Zero8855

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  1. Best Tech Upgrade (well at least for Poe)

    Well thank you to those who gave constructive comments. I appreciate the feedback. Yes I chose the BB-8 Intensity build because it was the one I have flown the most. I’m the only Rebel player in my community so I don’t see other variations of Poe and the last time I played Regen Poe with R2-D2 (a little over a year ago) I found him sluggish, predictable, and expensive. So since then I decided to stick to a more maneuverable build (BB-8 with PTL, until Intensity came along) and haven’t given Regen a second thought. But it seems I underestimated that Advanced Optics could make Regen Poe playable again. So I’ll give him another shot. If I had the points I’d give him PTL, but unfortunately with AO and R2 I’m left with VI for EPT (or maybe Crackshot).
  2. So this is really just me thinking out loud. With the choices of Primed Thrusters, Pattern Analyzer, Advanced Optics, and Comm Relay, I'm often trying to figure out which one I should use for Poe (and also for other ships with the Tech slot). Each upgrade has it's Pros and Cons, so I'm writing down how each one behaves in 4 scenarios; executing a green maneuver, a red maneuver, a green while stressed, and a white while stressed. For this I'm using: Poe with Intensity, BB-8, and Black One (not bothering with Mods since they really don't impact the results). If you feel you're in a similar position then I hope this will help you out. If not and you don't even use Poe or already know which is the best tech for your build, then this might be a waste of your time. Anyway, let's get started. Primed Thrusters: 1) Green Maneuver: BB-8: Still activates Intensity: Activates from BB-8 and grants you a Focus or Evade Black One: Still activates if you have a red target lock Main Action: Most likely a focus if you chose an evade via Intensity for extra defense, a TL for extra offense, or a boost for better arc dodge or firing position Total Actions/Mods: 3. Barrel roll BB-8, focus/evade Intensity, and your main action End results: No stress, shred off enemy TL, spend a token so Intensity is ready for next round, and you have a TL or evade for extra mods during Combat 2) Red Maneuver: BB-8: Does NOT activate Main Action: Only option is Boost Intensity: Activates only if you choose a boost as your action after red maneuver Black One: Only from your boost Total Actions: 2. Boost & focus/evade (most likely focus) End results: You're stressed, but shred off enemy TL if boosted, need to sacrifice focus/evade from Intensity to re-use it for next turn 3) Green Maneuver while stressed: BB-8: Still activates Intensity: Activates from BB-8 and grants you a Focus or Evade Black One: Still activates if you have a red target lock Main: Most likely a focus if you chose an evade via Intensity for extra defense, a TL for extra offense, or a boost for better arc dodge or firing position Total Actions: 3, barrel roll, focus/evade, and your main action End results: No stress, shred off enemy TL, spend a token so Intensity is ready for next round, and you have a TL or evade for extra mods during Combat 4) White Maneuver while stressed: BB-8: Does NOT activate Main Action: Only Boost Intensity: Activates only if you choose a boost as your action after red maneuver Black One: Only from your boost Total Actions: 2: boost & focus/evade (most likely focus) End results: You're stressed, but shred off enemy TL if boosted, need to sacrifice focus from Intensity to re-use it for next turn Pattern Analyzer: 1) Green Maneuver: BB-8: Still activates Intensity: Activates from BB-8 and grants you a Focus or Evade Black One: Still activates if you have a red target lock Main Action: Most likely a focus if you chose an evade via Intensity for extra defense, a TL for extra offense, or a boost for better arc dodge or firing position Total Actions: 3, barrel roll, focus/evade, and your main action End results: No stress, shred off enemy TL, spend a token so Intensity is ready for next round, and you have a TL or evade for extra mods during Combat 2) Red Maneuver: BB-8: Does NOT activate Main Action: Any action is available Intensity: Activates only if you choose a boost as your action after red maneuver Black One: Only from your boost Total Actions: 1 or 2 max possible: boost & focus/evade (most likely focus), or any single standard action (TL or Focus) End results: You're stressed, shred off enemy TL if boosted, need to sacrifice focus from Intensity to re-use it for next turn 3) Green Maneuver while stressed: BB-8: Does NOT activate Main: Any action is available Intensity: Activates only if you choose a boost as your action Black One: Activates only if you choose a boost as your action Total Actions: 1 or 2 max possible: boost & focus/evade (most likely focus), or any single standard action (TL or Focus) End results: No stress, shred off enemy TL if boosted, Intensity is ready for next round, and you have a TL or evade for extra mods during Combat 4) White Maneuver while stressed: BB-8: Does NOT activate due to previous stress Main Action: No action Intensity: Does NOT activate due to no action due to previous stress Black One: Does NOT activate due to no action due to previous stress Total Actions: None End results: You're still stressed, still target locked, and left with no actions/mods for this round Advanced Optics: 1) Green Maneuver: BB-8: Still activates Intensity: Activates from BB-8 and grants you a Focus or Evade (best to choose Evade for this so you can gain Focus later and have something to sacrifice to flip up Intensity) Black One: Still activates if you have a red target lock Main Action: Most likely a focus if you chose an evade via Intensity for extra defense and to flip over Intensity, a TL for extra offense, or a boost for better arc dodge or firing position Total Actions/Mods: 3 (or 4 max if you already have a Focus stored from a previous round), barrel roll from BB-8, Evade from Intensity, (Focus from previous round) and your main action (being Boost or TL) End results: No stress, shred off enemy TL, best to spend an Evade so Intensity is ready and flipped up, and you now have a Focus Token to carry into the next round 2) Red Maneuver: BB-8: Does NOT activate Main Action: No action Intensity: Does NOT activate due to no action due to previous stress Black One: Does NOT activate due to no action due to previous stress Total Actions/Mods: None, UNLESS you already have a Focus token stored from a previous round End results: You're stressed, still target locked, and either have one Focus token or nothing 3) Green Maneuver while stressed: BB-8: Does NOT activate Main: Any action is available (Focus best option, or TL since it can also carry over to next round. If you already have a Focus from previous round then you can boost and evade, then spend evade to reuse Intensity later) Intensity: Activates only if you choose a boost as your action (However you will have to spend a token in the end phase if you want to use Intensity next round) Black One: Activates only if you choose a boost as your action Total Actions/Mods: 1 up to 3 max possible depending on if you already have a Focus from a previous round End results: No stress but if you chose to boost you'll shred off enemy TL, and gain a focus/evade HOWEVER you'll have to give it up to keep using Intensity, so you're left with nothing UNLESS you chose to Focus as your main action and now you have something to carry on to the next round. 4) White Maneuver while stressed: BB-8: Does NOT activate due to previous stress Main Action: No action Intensity: Does NOT activate due to no action due to previous stress Black One: Does NOT activate due to no action due to previous stress Total Actions/Mods: None,UNLESS you already have a Focus token stored from a previous round End results: You're stressed, still target locked, and either have one Focus token or nothing Comm Relay: (pretty much the exact same as Advanced Optics) 1) Green Maneuver: BB-8: Still activates Intensity: Activates from BB-8 and grants you a Focus or Evade (best to choose Evade for this so you can keep it for future defense, or if you already have an Evade then choose Focus) Black One: Still activates if you have a red target lock Main Action: Most likely a focus if you chose an evade via Intensity, or a TL if you already have an Evade from Comm and Focus from Intensity, or a boost for better arc dodge or firing position Total Actions/Mods: 3 (or 4 max if you already have an Evade stored from a previous round), barrel roll from BB-8, Focus from Intensity, (Evade from previous round) and your main action (being Boost, TL, or a second Focus) End results: No stress, shred enemy TL, best to spend your Focus so Intensity is ready and flipped up, and you now have an Evade Token to carry into the next round 2) Red Maneuver: BB-8: Does NOT activate Main Action: No action Intensity: Does NOT activate due to no action due to previous stress Black One: Does NOT activate due to no action due to previous stress Total Actions/Mods: None, UNLESS you already have an Evade token stored from a previous round End results: You're stressed, still target locked, possibly still locked, and either have one Evade token or nothing 3) Green Maneuver while stressed: BB-8: Does NOT activate Main: Any action is available (Boost best option for action economy, especially if you already have an Evade from previous round then you can boost and Focus, then spend Focus to reuse Intensity later) Intensity: Activates only if you choose a boost as your action (However you will have to spend a token in the end phase if you want to use Intensity next round) Black One: Activates only if you choose a boost as your action Total Actions/Mods: 1 up to 3 max possible depending on if you already have an Evade from a previous round End results: No stress but if you chose to boost you'll shred enemy TL and gain a focus/evade, HOWEVER you'll have to give it up to keep using Intensity, so you're left with nothing UNLESS you already have an Evade from previous round 4) White Maneuver while stressed: BB-8: Does NOT activate due to previous stress Main Action: No action Intensity: Does NOT activate due to no action due to previous stress Black One: Does NOT activate due to no action due to previous stress Total Actions/Mods: None, UNLESS you already have an Evade token stored from a previous round End results: You're stressed, still target locked, and either have one Evade token or nothing Well congrats, you've read through all of it and I hope it's been helpful to you. In reviewing what I've concluded, in my own opinion I'd rank the 4 by the following (#3 and #2 are closely tied, and once again this is for this Poe loadout. Other ships that behave differently will have different results): #4) Pattern Analyzer. It doesn't add any advantage to a green maneuver with/without stress and doesn't help a white maneuver with stress. It only shines if you're doing to be doing a lot of red moves. #3) Advanced Optics. I'd only choose this one if I don't have 3 pts for Comm Relay. While it is very useful for Poe since he relies on Focus tokens, if you gain a Focus from Intensity then you immediately have to use it up in the End Phase since you can't get another Focus token from you're main action and Evade isn't an option (not without outside help anyway). Also sometimes I think it is good for Poe to have two Focus tokens in case he rolls 2+ focus dice results for offense or defense. #2) Comm Relay. I like this one since it allows you to potentially have up to 2 Focus tokens and 1 Evade. I think it's main drawback is the extra point over Advanced Optics. However, both Comm Relay and Advanced Optics can leave you wide open with no actions/mods if you do a red maneuver or still stressed while doing a white maneuver, so unless you already have one stored token, you're wide open for an easy attack. #1) Primed Thrusters. From all 4 basic scenarios this card can still grant you access to the boost action which will activate Intensity for an additional token and shred any Target Locks off of you or nearby opponent. You can still use BB-8 even while you have a stress and plus it is the cheapest of these four. Thanks again for reading. I hope this has been helpful to you.
  3. The Big X-Wing Trade Thread

    Reporting a good trade with Thornne. Pleasure doing business with you!
  4. The Big X-Wing Trade Thread

    Same here with Echoseven. Good trade and good doing business with you!
  5. The Big X-Wing Trade Thread

    Updated with the new Wave of ships coming in. HavesAlternate Art cards-Tactician-Leia Organa x2 (I believe it's a custom job, not FFG)-Recon Specialist-Swarm Leader-Gold Squadron Pilot x3-Academy Pilot x6Acrylic Tokens-Ion Token x1-Stress Token x3Ships (only all necessary materials, such as pilots, base templates, title upgrades, and dials included)-Quadjumper -TIE Punisher x2-K-Wing-Ghost (Ghost ship and materials only, no Attack Shuttle will be included)-G1A (aka 'Mist Hunter')Standard upgrades, Pilot cards, bomb tokens, etc(Too many to list on this page, but I have a LOT of extra cards from years of collecting. If you are thinking of purchasing an expansion pack purely to acquire a single upgrade card or even a pilot card, for example you've purchase the A-wing Expansion but need the pilots from the Rebel Aces pack, you might as well check with me. I might have a copy of the card you need and it could save you some money).WantsCards -Flight Assistant Astromech x1 (From Phantom II pack) -Advanced Optics x2 (TIE Silencer & Resistance Bomber pack)-Minefield Mapper x1Ships-Scum Y-Wing (Syndicate Thug pilot, base template, and dial)-Rebel Y-Wing (Gold Squadron pilot, base template, and dial) -Scum Z-95 (base template only)-A-wing (Ship only)-Rebel Transport (Pilot card, base template, and dial)Trade References include:KeokiWarrior Poetgennataoschief4ryancubsfan4lifeSanguinary Dan
  6. Z-95 Swarm

    For Rebels I use 5x Bandits each with Guidance chips and cluster missiles 1 Lt. Blount with Tracers and VI For Scum I like Bugzappers 7 pirates with Feedback array
  7. The Big X-Wing Trade Thread

    Updated after the new Wave of ships. Haves Alternate Art cards -Tactician -Leia Organa x2 (I believe it's a custom job, not FFG) -Recon Specialist -Swarm Leader -Gold Squadron Pilot x3 -Academy Pilot x6 Acrylic Tokens -Ion Token x1 -Stress Token x3 Ships (only all necessary materials, such as pilots, base templates, title upgrades, and dials included) -Quadjumper -TIE Punisher x2 -E-Wing (be advised, I have painted it a little to include some more red areas) -K-Wing -Ghost (Ghost ship and materials only, no Attack Shuttle will be included) -G1A (aka 'Mist Hunter') Standard upgrades, Pilot cards, bomb tokens, etc (Too many to list on this page, but I have a LOT of extra cards from years of collecting. If you are thinking of purchasing an expansion pack purely to acquire a single upgrade card or even a pilot card, for example you've purchase the A-wing Expansion but need the pilots from the Rebel Aces pack, you might as well check with me. I might have a copy of the card you need and it could save you some money). Wants Cards -Juke x1 -Lt. Colzet (Pilot card & base template) -Minefield Mapper x1 Ships -Scum Y-Wing (Syndicate Thug pilot, base template, and dial) -Rebel Y-Wing (Gold Squadron pilot, base template, and dial) -A-wing (Ship only) -Rebel Transport (Pilot card, base template, and dial) Trade References include: Keoki Warrior Poet gennataos chief4ryan cubsfan4life Sanguinary Dan
  8. I don't know if this topic has been discussed already, but does anyone know of any special rules or modifications to make the Imperial Player automatic? (My friends and I like playing the game, but we'd rather have everyone on the same team instead everyone else versus one person). Something along the lines of making Imperial player decisions based on dice results, like Heroes of the Aturi Cluster for X wing, or a deck of cards like in Zombicide. Any suggestions or information would be greatly appreciated.
  9. X-Wing Beginner's Guide

    Awesome guide! Will there another update soon with the new ships, like Upsilon Shuttle and Quadjumper?
  10. Good articles on opening maneuvers

    So we're all familiar with jousting, the basic attack strategy. Simply group up your ships and charge head on. But what about other strategies to do, such as pincer attacks and baiting your opponent, and any other methods? I've been trying to open by splitting my forces and having them get my opponent into a pincer attack by the first or second combat phase, but it hasn't been working. Either my opponent rushes my ships before they can turn inward, or he suddenly waits and slows down and mine move in too soon and are unable to get a good angle, or he goes after one half and my other is too far out to make an attack. Does anyone have any good recommendations for how to accomplish good opening maneuvers? I've read a few, like the Art of Deception with the Super Dash build, but it's hard to apply those tactics in a build that doesn't have a ship as manuevable as Dash. Some kind of formula or pattern would be great too, like 'do this move first, then this one', 'if your opponent goes here, then go there', 'don't let your ships get out of (x) range of each other'. Articles and tips like that would really help.
  11. The Big X-Wing Trade Thread

    Confirming a good trade with Keoki. Thanks
  12. Focus, evade, stress, target locks, shields, numbers, etc. Every player that has purchased 7 or 8 expansions already owns enough that he/she'll ever need. So I'm just curious to what other players do with all those dozens of useless extra tokens. Keep them in a shoebox somewhere, toss them in the recycle bin, or something creative?
  13. The Big X-Wing Trade Thread

    Well it's after the Kashyyyk Open in San Diego so I might as well update my list (updates indicated by green text). Wants Cards: Collison Detectors x2 Intimidation x2 Juke x2 Systems Officer x1 Light Frame x3 Lt Colzet (Pilot card and template) Crackshot (Bier-Wing Alt Art 2016) x4 Ships: Y-Wing (Scum or Rebel, PS2 Pilots, dials and templates are needed)-no upgrades needed U-Wing (dial, template, title, and Blue Squadron pilot)-no other upgrades needed Damaged or unwanted ships (PM me) Accessories Clear Red Dice x6 Clear Green Dice x6 Haves: Cards: Promos & Alt Arts Gold Squadron x3 Academy Pilot x6 "Dutch" Vander (Movie still. Most likely custom, but very excellent job. PM for pic) Leia Organa x2 ("Special Edition Upgrade", Carrie Fisher The Force Awakens) Recon Specialist (Imperial edition) (Faction-specific upgrades) Chardaan Refit x3 B-Wing/E2 x4 Nien Nunb Zeb Orrelios Han Solo Jan Ors x3 Kyle Katarn x3 Chewbacca Luke Skywalker R5-X3 R5-K6 x2 R7-T1 Royal Guard x2 Twin Ion Engine Mk. II Darth Vader x2 Rebel Captive x2 Bodyguard Feedback Array Dead Man's Switch (Generic upgrades) Intelligence Agent x2 Mercenary Copilot Saboteur Navigator Recon Specialist Weapons Engineer x4 Flight Instructor x2 Adrenaline Rush x6 Cool Hand x2 Deadeye x2 Lightning Reflexes x2 Veteran Instincts Decoy x5 Elusiveness Expert Handling x4 Snap Shot x2 Wingman x3 Marksmanship x2 Predator Push the Limit x5 Expose Opportunist x2 Enhanced Scopes x11 Accuracy Corrector x2 Advanced Sensors x2 Sensor Jammer Munitions Failsafe x3 Targeting Computer x2 Hull Upgrade x6 Stealth Device x5 Shield Upgrade x8 Tactical Jammer x2 Anti-Pursuit Lasers x3 Counter-measures x3 HyperWave Comm Scanner Weapons Guidance Targeting Synchronizer (Secondary Weapons, tokens available) Ion Bombs x3 Seismic Charges x3 Proximity Mines x2 Cluster Mines x3 Proton Bombs x2 Ion Cannon x6 AutoBlaster x3 Heavy Laser Cannon x3 Extra Munitions x2 Flechette Torpedoes x7 Plasma Torpedoes x5 Proton Torpedoes x7 Ion Torpedoes x3 Adv. Proton Torpedoes x11 Adv. Homing Missiles x3 Proton Rockets x5 Cluster Missiles x2 Ion Pulse Missiles Concussion Missiles x4 Assault Missiles x9 Homing Missiles x14 Ships (all include dial, base templates, and all pilots. Bases and pegs available if necessary) Tie Punisher x2 Mist Hunter Quadjumper K-Wing E-Wing Ghost (No shuttle) I also have extra pilots and templates for various ships. I won't bother listing them since this already too long a list. Thanks for reading.
  14. Wave XI Speculation

    I'm expecting (and hoping) for more A-Wing pilots soon. Plenty to choose from Rebels, like Ahsoka, Hera, Sabine, Phoenix Squad. There's also Poe's mother Shara who flew one in the Battle of Endor. Rebels A-Wings even had a backseat for a co-pilot or trainer, so that could introduce another title for a crew member. Also I wouldn't be surprised if Scum got a captured Imperial Shuttle, also from Rebels, with pilots like Hando, Azmorgian, and one of his Ugnaught crew.
  15. Oooooo, I like the idea of putting M9-G8 on Jess. That gives the opponent a tough choice for which one to go after first, the regenerating Ace, the unhindered Stressbot, or the supportive Dice Modifier. Dang, yet another good build option on what to fly in San Diego this weekend...so many choices.