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Posts posted by CaptainBrochette
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Upgrade cards:
Title- Protector: When attacking, if any fellow protectors are within range one of this ship, you may role 1 extra attack die.
Well... 1 extra dice for only 1 ally near you... I found it a little bit too good and you will play your fangs by squad of two instead of swarm...
I think we can look on the Boba skill for the swarm-flavor :
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Title - Protector (1pt), fang-fighter only :
When attacking, you may reroll 1 of your dice for each friendly ship with the Protector upgrade card at range 1.
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Title - Protector (1pt), fang-fighter only :
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- Kavil (24), Named Ywing PS-7, 26pts
- autoblaster turret (2), BTL-A4 (0)
- Prince Xizor (31), Named Starviper PS-7, 37pts
-Expert handling (2), Virago (1), Electronic Baffle (1), Feedback Array (2).
- Kaa'to Leeachos (15), Named Zhead PS-5, 23pts
- ion pulse Missile (3), Dead's man switch (2), Daredevil (3).
- Cartel Spacer (14), generic M3 PS-2, 14pts.
Funny fact: Here, in the south of France, we get a local tournament next week where you bring a list between 98-100pts that will be play by your opponent each round. Useless costing options are prohibited (like extra munitions without other torpedo/missile or outrider without secondary weapon) ^^
Dengar5 and Stay On The Leader reacted to this - Kavil (24), Named Ywing PS-7, 26pts
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I'm disagreeing on Boba fett: he can be a viable ship with a navigator on board. You can move out of firing arc or avoid some nasty roadblock. The real problem is the need of space to maneuver and. I think Boba is more a rank C than F.
Recently, I get some interesting results (3-1) with a boba Fett list: http://xwing-builder.co.uk/view/465514/team-imperial-fett#view=cards . It was not so bad but gets some trouble with higher PS aces.
Y'know, that IS an interesting interaction. So you always choose a bank, if you don't like the way the boardstate plays out first you trigger Boba's ability, then Navigator?
I also like your Boba; Predator+Clusters is a rare interaction, very few ships have an EPT and can take EM and more ordnance. That should be another thing noted in favor of the Firespray. I think Homing Missiles or Concussions would have been a stronger choice, despite the Predator modification, as Boba already rolls 4 dice in close. VI+Concussions would make him about as dodgy as can be and still modify his dice heavily. Also, your list has room for anti-ace tech in the form of OmegaL, with enough points for ZetaL... I actually wanna try it out. Contrary to the expectations of some people here
I do like winning with 'bad' pieces.Yes, in the start of the match, I abuse of blanks maneuver to trigger boba then navigator's ability. Later in the game, i like to alterante with straight maneuver for some "surprise move".
I will try the VI+concussions, that's sound sweet

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If you put an astromech on a Kihraxz, you get a Dunelizard-like. That's mean we will not see the M4 Dunelizard due to the similarity with the fixed Kihraxz... and that's s*ck, imo

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I'm disagreeing on Boba fett: he can be a viable ship with a navigator on board. You can move out of firing arc or avoid some nasty roadblock. The real problem is the need of space to maneuver and. I think Boba is more a rank C than F.
Recently, I get some interesting results (3-1) with a boba Fett list: http://xwing-builder.co.uk/view/465514/team-imperial-fett#view=cards . It was not so bad but gets some trouble with higher PS aces. -
I’m reading this thread for a while and I’m freshly registered to suggest my idea for the T-65…
What about to bring only more option on the T65 instead of a pure fix ? I don’t think the X-wing need the same treatment as the TIE advanced or the Awing. Adding a red dice, an [acceleration] action or enhancing the regenerative mechanics to all your generics X-wing would be a little bit too much imao. Why not just bringing a new slot ? Like :
TX-65 modified Cockpit (2pts - modification - T65 only) :
Adding a [crew] slot.
You cannot equip an [astromech] that cost more than 2pts
The modification slot (instead of the title) and the astromech cost restriction is to avoid a potential build like : Luke + R2D2 (astromech)/IA + Chewbacca … which is a too ****’ powerful regen monster. And without R2D2, T-65 with just chewbacca + any astromech/ IA it’s a virtual 8HP small ship with 2 greens who can avoid 2 crit card. So, I think we shouldn’t make this possible ^^.
That’s let us a large array of build between a casual Rookie + R2 astro + recon spe (25pts), or a roadblocker Rookie + R5-X3 + Zeb (23pts), to a more competitive and (maybe) in the meta Wedges + BB-8 + Crewbacca + predator (38pts).
One of the other interesting thing with this crew slot is the possibility to create a dedicated friend for our beloved wing (Maybe in this rebel vet’ pack ) like :
Rebel instructor (2pts - crew - rebel (or T65) only) :
After you execute a green maneuver, you can acquire a target lock on an enemy inside your firing arc.
That’s way we get an offensive rookie+R2 astro+Reb instructor at the same price of a Blue+FCS. I don’t think the “rebel only” restriction could be a problem on a Bwing/E1 (‘cuz same price as the Bwing+tactician) or on the HWK (who gain an interest in firing with turret in his arc). But I’m a little bit mitigate on the idea of an Rebel instructor on an Attack shuttle. Is it too powerful ? I think that idea need some playtest to apply the more reasonable restriction.
ForceSensitive and IvlerIin reacted to this

What Do You Want in a Scum Aces Pack?
in X-Wing
Posted
Yes, something like : factice torpedo-tube (torpedo, -1pt) : If you haven't a illicit slot already, you must equip an illictit card (paying the squad point cost as usual).
that's mean free inertial dampers for non-virago Starvip ... or 1pt glitterstim
A missile who "if hit, cancel results, then deal 1 damage + 1 tractor token" could be a nice add