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Avactus

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  1. Can someone explain to me why in 2.0 Rogue squadron is in E-Wings? I do understand that they flew E-Wings at some points. But they are the definitive iconic poster squadron for the T-65 X-Wing.
  2. Oh my God guys. jwilliamson12 pointed me in the right direction. I promise, not everyone on the forums needs to now jump in and say literally the same thing over and over and over again. xD We get it. I promise.
  3. Was fiddling around today and came up with a fun looking list I'll probably give a through shake once wave XIV hits. As I am coming back from a multi-year break (did waves 1-10ish got burnt hard by the Jump Master bs on release took a break till just now) would love some feedback as I'm still pretty rusty. Wedge Antilles (30) PS - 11 X-Wing (29), Veteran Instincts (1)(-1 due to refit), Flight Assist Astromech (1), Renegade Refit (-2), Integrated Astromech (0), Servomotor S-Foils (0) Corran Horn (40) PS - 8 E-Wing (35), Fire-Control System (2), Intensity (2), Flight Assist Astromech (1) Heff Tobber (30) PS - 3 (Acts on 0) U-Wing (24), Enhanced Scopes (1), Renegade Refit (-2), Saboteur (2), Intelligence Agent (1), Pivot Wing (0), Ion Projector (2), Anti-Pursuit Lasers (2) 100 points The plan is to have Heff bump for all he's worth, he'll activate the IP and APL's obviously and then when possible he'll also activate the Saboteur making more trouble. While Wedge and Corran go to town on the bumped ships. Wedge keeping up more sustained first while Corran bursts with his double attack intensity giving him focus for the first attack and FCS target lock for the second before having to reset.
  4. Fair enough. I stand (well, sit) corrected. I'm also coming back from a couple year hiatus from x-wing. I played waves 1-9ish got really burnt with the jumpmaster BS when it was released and took a break. As I am just now coming back . . . so I plead rust.
  5. That is highly odd. The wording on TLT is pretty clear that it cancels ALL dice results. Therefore there'd be no uncancelled crit in the pool. I'd have to look it up tho. I believe you, just never thought it was an issue before so never looked into it as the wording seemed pretty straightforward and obvious to me. xD
  6. Sadly the TLT will never ever crit. Even if you get an uncanceled crit through with it, it counts as a hit the defender takes 1 non crit damage and then cancels all other results.
  7. That's fair and that had occurred to me. There is the easy answer that people in the military often use their own shorthand and nicknames for things that have otherwise agreed upon names. I'm not a vet myself so I can't think of any good examples off the top of my head, but I know they exist. *shrug*
  8. In the save the Rebellion pack announcement: https://www.fantasyflightgames.com/en/news/2018/4/24/save-the-rebellion/ the X-Wing's Strike Foil (S-Foil) got previewed. That's all well and good. But, why oh why did FFG feel the need to label the sides of the dual card "Servomotor S-Foils (Closed)" and "Servomotor S-Foils (Attack)"? Shouldn't it be "Closed" and "Open"? Or something along the lines of "Cruise" and "Attack"? *eye-twitch* FFG! Save me from my OCD.
  9. If I am reading this right, can people just not dodge this hit with dice at all? (Assuming only one or fewer crits) Or, does one over-ride the other? Autoblaster - Your hit results cannot be cancelled by defense dice. The defender may cancel crit results before hit results. Ten Numb - When attacking, 1 of your crit results cannot be cancelled by defense dice.
  10. I've been using this bro-bots list recently. It's a lot of fun to fly. And very effective. http://xwing-builder.co.uk/view/272574/bro-bots-yin-yang
  11. I took a build that included 4 y-wings all with ion cannon turrets and changed it up slightly. Thoughts, questions, ideas? http://xwing-builder.co.uk/view/272058/the-pellet-with-the-poisons-in-the-vessel-with-the-pestle To clarify, when I spend the focus to trigger the blaster turrets, the Agromech's will give a target lock, correct?
  12. Yeah, that's what I thought. So, version 2 then? I'd want to run the blaster turret but don't have the points for it. So auto-turret it is.
  13. The other way of building it that I was looking at was: http://xwing-builder.co.uk/view/270350/professional-pirates-v2no blocker, just keep everything in a formation and shooting at the same thing. Edit: Another thought would be to have Kaa'to do the blocking, and then get her Focus or Evade by siphoning off whatever Palob grabs from the enemy. http://xwing-builder.co.uk/view/270350/professional-pirates-v3 But, then Palob only really has that 1 Attack die. Not sure if that'll be problematic or not.
  14. Fair enough. And, just to be clear the Kihraxz only has 2 evasion normally. So the SD is important. Also. Oh, I totally missed that it was 'added to this attack'. I thought it was adding dice to the primary weapon attack. Totally my misunderstanding. Thanks guys!
  15. - in case anyone missed the name reference. http://xwing-builder.co.uk/view/270350/professional-pirates I suffer from a little bit of low attack per ship. But, in every game I've played well with it I've made up for it by just getting all of the ships pointed at the same enemy at the same time. And yes, each ship is paper, but when one gets taken out, I don't loose too much. And, they can tend to only shoot at so many of me per turn. That being said, in the past I've flown a lot of 2-3 ship builds. Mostly things that don't need to be formation flown or benefit from not being formation flown. (Lone Wolf Dash/Han, Lone Wolf Corran/Dash, Bro-bots) Particularly with these aces all really wanting to be within range 1 of each other and pointed at the same targets at close range, I'm going to want to formation fly them. I assume those of you who have flown Tie Swarms in the past might have some good ideas. So, any good ideas, tips, tricks I should be aware of for formation flying 6 ships together? Oh, I should also mention. The plan is to have Palob crash into something, stripping it of it's (or another near by enemy's) focus or evade. This will reduce their green dice. He'll then pass the focus/evade token back to Kaa'to and everyone will unload on the ship Palob is crashed into.
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