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About balindamood

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  1. Has one force. At the beginning of the engagement phase, you may spend one force. If you so, enemy ships may not attack you this round.
  2. Punishing one title down 2 points. Expert handling down 1 point for medium and large base ships. M-12 gets an additional missile slot. All force users up a couple points (especially Athersprites) Landing struts reduced to 0, and the ships they go on up 2 points. Passive sensors goes up. Ensnare goes up, especially for I4 and below. Skull squadron pilots, Kadd, and all Scyks down 2. Quadjumpers down 1. Moldy Crow down 2. Repulic ARCs up 2. Finn/Corva up. Drea down 1. Not 4LOM G1-A's down 1. Not Boba firesprays, not Ketsu Shadowcaster, and YV-666 down 2. Named Republic V things down 2-3. Black sun Soldiers and generic mining guild ties down 1. That would be a good start.
  3. I have been asking for an illicit upgrade that will allow for another upgrade to be taken that ignores ship size restrictions. This would allow the Kimolgila to take an R4 droid, at a cost, which would help it a bit. It would also fix the jumpmaster and the Scurrg, and it would only fix one per squad as both of those require the unique title to access an astomech.
  4. If Nym spends a charge to keep a bomb from exploding that already have a charge on it, does Nym's ability also affect the charge? It seems like player's choice to me as i think the wording for the timing window is the same for both:"when a device would detonate..." Thoughts?
  5. It is not that much of a mystery to me. Towards the end, many of the older shop started to get increases in HP (hull/shields) through interesting means...like titles and cards like integrated astromech, etc. When 2.0 came out, most of these health increases got baked right in. In some cases, ships just got straight increases in health (Tie Phantom/defender). The only ship that went down that I can think of is the Ghost. This was compounded by the significant reduction (much applauded) in red dice and passive modifiers that made those attacks more effective. So, they left some of the late 1.0 response to power creep, while significantly dialing back the power creep it was meant to counter. Not much of a mystery to me...
  6. I have moved to proton torps on 2 of the 4 K-wings. Barrage rockets do have a problem with lots of 3-agi ships, particularly 4/5/6 RZ-2 A-wings. Just my experience.
  7. Kinda thinking about 3 Scull Squadron Pilots (PS 4 Fangs) and Drea with R4, Dorsal and Seismic. Done OK with Oliver's 4 fang list, but want to shake it up a bit.
  8. When Tel Trevura's ability triggers, and he goes into reserves, then comes back, what happens to target locks on him, or condition cards like ISYTDS? Do they stay on him, or go?
  9. Info here: https://www.facebook.com/events/2482459248651787/
  10. Do I HAVE to spend a shield to reload, or if I have it on say, a K-wing, can I use the reload action?
  11. I cannot find any info at all on BCP.
  12. I will admit that I undervalued the ability to ignore rocks. That said, the swarms i have had success with have only had 5 ties, PLUS one or two others (Fenn, Drea/quad, ORP/Drea or Serrisu). The issue is that online the imperial tie swarm, there is no general force multiplier ability (think Howlrunner or the one that cancels an attack). They have some neat tricks that help in tangential ways (Sevor, for example), but you need Serrisu or Drea for the general rerolls.
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