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MalusCalibur

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  1. What logic is that, though? Because the Nantex really isn't like the A-Wing - or indeed any other ship. It already has a lot of unusual shenanigans that are going to let it hit harder or move in unexpected ways (such as still being able to tractor-reposition off a bump). I don't believe it needs the added flexibility of two Talents, especially when the two unique ones are clearly designed to be so diametrically opposed as to be a decision between them rather than just being able to 'have it all'. We don't know that, though. Granted it's likely, given the cards shown, but no guarantees. Perhaps it has an additional Modification slot to help keep it customizable? Or perhaps it doesn't need to be? But the Nantex is definitely a 'weird outlier' - almost the definition of it given how unusual it is. And the Fang sees plenty of play and plenty of different setups despite only having minimal upgrade slots. I don't think we can use that as evidence in the Nantex's case. More than anything else, I just really hope that the Nantex only has one Talent slot - as I've said, that way there are actual decisions to be made when building it, rather than just being able to take everything.
  2. There is no reason to expect the Nantex to have two Talent slots. You have to make a choice about what to do with it, either using your Tractor tokens aggressively (with Ensnare) with a penalty for failing to pass it off (-1 agility), or defensively (with Gravitic Deflection), with compensation for the reduced agility in the form of the reroll. There's no meaningful decision to make if you can just have both, or either of them for 'free' (in opportunity terms) as well as another bonus with another Talent. If those abilities were meant to be as much a part of the ship as the Pinpoint Tractor Array itself is, they'd have been Configuration cards like the Delta-7B/CLT are.
  3. Good catch, I didn't remember them from the spread.
  4. A couple of the Force Powers in the Hotshots & Aces pack seem like they might have mistranslated names? 'Foresight' and 'Precognitive Reflexes' sound an awful lot like they might just be 'Sense' and 'Supernatural Reflexes' Right?
  5. I really don't believe Dengar (or the JM5k in general) is worth taking, even now. The novelty of having all three In6 pilots is nice, but it wears off quickly when you realize that Dengar is largely dead weight who will struggle to keep arc on anything because of how atrociously the ship manages stress. Just about anything else would be a better use of the 68pts spent on him - Teroch, Talonbane, Kavil - ****, you can even get a Dorsal/VTG Lok Revenant for the equivalent of Dengars' *base* price!
  6. Inertial Dampeners is the biggest surprise to me. Outside of that one abusive combination with R2-D2 crew on the Falcon allowing practically infinite use, it was trash even at 1pt because of all the drawbacks: the self-damage requirement, time limitation (if you don't use it before your shields are shot down, it can't be used at all), and stress penalty. Given that FFG took the thematic Illicit slot from the Rebel Falcon, ID was unlikely to ever see use again - costed the way it has been, it's now utterly worthless. Quite why they didn't just make it a 1 non-recurring charge (without the shield loss) in the first place I'll never know. The other big shock was just how hard the Phantom got hit again - the 'Quad Phantom' list needed to be addressed, but it could have been done delicately by increasing the cost of the Sigma Squadron Ace in order to limit the number of Jukes (I'm not sure that needed to go up again either, but that's a seperate discussion) available by virtue of points. Instead it feels like the whole thing got hit with a sledgehammer, and I'm really not convinced the named ones needed to go up any further. Overall, the changes feel like heavy-handed responses to the top performing lists, more than carefully considered balance tweaks.
  7. What is your source for this? As far as I could tell from watching Rebels, the only thing different about the 'Elite' was that it had yellow stripes on it, which I always took to mean a squadron. Is it ever established that there is an actual functional difference between it and any other Defender?
  8. Completely disagree. The Defender is already a unique ship with its own quirks, and there is *so* much more to it than 'lol 4k every round' and 'lol token stacks'. One of the most nuanced and thought-intensive endgames I've ever had in an X-Wing match was Rexler VS Rexler - and not *one* round out of the 10 or so it took to close out the game was both of us 4k-ing (anecdotal, sure, but nevertheless). The 'Elite' from Rebels was a paint scheme, not a configuration difference, and while I wouldn't mind the old TIE/D cannon double-tap returning, it would need to remove or replace Full Throttle if it did. The ship could maybe use a very small (1-2) further points reduction to make it a bit more manageable in a squad, but we definitely don't need three of them at once or fundamental changes to a ship that is fine the way it is. Plus, it's my favourite. Please let's not mess with it!
  9. Of course. No pilot or chassis should have to suffer non-viability as a form of petty revenge. It's childish to hold a grudge based on a ruleset that's been replaced.
  10. How does the Revell model compare to the FFG one in terms of scale? Would it be immediately apparent which was which if they were placed side by side?
  11. I was very skeptical about Afterburners on Vader - I wondered if it could be justified spending so many points (back when it was 8pts) for something you could only use twice a game. Then I tried it and good lord, never take him without them. They are essential! I like FCS on him too simply because the synergy is so obvious and perfect, and it's dirt cheap so theres little reason not to take it - there isn't a lot else you would use the Sensor slot for in any case. Hate, though, I don't agree with. I rarely found I was spending enough force to require additional regeneration, and if I was then I was disengaging and not getting shot/hit anyway.
  12. Personally I think folk are focusing a little too hard on Delta-7B Jedi aces as the be-all, end-all of Republic ships. While the Torrent doesn't have a lot of viable options, the basic In2 version is phenomenal as an efficient swarmable ship, and really begins to shine when you put a brick of 3/4 of them together. They're hard to one-shot, have a great linked action, and are dirt cheap. Just don't waste points giving them missiles (it's absolutely a trap). Likewise, I find the ARCs are best kept lean, with the only upgrade I've ever stretched to being Cody, if the points were going spare. 'Sinker' is an absolute bargain at 54pts, and is quite easy to get a lot of value out of. Lastly, I think Jedi being used purely for support (i.e. their force abilities rather than jumping immediately to 7B) are criminally underused. Obi-Wan, Luminara, Ahsoka and (to a lesser extent) Plo all work well in this role without needing to spend a fortune in points on them, and will more likely be able to preserve their Force for said abilities. For me, at least, Republic is definitely emerging as a 'minimal upgrades' faction. My successful lists with them often only have one or two upgrade cards in the whole list.
  13. Followed by Ki-Adi Mundi, Aayla Secura, Shak-Ti...
  14. As far as the first list goes, the thing that immediately jumps out about it is 'too many upgrades'! Torrents in particular strike me as cheap, swarmable filler that should not be heavily invested in - I believe missiles are a mistake, as is as paying the 4pt premium for an elite slot and one point of Init. Likewise, 'Odd Ball' is loaded down with stuff he just doesn't need and that will make losing him all the more sour (as well as painting a big bullseye on his face...) - I'd say you can strip out everything except for Cody - though given the synergies with his ability I can see Synched Console staying as well. You might also consider R4-P17 or R4-P44 for him (since both synergise with his ability), instead of the Console. This leaves around 65pts to play with - you could get a reasonably priced Jedi or another ARC-170 for that, depending on preference. 'Sinker' is a solid choice given the number of other ships, though you could also get 'Jag' with Palpatine who I think is going under the radar a bit at the moment.
  15. Right here is where I think you lost credibility... In all seriousness, though, I really don't think Defenders need to change - and I have adored the Defender since my start in X-Wing. I think FFG have nailed the advanced, elite (and rare) nature of the ship with its current representation. I do miss the option of the old TIE/D double shot, but I think if that were reintroduced as a Configuration it would either have to cost a fortune or replace/remove the Full Throttle ability.
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