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MalanTai

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Posts posted by MalanTai


  1. Whatever the text is, it needs to be a title:

    TIE only. Title. You cannot equip this card if your shield value is 1 or higher. You may equip two different titles. 

    So you don't leave Interceptors and Strikers in the dust


  2. I don't see the point against a X-Wing + TIE Reaper expansion. Sure there are some one factioner (I'm kinda one of those, or at least I have like 3 rebel ships), but I mean even if you are a rebel only player, you have at least 2 TIE fighters or TIE/fo fighters, and more probably at least 2 of each, so one more (cool-looking) ship would't be such a pain, would it ?


  3. 2 hours ago, Ralgon said:

    You just made my point. Anywhere you would want to use this title you're better off not taking the gunboat and taking a tie/d. Why on earth are you going to hang around doing close cannon firing when it'll be a max of 1 damage if it can hit with no mods because you reload actioned (unless you spend more on tricks to help that with the ept)

    But they are not the same ship. You could take the Gunboat in order to, say, have infinite ordnance, allowing to pack a punch every other turn, and be a control ship the remaining turns.


  4. 14 minutes ago, Ralgon said:

    I doubt it. Theres a reason tie/d's dont see board time, and unless jamming is really worth it i doubt people will have the 3 point's spare for a ship that's already at 34-39 or so points (depending on ept flavor and missile)

    TIE/D also are rarer than TIE/x7 (they do see some play, certainly less but still) because the cost of the title is in fact 2 points + whatever cannon they equip, and because of the opportunity cost of the evade, which is quite helpful on the Defender. But we should wait for some actual informations before deciding the strength of the ship.


  5. 27 minutes ago, MaxPower said:

    I'd think reload is an action that assigns to you a weapon's disabled token (since both ships come with them and the scum ship doesn't have slam). So you have to spend an action and a shot to do it. Then you may reequip a spent missile or torpedo... possibly even a bomb.

    This would give the gunboat a fairly unique playstyle: go in, shoot a torpedo, slam out, use advance slam to reload. This explains how the pilot ability of the ace may come in handy: every other turn you will focus on defense, before you go back in with your recharged cluster missiles (come on, guys, lets's face it: gunboats should fire cluster missiles.)  Perhaps this way we'll get a bit of mad flying like the striker? 

    Personally, I would love that, since I dig reengages. Just feels so dog-fighty...

    P.S.: I'd recon the scum ship comes with a mod that gives reload to ordinary ships. Considering that would be a modification, it might not be broken since that would rule out equipping guidance chips and the like.

    There are rumors about the XG-1 title allowing the ship to fire a 2 points or less cannon even with a weapon disabled token, which would be crazy with the PS7 ace. Shoot your (cruise) missiles on the opening round, SLAM to reposition, reload with advanced slam, and shoot your cannon, while having +1 green die. That seems quite good to me.


  6. 46 minutes ago, Warlon said:

    The funny thing is; the more I fly Strikers the more I realize they are one of the most balanced ships in the game.

    Outside of Duchess with V.I being able to react to everything and shut off AA, they require a lot of forward planning and good spacial awareness to fly correctly.

    Any rebel scum/scum can just dial in a 1-2 hard turn and call it a day, but strikers with the title equipped require you to plan ahead and be aware of how far the extra maneuver is going to take you.

    They're fragile in that one wrong move can cause you trouble, but they're durable enough that they don't just melt if your opponent catches you in sight (unless your evade dice blank out, which happens to me all the time.)

    In a world where turrets had some kind of drawback for firing outside of arc (defender gets to reroll one dice or something) Strikers would be more commonplace than they are. That being said, they're still insanely fun to fly.

    My favorite squad at the moment is the 3 named strikers with a palp lambda, and it is both a blast to play and quite effective. However, I don't think Strikers and Interceptors fill the same function. Strikers are some kind of evady jousters (by that I mean they can sometimes dodge arcs but they can joust fairly well with most lists*) and chasers, while Interceptors are really 100% arc dodgers who NEED their reposition to be safe. 

     

    *Though jousting a Guri Fenn Vobra mindlinked squad was not a good idea


  7. 9 hours ago, HanScottFirst said:

    1) If X7 defenders have to perform a free evade action, K4 Security droids should have to perform a free target lock action (i.e. no more rocks/debris, or bumping and getting target locks).

    Hum actually that wouldn't work, rocks don't prevent you from performing free actions, nor does bumping. The only case it would be useful would be when a multiply stressed ship performs a green manoeuvre, since it can't take actions when stressed, but Dengar has rarely more han one stress anyway.


  8. Is there a fixed point in the manoeuvre process, like I don't know, before the check pilot stress step, when the "after you execute a manoeuvre" abilities all happen? 

    To me, it'd be after the check pilot stress step, but then why would lightning reflexes explicitly say "receive one stress after the check pilot stress step"? So it must be before. 

    But then could I boost with Snap Wexley even after a K-turn or T-roll? Or could a Stay on Target Rey with the TFA Falcon title rotate 180° after rotating her dial from a 3 straight to a 3 bank and thus double stressing? And then Kanan crew couldn't clear the stress from a debris Cloud since the debris stress comes after the check pilot stress step. 

    So when? When does it happen? I need dem answers! 


  9. A way to nerf the Jumpmaster without erratum'ing the ship cost or upgrades would be to publish an erratum of all Jumpmaster pilots, adding the sentence "You must equip the <jumpmaster nerf> upgrade card paying its point cost as normal", and then create the card (even only as a virtual version or whatever), for example :

    Manufacturing failure, title, 2 points 

    Jumpmaster only 

    If your pilot skill is 3 or lower, you lose the elite upgrade slot. 

    (The card itself could be anything, ps4, or increasing the difficulty of each hard turn by one, or whatever) 


  10. I think I would have let him change to a 3 turn the opposite direction. However not allowing him to do so, especially if he immediatly asked him to do so, does not make you a jerk. And I know by experience that opponents, even friendly ones, not letting you fix your mistakes really makes you stronger, as this is basically how I was trained when I started playing. Nowadays, I never ever do any of the mistakes I would have done in the past, or the ones I might still do if my opponents had let me fix these mistakes. In this case, your opponent will learn to pay attention to the direction of his manoeuvres.


  11. Captain Yorr (24)
    Electronic Baffle (1)
    Tractor Beam (1)
    Inspiring Recruit (1)

    Starkiller Base Pilot (30)
    Fire-Control System (2)
    General Hux (5)
    Pattern Analyzer (2)

    Starkiller Base Pilot (30)
    Fire-Control System (2)
    Pattern Analyzer (2)

    Total: 100

    View in Yet Another Squad Builder

     

    A lot of free actions and stress shedding, though Yorr might be the weak point here ?


  12. Captain Yorr (24)
    Electronic Baffle (1)
    Tractor Beam (1)
    Inspiring Recruit (1)

    Starkiller Base Pilot (30)
    Fire-Control System (2)
    General Hux (5)
    Pattern Analyzer (2)

    Starkiller Base Pilot (30)
    Fire-Control System (2)
    Pattern Analyzer (2)

    Total: 100

    View in Yet Another Squad Builder

     

    I am wondering if this squad could actually work. I find it both punchy and tanky, and is able to fairly simply fortress in order to avoid K-wings' bombs. Its biggest threat are torpedoes, but since the Upsilon remains quite manoeuvrable even without a turning option, especially with the help of Yorr, I believe with some training you might be able to avoid at least a part of the alpha strike. And I'm pretty sure it must be quite fun to fly.

    So, what are your thoughts ?


  13. So, I'm going to fly in a rather big tournament, and it is very likely lots of U-boats will be there. And I need your advices to work my engagement. My list consists in 2 YV and 1 U-boat, so I really need to avoid the range 3 engagement. I usually set up in the right corner, with my YVs facing the opponent and my scout next to them, facing the right side of the table.

    I know about the rule of 11, and know my exact moves when the U-boats deploy in front of me. But in the case they deploy in the opposite corner, what would be your asteroid placement, and your moves?

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