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Raven19528

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About Raven19528

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  • Birthday 03/15/1986

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  1. The thing that the methodology and the testing proved to me is that it typically would take more than a game to see this become noticable. Even the outlier at 5.57% difference ends up being a difference that would be seen 1 out of every 20 or so rolls. If you are being shot at 20 times in a game, you have problems other than your dice. I would never refuse to share, but the typical margin of difference being between 1%-2.5% means that I might get one more result one way or another every tournament. Now if that result shows up at a crucial moment, then lucky me. But since that is itself a bit of luck, I'm not going to demand shared dice pools or anything. It's a great piece of work, and I'm glad someone undertook it. At the same time, those results just make me think that it's small enough percentages that I doubt it'll have any real effect on any particular game.
  2. Okay, so preliminary run is complete. I am still working on getting the locking in place to work like I want it to, but is difficult because those are really tiny magnets that I'm using to lock in place. Also, it looks like I'm about 1mm off between the wings, which doesn't sound like much but is really obvious in a miniature. Pics here: https://photos.app.goo.gl/cm3wJCke8vXWBBHbA
  3. If you are looking for beef, Zuckuss in the G1A is still a good choice I think. 45 points and he's honestly pretty good just like that. Maybe FCS, Advanced Sensors isn't as necessary, but decent, or Lone Wolf, IG-88D for double calculate or something to give you an extra mod, but nothing is really necessary on him. Anyone silly enough to be caught at range 1 gets to feel that 5 dice attack from him as well.
  4. Pretty much. Rotating the wings forward gives a pretty close resemblance to that design. However, I wanted them to be able to rotate mid-flight, hence why the magnets are now going to be used. Also going to do different color schemes. The blue and red variant seen in the M3A showcase concept photos, a paint scheme that more closely resembles Inaldra with the orange and tan, and the personal paint scheme of green and blue (as seen in the original photos), because that is how I would paint mine if I had one. Once I get them modified and painted, I'll probably post in the M3A showcase.
  5. I know it's not a generic X-Wing, but I've always enjoyed Ello Asty's ability. Paired with Daredevil, BB-8, and Black One, she becomes about as unpredictably mobile as Echo, maybe even more so. Expensive though, and you have to get used to her. Otherwise I like the 4 rookies with R2 and jamming beam. Beefy but also able to focus kill opponents even when reinforce is used. Not very action efficient, but as said before, they probably survive the first pass, so pick up a lock on the way out and then enjoy full mods on the second pass.
  6. Seeing as there are some new Y-wings coming in, and the M3A is in the new wave, anyone looking at lists that include those as possibly being hyperspace legal soon? If current Y-wings and M3As were hyperspace legal, what would you fly?
  7. I like that a lot, and if I didn't also want the wings to angle when they moved forward, I would absolutely go with this. As is stands, I got some magnets and am going to try to use one set as the pivot, and an extra set to "lock in" the positions I want. It'll take a bit to get the magnets in and then get everything put together, but I'll post pics once it's done. Thanks everyone for all the great suggestions!
  8. Yeah, I want them to move. Show up looking like typical Scyk Interceptors, then turning into javelins of destruction and mayhem.
  9. Question time: I'm looking to try and modify a Scyk interceptor in a fairly unique way (as in, I haven't seen anyone else do it before). However, it is proving exceedingly difficult to find anything on what to use for modifications to get the effect I am looking to get. Essentially, I want the ship to be able to look like a normal Scyk interceptor, but also be able to rotate the wings forward and tilt them down for a more "attack" like position. For those who need a picture (we all probably do), here is what I'm trying to get conceptually (please ignore the tape): Does anyone know of any miniature mods that might help me make this possible? I'm open to what's out there, I just don't know where to look or how to properly term what I'm trying to do. Thanks in advance for the help.
  10. I think you meant 1 straight, but point well made.
  11. So, inspired a bit by this post, I came up with a list that I will be trying on Vassal and possibly try to bring to the table soon as well: 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) Heavy Laser Cannon (4) Ship total: 32 Half Points: 16 Threshold: 2 Drea Renthal (42) Ion Cannon Turret (4) Electronic Baffle (2) Ship total: 48 Half Points: 24 Threshold: 4 Mining Guild Sentry (24) Ship total: 24 Half Points: 12 Threshold: 2 Total: 200 With the TIE running the blocking mission, and Drea threatening the Ion Turret AS WELL AS providing some extra modification to the Scyks whenever they are in any of the Y's arcs, I think this will at least be fun to work with. I have a lot of experience flying the Scyks, and was actually happy to see that there dial hadn't changed, nor had their action list. So I think it would be a really interesting way to utilize those HLCs now. Because if that Ion Cannon can tag a target, then it's pretty easy to know where that one will end up the following turn, and the Scyks can capitalize on that. And I will agree with Gecko here and say this is the kind of stuff that I like about second edition. No, I am not likely to get the Ion shot on every opponent, or even every game. And even when I do, having my ships positioned to take advantage may not always work out. BUT WHEN IT DOES..... it'll be a thing of beauty and one heck of a good feeling. I think many players are still looking for that 100% reliable combination still, and I think the developers are doing a great job of not giving it to them. Making pertinent choices that have consequences, good or bad, is kind of the essence of the game itself.
  12. Just prior to the Parattanni meta and until they nerfed mindlink, my absolute favorite list was 3 Tansarii Point Veterans with mindlink and HLC, along with Kaa'to Leeachos with mindlink, thread tracers, dampeners, and guidance chips. It might not immediately jump out as scary, but when you have an alpha with three fully modded HLC shots, it quickly showed why it was as good as it was. I've thought about putting it back on the Scyk, but the reason those particular Scyks worked is because they could get the tokens to keep them alive long enough to get those big shots with the HLC. Currently, there just isn't much that can provide that for them, so a Scyk swarm isn't as intimidating as that one was.
  13. This... All this. If you want the "ACTION: Reload this card" to skip the three step process of reloading, then that's cool, but you skip all three steps. Including the one that recharges the ordinance. So the action essentially does nothing. If you want the recharge to happen, you do all of the steps, unless there is a restriction specifically written. So "Reload this card" restricts Step 1 as previously discussed, but getting the charge and then the subsequent disarm token are not restricted at all. The rules could be a lot clearer on this, that's true. But anyone trying to stretch this into a "I get to recover a charge without the disarm token" argument is not following any sort of logic except for logic that gives them an outcome they want. I really hope the matter is pretty much settled, but I know it probably won't be until they specify it explicitly in a rules reference down the road.
  14. I like those ideas. I see something forming in my head that will make ace players want to shoot themselves.
  15. Kath with HLC is nice too. I think it's Kath, PtL/Expertise, HLC, Dengar. Always 4 attack dice out the front, 4 out the back unless range 1 then 5 out the back. Dengar gives rerolls, and I prefer Expertise as it just gives you the focus and you leave your dial open. Attanni Mindlink can accomplish the same basic principle, but takes more coordination, planning, and has the potential to be extra detrimental in certain cases, especially now being only two per squad. The Expertise version comes in at 52 points however, so a pretty hefty price for the ship. I personally put Slave 1 and Long Range Scanners on her too because a) it's free b) I hate wasting actions and c) once you get within range 2, you should be evading anyway. It's nice to target lock a generic that might hamper Dengar slightly, or take a lock on the piece you want to guarantee that you get a solid hit on. It's free, so I don't feel there is much lost in doing so, but you can decide for yourself. Other than that, I agree that the N'dru build is solid and gives you a massive alpha strike that can sometimes turn the game ridiculously in your favor. Y-wings do what they do with TLTs. I think you may want to look at the HWK builds too. Torkil Mux can be a major pain and demolish those opponents who are used to PS killing things. Palob is a crowd favorite and honestly is a great one to use with Mindlink due to his ability. Stay away from Dace. It's a trap.
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