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About Eisai

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  1. Eisai

    How can you use Lambda's?

    Advanced Sensors won't get you 3-for-1. You can coordinate and ST-321 to acquire a lock, but can't trigger Sai to get the Focus, because it's an action and Advanced Sensors only allows one action. So only 2-for-1 with Advanced Sensors.
  2. Eisai

    What previously spoiled ship are you most looking forward to?

    TIE Interceptor re-release. Really, FFG? Only 2 named pilots?
  3. Eisai

    If you had to play only one faction, what would it be?

    Scum and Rebel Y-Wings have the same dial and should be interchangeable according to the rules. As are the Imperial/Rebel TIE/ln (Scum's has a different name) and Rebel/Scum Z-95.
  4. Eisai

    Lets make Brobots great again.

    I played this a while ago and had some fun with it: IG-88B — Aggressor Assault Fighter 70 Juke 4 Fire-Control System 3 Ion Cannon 5 IG-2000 2 Ship Total: 84 IG-88C — Aggressor Assault Fighter 70 Juke 4 Fire-Control System 3 Ion Cannon 5 IG-2000 2 Ship Total: 84 Jakku Gunrunner — Quadrijet Transfer Spacetug 28 Tobias Beckett 2 Ship Total: 30 Use Beckett to control an approach, and dive in hard and fast. Actually brought the tug up behind to engage when my opponent k-turned past me. If the primary misses, ion control + the threat of the tug is not insignificant. Yes, action economy can be an issue, but there's little to be done about that. Take the TL early if possible, then dive in with boost+evade, triggering Juke, or double calculate depending on the situation.
  5. Probably not. They have to consider the balance of everything generally, and then artificially restricting what's available for building exacerbates any existing imbalances. I also agree to an extent that points can't be the only way to balance things. Eventually you reach a point like Luke Gunner, where something just has to be priced out of existence to not break things. There are some things in the game, that given what they do, points can't balance them alone. Add to this that I like playing certain ships, even when they're not great, because they're ships I like. I describe myself as an Imperial player, despite owning at least two of every ship (and more of some - and buying into both Prequel factions). Given the least little chance that I can do at least somewhat well with Imps, that's what I'll play. I've taken Rebels to a Regional once, and have never taken Scum to, well, anything. Extended to me looks like every faction has SOMETHING that can do at least somewhat well. Then I look at Hyperspace, and think, "What the heck is going on here?"
  6. That doesn't seem like a particularly new player-friendly outlook. I mean, requiring a new player to buy multiple factions to be competitive? That's never happened before!
  7. Eisai

    Wave 2 Maneuver Dial Upgrade Kits?

    I'm hoping they hit sooner rather than later, as my Miniature Market Wave 2 preorder included them, and is now being held up by them. Will not repeat that mistake when ordering Wave 3.
  8. I've actually been loving the named B-Wing pilots for Rebels. Haven't flown a lot of Rebels yet, but the B's for me have felt pretty close to spot-on. Haven't flown the "elite" generics yet, but have had fun with both named and the bottom generic. Also loving Lt. Sai specifically, but Lambda in general. Dial is still terrible, but oh, that rear arc makes such a difference. In general, I think most ships could get a pass. Bomber and Quadjumper both probably need to go up a bit. Other than that, it really feels like most things are pretty well-balanced, with only a few specific pilots/upgrade combos being the real worst offenders (Marauder/Han/Boba all together in a single ship, for example -- and I think Boba's the least of the problem there). Redline is another. Personally, I don't see the Phantom as an issue. Feels like Interceptors could stand a tiny drop. Sure there's others that could use just a bit more too.
  9. Eisai

    Clone Wars!

    Double post.
  10. Eisai

    Clone Wars!

    "After you perform a barrel roll, you must perform another barrel roll. Treat your [barrel roll] as [white]" Fixed it.
  11. Eisai

    Clone Wars!

    Yeah, personally not going to try on any of the pilots. Might bother on the half-covered upgrades to see what can be deciphered, but not until later.
  12. Eisai

    Clone Wars!

    From the text blurb beneath the spread: "With the Sith Infiltrator Expansion Pack, you can use the experimental cloaking device, devastating firepower, and advanced systems of one of these ships to deliver vicious surgical strikes before vanishing into the void "
  13. Eisai

    Clone Wars!

    The configuration card on the top of the ARC spread (since the Grappling Struts are already posted above): Modification; [Title unreadable]; Republic, (Target Lock): After you perform an attack, you may choose a friendly ship at range 1 or a friendly ship with the [Bold, Unreadable] upgrade at range 1-2(?) and [spend a lock you have on the defender]. If you do, the friendly ship you chose may acquire a lock on the [defender].