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About MalusCalibur

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  1. Though in general I'd say model quality has improved, there is definitely some truth to the paintwork being of lower quality on some ships. From my experiences, the two standout examples are the Republic ARC, for which the painting was so sloppy and poorly defined that I felt compelled to repaint it myself in the existing scheme, and the TIE FO, which by comparison to the original looks cheap and nasty with an oddly glossy black hull and shoddily applied white on the panels.
  2. The TIE/ba's ability is resolved after you execute your maneuver i.e. before the perform action step - so you can in fact use the ship ability for a barrel roll or target lock, then perform a boost (with Daredevil if you want) as your action.
  3. I'd say the bid is very important for all the Bobas out there in Hyperspace - you want to be the one getting the value out of your Slave-1 title. Dropping Fearless from Boba (he doesn't really need it) gets you the initiative choice against common HS Boba archetypes (such as Boba+Skulls).
  4. I don't think it's even close to being the same level of oppressive. For starters, they are still arc-locked ships rather than 360 turrets - with the A-Wings, said arc can only be pointed one way at a time, while the SFs do not have the level of mobility to always point at the desired target. None of them move, reposition or fire at the highest initiative (often quite the opposite) and so can be dodged (perhaps not every arc at once but every shot denied is significant) and Initiative-killed. Shooting them and forcing them to spend their focus token, or blocking them and preventing them getting it, immediately removes the efficiency behind their shots - in a lot of cases taking away that token is practically as good as doing damage, and should be seen as such. And again, the relatively low Initiative leaves them vulnerable to this before they have a chance to use it. They don't have any of the same means of negatively impacting your shots at them like old Fenn or Hotshot CoPilot, nor do they have the ludicrous HP of the Ghost. The A-Wings won't take a lot of damage at once (it's near impossible to one-shot them) but still only have 4HP, and SF's only have two agility and no Heroic fallback if the dice fail. In each case, every ship lost reduces their firepower, unlike the Ghost which operated at full til it was dead. Not all the ships are always going to have arc to the same target - co-ordinating that many different ships (often at different Initiative values in the case of the A-Wings) will rarely have all of them shooting the same thing. The A-Wings in particular are often going to be stressed, making their movement options far more finite. The RZ-2 dial might be the best in the game, but if they are limited to blues then they can still be predicted and, crucially, you know where they can't go. I've played against 5A's quite a few times, and though it can be frustrating it still always feels like an actual game, and that I have a chance. I played against old Ghost-Fenn once (possibly twice) and I never wanted to do so again, as it was the least fun I'd ever had in X-Wing.
  5. It should be noted that if you do bump while doing a blue move, Korr Sella does *not* clear all of your stress, as she requires you to fully execute the maneuver. Something I've been caught out by before!
  6. With regards to Backdraft, I find he is far more effective without the SF Gunner, because he really doesn't need it - just treat his ship as if it's been put together backwards. You never need to rotate your arc so bumping/obstacles won't deny you a shot by virtue of taking away your action, and it makes him a whole lot cheaper; you can fit in all the essentials (Fanatical, FCS, Hull Upgrade if you like) for fewer than 50pts total. The SF double-shot is a niche case that is not worth paying 10pts for (Veteran Tail Gunner, after all, isn't exactly worth the 4 that it costs). Perhaps it's just the way I fly the TIE/SF, but Backdraft outperforms Quickdraw every time for me - with Quickdraw there is too much pressure to get the maximum value from your retaliation shots which is at least partly out of your hands (dice might just decide to take all your shields in one fell swoop).
  7. Hyperspace does certainly seem to have been pruned quite hard, and it will be a while before the full effects of that are felt. From a purely personal (and admittedly spiteful) point of view, I was happy to see Delta-7b booted out, because I believe that card should never have been made - leaving the Jedi ship as the nimble support vessel it always struck me as rather than a 'can do everything and anything' fan-w%^& of a craft.
  8. 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.
  9. 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.
  10. Good catch, I didn't remember them from the spread.
  11. 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?
  12. 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!
  13. 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.
  14. 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?
  15. 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!
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