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unfassbarnathan

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Everything posted by unfassbarnathan

  1. Not just one, 5 of the top 7 ranked players were flying republic!
  2. Probably fairly similarly. TIE swarm hits harder, but also crumbles faster if you mess it up. Rebel beef, still a good matchup, can't alpha something with the lower initiative, but still will joust harder. XY's Separatist swarm, TIE/Sinker swarm still favoured. The list's tricks are built to deal with lower ship count lists. 5 RZ2 A-Wings, harder for the Sinker swarm, moves slower, but a lot more health for the A-Wings to very slowly deal with. Kylo/QD/Tavson - easier for Sinker swarm, Tavson's big gun matters less and mid-late game Kylo cannot pick off ships in one round 3 CLT Jedi+Wolffe - same sort of marchup, joust hard, spread arcs and catch things Sinker variation - 'standard' (my) Sinker swarm would out joust easily, more efficient Rey, Cova, Talli - similar, Rey can hit really hard and the movement tricks are good Guri/Fenn - with Sinker one can spread the arcs more and make it easier to catch things, but more vulnerable to something getting picked off, moreso with no Iden safety net, and then falling behind. Slower and harder to catch things 5 SFs- should be in Sinker's favour, have the health to weather the barrage of 2 hit attacks while dealing out more damage in return Lando/Wedge/Jake - with a good engage its in Sinker's favour, but slow and easier to run away from and get behind. In general, I hadn't practiced patience waiting for a good engage with Sinker swarm, not quite so easy to k-turn up and down a board edge. TIE swarm is more patient needing to engage in the formation, whereas Sinker can spread out a little and is less afraid of flying into the obstacles a little. 5 health on a Torrent is mucher safer to fly through an asteroid or debris than 3 health on a TIE fighter. Matchups do seem largely similar, but I've practiced and played both lists and back myself against most/all things. Hope that makes some sense lol
  3. Here's my (probably way too long) write up from the Oceanic Team Champs! #finalsalvochampion https://nathanxwing.home.blog/2019/09/14/ties-to-the-oceanic-team-champs/
  4. I believe the bid is mostly there due to lack of better (any) options for those points. It's a good list, has a bit of beef to it, solid firepower and weird flying patterns. Felt especially rough to me with them all getting to move last with that nasty barrel roll, and only spending the points for I3 (rather than paying for I5/6 repositioning) Probably the biggest trick to blocking I used with this squad was exploiting activation order, and bumping my ships into themselves. For example, with the block of 4 Torrents, I could move the back ones first 1 straight and barely move. There's enough ships to cover a lot of space and give them no where to go. And understanding a block is far more valuable than trying to have every single ship shooting the same target, because it will escape with repositions, or get green tokens for defense. There's more to it, but hard to simply explain, lots of practice! My set up started in a corner, with Sinker on a board edge facing the opponent zone, the 4 Torrents in a block next to him, and the 1BP facing the other ships, with distance to fit a 4 k-turn behind the torrents before Sinker moved. From there, there was a few things I had preplanned, but was fairly open for different maneuvers and angles.
  5. Taking the delayed joust strategy. He set up diagonal to me, and then we both went straight and turned in the middle. I took the opportunity to form a big column with my ships to prevent his turning around. Yeah I dunno. It's a tough matchup for him, the more I see of this Resistance squad, the less I like it. It's mostly a jousting squad, but far from the best at jousting. StarVipers did mean things. I definitely need more practice with or against them, they don't fly like other ships. Definitely exceptionally well run and enjoyable!
  6. Here's my write up from last weekends System Open in Australia https://nathanxwing.home.blog/2019/09/04/system-open-sydney-with-sinker/
  7. New blog post up, looking forward to an old friend returning in Wave 5. https://nathanxwing.home.blog/2019/08/26/snap-shot-is-coming-back/
  8. Never really found myself wanting Swarm Tactics or thinking it would make a big difference. The 'standard' build of Howl w/ST, Iden w/ST, Gideon, Del/Seyn, Wampa, AP shoots 2+2+3+2+3+2=14 dice at i4/5 assuming Wampa not targeted and Gideon gets turned on. My Crack swarm does 11/12 dice at i4/5 and 2 more at i1, and with generally a couple Crack Shots lined up the damage potential is higher. I imagine there are scenarios where getting an extra damage or 2 from the AP at i4 could be crucial for initiative killing something, I haven't found that to be gamechanging, and the Crack Shots have the same effect of pushing an extra damage or 2 through. I certainly like the Crack Shots and don't find lining up the bullseyes to be an impossible task as many people suggest, and its a bit more interesting to fly having a stronger alpha strike when you get it right
  9. I wrote a tournament report about my experience the recent Hyperspace Trial in Wellington New Zealand, check it out! https://nathanxwing.home.blog/2019/08/20/jumping-to-hyperspace-in-wellington-tie-tournament-report/
  10. I'm back writing with some ramblings on Resistance and some of the new toys they got in the Resistance Transport expansion. https://nathanxwing.home.blog/2019/08/14/synergyresistance/
  11. Brief take on Proton Bombs, Trajectory Simulator, Landing Struts..... and reload! https://nathanxwing.home.blog/2019/07/04/separatist-tower-defense/
  12. No more invulnerable than a Defender with focus+evade. For reinforce to trigger, a damage goes through every time. And you're paying points for the privilege of starting down a shield....
  13. Anything in a TIE Defender. Win rate against them isn't bad, but I can't think of anything else I've enjoyed playing against less, not even 1st ed Dengaroo
  14. 6 agility seems strong
  15. New blog entry where I look at the recently revealed modificaton, Angled Deflectors. https://nathanxwing.home.blog/2019/06/14/angled-deflectors-expose-and-opportunity-costs/
  16. New blog up with thoughts on Hyperspace and Rotation, accompanied by an analytical breakdown of ships/formats/releases. https://nathanxwing.home.blog/2019/06/06/hyperspace-by-numbers-why-soontir-should-go/
  17. Definitely tricky to balance having 7 factions, and rereleasing old ships, and trying to keep all players excited. Hopefully the points change will shake it all up well enough. Here's a crazy idea for a Scyk list I threw together the other day, might be fun but I'm short about 3 sycks lol Drea Renthal (42) Dorsal Turret (2) Ship total: 44 Half Points: 22 Threshold: 4 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (28) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Cartel Spacer (28) Tractor Beam (2) Ship total: 30 Half Points: 15 Threshold: 2 Cartel Spacer (28) Tractor Beam (2) Ship total: 30 Half Points: 15 Threshold: 2 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!139:,10:;86:,137,,,,,,:;139:,10:;139:,10:;139:,13:;139:,13:&sn=HLScyk&obs=
  18. https://nathanxwing.home.blog/2nd-edition-timeline/
  19. Wow, yes. Aluminium foil type boxes sound perfect for dial storage! And I agree, recycling is ideal
  20. Blog about X-Wing Storage (how exciting!) https://nathanxwing.home.blog/2019/05/10/x-wing-storage-solutions/
  21. Short piece about the new Electro-Proton bomb revealed on FFG's live stream this week https://nathanxwing.home.blog/2019/05/02/danger-electro-proton-bomb/
  22. Dooku is a super interesting card. Here's an article I wrote back when he was spoiled breaking down the maths, if you're interested in a read http://nathanxwing.home.blog/2019/03/04/count-dooku-smug-separatist/
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