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Bodacious2182

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  1. When I win: "There is no order without the First Order"
  2. I don't think we should count this out yet. Kylo is a pilot on this thing with two force, right? That means when able this thing can look at 3 dials. Secondly, with supernatural reflexes on the kylo pilot and the sizeable health to risk it, this thing can get around pretty fast. Lastly, if the force isn't used up, here is another ship that has 3 force available. I bet this combo is very expensive, but we will have to wait and see how powerful.
  3. https://images-cdn.fantasyflightgames.com/filer_public/ca/45/ca45cc77-776b-4a27-a4e2-72a4f493571b/x-wing_tournament_regulations_20_v2.pdf
  4. I like redline for that pre move reposition and krennic gives Vader some help vs high agility ships https://raithos.github.io/?f=Galactic Empire&d=v4!s!173:74,113,-1,-1:-1:-1:;191:111,134,97,-1,-1,-1,-1,-1:-1:-1:;186:28,-1,-1:-1:-1:&sn=VaderRedShutt&obs=
  5. So I ran this last night against a Rey list and did really well: Kylo Ren (TIE Silencer) (35) Push the Limit (3) Advanced Sensors (3) Primed Thrusters (1) Autothrusters (2) First Order Vanguard (2) Major Stridan (32) Sensor Jammer (4) Systems Officer (2) Rebel Captive (3) Pattern Analyzer (2) Advanced Optics (2) Engine Upgrade (4) Kylo Ren's Shuttle (2) Total: 97 View in Yet Another Squad Builder It was able to give out actions, boost after a red maneuver, hand stress out like candy, and punch like Mike Tyson. I am considering switching out fleet officer for tactician, but that might nerf the title.
  6. Yah I never said getting Chewie for free was unfair, just a big advantage. Where is this official clarification from FFG?
  7. One thing I have found is that the rebels have a slight advantage when it comes to ground troops being able to create them out of thin air with uprisings. Early in the game, if there isn't enough fire power on one of the key planets to hold it, the rebel player can deny it pretty easy and it can be troublesome to get more troops over there to retake it depending on what is in the region and what is in the build queue. This problem can be worsened if the rebel player is being strategic and takes out some transports early on. I blew up Utapu to get rid of the troops that were on it and it changed Naboo loyal. It ended up helping a bunch, I thought. In the future I wouldn't mind blowing up Dagobah or Kashyyk. Getting chewbacca for free is nuts (not brokenly so) and gives the rebels a big advantage. As an update to the above, I tried the strategy of taking lots of systems early on. I had the rebel base found and killed in turn 5 or 6. The only missions I did was a couple of loyalty missions and the R&D mainly to counter any sabotage. Everything else was moving everywhere. When I pulled an action card with one of the generals to identify if the base was in a certain region or not really helped. In the end I stumbled upon the base with two star destroyers, an AT-ST, and an AT-AT against 2 speeders, 4 troopers, an ion cannon, and one mon cal cruiser. Short work was made of the rebel base and my opponent learned the hard lesson of having to move the base when the imperials get close.
  8. I a having a ton of fun with this game. It really comes into its own once the advanced rules are put into play. With the right combination of cards I was able to build a death star in one turn. Used the action card to pull and assign and construct a death star. Used another mission to advance it to space 3. And the last mission to put it into play. With another lucky draw of some action cards and tactic cards I moved the other deathstar in to kill a mon cal cruiser right off the bat without it firing a shot and then a no escape tactic card to wipe the rest of the fleet. After a few games it seems to me that the rebels really have the ground game unless the Imperials can really plan ahead for it. Being able to generate units from thin air from uprisings, and especially an air speeder, can really ruin the day. One thing I will try later is to spread out as much as I can and hopefully get a bead on at least a general idea of the base and deny other move spots. That's all I have for now. I am having tons of fun with this game and wish I could find more time to play.
  9. Bodacious2182

    Dice Rage

    I do the best I can to "remove dice from the equation". I put that in quotes on purpose because that is what I convince myself it is when it is really increasing my odds. If a die is rolled long enough you will, realistically get the desired result (the chance always exists that you could roll infinitely and never see what you want). Translated into X-Wing, the best way to increase your chances are focus tokens, target locks, card abilities, and other game mechanics. If you can find ways to work these to your advantage then the better your odds at success. A Whisper with a fire control system target lock and a focus token is going to be bad news for anybody on the receiving end. And then here comes a focus for defense! Lastly, I like to play with ships that are forgiving when it comes to bad dice. Anything with shields is really nice. The more the better. TIE Advanced for me, please.
  10. Making the assertion that rebels are somehow easy mode or somehow overpowered is the same as blasphemy against Christ. As can be seen in the replies to this thread. It wasn't always this way. Balance shifts over time. Imperials have been at the top of the power curve in the past. It is imperative that for these assertions to be effective that we evaluate them over the entirety of the existence of the game instead of judging using only a small window of time. I think Rebels are at the top of the power curve right now. Imperials will have the Imperial Veterans soon and that will bring balance closer. Imperials have always had a high learning/effectiveness curve. The better flown the imperials the more effective they can be.
  11. I believe Vader in a shuttle is a folly. In most cases all I can imagine is the shuttle getting one Vader hit before vaporizing. The return on investment doesn't seem worth it, even for that few points. What goes good on the shuttle depends a great deal on what it is run with. One combo I have been testing is with weapons engineer and Col Vessery with TIE/D. Getting the target locks out there really opens Vess up to do some serious damage. If I can fit it in I also like to put the fleet officer out there. That really amps up potentials.
  12. This is the list I am going to try out: Darth Vader (29) Veteran Instincts (1) Advanced Targeting Computer (1) Engine Upgrade (4) TIE/x1 (0) Colonel Vessery (35) Veteran Instincts (1) Ion Cannon (3) Twin Ion Engine Mk. II (1) TIE/D (0) Scimitar Squadron Pilot (16) Weapons Engineer (3) Fleet Officer (3) Twin Ion Engine Mk. II (1) TIE Shuttle (0) Total: 98 View in Yet Another Squad Builder I ran a similar list on vassal and it was pretty devastating. The action economy for Vess is nuts. With the free focus and maybe another, combined with the target lock shenanigans he just pumps out damage. The 4k turn really does a number on an ioned ship. There is a good initiative bid, also, but I still have points for ruthlessness if I wanted, which I bet, in the right hands, is going to be really powerful. I am not as confident in my piloting ability as I need to be for the moment for that. Seems like a good combo would be lonewolf on vader and ruthlessness on Vess. I really wanted to get something done with the weapons engineer on the shuttle but it is just a bit too expensive.
  13. So now that we know a lot more about some of the TIEs that are coming out in the TIE/fo pack and the Assault Gunship pack, what all lists have you come up with utilizing the new ships? I thought a lot about lists with Wampa/Youngster/Chaser somewhere or in some combination with other stuff but I can't really come up with anything that I really like. What have you all come up with? The new TIE/fos look like a lot of fun. Having a target lock on them gives them some leeway in not needing some other support element like howlrunner. Weapons Guidance makes that even better. Given that, the shield they have, and the cost of some of them I am tempted to stray from these TIEs only being useful in some type of swarm. As a quick aside, I think the new ghost is a trap. Yah, they have a lot of good options for sure, and can dish out some damage, but that zero agility means it is taking some hits and fast, too. I am not worried about it. Here is a list I am thinking of: "Epsilon Leader" (19) Weapons Guidance (2) Soontir Fel (27) Push the Limit (3) Targeting Computer (2) Autothrusters (2) Royal Guard TIE (0) "Omega Leader" (21) Juke (2) Comm Relay (3) "Epsilon Ace" (17) Weapons Guidance (2) Total: 100 View in Yet Another Squad Builder There is some leeway there to get stealth device, but I really love the way Epsilon leader, flown right with Soontir, will unlock a lot of potential. Omega leader, if he hits, can be devastating and can't be counted out. Epsilon Ace seems to just fit. I think a list like this would really mess with enemy target priority. When we know more about the TIE Adv. Prototype I would love to fit him in with epsilon ace somewhere. Thoughts?
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