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Everything posted by MalusCalibur

  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!
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. Followed by Ki-Adi Mundi, Aayla Secura, Shak-Ti...
  21. 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.
  22. 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.
  23. Arguably, single defence die ships have an advantage over those with more, as their health becomes more mathematically 'finite' so you have a better idea of how long they're going to stick around rather than being at the mercy of the green dice (treacherous little buggers that they are). With that in mind, by far the best way to improve their defensive capabilities is with more health from Hull or Shield upgrades.
  24. My immediate thought is that you can cut some upgrades from Fel - all he really needs is Predator and a cautious approach! His tendency to explode when the green dice (inevitably) go south means that investing in too many extra upgrades for him just makes losing him more painful for the rest of your list, whereas 54pts is far more expendable yet can easily earn back far more than that. That gives you a lot more room for wingmen. I like Vader a lot, though while Afterburners are essential in my experience, and Fire Control is cheap enough that it's well worth throwing on, Brilliant Evasion is...trash. 6pts is absurd for it and it really isn't needed. From there you've got 73pts to play around with, and there's a lot that can be done with that. Ideally you want ships that are going to support the I6 aces, draw attention away from them, or both. Proton Torpedo Redline (I guarantee he'll be target number one), Lt Sai (for co-ordinate and truly ridiculous action economy), Major Vermeil (dangerous if ignored while also having support abilities in co-ordinate and jam, as well as plentiful points for crew options), a couple of named TIEs (those that get extra attack die are best to look at, or Sayn Marana for her 1.0 Wampa powers), even a Delta Defender could be a decent shout for incredible blocking potential and being difficult to remove. If you wanted to keep Deathfire, though, I'd go with this: Soontir Fel (TIE Interceptor) -Predator 54pts Darth Vader (TIE Advanced x/1) -Fire Control System -Afterburners 73pts 'Deathfire' (TIE Bomber) -Proton Bombs 39pts 'Wampa' (TIE Fighter) 30pts 196pts Deathfire is likely to die very fast if he's shot at, so it's not hugely worth investing a lot of points into him, in case he doesn't get to use them. Using just two bombs, though, is manageable and if he somehow survives to use more than that, the Bomber has a reload action. Wampa is an abolsute bargain for 30pts and cannot be easily ignored, making target priority that much harder for your opponent. A bid is handy to have for I6 pilots, but not essential and certainly not one as deep as 8 or even 6 points (given the relative scarcity of I6 compared with I5). You could cut into the 4pt bid here with Hate for Vader (decent to help him out if he has some bad defence dice), or Seismic Charges/Skilled Bombardier for Deathfire (in case more bomb variety/deployment options is warranted), but that would be down to taste and personally I'd keep the bid as I think it's a better use of the points. Hope that helps!
  25. I'm having this issue as well - any word on a resolution?
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