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kyten44

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  1. That brings up a question. What is the mathematical difference between 2w/ focus and 3 w/o? I actually dont know.
  2. We have all seen that 5X is a thing. And I like it. But as an imperial player, i can't bring myself to fly it. So I was looking for an imperial replacement. I came to the X1. For 4 less points you lose 1hp, native 3 dice attack, and access to the boost action. But you gain an agility die. Which in theory equals the lost HP. And you have room for uprades. The obvious choice is passive sensors, to turn on the 3 die gun w/autocrit. It makes the offense better but leaves you modless on defense. However, you have enough points left over for a named X1. And if you drop one passive sensor you can get I5 maarek steele with fire control system. Now that leaves one of the I2 without an easy way to get a lock. List: Maarek steele w/ fcs 47 Tempest w/ passive sensor x3 117 Tempest 36 Total 200. (Not meant to be a list critique. Just an example of what fits.) Is 5X really that much better than 5X1?
  3. I am bored at work. So i decided to see how many actions i can get on a single turn. Including "non-actions" that give the same result as an action. I. E. Aquire a lock. Bonus points for using less ships. Here is my list. Imperial shuttle Sai. With the st-321 title and minister Tua. Redline Deathrain with siesmic charges. 11 actions per turn. Heres how. Sai moves and coordinates(1) redline. Redline takes a focus(2) which nets him a lock(3). Sai ability triggers getting a focus(4) and ST-321 nets a lock(5). Deathrain dropped his device in the system phase triggering a boost(6) link lock(7). Blue moves and takes a focus(8). Now redline moves and boosts(9) and aquires his second lock(10). Now if the shuttle is damaged Tua activates giving a red reinforce. (11) Can we fit more actions in a 3 ship list? Can a 4 or more ship list net more than 3 2/3 action per ship? Did i mess up and this totally doesnt work?
  4. Are tie bombers at I2 not comparable to the republics torrents? 4 more points for an extra hull & loss of evade action. Seems like a two ace & 2 bomber fodder list would work just as well as the republics jedi versions. Or am i mistaken?
  5. My theory is that the proxy mines are anti ace tech. (Needs tested) and the proton are anti swarm tech. Same with both protorps and diamond borons. That nimble bomber chasis with skilled bombieder makes a pretty large no fly zone.
  6. I got to play my first and second game of 2.0. Back in 1.0 i was an imp aces kind of guy. But with fear of being rusty i chose to play something less precise. TIE/ln Fighter - •Seyn Marana - 31 •Seyn Marana - Inferno Four (30) Marksmanship (1) TIE/ca Punisher - •“Redline” - 83 •“Redline” - Adrenaline Junkie (52) Advanced Sensors (10) Proton Torpedoes (13) •Diamond-Boron Missiles (6) Electronic Baffle (2) TIE/sa Bomber - Scimitar Squadron Pilot - 43 Scimitar Squadron Pilot - (29) Proton Bombs (5) Proximity Mines (6) Delayed Fuses (1) Skilled Bombardier (2) TIE/sa Bomber - Scimitar Squadron Pilot - 43 Scimitar Squadron Pilot - (29) Proton Bombs (5) Proximity Mines (6) Delayed Fuses (1) Skilled Bombardier (2) Total: 200/200 View in the X-Wing Squad Builder I went againt 4 republic arcs. Which i thought was a bad matchup from the start. Went 1-1 so not bad overall. I learned a few things. 1st, i can still fly! 2nd, medium bases are weird. 3rd, i overestimate bombs. 4th, I also overestimate Seyn. That being said i liked Redline and the bombers. I am wanting to put in a semi ace in the last spot. And am willing to drop some things from Redline. My thoughts for now are drop Seyn. Drop adv sensors and baffle. Drop the fuses from the bombers. Gives me enough for Pure Sabacc with crack shot. I think. Thought?
  7. Oh. Good call on the crack shot being primary. Totally missed that.
  8. This is my first attempt at a 2.0 list. TIE/sa Bomber - Scimitar Squadron Pilot - 37 Scimitar Squadron Pilot - (29) Conner Nets (6) Skilled Bombardier (2) TIE/sa Bomber - •Tomax Bren - 51 •Tomax Bren - Brash Maverick (36) Crack Shot (1) Proton Torpedoes (13) Munitions Failsafe (1) TIE/sa Bomber - Scimitar Squadron Pilot - 37 Scimitar Squadron Pilot - (29) Conner Nets (6) Skilled Bombardier (2) TIE/sa Bomber - Scimitar Squadron Pilot - 37 Scimitar Squadron Pilot - (29) Conner Nets (6) Skilled Bombardier (2) TIE/sa Bomber - Scimitar Squadron Pilot - 37 Scimitar Squadron Pilot - (29) Conner Nets (6) Skilled Bombardier (2) Total: 199/200 View in the X-Wing Squad Builder
  9. I saw a list with 4 shuttles. "Dance of the white rhinos"
  10. Thank you all for your responses. This has been most encouraging. I DL the official app and the rule book. There doesn't seem to be many fundamental changes (except for turrets). My favorite to fly has always been interceptors (Fel). Whisper was a close second. And i miss the feel of a perfectly placed BR or boost. Payday cant come fast enough.
  11. Thx. Looks like i have a lot to learn. Might pick up the core set 2.0 on payday.
  12. I actually had most of ver 1.0. Not just imps. I think i missed the last wave. Maybe last 2. So it is like a new game with familiar pieces? What is one of the biggest changes i will have to deal with?
  13. Hello old friends. I have not played x wing in over a year. Since before 2.0. And to be honest, i miss it. And am thinking about picking it up again. However, i am nevous about the changes from version 1 to 2. Am i going to be disappointed when my old ships or tactics dont work anymore? Basically, how is the learning curve? And does the game still feel alive and active? Also, are the Imperials still the best? 😃 well that was a silly question. Of course they are!
  14. Again with the fixing. Wonder why people like the Fett and not the Chrome dome?
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