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karadjordje

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Everything posted by karadjordje

  1. No, the socket didn't break, but it feels like it is close to breaking. I never used the large ship bases and pegs, always found them too flimsy. My choice were the epic ship pegs, every time, and never failed me. They wouldn't come apart, and gave my ship the "high ground", when it came close to bumping. I'm primarily thinking of magnetizing them for the fleet commonality, and the fact that epic bases are just a tad smaller than the large ship chits in 2.0, so thinking of going to large ship base/peg. Also, for the: 😂
  2. Hello Hivemind, I'm planning to magnetize the bomber, and looking for suggestions for installation position, advice, etc. I have Greenstuff World's ring magnets, 10mm and 12mm. I think 10mm would be sufficient, however it is too big to glue instead of the original plastic connector. Ideally, it would be hidden (I can drill to have it flush), but can't think of a good location for the magnet - any ideas?
  3. Here's my take of the Maul's ride. Belly is Darth Talon's.
  4. T-65 title and retrofit in X-Wing original.
  5. Intensity, Snap Shot, Lightning Reflexes, Swarm leader, R3-A2, Flight Assist Astromech, M9-G8, R7-T1, B-wing/E2.
  6. One more note on the Snap Shot timing: x7 free evade action is given at the same time as the snap shot attack happens. This means that if defenders have the initiative, they would get their evade before the attack.
  7. I played a game against two each of ps1 Strikers and x7 Defenders with stealth devices. So their lower ps hurt snap shot badly, and even on those few shots I managed to pull off, the rolls were horrible. I did lose eventually (not sure if the game would have went to time, when it would be my win). Opening exchange saw one slim and one striker destroyed. For some reason, I had difficulty taking out the other striker out, and did an opportunity shot on tokenless defender to remove his stealth device. Shara's Swarm Leader shot (6 dice) did some two damage to the other defender. Then it was down to two slims vs. two defenders, where there was no more question of how the game would end. In the last turn there were two defenders and two slims still standing. In the end, defenders were left on one and three hulls remaining. At one point in the game, I probably made a wrong call once to keep evades for juke, rather than using them for swarm shot. M9-G8 was an ace and I underutilized those locks (should have placed them both on Defenders early on). In the nutshell, I wouldn't give up one the list just yet. I also had another matchup against Kylo RAC and Vader, which went my way, considerably easier, with just one slim gone. When I had an excellent shot with Shara my OP put blinded pilot so that was an excellent play on his part (it didn't help that I forgot to ask for a reroll by my M9).
  8. That is a very good point. @Lunaris87 addressed it well with Jess. I believe it actually boils down to what is more valuable: better 2 ATT on (mostly) naked green dice and before the repositioning, or one more accurate 5 ATT shot that you may not even have (although you can still keep one lock for the enemy). I would love to also have Opertions Specialist, while still keeping Swarm LEader, but couldn't find the way. What EPT would you suggest on Shara, instead of Swarm Leader?
  9. That's a good list, it does improve swarm leader shot as long as you keep them all close. I will try it. Shara has rear arc and improves two snapshots, or lessens those from OP. M9-G8 works with snap shot, iaw the latest FAQ.
  10. I was testing an almost identical list :-) My Talonbane Cobra has Lightning Reflexes and an EMP device (in lieu of predator) , and Fenn Fearlessness (in lieu of PTL), leaving 2 point for initiative bid (which I think is essential in this list). It's very fun to fly, but in the few games I tried the list, I couldn't take full advantage of Ketsu and Tractor Beam.
  11. I guess that is the best way to find out. Meanwhile, I'm considering replacing Shara with this Sabine build: Sabine Wren + Swarm Leader + Twin Laser Turret + Operations Specialist + Targeting Computer (35) Leaves me with 2 extra point for perhaps, one autothrusters, as I think initiative bid is not relevant with these PS. This makes the Greens more survivable and Sabine better in endgame, albeit much squishier than Shara. What is the hive recommendation?
  12. Hello hive mind, Looking forward to hearing any comments on this list: Green Snappers (100/100) ========================= -3×Green Squadron Pilot + Snap Shot + Chardaan Refit + A-Wing Test Pilot + Juke (21) -Shara Bey + Swarm Leader + M9-G8 + Weapons Engineer + Alliance Overhaul (37) The idea is to M9-G8 lock two Greens or a combination of friendly/enemy ships. Greens would evade and fly to SnapShot (with one reroll and Juke, for hopefully good results) and Shara would use Swarm Leader to fire 5 dice into a enemy. Constructive comments and criticism are welcome - thank you!
  13. Double threat on otherwise mediocre ship. Wes has an amazing ability, and pairing it with some heavy hitters, may skew target priority. With flechette torps, you may have the opportunity to double stress an enemy/ace (provided the hull value is not 5+), and it doesn't cost you 23+ points. It acts as a Biggs+Stresshog in one ship, and normally wouldn't stay long on the board (2/3 rounds) for you to use him for anything else, hence you do not worry much about stress. Hopefully, this should give enough time to Wedge and Jake to get rid of the bigger threats. This is one of my first lists ever (with later addition of Integrated Astromech and AT): - Wes Janson (Veteran Instincts, Flechette Torpedoes, R3-A2, Integrated Astromech) 29pts - Wedge Antilles (Opportunist, R2 Astromech, Integrated Astromech) 29pts - Jake Farrel (Opportunist, Outmaneuver, Autothrusters, Chardaan Refit, A-Wing Test Pilot) 24pts ---99 pts--- Not really competitive, but it was fun to fly.
  14. Initially I used UltraPro 9 pocket binder , but the collection outgrew it. Now I am using the Ultimate Guard QuadRow Zipfolio for the pilot cards and Ultimate Guard Zipfolio Mini for the upgrade cards. I do not sleeve my cards while in storage, only when going out for the tourney. For the casual games, I keep the lists in UltraPro 9 pocket binder pages, and those in the Quadrow zipfolio. I found these, and they seem like a great solution, however didn't try them myself - Ultimate Guard 32 standard+mini pocket pages. These can fit two pilot cards and their 14 upgrade cards.
  15. Strong list. I suggest you find place for Ion Pulse missiles and Assault missiles on your bombers. The former will help with your intention to ram and this way you can do the same in bulk (alternatively, impedes Huge ships' energy gain), and the latter is just an amazing way to spread damage across multiple ships. If you are feeling particularly mean, you can follow up your ion pulse & assault missiles barrage with Adrenaline Rush cluster mines with two bombers, while the third still rains missiles. Next turn, you can still do your ion/mines combo.
  16. Try this - I call them "Offenders": The Inquisitor (25) Push the limit (3) Autothrusters (2) TIE/v1 (1) Gamma Squadron Veteran (19) Crackshot (1) Extra munitions (2) Homing missiles (5) Long-Range Scanners (0) Gamma Squadron Veteran (19) Crackshot (1) Extra munitions (2) Homing missiles (5) Long-Range Scanners (0) Epsilon Squadron Pilot (15) They worked well for me.
  17. Hello fellow starfighters! Mainly, I would like to share a few details from a truly Epic game we had today. This will not be a turn by turn battle report - there is a video link of the whole match below, and you are welcome to it, as well as the lists. We had an epic team tournament in the works for some time now (teams of two, with 400 pts per side), however not many people were interested/available. Soon that turned into three teams of two, and the prospect of one team waiting until the other two were finished, was not a very appealing one. That was when the tournament format was changed to one huge Team Epic showdown of 3v3, with 600 pts per side. We had participants voting on which factions they would/wouldn't prefer to fly, and with those restrictions, the two teams were randomly created. Those were of Imperial and Rebel faction (scum were also given the option of stealing and fielding a GR-75 transport). One player was a no-show, so the Imperial team was forced to control the 600 pts list with just the four hands. The odds were evened out when one of the Rebel players left, approximately mid-game. The battle was conceded by Imperials about 4h and 45 minutes in the game, after possibly 5-6 turns. Most of the players had a great time, and as Epic is not a common format, it was certainly a nice break from dogfights and a good learning experience. For the full video of the match, see our LGS Twitch channel. Here are a few of my observations from today's game: During preparation, I was not able to properly create and export such a huge list in any of the mainstream on-line squadron builders. YASB required to add Ordnance Tubes on both sections in order to equip ordnance (raising the squad points), and permalinks wouldn't work. Squadron Builder kept corrupting the list, and wouldn't print/export. List Juggler wouldn't allow me to add Epic ships. That's why I am pasting the lists in text format below (from a mobile app). Keep your named pilots to a minimum, mainly as it makes the game smoother, and there are less things to track (and forget). Keep the upgrades simple, intuitive and efficient, as much as possible. Know your list well! And have a copy for the opposing team. Read your opponent's list beforehand, ask about interactions and combos, and explain yours in turn. Try to retain that information, and be polite if asking about the same thing multiple times. Try to steer away from huge groups of the same pilot skill, as their activation can keep the opposing player(s) waiting for quite a long time. Keep your pilot cards in pilots skill order, so not to miss the activation window. Try to think ahead, as that will significantly speed up the game. Have the generic pilots all numbered, as that greatly helps with the communication. Clearly state what are you doing, so that the opposing player can respond in kind. Keep a set of all applicable tokens on each of the pilot cards, as a reminder of what actions can be taken, and for backtracking in case some of the tokens are left behind during the moves (primarily the target locks). I found it useful to keep the dials facedown on the cards themselves, so when they are flipped up, you know which ships have activated. Also, when a pilots shoots, tap the card sideways, to indicate it's done for the turn. Resolve moves and actions one by one. In case there are more than one player per side, it is possible to activate in the same time on different sides of the board - this keeps the game pace up significantly. Same applies for shooting in combat phase, with exception of Palpatine use (this actually should require shooting in PS order, and one at a time). Playing Epic is significantly more demanding than standard dogfights, so have patience and expect that you will make mistakes (as will the other team). And now, the lists- Rebels: B-wing: Dagger Squadron Pilot (24 + 7) + Fire Control System (2) + Plasma Torpedoes (3) + Extra Munitions (2) + Guidance Chips (0) B-wing: Dagger Squadron Pilot (24 + 5) + Fire Control System (2) + Plasma Torpedoes (3) + Guidance Chips (0) B-wing: Dagger Squadron Pilot (24 + 8) + Fire Control System (2) + Proton Torpedoes (4) + Extra Munitions (2) + Guidance Chips (0) Y-wing: "Dutch" Vander (23 + 8) + Twin Laser Turret (6) + R5-K6 (2) K-Wing: Esege Tuketu (28 + 9) + Twin Laser Turret (6) + Recon Specialist (3) GR-75 Medium Transport: GR-75 Medium Transport (30 + 12) + Slicer Tools (7) + Bright Hope (5) E-Wing: Etahn A'Baht (32 + 8) + Sensor Jammer (4) + R2-D2 (4) CR-90 Corvette (aft): CR-90 Corvette (aft) (40 + 16) + Construction Droid (3) + Cluster Bombs (4) + Ordnance Tubes (5) + Proton Torpedoes (4) CR-90 Corvette (fore): CR-90 Corvette (fore) (50 + 28) + Weapons Engineer (3) + Sensor Team (4) + Cluster Bombs (4) + Tantive IV (4) + Assault Missiles (5) + Homing Missiles (5) + Carlist Rieekan (3) B-wing: Dagger Squadron Pilot (24 + 8) + Fire Control System (2) + Proton Torpedoes (4) + Extra Munitions (2) + Guidance Chips (0) T/70 X-wing: Red Squadron Veteran (26 + 2) + Adaptability (0) + Targeting Astromech (2) + Integrated Astromech (0) T/70 X-wing: Red Squadron Veteran (26 + 2) + Adaptability (0) + Targeting Astromech (2) + Integrated Astromech (0) T/70 X-wing: Red Squadron Veteran (26 + 2) + Adaptability (0) + Targeting Astromech (2) + Integrated Astromech (0) T/70 X-wing: Red Squadron Veteran (26 + 2) + Adaptability (0) + Targeting Astromech (2) + Integrated Astromech (0) A-Wing: Jake Farrell (24 + 9) + Veteran Instincts (1) + Proton Rockets (3) + A-Wing Test Pilot (0) + Autothrusters (2) + Push the Limit (3) VCX-100: "Chopper" (37 + 10) + Accuracy Corrector (3) + Autoblaster Turret (2) + Hera Syndulla (1) + Engine Upgrade (4) Imperials: TIE Bomber: Captain Jonus (22 + 7) + Determination (1) + TIE Shuttle (0) + Twin Ion Engine Mk. II (1) + Systems Officer (2) + Fleet Officer (3) TIE Bomber: Gamma Squadron Veteran (19 + 11) + Determination (1) + Extra Munitions (2) + Assault Missiles (5) + Ion Pulse Missiles (3) + Long-Range Scanners (0) TIE Bomber: Gamma Squadron Veteran (19 + 11) + Determination (1) + Extra Munitions (2) + Assault Missiles (5) + Ion Pulse Missiles (3) + Long-Range Scanners (0) TIE Bomber: "Deathfire" (17 + 7) + Extra Munitions (2) + XX-23 S-Thread Tracers (1) + Cluster Mines (4) + Guidance Chips (0) TIE Bomber: Scimitar Squadron Pilot (16 + 6) + Extra Munitions (2) + Cluster Missiles (4) + Guidance Chips (0) Gozanti-class Cruiser: Gozanti-class Cruiser (40 + 23) + Targeting Coordinator (4) + Weapons Engineer (3) + Dual Laser Turret (5) + Docking Clamps (0) + Suppressor (6) + Optimized Generators (5) Lambda-class Shuttle: Omicron Group Pilot (21 + 8) + Emperor Palpatine (8) TIE Advanced: Tempest Squadron Pilot (21 + 3) + Proton Rockets (3) + TIE/x 1 (0) + Guidance Chips (0) + Accuracy Corrector (0) TIE Advanced: Tempest Squadron Pilot (21 + 3) + Proton Rockets (3) + TIE/x 1 (0) + Guidance Chips (0) + Accuracy Corrector (0) TIE Advanced: Tempest Squadron Pilot (21 + 3) + Proton Rockets (3) + TIE/x 1 (0) + Guidance Chips (0) + Accuracy Corrector (0) Raider Class Corv. (fore): Imperial Raider Corv. (fore) (50 + 10) + Quad Laser Cannons (6) + Tibanna Gas Supplies (4) Raider Class Corv. (aft): Imperial Raider Corv. (aft) (50 + 28) + Captain Needa (2) + Shield Technician (1) + Quad Laser Cannons (6) + Ion Cannon Battery (6) + Engineering Team (4) + Instigator (4) + Optimized Generators (5) TIE Defender: Onyx Squadron Pilot (32) + TIE/x7 (-2) + Twin Ion Engine Mk. II (1) TIE Defender: Onyx Squadron Pilot (32) + TIE/x7 (-2) + Twin Ion Engine Mk. II (1) TIE Interceptor: Soontir Fel (27 + 8) + Push the Limit (3) + Royal Guard Tie (0) + Autothrusters (2) + Stealth Device (3) TIE Fighter: "Howlrunner" (18) + Adaptability (0) TIE Fighter: Academy Pilot (12) TIE Fighter: Academy Pilot (12) TIE Fighter: Academy Pilot (12) TIE Fighter: Academy Pilot (12) Thank you for reading and watching.
  18. I used the following to great effect (however before Imperial Veterans): Gold Squadron Pilot (16) - Y-Wing Twin Laser Turret (6), R3-A2 (2), BTL-A4 (0) 2x Blue Squadron Pilot (22) - B-Wing Fire-Control System (2), Tractor Beam (1) 2x Bandit Squadron Pilot With good flying, I believe it still can deliver a punch.
  19. Isn't Shara's TL just one of the triggers for Nora's ability, which brings the dice count to 8?
  20. I have an idea of Tomax with Lightning Reflexes and Vader crew, however not yet tested it.
  21. Thanks, that other thread and message from desigber helps a lot!
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