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MaxPower

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Everything posted by MaxPower

  1. Do You Own Huge Ships Already? Yes. A Raider and 2 Gozanti. Did You Play Epic in 1.0, or Were They Dustables? I played, but not nearly as often as I would have liked. Do You Plan to Play Huge Ships in 2.0 (in Standard/Huge/Epic battles)? Yes. Do You Plan To Play Epic Missions? Yes. What is Your Biggest Draw to Epic 2.0? Cinematic play - small ships doing attack runs on large ones, fighters zipping and zooming.
  2. The problem of the agressor is that within the current rules, it really cant fill its role. There's seriously no good reason to take missiles and a turret, and otherwise its just really bland. It needs a configuration, something like: Arsenal fighter - 3 points - reduce the cost of all equipped secondary weapons by 3 points each, up to a minimum of 1.
  3. MaxPower

    Scum Squadron Pack

    Thats what I keep saying. By now, it's really difficult to get into the game (guess its easier now for aspiring pt players). Just do battle boxes with 5 small + 1 med ship, a dmg deck and templates at a discount.
  4. I think most people agree its better. The main question has always been: "does the quality improvement justify the relatively high conversion cost?" For me personally, as a 1-faction player (2 now that fo and Imps were separated) the answer is a clear yes. But I have sympathy for those with a different viewpoint as well.
  5. My take: Medium base, 3/2/6/0 statline, cannon and system slots, TIE bomber like dial, ship abiity 'at the start of the engagement phase, gain 1 calculate token for each enemy ship in your bullseye arc' Imperial mini-IG88 Personally, I think that would go well with the imperial faction idea of centerpiece+miniswarm (E.g. punisher/decimator/lambda/reaper + ties/strikers/squints)
  6. Snoke: you may spend 1 force to assign a tractor token to an enemy ship in your bullseye arc at range 0-2. I think snoke's most powerful feature was his unparalleled use of telekinesis.
  7. I personally really like the handling of the fo ships, especially the /fo and /sf. That said, I just do not enjoy flying them as much as my imperials, despite their fun dials and chassis. I just cant shake it that IN MY PERSONAL OPINION the new trilogy and especially ep 8 is utter crap.
  8. My list: barrage rockets +1 point. Jonus +1 Scrimitars +1 All TIE Adv -1 All TIE Agg -1 Arcs and Ks -1 000 +1 Palob +1 All other HWKs -1 (see below) Moldy Crow +1 Falcon, ghost except hera and deci pilots -1
  9. Easy: Talent - dirty trick Han solo only Action: Red barrel roll If you fail this action due to overlap with an enemy ship, both you and that ship receice 1 crit and 1 tractor token. 8 points perhaps?
  10. Vader could appear in a defender. Juno might reappeaer. Ciena Ree in an interceptor could be it. ... That's what I got.
  11. You guys are missing 5th brother on outmaneuver/juke duchess, imho. That force allows her to use evade or br more freely.
  12. Can i use it to apply the range 1 bonus to munitions that dont get it normally?
  13. This is how I'd roll, y'all: Captain Oicunn — VT-49 Decimator 84 Intimidation 3 Death Troopers 6 Proton Bombs 5 Shield Upgrade * Dauntless 6 Ship Total: 107
  14. Couldnt find them here, so pardon if I repost, but I thought you might not have seen these: Sith infiltrator and jedi starfighter. https://starwarsblog.starwars.com/wp-content/uploads/2018/08/x-wing-second-edition-clone-wars-06.jpg Source: https://www.starwars.com/news/x-wing-second-edition
  15. Pure and simple: an alphastrike list that can take out 2 TIEs at range 2-3 reliably. Something like XXXX with proton torps.
  16. Exactly. Give Soontir Juke or Predator - or just run him naked. Dont compare his 1 on 1 capabilities with wedge, thats not the only fight he'll be in. Enjoy him as a cheap Ace.
  17. Granted, the spinny fang is an option to refrain from buying a fang fighter now. So, I'd pitch my vote in for the Slave1 and if your fingers are truly itchy, a Hound's tooth or Jumpmaster. After all, you play scum cause you like Bounty hunters, right? A HWK is also a good idea: will likely not change much model-wise, and (is/will be) a joy to build and fly. Bear in mind that the secondary market is really hot right now, as several people are quitting and selling off their collections.
  18. You've got a bunch of things to play around with. In principle, you can pick up anything in the conversion kit as long as you dont break its limits. Personally, I'd pick up a Slave1 and a fang fighter and call it a day.
  19. The key point is ps11. At ps11, a reaper would be ridiculously broken. The ps11 coordinate into boost to arcdodge is what makes fenn+ghost such an npe to deal with.
  20. The keyword is "may spend" vs "being shielded". The falcon is unshielded, so he HAS no shields of his own, but may SPEND these shields as if they were his own.
  21. Ok the Qi'ra and solo interaction described in the article is weird. What does ignore truly mean? Does the defender get the obstructed bonus? Does he not? Why do you ignore the astroid but still get a bonus? There is no "may" there... I dont understand it. Isnt 2.0 supposed to be clearly worded? Or is that just the usual error in the article?
  22. MaxPower

    Reapers and Strikers

    Actually, this is really cool in 2nd edition for strikers + reapers. They are the only combination of small + medium ships that can truly fly in formation.
  23. Oh boy, you're in for a bad surprise... There are no threat cards in the conversion kit. Which is pretty lame.
  24. Simple: basically, think of wave 14 as "having the conversion pack items" inside. So, wave 14 needs to be combined with at least one conversion kit - unsurprisingly, given that it is a 1.0 package. So, to everyone complaining about lack of tokens: chill. This is not a big deal. You will play this product together with one that has all the tokens.
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