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RPLev

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  1. RPLev

    Conversion Kit Unboxing on 5/18

    With a lot of ships having Force Powers, I would not be surprised if it's more than 20 While I am here.. I did my best to screen cap most of the reveal on Stream today. I do not have time to get them all I took the time to crop those, and throw them in zip folders. If anyone missed the Stream, and don't want to listen to the entire thing.. My Discord was working when I tested it. Discord has had outages as of late but, feel free to try You do not need an account, or app to view my Discord server. Copy and paste this to your browser: discord.gg/CpfESsF then type some random name on the line, and hit join
  2. RPLev

    RZ-1 and RZ-2 A-wing scale in 2.0

    I actually did suggest RZ-2 pilots already through official FFG channels/communications. I will admit that creating the ideas was difficult because of the very things posted here. The lore wasn't correct in certain areas. Hard to figure out what was the true number. The computer systems was more than a Navicomputer. That much I was able to see. Apparently the HUD and computer system, was almost as advanced as the Stealth X (the Jedi X-Wing) Regardless of numbers.. I do hope the RZ-2 becomes it's own ship in 2.0. It would give the game a Resistance A-Wing, and provide unique gameplay. I did see in lore the RZ-2 is a Hit and Run ship. That is what the Resistance used it for, when they wern't escorts
  3. RPLev

    Looking for Feedback

    I see what you did thar Lets stay on topic though please
  4. RPLev

    Looking for Feedback

    Hello all. I was not sure where to post this. I have been getting my ideas tested, and have been getting official support. I don't want to say too much as I am not sure what I am allowed to say (also concerned I may explain it wrong) Anyways.. out of all the ideas I have been getting help with testing, there is one that I can't seem to get people to agree on, or find a solution. Some people want to modify it, others want to trash it. I decided to take it to the forums, see if perhaps someone else can help get things in the right direction ---------------------------------------- Stealth X X-Wing, Actions: Focus, Target Lock, Boost, Stats: 3 Damage, 2 Agility, 3 Hull, 2 Shields. Dial same as T-65 X-Wing except the 2 maneuvers and all straights are green Luke Skywalker Stealth X X-Wing, Pilot Skill 10 (6, v2), 34 cost, Elite, Torpedo, Modifcation After you become the defender (before dice are rolled), you may recover 1 Force Jaina Solo Fel Stealth X X-Wing, Pilot Skill 9 (5, v2), 33 cost, Elite, Torpedo, Modifcation When attacking with Jedi Shadow Bombs or Proton Torpedoes, the defender rolls 1 less dice. You may spend 1 Force to roll 1 more attack dice. Gain 1 Force on Attack (before dice is rolled) Mara Jade Skywalker Stealth X X-Wing, Pilot Skill 9 (5, v2) 33 cost, Elite, Torpedo, Modifcation When attacking, you may spend 1 Force to change all hit and eye results to critical. Gain 1 Force on Attack (before dice are rolled) Stealth X X-Wing Rule/Reference Card: You may not be targeted by Missile or Torpedo. When Defending, the attacker rolls 2 less attack dice (to a minimum of 1). May not increase hull or shields. May not receive, or give bonuses from/to other ships. If you fire a Torpedo, Missile, or give/receive a bonus, flip this card face down until the End Phase (lose your protection) Give/Receive Bonus is reffering to things like Jans Ors Pilot Ability, Garven Dreis and so on --------------------------------------------------------------------- The idea was later modified to drop the first sentence, and keep it at the "attacker rolls 2 less dice (to a minimum of 1)". After that, the attacker rolls less dice was dropped, and the torpedo or missile sentence was kept. Apparently that was not enough. Some people were saying it's rule/reference card is too complicated. After awhile people wanted to give it the Cloak token/rule that Whisper has. No one could agree on that When V 2.0 was announced, I did change the pilot abilities to keep up. I was thinking this would be a perfect opportunity to provide the first Force expansion after the 2.0 release. So far that hasn't been an issue. It seems the conflict is because of that Stealth X rule/reference card My goal with this idea was to provide the Rebels an expensive, small ship that is a "jack of all trades". I decided a "jack of all trades" ship that is also solo fighting capable would be best (similar idea to Dengar vs the World list). Corran is not the best in the current meta so I was thinking this could fill the void until fixes are made (so Corran can return) Any help to resolve this impass is appreciated. Thank you!
  5. RPLev

    State of the Game and Lore

    Darth: What do you mean Scenarios? Are you referring to things like what I was seeing before I quit? I forget the name but, it was something to do with no same ship, no same pilot. I can't remember 100%. Or are you talking about Mission type of stuff? Velvet: I completely understand. At this point I am only Testing FFG content (if I am brought on). It's the only thing I care about at this point. I am tired of trying to play on a casual, or competitive level. I want to use my experience to help make the game better I can agree with the Turret situation. I did notice that Auto Thrusters are your only hope on a few ships. Given how statistically bad Green Dice is, it's hard to rely on it though. I am unsure of how to fix that problem as a hole. You can DM me if you want to (here or on Discord). I am always happy to take a look and see if I can do something about it
  6. RPLev

    State of the Game and Lore

    Hello everyone. I wanted to ask questions on two different topics/subjects. I am going to guess I ask them here. The other sub forums did not look like the place for these questions The first one is about the State of X-Wing TMG. I quit the game awhile back as I was unhappy with the tournament scene in my area. Too many people were running cheese lists just to upset people. When I said something about it, I was instantly hated for it. I recently went back to the stores near my area (not the ones that were a problem) because of a project I am working on related to X-Wing. I have asked for help in so many different places (in this area), and I have found it hard to find anyone willing to help One of the people at a store luckily said they would take a look. Then they went in to a long explanation as to why I am finding it difficult to find help (localy). The short version is that they were saying X-Wing TMG is in hibernation. A lot of people have quit because they felt that FFG has failed them (in terms of balancing the game). I haven't been around in a long time but, the explanation does make sense (in a way). Since I quit, 4 Stores have closed their doors to X-Wing TMG (due to a lack of players). This is only in my area of Texas though. Is this happening else where? Is it true that players feel this way? The other thing I am wondering about is the Lore. I was looking at the lore because it also relates to the project. I came to realize after reading so much lore that X-Wing TMG may reach it's limit of the ships it can add. There are some ships, or pilots that do not have a lot of lore to go on. The few that do have lore to go on, don't even have art work attached to them (in some cases). Is art work important? Is the lack of lore going to be an issue? I am interested in hearing what you all have to say. Thank you if you respond!
  7. RPLev

    Seeking Test Help

    Hello. I recently proposed some X-Wing (old and T-70) card ideas to an FFG person. They said if I could get them tested, they would look at it. It's a long shot I know. I am willing to try though I have gone to all of the groups that I am aware of in my area.. Madness, Generation X, and some place in Keller (I can't think of the name atm)(DFW Area). I was unable to locate help If I am unable to locate players in my area to test with, I am more than willing to give the ideas to groups else where in the world, to test. If anyone is interested, I can be contacted via Discord, or Email. I do not use Facebook Thank you if you respond
  8. Finn. You add a blank dice when they are in Arc. It works on defense and offense, and is not range restrictive so it can be used even at Range 3. Rey herself is the same way. Her pilot ability is not restrictive. Thats why you run Finn with Rey all the time. With the re-roll and extra dice, it works out beautifully As for Karhedron.. Ok fine then. Put Determination on Rey. Rey is very much a jouster so Determination will prevent the Stunned Pilot, Shaken Pilot, Damaged Cockpit and Blinded Pilot. These are all cards that can prevent the strategies I mentioned. With that, it leaves you 3 Points so you are free to put a Hull Upgrade on Rey, or Pattern Analyzer on Poe. I would still avoid using the Black One. Poe should be Focusing or Target Locking. That is how you achieve maximum efficiency. If he is barrel rolling or boosting, that doesn't help as nearly as much. With Auto's you can avoid the Range 3 munitions a bit easier anyways. Thats just me
  9. I am unsure about it right now. It is a token stacker but, all it takes is Nien Nunb (T-70) with R3-A2 to make everyone suffer. At least more than 1 ship pays the price for being "cheesy". With the Defender list there isn't punishment for it (really). Each Defender manages to get their tokens, with minimal counter. The only way to stop it is by blocking them, stressing them, or taking their tokens away. In that scenario.. Odds are you are only punishing 1 of the 2 Defenders. Even if you get to that point, you have to worry about Omega at some point (if you live). It's not like the Mind Link list where I don't have to put much effort in to punish all 3 ships. Does that make sense? I am hoping I explained it well. If I did can I please get help with the Scum list?
  10. You must of skipped over what I said Karhedron. Poe is fine at 42 points. I did run a successful test against a high skill player. Not only that I have been in recent Tournaments with it. I know it works. Rey with Expert Handling is just reducing her awesomeness. If you run Rey with Finn.. She is a beast. You need to think about complimenting that, not trying to do the complete opposite. 2 Green Dice, and 5 Red Dice is way too good to pass up. Predator or Expertise is the way to go in my opinion.
  11. Hello all. I have been theory crafting as of late. I am aware of the meta, and have recently been in Tournaments. My most recent build did great against the meta but, not so well against "cheese" builds. I want to try and find a build that can adapt to situations like that, and certain aspects of the meta. I decided to look towards Scum for this. I recognize that Manaroo, Fen, and Old Teroch are at the top for average wins (based on data). The builds always involve Mindlink though. That is easy to shut down if a "cheese" build gets a hold of it. I know people tell me it's tactics and all of this other crap but, lets be realistic.. That person is just being a ****. Just because the rules are saying you can't do it, doesn't mean you should. There are players who will not have fun fighting your lists. I am one of those people. I have no problem fighting a list and losing because of mistakes I made, or because of bad dice. When I lose because you decided to come up with a list that causes double stress, and ion, or stacks tokens all day.. Then that is not fun. I spend turn after turn not being able to do anything because the build literally makes it so I can't do anything. Builds I am talking about are Paolob with Ion, Asaj with Tactician, or double defender and Omega. I already know from previous tournaments that even with the Defender nerf, they get too much agility, and too many tokens for a single ship. Even my older Triple X build can't put a dent in that (even if I roll perfectly). By the time I manage to get damage through I am basically dead. Anyways moving on.. So this is what I came up with. Manaroo: Wingman, K4 Security Droid, Unhinged Astromech Fenn Rau: Fearlessness, Concord Dawn Protector, Auto Thrusters Old Teroch: Veteran Instincts, Concord Dawn Protector, Auto Thrusters My logic for switching out Mindlink was to prepare for the "cheese" lists and the rare times you run in to a Stress Bot with the meta. Manaroo is still able to give Fenn a Focus, and a Target Lock (if Green Move). If Manaroo does not get a Green Move off, she can still pass on either a Focus or Target Lock. Fenn can use his action to get what is missing. Manaroo can still help by clearing a stress, and readying the squad for next turn. With Fearlessness instead of Mind Link, Fenn is putting out more dice. As for Teroch.. I put VI in there because enemy Fenn's, or Imperial Aces will try to get out of your Arc. By increasing the Pilot Skill to 9, it reduces the chances of that happening. This leaves me with 5 points. I am not sure what to do. I was thinking I could put Counter Measures on Manaroo, or Torpedoes on Fenn and Teroch. I could squeeze Flechettes in there, or a single Ion Torpedo. Anyone with ideas, or comments regarding the build? Thank you for any replies that help me figure out the build With that posted, I wanted to post the build that came before this. And no it's not "cheese". It is quite easy to shut down if you focus fire, or stress it. Rey: Expertise, Finn, Kanan Jarrus, Millenium Falcon (TFA) Poe (PS9): Predator, R2-D2, Auto Thrusters I did get to test this build on one of the World's players and it won. The goal with the build is to let Rey take the hits. If she happens to bump it's fine. Her re-roll applies as long as something is in the arc. Expertise furthers the bump potential by giving her a free Focus everytime basically (assuming no stress). If you need to get turned around Kanan Jarrus will allow you to use the special move thanks to the title (if you aren't stressed). If stress builds become more common Predator can work. As for Poe.. His main job is to help Rey. He should never be the one taking all of the hits (unless Rey has taken too much). The meta right now in Tournaments is lists with at least 1-2 TLT's. This includes Rebels and Scum lists. Rebel builds with TLT will be the most common (Miranda). That is why Auto Thrusters are there. If the meta does change, then swapping out Auto's for Integrated Astromech, and putting a Pattern Analyzer in the Tech Slot is the way to go. That is the TLDR. I hope it helps someone else
  12. I disagree with the Poe Build. My reason being is that I have been flying Triple X Builds for years. I know good and well that clearing stress on them is a pain in the but. Not only that, Poe is HEAVILY reliant on having a Focus to be effective. Black One title is in my opinion worthless. I will be making my own post as I will be asking for advice on a different build but, I will mention the build I am about to give you. Rey: Expertise, Finn, Kanan Jarrus, Millenium Falcon (TFA) Poe (PS9): Predator, R2-D2, Auto Thrusters I did get to test this build on one of the World's players and it won. The goal with the build is to let Rey take the hits. If she happens to bump it's fine. Her re-roll applies as long as something is in the arc. Expertise furthers the bump potential by giving her a free Focus everytime basically (assuming no stress). If you need to get turned around Kanan Jarrus will allow you to use the special move thanks to the title. If stress builds become more common Predator can work. As for Poe.. His main job is to help Rey. He should never be the one taking all of the hits (unless Rey has taken too much). The meta right now in Tournaments is lists with at least 1-2 TLT's. This includes Rebels and Scum lists. Rebel builds with TLT will be the most common (Miranda). That is why Auto Thrusters are there. If the meta does change, then swapping out Auto's for Integrated Astromech, and putting a Pattern Analyzer in the Tech Slot is the way to go. I will warn you this build does not work well against "cheese lists" such as Asaj+Tactician, Paolob with Ion, or Twin Defenders and Omega.
  13. Mad Cat: I had no idea the % was so high. Let me ask this so I make sure I understand you. Scenario A: both Mk 2B's are at Red Distance plinking away at a Victory. Both roll 1 blank. You are saying I immediately pick up that blank dice and re-roll it because of DTT? Alzer: So its my understanding in this scenario that I should use DTT, or Enhanced Armament. Correct?
  14. Thank you to all for the responses. This helps me a lot. Madcat: I did consider DTT's over Enhanced Armament. I havent found a lot of information on them but, I am thinking you need to be in Blue Range to exchange its 1 Blue Dice, for a Red. If that is the case then it would seem to me that Enhanced Armament would be more worth it. Due to the HP of the Assault Frigate, and the type of defense tokens it has, it seems best to stay at Red Range. I was thinking between that, Ackbar, and Concentrate fire, it could get up to 7 Red Dice. That is what brought up the question of XI7. I was thinking if I drop down to 6 Red Dice, XI7's would be a decent choice. However it seems that it doesn't based on what I am reading this morning. Ginkapo: I used the MC 80 Star Cruiser for theory crafting purposes at the beginning. However this time, I am using the Mk 2B. In either theory craft, I have used those for Ship combat only. I left the Squadron Commands to the GR-75's. So 2 MK 2 B's would be focused on one ship at a time (if possible). As of this morning I worked out the points to fit the Enhanced Armament (or another Turbolaser), and a Gunnery Team on both MK 2 B's. Sirdave: This is what I was looking for. I understand there is a lot of circumstances so a guideline or a rule of thumb would help me a lot. You provided that
  15. Hello. I have been able to get most of my questions answered by the Armada Discord Group. One was created awhile back for these forums. However there is one question that I need as many answers as I can get. This means them and the forums. I tried Google'ing but, I could not get a straight answer. The question is when does Raw Damage become more important than XI7's? (assuming points aren't an issue) I used 2 Assault Frigate Mk 2 B's in my example. I was looking at Enhanced Armament vs XI7. I know from previous Tournaments that you will almost always see a Victory or an ISD. These have Redirects. Assuming I were to hit one of these in the face with 4 dice, they could redirect all of that damage back. In a way, on a mathematical level, it seems that the XI7 is at most 3 dice in value (in that scenario) due to it keeping them from redirecting more than 1. However that is just the example of the ISD and Victory. There are some lists which do contain either a Demolisher or a Raider (Demolisher being most common). I have yet to see if any lists in the tournament will include the Arquitens. In the case of the Aqruitens or the Raider, it seems the XI7 loses value. As you can see this is my theory crafting issue. I am not sure what the right call is. Anyone with math or some other kind of information to shed some light on this?
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