist and his ability. I was thinking it might be a good idea to find space for a hull uprgrade Palob. Not saying bodyguard is an optimal use of points but it could be fun.
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Was it something like this:Palob Godalhi (20)Veteran Instincts (1)Blaster Turret (4)Recon Specialist (3)Moldy Crow (3) Kaa'To Leeachos (15)Bodyguard (2) IG-88B (36)Opportunist (4)Fire-Control System (2)Heavy Laser Cannon (7) Total: 97 View in Yet Another Squad Builder Palob strips tokens, shoots, hopefully stripping more tokens, IG shoots, if the target is token free he can activate opportunist, if not shoots with 3 AD, if he misses he can fire the HLC, using opportunist assuming the target is token free after all of that. Leechos keeps Palob alive.You could theoretically be dropping a 5 AD HLC and a TL if you use IG-88B's ability and opportunist on the second shot.Ohhh, Oppurtunist makes it look fun!His list had VI on IG88B, as well as Autothrusters. I also think Leeachos had a hull upgrade. That brings points up to 99. I also think he moved to Advanced Sensors after the tournament, finding that it made his IG88 a better end game piece and/or more unpredictable and/or more easily able to travel in a mild formation by using Advanced Sensors to bump into his own ships and what not. I added AT after I posted it, so the build works out to 99 points so you also have a 1 point initiative bid and IG is dodgier. Also if Palob goes down Leechos can still be the body guard for IG giving him 4 evade dice to go with his potential 4 or 5 AD.
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VI on Palob handles the PS issue and Leechos can still take a focus action after acquiring one from Palob. If I read Leechos' card right he is assigned the focus so he isn't limited by the rules that prevent pilots from taking the same action multiple times. Palob would also have lots of focii to spare with recon specialist and his ability. Not saying its an optimal use of points but it could be fun.
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Was it something like this: Palob Godalhi (20) Veteran Instincts (1) Blaster Turret (4) Recon Specialist (3) Moldy Crow (3) Kaa'To Leeachos (15) Bodyguard (2) IG-88B (36) Opportunist (4) Fire-Control System (2) Heavy Laser Cannon (7) Total: 97 View in Yet Another Squad Builder Palob strips tokens, shoots, hopefully stripping more tokens, IG shoots, if the target is token free he can activate opportunist, if not shoots with 3 AD, if he misses he can fire the HLC, using opportunist assuming the target is token free after all of that. Leechos keeps Palob alive. You could theoretically be dropping a 5 AD HLC and a TL if you use IG-88B's ability and opportunist on the second shot.
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https://www.etsy.com/shop/Propfunk?ref=l2-shopheader-name I have not bought anything from this seller so I can't attest to quality or service but the prices look very reasonable, less than $2 for 4 tokens, $3 for packs of 8.
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Accuracy corrector is a cure for that.
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My friends and our spouses are going to do a 50ish point build tournament and here is a link to the whole conversation and the final builds we decided on. I have them all built in Yet Another Builder, let me know if you want to use any of them and I will post links to the builds. We went for balance over build points so a couple of builds are more than 50 points. I also consciously avoided the MF/C3P0 and Vader ATC builds for that reason. I thought they were a bit overpowered for the points versus the other builds. https://community.fantasyflightgames.com/topic/179710-husbands-vs-wives-50-point-round-robin-tournament/ Build: Scum Boba Fett FIRESPRAY-31: · Boba Fett (39) Engine Upgrade (4) Heavy Laser Cannon (7) Build: Han Solo YT-1300: · Han Solo (46) · Chewbacca (4) Build: Mini Swarm TIE FIGHTER: · "Howlrunner" (18) Swarm Tactics (2) TIE FIGHTER: · "Backstabber" (16) TIE FIGHTER: Black Squadron Pilot (14) Build: Luke Skywalker X-WING: · Luke Skywalker (28) · Lone Wolf (2) · R2-D2 (4) Shield Upgrade (4) Z-95 HEADHUNTER: Bandit Squadron Pilot (12) Build: Tarn Mison X-WING: · Tarn Mison (23) R7 Astromech (2) Hull Upgrade (3) X-WING: Red Squadron Pilot (23) R2 Astromech (1) Hull Upgrade (3) Build: Darth Vader TIE ADVANCED: · Darth Vader (29) · Squad Leader (2) Engine Upgrade (4) TIE/x1 (0) Accuracy Corrector (0) TIE FIGHTER: Night Beast(15) Build: Generic B Wing B-WING: Blue Squadron Pilot Fire Control System B-WING: Dagger Squadron Pilot Fire Control System Build: Scum Y-Wing Y-WING: · Kavil Blaster Turret R4 Agromech Y-WING: Syndicate Thug Blaster Turret R4 Agromech
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I was thinking something like this: Gold Squadron Pilot (18) Twin Laser Turret (6) R3-A2 (2) Esege Tuketu (28) Twin Laser Turret (6) Recon Specialist (3) Bandit Squadron Pilot (12) Bandit Squadron Pilot (12) Bandit Squadron Pilot (12) Total: 99 View in Yet Another Squad Builder Stress Hog hit a target in arc for 2 stress then in following turns it uses the extra focus from the K wing to hit/stress other targets and not lose too much offense or defense from the stress. The Zs can block or swarm the stressed target. Maybe drop a Z for cluster missiles or add the title to the Y if you want to throw 3 stress. I prefer the turret over the title as it makes the the Y a bit more offensively capable.
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The second link is to some of my builds and I have played the Keyan Ibtisam and Tycho list twice now and Tycho has gone up quickly but he is fun while he lasts. He needs AT and needs to stay clear until the B wing engage and are more compelling targets than an A wing that in my limited experience can be a bit squishy. I struggled keeping Ibtisam able to use his actions and stressed, I found advanced sensors would only activate every other turn as his ability doesn't clear the stress so you need to pull a green then get stress. PTL worked best for me here to manage the stress token. I have played both PTL and SoT with Keyan and PTL fits my play style better. Some people swear by the intel agent/SoT combo but it didn't fit how I played.
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I like PTL with AS on Keyan. SoT kind of needs Intel Agent to really work.
