Jump to content

heliodorus04

Members
  • Content Count

    188
  • Joined

  • Last visited

Posts posted by heliodorus04


  1. When the Imperial Raider got released, I went nuts about the idea of TIE Advanced.  I am a novice to intermediate skilled player, and I fumbled around with a lot of lists that lost and I couldn't figure out what to do better, so finally I focused on Accuracy Correctors.  Primarily I made the move because it soothed my nerves to know what my dice for effectively a half of the combat system were going  to produce.

     

    I started with 2 Storms, 2 Tempests, and 3 Cluster Missiles between them.  That won three games (including one where I used proton rockets instead) against varied lists.

    Where I've settled now is "Strom's Storms"

     

    It is simply 3 TIE Advanced Tempest Squadron Pilots with the TIE/x1 title and Accuracy Corrector.

     

    It's leader is Zertek Strom also with Accuracy Corrector; his EPT is Push The Limit, rounded out with a modification TIE Mk 2. 

     

    I've played the four-ship accuracy corrector list 5 times now and I love it.  The problem is I don't think my opponents are very fond of it, and I recognize why that's the case.  In it's way, it's a lot like four TLT ships.  And in truth, it is a bit one-dimensional to fly, but it still gives me a lot of opportunity to practice piloting while relaxing about die results (which makes me a better sport, which is better for everyone). 

     

    I'm going to put the list into its own category:  "competetive/by request only/with permission".  I do think I'll take a list like this to my first tournament, whenever the next one rolls around in my area.  What a lovely thing that /x1 Title is!


  2. Wait, wait, wait, wait, wait.

     

    If the ship equipped with Heavy Laser Cannon is Colonel Vessery (although he himself cannot equip a Fire Control System), then Colonel Vessery can use his target lock immediately (which is the wording on the card).

     

    I may be wrong.  I make assertions because I'm American, and it's my god-given right to speak factually about subjects about which I know nothing. 

    But the wording on Vessery (i.e., "immediately") is what makes him different than a Fire Control System.

     

    And another newer exception:

    Redline (TIE Punisher) can equip a Fire Control System, and whenever he acquires a Target Lock, he acquires 2 Target Locks (on one ship only).  He can get a little tricky, especially with Cluster Missiles (which attack twice).  Technically, when using his FCS to acquire a TL (i.e. two TLs) on the target, he could not use either to modify that attack.

    However, if he starts the combat phase with his 2 TLs on a single Target, he can give the appearance of using his FCS, but it's just an appearance.  Even if he fired a missile requiring a TL, and then modified that missile shot with his second TL (having already spent the first as a condition to fire), he would only be using his original two TLs.  Then, when fire is resolved, he acquires a new (i.e. two) Target Lock on his target.

     

    Cluster Missiles require a TL to fire, though.  So if he has 1 TL on the Target, it is consumed when the missiles are fired; that missile attack cannot be modified by a TL because no TL exists. 

    What happens to the second cluster missile attack is a subject I cannot answer!

     

    If Redline has two TLs on his target when he shoots the Cluster Missile, he consumes one to fire; he can modify the first cluster missile attack.

     

    What I don't know is whether the TL (i.e. two TLs) from Redline's FCS is applied after the first cluster missile attack, or only after both cluster missile attacks.

    THis applies to both conditions when Redline is firing a cluster missile (specifically) at a target which he has one or two Target Locks upon at the start of the Combat Phase...


  3. Etahn Abaht loadout that I like:

    Fire Control System

    R7 Astromech

    Elusiveness

     

    If someone higher initiative shoots at him, you try to have a target lock on him so he has to re-roll.

    If someone lower initiative is likely to be the shooter, you fire at him with Etahn so he gets the target lock to use on defense.

    Elusiveness if you happen to be caught with your pants down.

     

    When I fly him, I really like to include Airen Cracken, because if Etahn still got caught with his pants down (say he bumped or something) then when Airen Fires, he can give Etahn a quick action for defense.

     

    I like to run him with two Rookie A-Wings, Airen Cracken, and a Z-95.  Five ship swarm that can encircle enemies quickly from all sides to maximize Etahn's ability.


  4. This raises the question, that I think I did correctly:

     

    New player rolls 3 attack dice.  Focus Focus Hit

    His ship is equipped with Calculation (spend a focus token to convert a focus result into a critical hit)

    The ship also had a focus token.

     

    As I understand the rules, the player can ONLY spend his (single) focus token on one or the other.  Either he chooses to spend it to turn 2 focus results into 2 hits, OR he chooses to spend it to turn one of the focus results into a critical result.

     

    Correct, yes?

     

    If the attacker had had 2 focus tokens (such as Recon Specialist) he could have both converted the one focus to a critical hit and also the other focus result into a hit, but he would have to spend both focus tokens.


  5. So after playing 5 games in 4 weeks with zero wins, I was driven mad by my dice.  My workaround was two-fold.

    First (and you may have read this in the 'rituals' thread), I took a plumber's torch to an evade die as punishment for failure, and I store the melted mass with the rest of the dice.  Maybe the Law of Independent Events does indeed apply to dice, but just in case; in any event, it made me feel a heck of a lot better to take out my frustration on that die.

     

    The second step was switching to TIE Advanced/x1 with Accuracy Correctors.

    When the dice hate you, you remove them from the game. 

     

    And I have had 4 wins in 2 weeks using variations of TIE Advanced/x1 w/ACs.

     

    I'm now playing a list usually like this:

    2x Storm Squadron Pilot w/Proton Rockets

    2x Tempest Sqadron Pilot w/Proton Rockets

     

    I like it.  I'm a relatively inexperienced player.  I can control the dial well - it's not a perfect dial.  I dissuade ships from getting into range 1 (and enable myself to fire on a focus rather than a TL), and I can evade.  And of course, 8 guaranteed hits a turn is a terrific way for me to strategize and avoid raising my blood pressure. 

     

    As an inexperienced player, I'm most curious about what kinds of lists can really find weaknesses in this list, and how I should deal with the most common threats.

    What should I prepare for as I keep taking this list (or something very close - occasional pilot and/or missile swaps) against all comers?

    Thanks in advance for your help.


  6. I don't mean to throw my opponent under a bus. He was newer than I. We actually both puzzled our head around the 666:s weird primary arc and concluded it was 45 forward and 180 rearward. Both of us looked at the shaded area in its rulebook and interpreted it that way. Did I mention I lost? Heh. Hard to arc dodge 270 degree firing arc


  7. Something in reading the rules for this guy has raised a question in my mind:

     

    "When you perform an attack that hits, before dealing damage, you may cancel 1 of your crit results to add 2 hit results."

     

    What determined whether someone is hit?

    A) Are you hit prior to rolling defense dice? 

    B) Or is "hit" determined after defense dice?

     

    I'm too new to know.

    I know that with the Z95 rebel Lieutenant Blount, you are hit regardless of damage (which implies to me that "hit" determination is made after defense dice)

     

    Because most every YV-666 player just turns the crit into two hits before I roll.  But I think if I roll 3 evade dice on 2 hits and a crit by Bossk, I'm not hit.  Because his attack must hit prior to his cancelling the crit, he has not hit, thus he can't convert the crit to two hits.

    The way I have seen Bossk pilots doing this looks hinky.

     


  8. Esege Tuketu's ability is

    when another friendly ship at Range 1-2 is attacking, it may treat your focus tokens as its own.

     

     

    I don't know that I've encountered this kind of ability before and it confuses me.

     

    If a friendly ship is treating Tuketu's token as 'his own' does that mean the other friendly ship consumes Tuketu's token if it wants to modify an evade or attack die Focus result?

    Because if a friendly ship can spend your own tokens, that doesn't seem all that useful.  Sure, you can put a Recon Specialist in there, and that's neat. 

    On the other hand, if the friendly ship gets all the benefit without having to consume Tuketu's ability, that's pretty awesome.

     

    And I have no idea which is a correct rule interpretation.


  9. I want to use my Raider really badly, but I can recognize it can't really compete with an equal points value of fighters.

     

    From the point of view of enhancing huge ships from thematic perspectives:

     

    They definitely lose on action efficiency.  I liked the two focus ideas from above (mini-focus of changing 1 focus result per attack) and of a focus action that applies in similar fashion to all attacks.

     

    From a defensive standpoint, I prefer to make modifications that are simple and thus easy to implement.  Doubling Hull/Shields would be easy to implement.

    BUT, I really like the idea of removing some of the attack strength of the primary weapons of small ships.

    Remove 1 hit, remove 1 attack die, etc., all sound very approachable and make a huge ship more survivable straight away.

    I especially like the idea of changing the meta of epic builds so that taking secondary weapons a necessity.  More points per small ship means a reduced action efficiency (fewer ships, fewer actions); it also enables the small ships defending the Huge to concentrate on important threats and the attacker on protecting important assets from attack on the approach to the Huge.

    That makes an Epic battle involving a huge ship seem like a true epic battle.

     

    But the issue of primary and secondary armor also makes good sense.  Perhaps a requirement that it takes 2 'primary weapon' critical hits to inflict a faceup crit card, and only 1 from a secondary weapon.

     

    One important note about Epic Games:

    NEVER ALLOW ETAHN A'BAHT IN EPIC LEVEL GAMES!

    His special ability is ridiculous when he can surround himself with ships.

    It's like popcorn...


  10.  

     

    That ones mine and your welcome use it to bring ruin to the empires enemies.

     

    I know that people like to feel like special snowflakes and all, but a list archetype of this nature is not too hard to think up.  I'm pretty sure more than one person figured out running Vessery + x-1 generic Advanceds is a good idea (same can be said for 3 tempests + Fel/Vader/whatever ace fits in 37 or less pts)

     

    Its a pretty effective archetype.  Won Canadian nationals and I expect to see variations of it do well at Worlds...

     

    Yeah,l I read it here first, so I was saying thank you.

    Nothing simpler than that!

     

    But since the thread continues:

     

    I went up against a 3-A-Wing list.  Tycho w a bunch of stuff, Jake Farrell with a bunch of stuff and Gemmer Sojan without much stuff.

    He had 3-proton rockets, and 1 of them stripped all 3 shields off of Vessery.

    Key point to my winning is that both of us brought nothing but debris fields.  We both apparently wanted to prevent extra evade dice.  I wanted to Eff up ships that could use push the limit. 

     

    Alpha strike took out Tycho (Vessery got 3x natural hits without a TL, which consumed Tycho's two tokens for focus/evade).  Tempests finished the job.  That was the moment I knew this list was the shizznizzle.

     

    Alpha +1 I spread a bugged out at speed 5, He follwed Vessery, who K-Turned and with the Tempests, cornered the A-wings and took out Jake, at which point we called it a game, but Gemmer took out Vessery.


  11. Whoever posted the following list:

     

    3x Tempest Sqdn w/TIEx1 & Accuracy Correctors (21 each)

     

    Col. Vessery w Twin Ion Mk II & Veteran Instincts (37)

     

    THANK YOU!

     

    I got my first win in four weeks (6 games) using that list~!


  12. My thought on the Advanced Homing Missiles was that a critical hit that bypasses shields could be a game changer early in a game.  I'm seeing ships over 50 points more than half the time, usually scum ships.  Everyone loves the new Bxxzzt dude in a YV-666, and that arc is huge and something I can't exactly avoid at my skill level.  A pair of crits early on him COULD change the game.

     

    On the other hand, that approach relies on the damage deck to provide me with something shiny.  And random probabilities have been bad to me, which is why I have switched to accuracy correctors.

    The other over-looked thing on the Advanced Homing Missile that I think is overlooked is that it requires a Target Lock to fire, but it does not spend that Target Lock (thus you can use it on your own die roll).  Thus, Colonel Vessery can benefit from that Target Lock next turn still, and if the TIE happens to end up at range 1, three attack dice can be used and might beat accuracy correctors if using a Target Lock.  Finally the failsafe makes sure it's not wasted (at the same cost as the cluster missile in total).

     

    I'll probably start with the 4-ship list at open gaming tomorrow.


  13. I am confused.

     

    My understanding of the sequence:

    1) Roll dice (in this example, attacking)

    2) Defender modifies and/or forces re-rolls to Attacker's rolled dice.

    3) Attacker modifies and/or re-rolls any of the Attack dice (subject to special abilities used/possessed by the defender, and with the caveat that if a die was re-rolled in step 2, it cannot be re-rolled again in step 3 under any circumstances.

     

    And as I think of it, step 4

    4) Attacker may 'cancel' his dice by instruction of special cards. These cards instruct what the player substitutes for his rolled dice (see Accuracy Corrector for example).

     

    I call it step 4 because it has confused a few people when in the sequence of event "cancelling" dice happens.  It happens after all results are finalized.

     

    A defender doesn't get to go back and forth undoing what the attacker is changing. 

    Defender MUST use force all re-rolls and modify all dice before the attacker.  Once he says he is done, he is done. 


  14. Newb here again.  Still getting trounced by my own dice and more experienced players.

     

    Over on the main board there is a "Defenders Lovers Unite" thread, and that happens to be one of my favorite ships to fly (into other ships and obstacles of course).

    I saw a list over there that appealed to me that went like this:

     

    Col. Vessery, Twin Ion Mk II, and a 1-point upgrade

     

    3xTIE Advanced X1s with Accuracy Corrector

     

    Linear thinker that I am, I can immediately see a list I get 6 hits per turn with via the Tempests because there are no dice involved.

    Vessery will likely have an easy time shooting at targets that will be Target Locked.

    On the surface it seems just nice and straight-forward the way I like it.  Plus shields!

    And so I can see myself trying this list tomorrow.

     

    But around my local play area I am seeing a large ship in more than 50 percent of my games.  The above list can deal with that to be sure.  I don't see any real drawback on it.

     

    However, I was also wondering about swapping out a ship to make it a 3-ship list; I would increase the firepower of Vessery, and try to employ some shenanigans with two higher initiative Tempests.

     

    Col. Vessery, Outmaneuver, Twin Ion Mk 2

    Heavy Laser Cannon

    46 Points

     

    2xStorm Squadron Pilot with TIE/x1 & Accuracy Corrector

    Also armed with Advanced Homing Missiles & a munitions failsafe

     

    Now, this becomes list-building meta I guess.

     

    I give up 5 wounds, an entire ship, and 2 attack dice that are going to hit a lot... 

    I don't know how wise that is.  In return Vessery gets 4 dice with the capability to remove an agility die from the target.

    I gain 2 initiative (to be faster than TLT spam lists) and a "shenanigan attack" that will benefit from the accuracy corrector, won't be expended if it misses, and deals crits that (if I understand the card correctly, and I believe that I do) bypass shields.  Albeit at a weird shenanigan attack range of 2.

     

    My gut is telling me that the simpler, first list is the better list.  I feel that way because it spreads out combat potency such that focus firing on Vessery isn't necessarily as helpful as it is in the secondary list (I am still practicing positioning and flying, of course).  It gets more shots and more actions.

     

    What benefits might I be overlooking from the 3-ship list (or something similar to it that gives up 4 ships for 3 more expensive ships)?


  15. To be honest, I had a little Sith moment after my... third? yeah, third game.

    Played my shortest match ever, rolled exactly NO. Evades. None. Only evades I got were tokens all game.

    What did I do?

    I blowtorched one of the little green bastards out on my concrete patio, in front of all their friends. All the way down to slag.

     

     

    Seem to have... motivated the troops, shall we say.

     

    First: that's the ticket.

    I'm an avid cyclist, so I was thinking of taking the dice on bike rides (along with a 10-pound weight) to represent my hatred for them, and to let it go. (Seriously, that's the kind of freak show I am.)

     

    I like your idea MUCh better.

    It is better to be feared than loved.

     

    I need to use my hatred...

     

    Second:

    I took the list I mentioned here, and guess what Lando Calrissean rolled all game long:  Yep, evades. Not always two.  But 1 or 0, and no focus...  (making Jan Ors useless to support the K-Wing.)


  16. I absolutely will not use a 3-evade dice ship in this list.  If I whiff one more time on 3-dice, it's going to be the end of me.  I don't even want to roll 3 evade dice for the x-wing at range 3!  Seriously - I need voodoo practices: I'm only going to roll 2 dice, then another one.  No more 3 or more at once roll.  Nope.

     

    The K-Wing is there so I don't have to worry about losing a shot (as much as normal).  Both the B-Wing and the X (I may go with a T70 Novice instead of Garven) are in the list so that I have something to 'practice flying' with.  And along that training idea, I don't want to add a second turret to the list.  I have to practice positioning whether I like it or not.  A T70 offers the chance to try "Do the Chickens have Large" Talon Maneuver (another movie reference for those over 30), and that may screw up the other beginners who only play large ships and/or turrets.

     

    I definitely added Advanced SLAM to the K-Wing (thanks for that!).  And that pushed the points up which requires a re-think of Garven, who is too expensive at that point.  Thus the T70 novice (probably with R2). 

     

    The debate I'm having now is whether to ditch PTL for Stay on Target (or Predator or something else you might recommend).

     

    So to update:

    K-Wing now has Advanced Slam

    Garven is out and replaced with a T70 X-Wing w/R2 in a flat points exchange with Garven & the Advanced SLAM


  17. Arc dodging requires more skill than I possess, and given the propensity of turrets, Firespray, and that 666 ship, I have tried for the last time getting out of arcs because I can't do it without failure. 3 dice 360 beats my pilot skill. And the 666 and Firespray might as well be 360 degrees given how I predict opponent moves.


  18. I've played maybe 10 games in the year I've owned X-Wing models; most of those have been in the last month.

    I started with an ambition to play Empire ships, but...

     

    Rolling 3 evade dice is something that makes me crazy.  And not in a 'oh isn't that a misery we all share' kind of way - it did and does make me want to quit playing.  And I do not like the sportsmanship I devolve into when I whiff on 3-dice.  I honestly would not have wanted to play me when I get like that.

     

    So stepping back from the noose I strung from the banister, I've decided to try some lists that A) focus on shields versus agility, and B) put the offense right out front for me.  The thought is that statistically evade dice hate my humanity, apparently I can't fly well or with tactical awareness, and also that most players around here are going 'fat-large.'  They too are inexperienced; I obviously can't beat them, so I'm going to try joining them.

     

    My first list designed along these lines is a K-Wing centered list, because I think K-Wings are perhaps the sexiest looking ship in the game.  Add a B-Wing.  And finish it off with an X-Wing.

     

    Miranda Doni

    TLT

    Lando Calrissian (because I wan't to channel the Klumps, if you know the reference)

     

    Keyan Farlander

    PTL

    B-Wing/E2

    Jan Ors

     

    Garven Dreis

    R2 Astro

     

    At worst, it should be interesting and last longer than the 2 shooting phases of my last 2 games.  (Seriously, that happened)

×
×
  • Create New...