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AngryAlbatross

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Everything posted by AngryAlbatross

  1. I have been trying to make the bomber work as a 'gunfortress' as well. Sadly I think its just better to take Rey. I need to try a cheap Vennie build. I flew this last night too and it did ok but Finch just dies real quick. Gunfortress (200) Finch Dallow — MG-100 StarFortress 64 Fire-Control System 2 Pattern Analyzer 5 Rose Tico 9 Veteran Turret Gunner 8 Finn 10 Proton Bombs 5 Seismic Charges 3 Delayed Fuses 1 Ship Total: 107 Half Points: 54 Threshold: 6 Tallissan Lintra — RZ-2 A-Wing 36 Heroic 1 Concussion Missiles 6 Ship Total: 43 Half Points: 22 Threshold: 2 L’ulo L’ampar — RZ-2 A-Wing 43 Heroic 1 Concussion Missiles 6 Ship Total: 50 Half Points: 25 Threshold: 2
  2. I had a blast flying this last night Cow Herding (199) Colonel Jendon — Lambda-class T-4a Shuttle 46 Fire-Control System 2 Director Krennic 4 Grand Moff Tarkin 6 Ship Total: 58 Half Points: 29 Threshold: 5 Rho Squadron Pilot — Alpha-class Star Wing 35 Fire-Control System 2 Plasma Torpedoes 9 Advanced SLAM 3 Os-1 Arsenal Loadout 0 Ship Total: 49 Half Points: 25 Threshold: 4 Rho Squadron Pilot — Alpha-class Star Wing 35 Fire-Control System 2 Concussion Missiles 6 Advanced SLAM 3 Os-1 Arsenal Loadout 0 Ship Total: 46 Half Points: 23 Threshold: 4 Rho Squadron Pilot — Alpha-class Star Wing 35 Fire-Control System 2 Diamond-Boron Missiles 6 Advanced SLAM 3 Os-1 Arsenal Loadout 0 Ship Total: 46 Half Points: 23 Threshold: 4
  3. I for one would love to see RZ1's and Interceptor come down. The generics are overpriced and for the interceptors there is just no reason to take them over a striker. It would be cool if they gave us generic i5 interceptors as royal guards. Soontir, 2 guards and a shuttle should be a list.
  4. It would be really interesting if they gave them a hardpoint but no primary attack. To me they sound like a M3a
  5. If a buzz droid swarm relocates, but an enemy ship overlaps it again (say by moving after the first ship that interacted with the droids), does it relocate again?
  6. What if they overlap another ship when being relocated? Are ships objects?
  7. So is whats the consensus on buzz droids? Do the immediately relocate if the overlap on launch? Do they immediately detonate if they overlap an enemy ship when they would be placed? Seems like it would be reaaaaaly difficult to make them useful if they cant overlap multiple ships....
  8. I think this is incorrect. Only if you would overlap an obstacle can you not be placed. Overlapping multiple ships is fine! Otherwise why would the card say 'each enemy ship at range 0'
  9. You have given me hope for the gunboat. This is a fantastic idea! I like ruthless on them with Jendon. Still fits with the points update. Sprinkle Advanced Slam or Passive Sensors to taste. GUNBROS (199) Rho Squadron Pilot — Alpha-class Star Wing 35 Ruthless 1 Proton Torpedoes 13 Advanced SLAM 3 Os-1 Arsenal Loadout 0 Ship Total: 52 Half Points: 26 Threshold: 4 Rho Squadron Pilot — Alpha-class Star Wing 35 Ruthless 1 Proton Torpedoes 13 Advanced SLAM 3 Os-1 Arsenal Loadout 0 Ship Total: 52 Half Points: 26 Threshold: 4 Rho Squadron Pilot — Alpha-class Star Wing 35 Ruthless 1 Diamond-Boron Missiles 6 Advanced SLAM 3 Os-1 Arsenal Loadout 0 Ship Total: 45 Half Points: 23 Threshold: 4 Colonel Jendon — Lambda-class T-4a Shuttle 46 ST-321 4 Ship Total: 50 Half Points: 25 Threshold: 5
  10. What I see now is players take the best ships and mix and match them. I would like to encourage more realistic squadrons. Looking to X Wing vs Tie Fighter for inspiration, most of the missions you only two or 3 ship types at most. Maybe you had some escorts flying A-Wings and some strike guys in Y's, B's or X's. But it was usually 2 A 2 X or 2 A 2 B or whatever. Not ABXY (choose the best pilot of each). I agree it would be hard to balance. I wouldn't want the benefit to be too powerful, but I want to try to encourage people to not just take the best pilot of every ship and make a soup (or alphabet).
  11. What combo does Ello have? Is there a way for her to get TL and Focus?
  12. I would bring in squadron mechanics. Something like if you fly at least 3Z's and 2 Y's you get some bonus. Or 4 Tie/LN's and 2 Bomber's. Something to encourage people to mix it up and fly more thematically.
  13. @Wazat have you tried the struts? I have found the bombers are great at sitting on a rock and reloading/clearing stress with struts. Plus you can ignore the rock and still get it for defense.
  14. I was talking about in general use, not in the Cluster Missiles case. Forgive me for not being clear
  15. I still think its a wasted card as it stands currently. Sure the cluster missile interaction already is there, but most of the time it is far better to chance the reroll in my humble opinion. On vultures they are so cheap already I don't know if I would chose this over struts.
  16. Question about Kaydel, Does she allow you to change the bearing of your maneuver? I don't see any restriction in her wording preventing you from changing direction...
  17. To those who are unaware (or perhaps don't use ordinance). Munitions Failsafe is a card that lets you cancel all dice when you shoot a missile or torpedo. Currently there's not much use to it because it specifically happens immediately after Rolling Attack Dice but before the Modify Attack Dice step (according to rules consensus on forums). Maybe it would be good on something with a Proton Rocket, but otherwise its probably better to just spend that TL or Focus you had on modifying your dice. (Card image below for the uninformed) I humbly petition FFG to arbitrarily rule that this card's action takes place during the Modify Attack Dice step. This would make this card actually usable as one could do the following! 1. Spend a TL to reroll and see if you get enough hits on a weapon, then when you blank out on the reroll, recover your charge 2. Use Thane's ability on a fancy ion torp, then recover the charge 3. Shoot a cluster Missile at someone, then shoot the bonus attack for funzies and if you blank out, recover the charge Plus numerous other uses! Please hear my cry ffg! Make this card actually useful!
  18. The problem I have with Predictive shot is it costs a force and happens after CLT. So now you are talking about spending 3 force a turn to get a good hit. 1 for the boost, 1 for flipping CLT focus into a hit and 1 for Predictive Shot. Its too bad that CLT happens before, if it was the other way around it and predictive shot would be a fantastic combo because you could deny the extra die and add the hit.
  19. Soontir in a nut shell.
  20. If you can handle the ace flying I think CLT is better. But if you can't dodge the arcs then go for Delta 7 for a little extra chunk. Personally I would always take CLT. With boost its not that hard to line up the bullseye, but it does cost force!
  21. Just dropping it to 3 points or 2 points might make it see play. Right now its just better to guarantee to do a crit with a proton bomb.
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