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JimbonX

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About JimbonX

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  1. You're list is limited to number of damage cards. Some list has more then 33 damage point like 3 Scuurg and scum Y-Wing Drea. By limiting to "hull + shield can't excited 33" lists won't be unbreakable... Also morebalanced.
  2. Half your list can bump, and fly around a be goofy. That's stupid. Probably time for FFG to change setup phase.
  3. When will FFG ever print a Trench Run?
  4. Why can't the B-Wing use S-foils? B-Wing has laser guided bomb, so how about lock on target and during system phase you spend that lock to place a bomb next to target? B-Wing should be able to attack twice, first 1 weapon that does little damage and adds a effect like ion cannon or jaming beam, then another attack from cannon or primary attack. To be able to do so, you need a lock on defender - FCS would help here... You don't have torpedoes on B-Wing because the B-Wing dies to fast and won't be able to use torpedoes. Also can't reload. Best would be: 1. Red maneuver recover 1 charge on Torpedoes. 2. If defender is in Bullseye firing arc, B-Wing can fire Torpedoes without a lock. Where's the crew/gunner slot on B-Wing?
  5. http://imgur.com/gallery/GfxdW9h Played epic. How we played? Teamplay 800p - Each player having 400p Limited to 3 of same ship and only generic pilots (only 1 pilot with highest initive, others low at initiative 1-2) for each player - yes okay to have 6 gunboats on each team Limited to 3 of same upgradecard (could only have 3 protontorpedo). Naked free of charge Epicship: 1. Energy was used to either recover shield (spend 2 energy to recover 2 shields) or use ships ability, like attack with 2nd primary when using Raider.) 2. Reinforce same as 2.0. Since huge ship has a blue line it's easy to judge zone - check reinforce in Coreset rules or Rules Reference Guide.) 3. Coordinate and lock, same as in 2.0. Initive was switched each turn. So both team has a chance to move first and last. Next time: Huge ship is still free because there's no offical rule on how many points a huge ship has. Huge ship can use 2nd weapon; cannon, missile or torpedoes. You can perform 1 attack from aft and 1 attack from fore. Initive will still switch each turn. But each team move 1 ship at a time, instead of all ships, like chess.
  6. http://imgur.com/gallery/GfxdW9h Played epic. How we played? Teamplay 800p - Each player having 400p Limited to 3 of same ship and only generic pilots (only 1 pilot with highest initive, others low at initiative 1-2) for each player - yes okay to have 6 gunboats on each team Limited to 3 of same upgradecard (could only have 3 protontorpedo). Naked free of charge Epicship: 1. Energy was used to either recover shield (spend 2 energy to recover 2 shields) or use ships ability, like attack with 2nd primary when using Raider.) 2. Reinforce same as 2.0. Since huge ship has a blue line it's easy to judge zone - check reinforce in Coreset rules or Rules Reference Guide.) 3. Coordinate and lock, same as in 2.0. Initive was switched each turn. So both team has a chance to move first and last. Next time: Huge ship is still free because there's no offical rule on how many points a huge ship has. Huge ship can use 2nd weapon; cannon, missile or torpedoes. You can perform 1 attack from aft and 1 attack from fore. Initive will still switch each turn. But each team move 1 ship at a time, instead of all ships, like chess.
  7. Balance ship with points isn't enough, a bad ship is still a bad ship. Still annoyed that there is plenty ships, that is not played because they are bad. Horrible defence with 1 green die, bad dial, bad action bar, bad in almost everything. The B-Wing still doesn't have S-foils mechanic like T-65. Also B-Wing was a very advanced fighter so where's laser-guided bombs and techslot for pattern analyzer or primed thruster? ARC-170 lacks S-foils as well. And is unplayable because it doesn't work as it used to in 1.0. Also Alliance Overhall mechanic with change 1 eye to crit when attacking backwards was a important addition to make ARC-170 scary for ships with no shields. Ships with no boost or barrel roll often dies fast because they can't reposition - reposition has a very big important in playing. It's also why you never see a Ghost, Decimator or YT-666 been played. Red Boost or barrel roll is fine mechanic - can remove modification if unbalanced. Jumpmaster went from been a cheap good ship to be a **** ship in a blink of a eye. Totally unplayabe, also remove white S-loop is a dumb idea... Ships with 2 reds often do little damage. Need something more, not just outmaneuver. Added die in bullseye would help or if having a lock on a defender and spend the lock to block defender from spending tokens in defence. No matter how much balancing is made with points, a bad ship is still bad if it doesn't perform well...
  8. I have a SD that is sized like Raider and call it super small destroyer.
  9. Nothing for transport? 😭 Will give this a try.
  10. Can Redline maintain 2 locks on one same enemy ship? Hopefully FFG can offically state this. Also why can't Deathfire launch when it should be able to launch. A example: Deathfire gets killed by proxymine, Deathfire SHOULD be able to launch a bomb (says so in RRG about launch in system phase + bombs can be launched), then can't launch because FFG offically says Deathfire can't launch. Think FFG needs to rethink about Deathfire.
  11. How do you become a playtester for X-Wing? Have tried a lot of different ways with X-Wing. Epic 1000p, normal, 100p dogfight, duel Arena and much more.
  12. Don't bloody nerf. It killed Biggs!!! If you can't beat Ghost then you are playing horribly bad. Also you can beat Fenn and Ghost at ease. Just kill Fenn first, then Ghost. Git gut scrub.
  13. Bought 4 U-Wings. Trying to sell 1. Now getting another. Worth it!
  14. So if I get this right: Defender has harpoon condition Attacker attack with Advanced Homing missile. Modify 1 die to crit, result hit hit crit. Defender blank All the dice are canceled and adds 1 faceup damage on defender. Harpoon is not activated due to advance homing missile's "cancel all die"?
  15. Are you sure? Isn't Harpoon effected by a crit result that hits before cancel all dice?
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