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Turcopolier

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  1. Turcopolier

    TTS question

    As someone who has just started with TTS, I found hexiled gaming on YouTube to be an excellent channel with good tutorials: There's info on how to import lists and much more 🙂
  2. Is there anywhere to watch the games from Brazil? And good luck with the list!
  3. Ah, I see what you mean. Must have been a mental comma in my head. I read it as: If an effect triggers after a ship is destroyed, the effect resolves immediately, before the ship is removed Thanks!
  4. I've heard many say that the calculates from TA-175 isn't distributed until the ship is removed at the end of the engagement stage of the current initiative, and that there's a line in the rules reference that adresses this. However, I can only find the following on page 9: DESTROYING SHIPS A ship is destroyed after it has a number of damage cards that equals or exceeds its hull value. A destroyed ship is placed on its ship card. • After a ship is destroyed in a phase other than the Engagement Phase, it is removed from the game. • If a ship is destroyed during the Engagement Phase, it is removed after all ships that have the same initiative as the currently engaged ship have engaged, which is called simultaneous fire • If an effect triggers after a ship is destroyed, the effect resolves immediately before the ship is removed. • A destroyed ship’s abilities remain active until that ship is removed unless the ability specifies a different timing for the effect to end, such as “until the end of the Engagement Phase.” Such effects remain active until the end of the specified time. The third point seems to indicate that the calculates are distributed when a ship is destroyed, i.e the moment when the number of damage cards exceeds the number of hull point. This would for example mean that the ship itself would get a calc token that another vulture could use when it's defending or attacking. Am I missing something here? People seems sure that it isn't until the ship is removed, but I can't read the rules that way.
  5. I've had that problem too, and an opponent can often deny you the advantage of double mods by rushing you. This will however hopefully stress them and disturb their own plan. The ways that I've found to try to get the effect from the drk's are: •Slow roll with hard 1's and barrel rolls •Put stones between you and the opponent, denying them the possibility to do 5-straights to rush you and generally breaking up their formation •Be prepared to counter-rush their rush. You might not have double mods, but you may be able to get a local 2-1 advantage, catching a part of the enemy force.
  6. Agree with the struts, they really open up the dail for the droids and makes it so much harder for you opponent to read your moves. I'm thinking about trying the following list: Look sir, droids! (52) 0-66 [Sith Infiltrator] (0) Jamming Beam (3) General Grievous (5) TA-175 (5) DRK-1 Probe Droids Points: 65 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (28) Baktoid Prototype [Hyena-class Droid Bomber] (6) Diamond-Boron Missiles (1) Landing Struts Points: 35 Total points: 200 Alternatively exchanging the baktoid for some DBS-404 shenanigans, but that means changing some pieces, and I think that the versatility that 0-66 offers (being able to barrel roll for arc after getting shot at or taking a Target lock to open up the baktoid's options) is more valuable. The jamming beam might become important after I've run into a lot of reinforcing ships, allowing the swarm to punch through a bit more damage. Pew pew (30) DBS-404 [Hyena-class Droid Bomber] (6) Adv. Proton Torpedoes Points: 36 (51) Dark Courier [Sith Infiltrator] (0) Jamming Beam (3) General Grievous (5) TA-175 (5) DRK-1 Probe Droids Points: 64 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 (19) Trade Federation Drone [Vulture-class Droid Fighter] (1) Grappling Struts Points: 20 Total points: 200
  7. Ysalamari•• (crew) (perhaps unique?) 6 points Force bubble: Ships at range 0-1 cannot use force tokens Thematic but situational, and gives force users reason to worry about bumps
  8. Hello there! (Let's start with an Obi-wan reference) Long-time player(wave 4 I think?), long-time reader of the forums, third-time poster. This is my first attempt to join the everlasting discussion on how to improve/change the game, and I'm fully aware that this is a subjective opinion. For me, xwing has always been a game that at its core is, or at least should be, about reading and outwitting your opponent. "What is the person across the table going to do?" is the most important thing. The other important thing is that of balance, in my opinion best achieved through what we can call "trade-off" or "alternative cost". I was a person who actually appreciated VI and adaptability, in the sense that it forced you to trade. "Do I want to move last or do I want to have the option of double repositioning?". A bid was/is in itself not necessarily bad; you trade possible points for an advantage. Herein however lies the biggest problem according to me: the do-or-die of getting to move last, a clear advantage when referring to repositioning and target-locks. There isn't a major* trade-off in the order of movement since it gives you such an advantage that spending almost the full price of a tie-fighter justify it. *Blocking is the natural trade-off here, however the existence of upgrades that allow you to reposition before your manoeuvre severely hampers this. The feeling of having"lost or won" due to initiative before the game starts is not something I appreciated. Since you're not supposed to just criticize without being constructive, here's my two cents: 1. Naturally split the advantage of last movement and the high mobility that double repositioning offers. -------------------------------- Cost-----------------------------------> Init6 (single repos.) Init1 -> Init2 -> Init3 -> Init4 ->{ Init5 (double repos.) This would according to me decrease the bid wars, since the effect of a successful bid isn't as big (which leads us to the main advantage of this change: the negative effect of a failed bid is equally reduced). Perfect board knowledge and the tools to exploit that knowledge wouldn't be linked in the same way, forcing you to become better at reading your opponent. 2. My second cent regards target locks, also heavily dependent on initiative. The suggested change here would be to move the measuring and acquisition of the lock itself to the beginning of the combat phase. You would still take the action as normal, allowing an opponent to get within range. The effects of this would narrow the advantage gap that exists in alpha strike lists. Taking the target lock action would signal your intention, allowing the opponent to avoid you arc if he or she has that option and leaving you without any other mods. It can as such also be used as a bit of area denial. All of this might need some point changes, but I think that the current pricing system doesn't correctly represent the advantage that player order gives. Well, that's all I had. Hopefully these changes hasn't been suggested somewhere already (and properly bashed and dissected, hehe). Thoughts?
  9. You were right about the protons, both the rockets and the torpedoes ? I tend to avoid harpoons due too my anti-meta hipster mentality, but they are way more efficient compared to protons. And 4 GUNBOATS were a bit sluggish if you're not used to it,which I discovered the hard way ?
  10. First post in these forums and first tournament with GUNBOATS. I have no idea how this will go ? GUNBOAT diplomacy: Nu Squadron Pilot (25) Alpha-class Star Wing (18), Proton Torpedoes (4), Proton Rockets (3), Long Range Scanners (0) Nu Squadron Pilot (25) Alpha-class Star Wing (18), Proton Torpedoes (4), Proton Rockets (3), Long Range Scanners (0) Nu Squadron Pilot (25) Alpha-class Star Wing (18), XG-1 Assault Configuration (1), Long Range Scanners (0), Linked Battery (2), “Mangler” Cannon (4) Nu Squadron Pilot (25) Alpha-class Star Wing (18), XG-1 Assault Configuration (1), Long Range Scanners (0), Linked Battery (2), “Mangler” Cannon (4)
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