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HungryFFG

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  1. Like
    HungryFFG got a reaction from Gouniaf in MacrossVF1s corner of paint and plasticard   
    My RPG group selected this for for their starting ship. I would love to add this to my fleet. Excellent work, @MacrossVF1.
  2. Like
    HungryFFG got a reaction from SOTL in TIE Reaper Shenanigans   
    According to the FAQ, Nien Nunb works when ionized, so this interaction should work.
  3. Like
    HungryFFG reacted to LightCraftMiniatureStudios in Madeline of LightCraft's Miniature Repaint Thread   
    This may be the most ambition freehand project that I've completed - D.Va inspired Shadowcaster!

    And here's a short video
    https://i.imgur.com/b45us6l.mp4
     
  4. Like
    HungryFFG reacted to Magnus Grendel in TIE/Fo: Aces and the best builds   
    Pilot builds I've used, liked, and/or really want to try:
    Omega Leader
    Omega Leader Juke Comm Relay This is a tournament-winning build for a reason and the 'default' TIE/fo. Omega Leader Juke Comm Relay Shield Upgrade or Stealth Device to taste. Too expensive as a 'budget' ace, but surprisingly nasty. Useful in situations where you need a 30-point ace-killer - furballs, as a 30-point 'chunk' in escalation, that sort of thing. Omega Leader A Score To Settle A Score To Settle is a very powerful ability which costs zero points because it comes strapped with a massive honking downside. Omega Leader cancels out that downside. For the price of a totally 'clean' rookie X-wing you get one of the most dangerous one-on-one duellists in the game, and with a high-chance-of-criticals against a target of your choice, making her perfect when supporting Kylo Ren. Zeta Leader
    Zeta Leader Wired Weapons Guidance Twin Ion Engines MkII to taste The Twin Ion Engines are actually not that big a deal because the TIE/fo's green dial is as good as anyone else's. The Trick with the two upgrades is that you can roll 3 attack dice, getting (for example) a hit, focus, blank. Wired lets you reroll the focus, whilst weapons guidance lets you spend the focus you're not spending on the focus results to turn the blank into a hit as well.  Zeta Leader Predator Comms Relay Twin Ion Engines MkII to taste Expensive but reliable firepower (nice for a TIE fighter). Comm Relay makes you tough, or lets you feed a swarm leader Zeta Leader Snap Shot Comms Relay Specifically to be paired with Epsilon Leader.  Fire a 3-dice Snap, clear the stress, fire a 4-dice primary. I haven't experimented with this, but it should in theory work Zeta Leader Adaptability A budget version. The only real reason to take Zeta Leader is that you're already fielding Omega Leader or can't afford her. Hence, a 'budget' version really needs to stay cheaper than 21 points. Besides which, Adaptability gives you a second PS8 pilot. Omega Ace
    Omega Ace Swarm Leader Comms Relay Omega Ace needs extra dice for his ability to be worthwhile. The easiest source for this is Swarm Leader, which can allow him in theory a brutal 5-dice, all-critical barrage at range 1. It requires an 'off-board' source of a target lock - Targeting Synchroniser Epsilon Ace is ideal for this.  In theory push the limit could do the job but then you're stuck at 2 dice attacks which aren't really worth the effort of boosting. Omega Ace Opportunist or Swarm Leader Advanced Optics Twin Ion Engines MkII This relies on what we're pretty confident the new Silencer tech upgrade does, and makes Omega Ace much more self-contained; bank a focus one turn and get your target lock on your 'strafing run'. Opportunist costs a point more (2 if you want Twin Ion Engines MkII) but it means you're not stealling your mate's evade tokens, which can be very painful for a TIE fighter. Epsilon Leader
    Epsilon Leader Primed Thrusters Job done. Epsilon Leader's job is to vacuum stress of multiple ships, and one of his best party pieces enabled by this upgrade is to pull a Segnor's loop then barrel roll to line up his range 1 stress-cleansing bubble with whoever he's supporting. With multiple TIE/fo's on the field, being able to pull back-to-back Segnor's loops makes the darned things almost uncatchable - yes, unlike a defender they don't carry tokens through their end-around. but as a Segnor includes a 45' turn after two in a row they're not only not stressed but also sat on your flank rather than continuing to joust. Epsilon Ace
    Epsilon Ace Comms Relay Not the best use of him - an evade token will help keep him alive and at PS12 for longer, but there's only so much a TIE fighter - even a PS12 one - can do. It is surprising how nasty he can be when you get used to him, though. I have fond, fond memories of Epsilon Ace being the last ship standing and then out-dogfighting a PS11 Darth Vader by repeatedly barrel rolling out of the Dark Lord's arcs.  Epsilon Ace Targeting Synchroniser A much better use of 20 points. A PS12 ship which can ****** up a target lock, doesn't really need it himself, can share it with anyone at range 1-2, and is acceptably hard to kill that trying to take him  out will require a disproportionate amount of shooting. Pairs exceptionally well with Omegas Ace and Leader - giving the former the ability to drop both tokens to trigger his ability in one turn plus a PS12 shot to help clear out shields before landing umpty-ump criticals, and giving the latter attack dice rerolls he won't have without spending the target lock he hangs onto for grim death under normal circumstances. Zeta Ace
    Zeta Ace Intimidation or Intensity Primed Thrusters This is the best use I've come up with for this guy. I'm not good enough at blocking with a single ship to really make the most out of intimidation but it should work - I've managed to block dengar a couple of turns in a row and the -1 agility is worth its weight in gold with 2-dice attack ships. Intensity should work, letting you get tokens and a super-duper barrel roll after a segnor, but how much he's realistically going to achieve I'm not sure.   
     
    Generics
    Omega Squadron
    Omega Squadron Pilot Crack Shot Weapons Guidance Essentially Black-Squadron-With-Crack-Shot analogue - slightly tougher but at a cost of only getting 5 not 6 - this is the 'alpha strike' TIE/fo and probably the best use of the generics in a swarm. Despite the loss of numbers, there's no Howlrunner equivalent lynchpin to get wasted by a PS11 cruise missile before you benefit from her ability; everyone carries their own dice modifier, and it makes them much more capable once the crack shots have been expended. Omega Squadron Pilot Snap Shot Primed Thrusters TIE/fo with Primed Thrusters are great at getting into impossible places - which means snap shot arcs can lay down highly unpredictable crossfires. This is the 'sustained firepower' TIE/fo, with a swarm of 5 theoretically unloading 25 attack dice per turn if you can catch a target in a range 1 kill box of all of them. Omega Squadron Pilot Trick Shot Pattern Analyser Twin Ion Engines MkII Debris? Red Moves? Who cares? This is the 'manouvrable' TIE/fo and it'll handle itself well round the board. Remember it's still a TIE fighter, though, so don't rely on it getting too much done once it arrives. Zeta Squadron Pilot
    These can go die in a fire along with Avenger Squadron, Obsidian Squadron, Onyx Squadron, Gamma Squadron, and every other 'mid-tier', non elite upgrade TIE pilot. When 1 point more gets you both an extra PS and an elite upgrade, and you can save a point by dropping a couple of points of pilot skill that won't matter in 95% of your games, there is next to no reason to field these dudes, especially since even if you specifically have 16 points to spend, a Zeta Squadron Pilot competes poorly with an Epsilon Squadron Pilot with a 1 point tech upgrade (comm scanner or primed thrusters) or modification (twin ion engines mkII)
     
    Epsilon Squadron Pilot
    Despite all the options, my favourite little ships.  For just 3 points, the net upgrade over a basic TIE fighter is amazing. My favourite TIE/fo squad - because it soothes my inner fluff nerd - is 'Epsilon Squadron', because you can field Epsilon Leader (primed thusters), Epsilon Ace (comm relay), and four Epsilon Squadron Pilots in a standard 100 point squad. It's no tournament breaking auto-win list, but it's surprising how often it catches people off guard between the uniques' really powerful abilities (5 ships pulling a segnor and then dumping their stress is scary to watch), and the sheer toughness of the little things for their cost.
     
  5. Like
    HungryFFG reacted to heychadwick in First Tournament In A While   
    I found myself on Friday afternoon with no plans and my family all busy all weekend.  There is a local gaming convention here that does all sorts of games from role playing to table top minis.  With no plans, I decided to go.  I planned on a bunch of DnD for Saturday, but it seems that all sessions were full in the afternoon.  There was also an X-wing event going on at the same time.   I thought it doesn't cost any extra, so I might as well try it.   It was my first tournament in 2 years.  I haven't even played 100/6 in a couple months as I'm usually doing HotAC, missions, or some other form of casual.  
    I wanted to play something fun.  I remembered a Vader list that I thought of before that I played a few times and I thought it had legs.  I figured I'd give it a go and try it out.  I didn't care if I won a single game, as long as I had fun.   
    Darth Vader (29)
    Swarm Leader (3)
    Advanced Targeting Computer (1)
    Engine Upgrade (4)
    TIE/x1 (0)
    "Night Beast" (15)
    Academy Pilot (12)
    Academy Pilot (12)
    Academy Pilot (12)
    Academy Pilot (12)
    Total: 100
    My main goal was to use the Tie Fighters as the main force and Vader would try to come in on the flanks.   If they concentrated on Vader, the Tie Fighters could swoop in and do damage.   I've got a lot of games in with Tie Fighters since Wave 1 and I love bumping with them.  It's pretty important to my overall strategy.   Try to create a bump screen where no matter where the enemy goes, they end up bumping into the first one and have no actions.   Tie Fighters can then fire at short range against someone with no actions.   Even if I bump and I have an Evade, I can still give it to Vader for an extra die.   Night Beast gets the free Focus so he can then do an Evade for Vader.    Oh.....this would be flown as a true Tie Swarm.  Not some Tie Formation.    No formation at all for these guys.  
    OH, if I were in Range 1, I could get 5 red dice attack and throw a free Critical hit on at the end.  I did get that off a couple of times.  
    The Sling Paint guys were there and said I'd probably win the whole event as I hadn't done a tournament in forever and had my crazy list.  I expected to lose every game.  There were 12 people who signed up as you had to pay a $25 fee to get into the convention and most X-wingers don't really play other games.  So, most stayed away as it's steep to pay for just one tournament.  There were only 3 Imperials and mostly Scum.  
    I typed up a quick report for FB, but I'll try to pull it in here and format it better.
    Round 1 vs. Joe from Sling Paint Gaming
    Bumpmaster 2 x Skurrg with Auto Blaster turrets, GC, Harpoon Missiles, and Deadeye First game was vs. Joe who hadn't played this list before.  I had also never flown against a Skurrg before.  I just don't play against meta lists in my little casual world. The Bumpmaster went in first and the Skurrgs behind.   Joe was pretty cautious.  I got Vader in on the sides and nailed his Bumpmaster pretty hard, but a Skurrg was able to get a Harpoon Missile shot off on me.  I had saved a Focus. His first missile only got 3 hits in and Vader used Focus to evade them all! After that, I had Vader pull out of there as they chased him. Tie Fighters chewed up here and there until he was out of shields with all ships. Vader circled back and blew up the Bumpmaster with Night Beast's help. Tie Fighters blew up the Skurgs while losing one. Joe's dice were really bad here. I'll fully admit that.
    100 - 12
    Round 2 vs. Buddy with Slightly Overweight Han
    Han wasn't quite fat.  He had VI, but no Gunner.  Can't recall what else he had on him. Dutch Y-wing with nothing  Gold Squadron with nothing I think Buddy might've not had a lot of tournament games.  I'm thinking back and I think he might have forgotten about his crew the whole game.  I don't recall what he had because he never used them.  I've played a lot vs. Fat Han and knew I needed to block him before he baited and zipped past me.  Han was aggressive and flew straight at Vader to Range 1.   Vader and Han faced off and Han's dice were really bad at attacking me that round.  Han had first shot at my Vader and all I had was a Focus, but he failed to land a hit.  If he had managed to nail me, it might have been a different game.  Vader and Tie Fighters knocked Han's shields out. Most Tie Fighters circled behind Falcon and went for Y-wings due to asteroids and placement. Vader bugged out and went for Y-wings as I wanted Tie Fighters to hunt Han and not let a lucky Han Solo roll blast me to pieces. I had one Tie Fighter rush out in the way of Han and bumped him. I was facing the same way he was and pretty much spent the rest of the game getting in the way of Han. He had no actions and couldn't get far. There were always a couple Tie Fighters firing at him. Vader and a couple Ties hunted down the Y-wings. I can't recall who had the final shot, but he was about to go off the board before I shot him down. All due to one Academy Pilot blocking him the entire game.   I did use a Focus when I should've saved it for defense and a Tie Fighter got blasted without taking down the wounded Y-wing.  
    100 - 12
    Round 3 vs.  Vader and Rear Admiral - Vader Off!
    Identical Vader, except with VI RAC with Kylo Ren, Rebel Captive, Engine Upgrade, and other stuff So.....after hearing how Imperials are unplayable for so long on these forums, I thought it was funny that the final top table was 2 Imperial players.  Also, both had Vader, who isn't good or competitive.  
    I totally forgot this players name because I am a terrible person and suck at remembering names.  I was not expecting to do well here as this is someone who does the tournament thing a lot and I was rusty.  My Vader was going first and I fully expected Kylo to mess with my Vader.  My opponent was fully doing the bogus TL attempts to see if he was in range for his real targets.   Such as.....trying to TL something at R5 or 6 just to see if he could fire at my lead Tie Fighter.  I gave him a hard time about it only because it's really just bogus, but I don't really care that much.  I was there to have fun.  He ran along his board edge to draw my Tie Fighters through the rocks. I don't mind this as I don't fly formation. One guy got too close, though and he was able to start to pick at them. I took my Vader to face his, but he had VI. I totally flubbed up the approach and thought I was behind a rock and waiting, but ended up exposed and not able to get a shot off. He took my shields for it. At this point, Vader was running most of the game. He fired at Tie Fighters and I did get decent evade dice. I'm telling you that Tie Fighters are hard to kill if they don't blank out. I whittled away at the Decimator while I could and couldn't really bring many Tie Fighters to fire at the same time, but almost always had a Tie Fighter there to fire. I felt I wasn't flying my best. For the longest time I had all my Tie Fighters with just one or two hull left. Night Beast died. Another Tie died. The Decimator was really low and I had boxed him in a bit. Rear Admiral went for broke and went across an asteroid to avoid all the attacks, but took a crit and got Direct Hit! Decimator died. Pretender Vader killed another Tie Fighter of mine. It was then Vader vs my Vader and a Tie Fighter. I stripped his shields one round. Low on time. If I ran and kept everything alive, I would win. Screw that! Who likes running until time? Besides, *I* was the real Vader! Vader wouldn't run and wait for time.  He would go for it.  Went for it and my Tie got lucky a couple times as his Vader tried to blast it to make it a tied game. Did lots of K-turns with my Vader because you have to to keep higher PS Vader in arc.  I had a TL to get the extra crit hits in. We traded lots of pot shots on each other, but couldn't hit each other. Lots of back and forth. He finally blanked out on some defense dice and I got him! Very fun game. Very challenging. I didn't think I would win from the beginning, but still stuck to it.  I made some bad mistakes in the beginning.  There were a few wasted opportunities.  One time I landed just barely on a rock and missed a R1 shot at Vader with a Tie Fighter.  I think I did 2 damage to myself via rocks.  Was able to pull it off somehow.  My opponent stated that he hadn't had a nail bitter game like that for a long time.   I fully agreed with that.  It was really good!  Really not sure how I pulled it off. 
    100 - 51
     
    There was one other guy who won all his games.  He had a Scum list with Palob and a Space Tug Tractor Beam.  Four ships.  Not sure what else.  Nice guy that turned out to be from Maryland.  His opponent gave up near the end, so he ended up getting 100 - 0.  This pushed him ahead of me by just 31 pts!   So, I came in 2nd.   I hadn't done a tournament in 2 years and I come in 2nd!   First prize was a C-ROC, but I already had one.  Second prize was $50 at Miniature Market, so I was more than happy to take 2nd place!  I felt like I won first after that last match.   My opponent wanted to play me for a 4th round, but I was beat.  I had been there since 8am and wanted to get some dinner before the next round of DnD started.  I didn't get to bed until 1am that night and was glad I didn't play the 4th round.   Nice guy that won it, though.
    I do want to say that I think my Tie Fighters were the stars of the day.  I have also been hearing that 2 attack die ships are dead and have no place in the competitive game again.   When I've looked at people's lists in the past 6 months, there haven't been high agility aces and the whole token stacking for defense hasn't been a thing, either.   So, I figured my 5 Tie Fighters would do alright.  I've played quite a lot of games with Tie fighters.  I know that if you have a Tie Fighter with a Focus token a turn (or Evade) then it's hard to one shot them....unless you blank out on green dice.  I only blanked out once in 3 games.  With that in mind, it takes at least 2 shots usually to take down a Tie Fighter.  That's pretty significant when most lists have just 2-3 ships in them and I have 5 Tie Fighters!  So, a little 12 point ship is pretty efficient.  Yes, they only have 2 attack dice, but out of all the ships I faced, I only faced a single ship with agility 3.  There was only a single ship with 2 agility and the rest were either 1's or a 0.  My 2 attack dice were great firing at my opponents.  I even rolled only a single hit at R3 through a rock against 4 green dice (but with no Focus).  He didn't get a single evade!   When you have that many ships firing they start to add up.  I also prefer to get them in close and bump while the rest fire at R1.  I did that often and did get a lot of hits in.  Oh, it wasn't usually a lot at one time, but there was constant damage each turn.  Almost like a TLT shooting each round.  I don't think people give Tie Fighters enough credit.   I kept hearing people say that there were some great abilities on Tie Fighter pilots.....but they were only on Tie Fighters.   I just showed people that Tie Fighters don't suck!   
    I had a great time.  I might want to get some more 100/6 games in, especially with older minis, just to try them out against the latest and greatest.  Not sure if I will, though.   It was good to take a break from Casual and almost win an event just to prove I can still do it.  
  6. Like
    HungryFFG got a reaction from TheDoctor084 in Figuring out the Tie Aggressor   
    Snapshot does not allow another attack that phase, so Double Edge does not combo with it.
  7. Like
    HungryFFG got a reaction from Magnus Grendel in Figuring out the Tie Aggressor   
    Snapshot does not allow another attack that phase, so Double Edge does not combo with it.
  8. Like
    HungryFFG reacted to nurglez in 2 wookies and Braylen, a report from the UKTC last week   
    copied from my blog. A Stressful Time (Leaving Your Comfort Zone: Part Two)
    The UKTC is an awesome event, and this year saw 52 teams compete. As I mentioned in my previous post, this was to be my third, and I had picked Rebels, despite having the least experience with this faction.
    I brought this along, having gone 7–1 in practice games.
    ARC-170 Braylen Stramm (25)
    Gunner (5)
    R3-A2 (2)
    Alliance Overhaul (0)
    Ship Total: 32
    Auzituck Gunship Lowhhrick (28)
    Lightning Reflexes (1)
    Tactician (2)
    Gunner (5)
    Ship Total: 36
    Auzituck Gunship Wookiee Liberator (26)
    Lightning Reflexes (1)
    Tactician (2)
    Operations Specialist (3)
    Ship Total: 32
      Due to the nature of the UKTC, there were some rounds where we got to pick our match ups, and some we didn’t. This format allows a break away from a potentially meta-heavy day.
     
    Round One Scum Mark Evans, Tricked out Accublaster Nym, Quin Jast with Cruise Missiles and Palob with TLT.
    We deployed in opposite corners, and I swung my ships round while Nym came in hot, unfortunately for my opponent I slowed down so Nym ended up at range 2 of my list. The following pictures will accurately explain what happened next.
      Now you see Nym.
      Now you dont.
    After this it was a simple mop up, handing out stress then nuking down action-less ships.
    100–0 (Team win as Pete Wood also won his, while Tom Duncan was late therefore auto lost his match).
     
    Round Two Scum flown by Chris Stokes Asajj (without latts), Fenn and Terroch. My opponent had been thrown under the bus!
    This was always going to be an uphill battle for my opponent, and once I started stressing his list out a win was never in doubt. I took out the Fangs, then went for Asajj, who folded pretty quickly.
    100–0 (Team loss, as Pete and Tom lost theirs as we had paired up wrongly and got out flown).
      Stress everywhere!
    Round Three Imperial, Lee Dalton flying Double Decimators. A tricked out Daredevil Oicunn and Patrol Leader with Vader. Neither Tom nor Pete fancied chewing through all that hull with their lists.
    Lee set up for the joust, and I obliged, diving in headlong on Oicunn. He managed to get one daredevil ram off on Lowhhrick, then my list was behind him. Poor Lowhhrick died, however Oicunn had 4 stress at this point and only survived a few more turns, then the patrol leader followed soon after.
    100–36 (Team win, Pete won his while Tom finally won a game!)
      Stress everywhere again, this is becoming a habit
    Round four saw me face off against the mighty Oliver Pocknell, fellow 186th, flying as part of 186th Green Squadron. He was flying VI Dash and Intensity Poe.
    I flew up the left hand side then turned into the middle, while Oli flew Dash down the opposite side to try and flank alongside my board edge, my ships were taking a battering and only managing to apply a stress every now and again thanks to Dash barrel rolling around. I managed to double stress Dash after taking him out over the next 2 turns, but losing Lowhhrick. Poe followed soon after.
    100–36 (Team win, Pete won again while Tom lost)
      Pinning down Dash
    Round Five saw me take on Scum again, Danny Anderson with Telgar.
    We engaged in the middle after turning in, however the first engagement saw Dengar in range one of all my ships, letting me only put one stress on him whilst my Liberator took a pounding. The next turn I proved how awesome Lightning Reflexes can be, trapping Dengar in a stressful situation. I then managed to stress out Tel and get behind him, while losing the Liberator.
      100–32 (Team win, Pete and Tom won theirs)
      Exhibit A
      Exhibit B
    Round six and I was facing Jon Easter’s Imperials, Palp Yorr, expertise QD and OL.
    I set up to take down Yorr, and he sent Yorr towards me, while QD and OL flanked me. OL ended up outside of range two of Yorr, so I took this opportunity to double stress him, however I ended up fixating on piling the stress on Yorr so he couldn’t use his ability, where I should have just burned him down (which also stops a ships ability from working, DUH). I managed to take out Yorr and OL, however QD then finished off a 3 hull Lowhhrick and a 3 hull Liberator in a single round, leaving a 2 hull Braylen vs a 2 hull QD, Qd came out on top.
    61-100 (Team win, both Pete and Tom won).
      Myself and Pete had gone 5–1, while Tom had gone 3–2 (plus his round one autoloss), while our team had gone 5–1 too!
    As the top 3 are called out we came 2nd! behind the mighty Warlords who went undefeated. We won some very shiny Cog’o’two template holders, but I was very happy as I’d had 6 enjoyable games of X-Wing, and got to catch up with loads of players that I hadn’t seen in ages.
      The three amigos of Team 186th Silly squadron
      Keep an eye out for the next UKTC, as its a great format, and a great time.
     
  9. Like
    HungryFFG got a reaction from Malabor in Making Kestal work?   
    Alas, Cool Hand does not discard the stress. It just gives an evade or focus in addition to the stress. This is why I typically fly Tomax as follows:
    Tomax Bren (24)
    Cool Hand (1) or Crash Shot (1)
    Systems Officer (2)
    Fleet Officer (3)
    Twin Ion Engine Mk. II (1)
    TIE Shuttle (0)
    Total: 31
    View in Yet Another Squad Builder
  10. Like
    HungryFFG got a reaction from admat in Making Kestal work?   
    Alas, Cool Hand does not discard the stress. It just gives an evade or focus in addition to the stress. This is why I typically fly Tomax as follows:
    Tomax Bren (24)
    Cool Hand (1) or Crash Shot (1)
    Systems Officer (2)
    Fleet Officer (3)
    Twin Ion Engine Mk. II (1)
    TIE Shuttle (0)
    Total: 31
    View in Yet Another Squad Builder
  11. Like
    HungryFFG reacted to IronWardog in X-Wing Probability Calculator   
    I've made a small page that calculates attack probabilities in X-Wing that I've been using for a while and maybe other people might want to use it.
     
    --- Adress is now a web redirect ---
    Multi result version with line chart: http://xwingcalculator.ddns.net/diceuilm.html
    Full version with pie chart: http://xwingcalculator.ddns.net/diceuip.html
    Full version with line chart: http://xwingcalculator.ddns.net/diceuil.html
    Basic HTML version: http://xwingcalculator.ddns.net/diceui.html
    Alternate mobile layout: http://xwingcalculator.ddns.net/diceuilmmob.html
     
    Line chart will be integrated in the regular full version in the future.
     
    It should look like this:
     




    Features
    No casino style pre-computations Hit probability distribution Expected damage Critical hit probability Probability of keeping tokens after the attack Several stackable dice modifier abilities (Somewhat) Intelligent use of abilities/tokens, optimized for single attack, attacker/defender will try to maximize hits/evades Virtually no dice limit (UI capped at 15) Allows multiple tokens Pluggable architecture allows new abilities to quickly be added Shiny pie chart!  
    Known Issues
    TLT token spending for both attacker and defender is not optimal (both try to maximize both attacks even when it brings no benefit) Some reroll mechanics may not be aware of all other abilities. Attacks with a lot of dice and rerolling can take some time and may cause the browser to pop up a warning. Press continue and it will eventually finish. Potential Roadmap (if I need it and/or if people want it)
    Integrate line chart in main UI Multiple attack simulation (system already allows this)? More abilities? Result drill-down/exploration (there is a lot more information available than what is shown)?  
    How to use
    Select the abilities you want to trigger.
    If an ability requires a token and you don't have it, the ability won't trigger.
    Missile/Torpedo abilities WILL trigger even if you do know assign TL/focus (this page simulates combat resolution only). Select the number of dice to roll and the number of tokens. Hit "Calculate" The Hit distribution table will appear at the bottom. The pie chart will appear along side it if your browser supports canvas. If you assigned tokens the token retention table will appear below. This shows the probability of having at least 1 token of each type at the end of combat. FAQ
    Do I need target lock to fire missile/torpedos? No.
    Do I need target lock to use Advanced Targetting Computer? Yes.
    How do I simulate Homing Missiles? Set Attack Dice to 4. Add a Target Lock. Do not assign Evade Tokens to the defender.
     
     
    Bugs, feature request, comments or request for redistribution can be sent to xwing.calculator@gmail.com in addition to this thread.

    I've made as accurate as possible but it is bound to have bugs. Enjoy and Happy Hunting.
  12. Like
    HungryFFG reacted to Magnus Grendel in TIE Shuttle with fighter escort   
    •Mauler Mithel (19) - TIE Fighter
    Snap Shot (2)
    Black Squadron Pilot (16) - TIE Fighter
    Snap Shot (2)
    Black Squadron Pilot (16) - TIE Fighter
    Snap Shot (2)
    •Wampa (14) - TIE Fighter
    •Major Rhymer (33) - TIE Bomber
    Snap Shot (2), TIE Shuttle (0), Lightweight Frame (2), Operations Specialist (3), Tactician (2)
     
    Will probably give this a try. Scourge is nice, but his ability doesn't work with snap shot quite as well as Mithel's does.
    As a pleasing aside - Wampa 'misses' if he triggers his pilot ability, triggering Operations Specialist into the bargain!
  13. Like
    HungryFFG got a reaction from Sithborg in 2017 Nationals Championships   
    There were a good number of Imperials in flight 1. I do not have numbers, but I was surprised to see as many as I did.
  14. Like
    HungryFFG reacted to melminiatures in Wave 12: What we know   
    Gotta say... I called the 2,2,4,3 for the Assault Gunboat almost 4 years ago...
  15. Like
    HungryFFG got a reaction from Ccwebb in Obsolete Builds   
    I used to have great success with the following list. With it I was able to beat Fat Han and take on arc dodgers. However, with the introduction of Twin Laser Turrets, I stopped flying it, since Xizor cannot pass off that type of damage:
    Prince Xizor (31)
    Veteran Instincts (1)
    Fire-Control System (2)
    Inertial Dampeners (1)
    Autothrusters (2)
    Virago (1)
    Binayre Pirate (12)
    "Hot Shot" Blaster (3)
    Binayre Pirate (12)
    "Hot Shot" Blaster (3)
    Binayre Pirate (12)
    "Hot Shot" Blaster (3)
    Binayre Pirate (12)
    "Hot Shot" Blaster (3)
    Total: 98
    View in Yet Another Squad Builder
  16. Like
    HungryFFG reacted to Parakitor in Epic Tournament at Linebreakers [with pictures]   
    On Saturday I attended an Epic Tournament at Linebreakers in Victorville, CA. Eight people came to play, and there was quite a diversity of squads. We had 1 CR90, 1 GR-75, 1 Raider, 1 Gozanti, 2 C-ROC, and two players that lacked a huge ship (one Rebel, one Imperial). I was very pleased to see so much variety. I was the one who brought the Gozanti. My build was as follows:
    Gozanti-class Cruiser (40)
    - Suppressor (6)
    - Grand Moff Tarkin (6)
    - Targeting Coordinator (4)
    - Sensor Team (4)
    - Comms Booster (4)
    - Docking Clamps (0)
    - Automated Protocols (5)
    4x Alpha Sq. Pilot (18) x4 = 72
    (Docked with the Suppressor)
    Maarek Stele (27) (TIE advanced)
    - Opportunist (4)
    - TIE/x1 (0)
    - Advanced Targeting Computer (1)
    Zertik Strom (26)
    - Opportunist (4)
    - TIE/x1 (0)
    - Advanced Targeting Computer (1)
    Commander Alozen (25)
    - Opportunist (4)
    - TIE/x1 (0)
    - Advanced Targeting Computer (1)
    “Howlrunner” (18)
    - Push the Limit (3)
    - Shield Upgrade (4)
    Colonel Jendon (26)
    - ST-321 (3)
    - Fire-Control System (2)
    - Hotshot Co-Pilot (4)
    - Gunner (5)
    TOTAL 299
    I ran a similar version of this squad at Gencon last year.
    https://community.fantasyflightgames.com/topic/227096-epic-dogfight-at-gencon-indy-2016/#comment-2352006
    The main difference was that I had Palpatine and Sensor Jammer on the shuttle. After the nerf, I just wasn’t sure I could use him well. Tbetts94 had bragged about his Juke TIE/sf’s and Weapons Guidance + Crack Shot TIE/fo’s, so I figured Hotshot Co-Pilot would be great for stripping focus tokens, with Suppressor removing evade tokens. Turns out, he didn’t show up. Serves me right for trying to tech my shuttle against him.
    So here’s the strategy of the squad. My TIE advanced and Howlrunner fly in a block with the Gozanti on one side, and Colonel Jendon on the other. The TIEs move up and focus (Howlrunner pushes for an evade). Jendon locks on to a target anywhere on the field, preferably one that is in, or is about to enter, firing range of the TIE advanced. The Suppressor moves, launches two TIE interceptors, then spends 1 energy to activate Targeting Coordinator. It chooses one of the TIE advanced, and after acquiring the lock, passes it to that ship. Because it acquired a target lock, it removes a token from the target because of the Suppressor title. Next, it spends 1 energy to activate Comms Booster. If a TIE interceptor boosted or barrel rolled for a better shot, it gets the token; otherwise, we remove the stress from Howlrunner and give her another focus token. Next, we Coordinate to allow another TIE advanced pilot to take a target lock, followed by 1 more energy to activate Automated Protocols to Reinforce the fore section. At the start of combat, Jendon passes his TL to the final TIE advanced, and Grand Moff Tarkin removes a focus token from the target, if it still has one, so that the TIE advanced can all activate Opportunist. Howlrunner gives them rerolls on their 3 dice + crit, causing major damage to just about any target! It’s a little bit convoluted, but it’s involved enough that it keeps me thoroughly entertained, and has the added side effect of messing with my opponents’ heads with all the action and token passing/stealing.
    Without further ado, onto the matches!
    Round 1
    Brian brought all the bounty hunters! Here are the upgrades I can remember:
    C-ROC
    - Broken Horn
    - Heavy Laser Turret
    - Jabba the Hutt
    - Supercharged Power Cells
    - IG-RM Thug Droids
    - Automated Protocols
    Bossk
    - Veteran Instincts
    - Mangler Cannon
    - IG-88D
    - Boba Fett
    - Mercenary Copilot
    - Glitterstim
    Zuckuss
    - Adaptability
    - 4-LOM
    - Electronic Baffle
    - Tractor Beam
    - Glitterstim
    - Misthunter
    Dengar
    - Adaptability
    - Punishing One
    - Plasma Torpedoes
    - Extra Munitions
    - Unhinged Astromech
    - K4 Security Droid
    - Guidance Chips
    - Glitterstim
    IG-88B
    - Veteran Instincts
    - Sensor Jammer
    - Heavy Laser Cannon
    - Autothrusters
    - Glitterstim
    - IG-2000
    IG-88C
    - Veteran Instincts
    - Sensor Jammer
    - Heavy Laser Cannon
    - Autothrusters
    - Glitterstim
    - IG-2000
    That’s the closest I can get relying on my memory. That’s 298, but I’m pretty sure he had 300. He set his C-ROC up in the middle, right across from where I wanted to set up. This was problematic, because I hadn’t had enough practice to be confident that I could bank and keep my ships in formation, especially because the Gozanti would lag behind. So I set up for a joust.

    Round 1 we shot out the gate way too fast. He pounced on us and we took a beating. I think my biggest mistake was that I held my TIE interceptors in reserve to see if we could launch with a K-turn behind them. Well, instead they launched because of the Damaged Docking Clamps crit. That was really painful. On the bright side, we put some hurt on his C-ROC, too. Also, his big ships didn’t have a whole lot of room to maneuver. We focused all fire on the C-ROC and were this close to taking it out! I did just enough damage to destroy it, but he spent his Reinforce token using the Broken Horn title to keep it alive. That was a real bummer for me, but well-played on his part.
    The next round, he came in with his C-ROC to overlap some of my ships, and was rewarded with a two dead TIE advanced. Also, I forgot to launch TIE interceptors again! So more TIE interceptors got launched, took a damage card, and couldn’t shoot when my Gozanti was destroyed. Fortunately, it overlapped Bossk before it went down. Revenge is sweet.

    It wasn’t long before it was 3 TIE interceptors vs. the IG-88s, Dengar, and Zuckuss. We managed to take out Dengar, but we didn’t have a prayer of taking out those IG’s.

    This match was a complete disaster. Not only did I let my ships get run over, and make mistakes forgetting to launch my TIE interceptors, but my opponent didn’t even use focus tokens! So much for Grand Moff Tarkin and Hotshot Co-Pilot. At least I was able to use Tarking to give my own ships focus tokens, but only for two rounds before I lost the Gozanti. Three times during and after the match my opponent said, “Oh shoot! We forgot that your Gozanti shoots at PS 2 before my C-ROC.” I kindly reminded him that I had no weapons on that ship. I wonder if his target priority would have been different if he had known it was unarmed.
    Round 2
    After some pizza, I was feeling a little better, and ready for another battle. Bruce brought TIE defenders. Lots of them.
    4x Delta Sq. Pilot
    - Stealth Device
    - TIE/x7
    Countess Ryad
    - Intensity
    - TIE/x7
    - Engine Upgrade
    Colonel Vessery
    - Tractor Beam
    - TIE/D
    - Expertise
    - Concussion Missiles
    - Guidance Chips
    Glaive Sq. Pilot
    - Juke
    - TIE/x7
    Glaive Sq. Pilot
    - Swarm Leader
    - TIE/x7
    TOTAL 299
    I was a little nervous about this matchup. No huge ship, which I heard is really hard when you’ve brought your own huge ship. He ended up getting initiative.


    We move up a little slower this time, straight 3 instead of straight 5. We just managed to get a single Delta Sq. Pilot in range of three of my ships. Suppressor removes its evade token, and Grand Moff Tarkin removes its focus token. Five unmodified dice isn’t enough, and we strip the stealth device and take off its shields. I think I lost a shield on my shuttle. So far, so good.
    Next round it gets intense. He splits his forces, sending three after my shuttle, and the rest after my Gozanti. My Gozanti does a 4 straight in the hopes of overlapping, but it falls short. It survives their salvo on just a few points of health. Fortunately, I had remembered to launch my TIE interceptors this time. We start doing damage, but it’s slow going on both sides. I mean, except for the Gozanti. Eating the Swarm Leader shot was pretty painful. Vessery attacked my shuttle, which triggered Hotshot Co-Pilot, which didn’t matter quite as much as I hoped because he had Expertise. It weakened his defense, but Hotshot Co-Pilot just wasn’t pulling its weight.


    (Epic often ends up this way - why do we even play on a 6'x3' area?)
    Next round I tried to overlap his ships with my Gozanti, but it didn’t happen again. If I hadn’t been so aggressive the previous round, I would have been in prime position to overlap their K-turn locations. Sigh. They manage to take out my huge ship. Fortunately, we get Vessery and one of his Delta Sq. Pilots. We’re both doing damage, but my blocking enables liberal use of Opportunist. Commander Alozen shined in this atmosphere. With no Gozanti or shuttle to hand out locks, the other TIE advanced pilots struggled to get their Advanced Targeting Computers running, but Commander Alozen takes a target lock on an enemy ship at range 1 at the start of combat. At PS 5, he shoots after the target has used its tokens (or got blocked) so he gets 2 dice + 1 for range +1 for Opportunist + crit for Advanced Targeting Computer. That just tore through the defenders! It was even better because Zertik Strom was nearby, preventing the defenders from getting their own range combat bonus. This was Zertik’s best game, too.

    The TIE interceptors did lots of work blocking and getting range 1 shots. Before too long, we’ve managed to destroy them all. We only lost the Suppressor, “Howlrunner”, Colonel Jendon, and one of the Alpha Sq. Pilots, I think. This was a much better showing than my last match. At the end of the round, Bruce was surprised to learn that I had no weapons on the Gozanti. Sigh. I need to make it clearer that the Suppressor is peaceful, we have no weapons, and they should choose another target – a military target.
    Round 3
    So it’s scum again. Sean brought quite a different arrangement from my first round scum match.
    C-ROC Cruiser
    - Insatiable Worrt
    - Heavy Laser Turret
    - Supercharged Power Cells
    - IG-RM Thug Droids
    - Dengar
    - Zuckuss
    - Optimized Generators
    Captain Nym
    - Havoc
    - “Genius”
    - Extra Munitions
    - Assault Missiles
    - Bomblet Generator
    - Synced Turret
    - Fire-Control System
    - EPT? Adaptability?
    Sol Sixxa
    - Veteran Instincts
    - Extra Munitions
    - Assault Missiles
    - Proximity Mines
    - Cluster Mines
    - Synced Turret
    - Cad Bane
    Genesis Red
    - Adaptability
    - Pulsed Ray Shield
    - “Heavy Scyk” Interceptor
    - Mangler Cannon
    4x Tansarii Point Veteran
    - Veteran Instincts
    - Pulsed Ray Shield
    - “Heavy Scyk” Interceptor
    - Mangler Cannon
    Binayre Pirate
    - Cruise Missiles
    - Guidance Chips
    - Scavenger Crane
    TOTAL 297
    He took initiative. Now, my friend got beat by him pretty badly in round 2, so he told me to watch out for that C-ROC. It’s a really cool build that basically recovers 3 shields every round, and ends up with 3 energy at the end of the round, with a very accurate turret.

    Here’s a (blurry) picture just after Round 1. We moved up and did the whole focus and target lock thing, and I launch two TIE interceptors. Our target: Sol Sixxa, which is why you don’t see him in the picture. Targeting Coordinator allowed one of my advanced to get a lock, and also stripped his target lock so he couldn’t fire Assault Missiles at the Gozanti. The scyks took out one of my TIE interceptors, but Sol Sixxa was dead, so it was totally worth it.

    The C-ROC was just out of range last round, so I knew we’d all get a chance to fire on it this round. We moved up slowly, repeated the target lock routine, launched two more TIE interceptors, and opened fire. It took all my shots, but we managed to take it out. It got one shot, but I can’t remember who he targeted. Probably Howlrunner. It didn’t hit, despite Dengar + Zuckuss. Nym managed to hit my shuttle with Assault Missiles, though, and that removed shields from three of my fighters nearby.
    With Sol Sixxa and the C-ROC destroyed, I wanted to turn my attention to Captain Nym. Unfortunately, he was in a bad place to pursue with my stressed TIE advanced. In all my games, I wished I had Twin Ion Engine Mk. II on all of them, but none so much as this game. My TIE advanced just kind of limped around, taking targets of opportunity on whatever enemy bumped in front of them. Fortunately, my opponent noticed that I had no weapons on the Gozanti, and didn’t shoot at it!

    Nym dropped 4 or 5 Bomblets throughout the match, one of which killed Colonel Jendon, and another of which killed Maarek Stele. Zertik Strom’s ability didn’t amount to anything this match because all enemy ships used secondary weapons. But he did manage to live way past his expected time, much to the annoyance of my opponent. In fact, my green dice were on fire, and Sean was trying his best to stay in it, despite how discouraging it was. The rest of the match came down to dogfighting, and we ended up with only my three TIE interceptors and the Gozanti left. My opponent complained about how bad his dice were. I held my tongue, but I wanted to say, “It wasn’t the fault of your dice; it’s because I took away your focus and target lock tokens with my cruiser.”
    Summary
    I really like my squad, and I think it totally could have beaten the bounty hunters if I played it better. I just made too many mistakes, especially forgetting to launch fighters, but also charging out the gate in round 1. Not a good tactic for this squad.
    Throughout the day, I mentally checked if I would have used Emperor Palpatine, and I totally would have. I regret taking him out of the squad. He might have been enough to allow me to destroy the Broken Horn in round 1 before it ran over my ships. Who knows. I also wanted TIE mk. II, as I mentioned earlier. Next time I play this squad, I will drop FCS, Hotshot Co-Pilot, Gunner, and the Shield Upgrade on “Howlrunner”, and I will add Sensor Jammer and Palpatine on the shuttle, and TIE mk. II on Howlrunner and my TIE advanced.
    I ended up in 3rd place. 2nd place brought Toryn Farr Bright Hope and a whole bunch of T-70’s with Targeting Astromech and Pattern Analyzer. 1st place brought an Imperial Raider that recovered shields like a monster. I know he also had Omega Leader and Quickdraw in his squad, but I’m not familiar with any of his other upgrades.
    Thanks for reading. It’s not my best battle report, but I hope it helps to keep up this recent surge in excitement for Epic play!
  17. Like
    HungryFFG got a reaction from GilmoreDK in Armada player thinking about X-Wing   
    As someone who loves X-Wing and is heavily invested in it, I would not have bought X-Wing if I had played Armada first. Personally, I think Armada is a better game. I was just too invested both financially and mentally (as were my friends) to justify switching to Armada. Though that did not stop me from buying a bunch of capital ships when I saw them on sale for 50% off. That said, if you can afford it, both games are fun.
    Does not seem like that much difference in setup between the two to me. The biggest difference is table space. I have found that most casual games last a couple hours or more (including both setup and play time) if left without a time limit. Tournament games last 75 minutes. The only games that have gone quicker for me are the ones I table my opponents, or I get tabled by them. Likely true for the time being. In my experience ... all the ships. As has been illustrated in a great comic, "Mistakes were made".  
  18. Like
    HungryFFG reacted to Myth Child in TSA and Laser Levels   
    I have brought a small laser pen for X-Wing on flights a few times now and have not yet had a problem. I worry about it a little each time, though. I do store it in its protective packaging, but I don't know if that makes a difference. 
  19. Like
    HungryFFG got a reaction from the1hodgy in Anti-Fair Ship Rebels   
    I think you are better off with Jonus in that list as he gives you re-rolls on the TIE Aggressors's Assault Missiles. As is, you only have Guidance Chips on the Assault Missiles and you need to make sure they hit for the splash damage to occur. Jonus is still a high enough PS to fire first, and switching to him frees up two more squad points as well.
  20. Like
    HungryFFG got a reaction from Schu81 in Stress bot Op!!!!!!!!!! Nerf It ASAP!   
    Assuming you are referring to the following build, this has already been addressed. R2-A3 only triggers once with a TLT due to the "Timing Chart  for Performing an Attack" changes in the FAQ.  You should have only received 2 stress; once for the primary weapon, and once for the TLT.
    Gold Squadron Pilot (18)
    Twin Laser Turret (6)
    R3-A2 (2)
    BTL-A4 Y-Wing (0)
    Total: 26
    View in Yet Another Squad Builder
  21. Like
    HungryFFG got a reaction from Browncoat50 in Obsolete Builds   
    I used to have great success with the following list. With it I was able to beat Fat Han and take on arc dodgers. However, with the introduction of Twin Laser Turrets, I stopped flying it, since Xizor cannot pass off that type of damage:
    Prince Xizor (31)
    Veteran Instincts (1)
    Fire-Control System (2)
    Inertial Dampeners (1)
    Autothrusters (2)
    Virago (1)
    Binayre Pirate (12)
    "Hot Shot" Blaster (3)
    Binayre Pirate (12)
    "Hot Shot" Blaster (3)
    Binayre Pirate (12)
    "Hot Shot" Blaster (3)
    Binayre Pirate (12)
    "Hot Shot" Blaster (3)
    Total: 98
    View in Yet Another Squad Builder
  22. Like
    HungryFFG reacted to GreenDragoon in TIE strikers at Store Championships [picture heavy]   
    Just wanted to let @Parakitor know that you are the reason why we had to order 3 more strikers. My SO loves them (went 3rd at her 2nd tournament with Whisper Duchess Sabacc) and she will now try the striker swarm. So thanks!
    Which should be a great match against my 4-5 A-Wings!
  23. Like
    HungryFFG reacted to Magnus Grendel in Predator vs. PTL vs. Expertise   
    Broadly, the three cards are very similar, but each has its own advantages and disadvantages:
     
    Predator gives you a partial reroll (improved to what's near enough a full reroll against low PS generics, but let's be brutally honest, given the PS limit excludes Scarif Defenders, Black Squadron Pilots, Green Squadron Pilots and Contracted Scouts......it's not going to come up very often).
    Pro:
    Absolutely no prerequisites. Works when stressed and doesn't restrict your dial in the slightest. Because it's 'when attacking' it supports multiple attacks (like a Twin Laser Turret or Gunner) well. Allows rerolls on ships without the target lock action (such as the Attack Shuttle or TIE striker) for lovely double-modified shots. Con:
    It's only a 1-die reroll. On a 2-dice attack, you won't meaningfully notice the difference. On a 3-dice, it's probably 'good enough', but on a 4-dice or 5-dice attack you'll find yourself wishing you had a 'real' target lock on a fairly regular basis. Ideal use: 3 attack die ships that don't want to be restricted on their dials, and either have multiple attacks or don't have the ability to reroll dice of their own accord (Kavil, Duchess)
    Push The Limit adds an action (generally a focus) that you wouldn't have had because you did 'something else' for your action. More importantly, you can use that action for other things
    Pro:
    It's a full modification token, so if you have a big gun (or a range 1 shot) you get the full benefit. If generating a target lock, you can use it to fire Attack: Target Lock secondary weapons You can 'trade' the focus for something else (boost/barrel roll) or use the action to turtle up behind double-modified green dice instead. Con:
    Stress. Unless you have the means to manage the stress - generally either (1) a green hard turn, (2) a turret or extra arc, or (3) some ability to remove or ignore stress, you want to steer clear of this one. You can only spend a focus or target lock offensively once, which may be a shame if you have two attacks. It gives you a free action from your action bar. So unless you could have done the action anyway, it doesn't give you access to it. Intensity gets a lot of credit on in part because it gives an X-wing or TIE/sf the ability to generate evade tokens. Ideal use: Ships with a really good green dial, a good action bar and/or the ability to carry secondary weapons (Soontir Fel, Jake Farrel)
    Expertise is essentially permenant offensive focus if not stressed.
    Pro:
    It's a full modification, which is good for 3-dice and 4-dice attacks Because it's 'when attacking' it supports multiple attacks (like a Twin Laser Turret or Gunner) well. It doesn't stress you, allowing you to use your white dial (whilst Push The Limit nails you to your green dial) Con:
    Stress shuts it down. It doesn't generate stress itself, but it does make it vulnerable to external stress attacks like R3-A2, and you don't want to be doing red moves (hence it's popular for turrets). It's expensive. 1 point more doesn't sound much but it means you should be looking at using it on more expensive ships.  It only gives you focus-to-hit modification, not rerolls, so doesn't grant rerolls to ships that couldn't anyway. Ideal use: Expensive, Turreted Ships that attack multiple times per turn, don't get stressed often and generate their own rerolls (Dengar)
     
    Also for your consideration: Intensity, Lone Wolf & Wired. Because I like making people's decisions harder....
  24. Like
    HungryFFG got a reaction from Magnus Grendel in 3 Strikers + "Insert Ace"   
    I was looking at Reinforced Deflectors to help protect the shuttle from alpha strikes.
    Without an engine upgrade, how does one keep the shuttle nearby without limiting the movement of the strikers? I have not put this list on the table yet, so it might not be too difficult, but it is not nicknamed the albino space whale for nothing.
  25. Like
    HungryFFG got a reaction from Magnus Grendel in 3 Strikers + "Insert Ace"   
    I have the base squad you listed costing 95 points, so you have a few more options:
    Captain Yorr (24)
    "Countdown" (20)
    Lightweight Frame (2)
    Adaptive Ailerons (0)
    "Pure Sabacc" (22)
    Lightweight Frame (2)
    Adaptive Ailerons (0)
    "Duchess" (23)
    Lightweight Frame (2)
    Adaptive Ailerons (0)
    Total: 95
    View in Yet Another Squad Builder
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