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About FisherSpassky

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  1. Thanks for this excellent summary! The field research on how CLT can make you and your opponent fly differently, especially, is really useful. I'd still argue the semantics of "trap" are incorrect, or, at least, no more correct than for CLT than any other card. In other words, there's an opportunity cost to pay for running 7B—critically you're rolling one fewer green die every time you're shot at.
  2. For the last few days I've been seeing this repeated on lots of different Sprite-based posts. It feels like echo-chamber stuff at this point (folks that don't love CLT repeating a line that succinctly states their critique). But no one spells out what the "trap" is. Closest I've read is that it isn't great on low initiative pilots; that makes some sense, but it's not a trap so much as just a little ineffective. What am I missing? Is there some post--now FFG Forums canon--that details the CLT Trap? Or are people just being dittoheads?
  3. This is my three-ship version, but it needs some thought: Delta-7 Aethersprite - •Anakin Skywalker - 75 •Anakin Skywalker - Hero of the Republic (60) R4 Astromech (2) Heightened Perception (3) Calibrated Laser Targeting (10) Delta-7 Aethersprite - •Mace Windu - 57 •Mace Windu - Harsh Traditionalist (46) R4 Astromech (2) Heightened Perception (3) Calibrated Laser Targeting (6) Delta-7 Aethersprite - •Obi-Wan Kenobi - 66 •Obi-Wan Kenobi - Guardian of the Republic (53) R4 Astromech (2) Heightened Perception (3) Calibrated Laser Targeting (8) Total: 198/200 View in the X-Wing Squad Builder
  4. I agree that three Sprites is the way to go. And I really like that there seem to be any number of versions of that triple that'll work really well. Honestly, I can't remember the last time we got a ship with so many interesting pilots and builds--which is why I'm super excited about this one. My experience is that leaner is often better in X Wing in general, so you're probably right there, too. (When you have a HUGE bag of tricks, each one becomes less likely to be used, I think.) So my "realistic" version of running OWK and Anakin together strips them down to just CLT, and throws in Torrents Tucker and Oddball to fly together as flankers. But I'm going to try Anakin in God Mode at least once... and probably first.
  5. I feel you, but if I'm putting around 50 points into Supernatural, I expect to have to line up bullseyes. You're right about the bid though, I'd just rather drop R4-P17 off Obi-Wan, or drop both droids to regular R4, to get the bid down.
  6. Delta-7 Aethersprite - •Anakin Skywalker - 107 •Anakin Skywalker - Hero of the Republic (60) •R4-P44 (5) Supernatural Reflexes (32) Calibrated Laser Targeting (10) Delta-7 Aethersprite - •Obi-Wan Kenobi - 90 •Obi-Wan Kenobi - Guardian of the Republic (53) •R4-P17 (5) Supernatural Reflexes (24) Calibrated Laser Targeting (8) Total: 197/200 View in the X-Wing Squad Builder I just want to run 197 of insanely slippery Jedis until I'm amazing at flying them. But, realistically, I'm going to get tabled, what, 80% of the time?
  7. Thanks! Yeah, my thought was to sub Dace for Drea, keep the generics. But again, I'm not sure I'd actually prefer that setup.
  8. Does subbing in Dace (dealers choice on how to kit out the HWK, but I like the title and Swarm Tactics) make this a more flexible control list? If I'm all-in on ions, I like Dace for the added insurance to lock something down on the first round of shooting.
  9. Hey Guys, I started a podcast about a little over a month ago called Doing It To Death – talking about things my friends and I are obsessed with, past and present. On the newest episode, released today, I talk about how and why X-Wing is so easy to obsess over, the basics of play and squad building, etc. http://doingittodeath.podbean.com (Also available on iTunes and Google Play, natch.) It's pretty rudimentary stuff for any of you that have been playing for a while. But I wanted to post it here, in a way to thank the FFG Forums Community for being such a good place to hang out over the last few years. Thanks!
  10. The initial testing went really well with this. A few takeaways: - Like you guys, I wasn't 100% sure about needing Engine and Autothrusters, but with this list, and a second one featuring the new Kihraxz heavily, the combo proved invaluable on offense (especially with TBC) and defense. I'm a lot more likely to play with removing Vectored Thrusters than the EU/AT combo. - Jostero proc'd twice in my first match – which was a quick one I took 100-0. That seems like a reasonable return on investment. - I love the Pirate with TLT and Bomblette as fire support, here. He can fly with the Kihraxz, and even as someone who has never run bombs before, it was pretty easy to make good use of them. - How to position at the start of the game, and turn 1, will both take a little time to figure out.
  11. After much deliberating, and Guns for Hire-based theory crafting, I'm going to put this on the table tonight. Both Kihraxz have some fluffy cards thrown on, just because the title makes them free (but Dampeners never hurt) Biggest question – other than answering if Capt. J's ability procs enough to make this whole thing worthwhile – I have right now is: Would it make sense to ditch TLT and make room for either better bombs, or getting Engine + Autothrusters on Capt.? Thoughts welcome. Results forthcoming: Talonbane Cobra — Kihraxz Fighter 28 Push the Limit 3 Harpoon Missiles 4 Inertial Dampeners 1 Engine Upgrade 4 Autothrusters 2 Guidance Chips 0 Vaksai 0 Ship Total: 37 Captain Jostero — Kihraxz Fighter 24 Deadeye 1 Harpoon Missiles 4 Inertial Dampeners 1 Vectored Thrusters 2 Munitions Failsafe 1 Guidance Chips 0 Vaksai 0 Ship Total: 28 Karthakk Pirate — Scurrg H-6 Bomber 24 Twin Laser Turret 6 Bomblet Generator 3 Fire-Control System 2 Havoc 0 Ship Total: 35
  12. Quick recap: The bad news (sort of) is that I misunderstood the scheduling – the FLGS Facebook page seemed to indicate just three, 60-min rounds of Swiss. That seemed odd, but I scheduled around it. Long story short, played two games of Swiss and then had to drop to get across the state for a family reunion. The good news is I had a blast. Super super nice people, not only helped out with basic n00b questions, but also made the rounds and time between rounds really entertaining. Nice dude named James playing next to me found out it was my first tournament and just handed me a few alt art cards, which was rad (also, great swag at Pandemonium Games, along with tremendous staff). The trip T65s didn't do so well. I lost game one to a guy named Chris running Rebel Junkyard. I flew a little too aggressively in the early rounds, lost Biggs before I should have, and just managed to take a 30-pt Lowhrick off the board. Flew better in round two vs. a Han + Poe list. Was pleased with setting up Han in what I thought would be a good kill box, but landed Wes on a rock and lost Biggs in the same round. Learned a ton, and I'll for sure fly in another tournament. Thanks again to everyone for the great advice.
  13. I like the potential of using M9-G8 to help protect Biggs if Wedge breaks off to flank, for sure. Appreciate the advice.
  14. You're saying I shouldn't be running him with my standard ship number 13?
  15. Over the last week I think I've posted/proposed two or three other lists for my first-ever tournament (happening in a few hours!). In the end I'm going to run these three old standby friends. For one because I'm a little more comfortable with them, and also because I just think T-65s are the jam. Any advice for someone headed into his first competitive play experience? Wes Janson — X-Wing 29 Veteran Instincts 1 M9-G8 3 Vectored Thrusters 2 Ship Total: 35 Biggs Darklighter — X-Wing 25 R4-D6 1 Integrated Astromech 0 Ship Total: 26 Wedge Antilles — X-Wing 29 Predator 3 R2-D2 4 Vectored Thrusters
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