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About KrisWall

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  1. New To Game - What To Buy

    I really like the multiple chaos bags idea. Having played through everything released up until this point, I can't think of a single reason why this would cause any mechanical game issues. I may have to raise this possibility to my gaming group. We recently inducted a new member for Path to Carcosa.
  2. Another co-op LCG?

    Fair statement. Then again, pretty much anything you do creates a division in the fan base. I'm not a fan of hyper competitive play. I bought into Destiny and then sold out when the organized play events came down to who had the best card draw across a very small handful of viable decks (the ePoe/eMaz era). By making Destiny competitive, they lock out people who don't like competitive games, thus creating a division in the fan base.
  3. Remember that you're not necessarily taking a damage card with Jerjerrod. You're taking a damage, which you can take on any available shields.
  4. Victory II-class Focused List

    Lots of practice. I think I fly Vics better than the average bear at this point. Fly them in tight formation and practice until you can reliably move without bumping into each other. I put three on my coffee table one day while watching a movie (Rogue One!) and practiced maneuvers for about 2 hours. I deploy them about 2-3 cm apart and rarely bump myself throughout an entire game. Occasionally, I'll bump on purpose to maintain a firing arc. You also really need to anticipate where your enemy is headed and start pointing that direction about 3 turns early. Deployment is very important. Solar Corona helps. Contested Outpost also helps because any veteran player could probably predict deployment for both fleets with that mission. Advanced Gunnery is a wild card. If you deploy pointed in the wrong direction, you're in trouble. You'll want Nav commands for turns 1 and 2. That lets you change speed and bank a token at the start of the game. After that, stack Engineering if you're worried or Concentrated Fire if you're feeling frisky.
  5. Victory II-class Focused List

    My local meta is different. I recently won a 12 person tournament with a no squadron list.
  6. Another co-op LCG?

    In all fairness, AH is a good co-op game. The old SW version obviously wasn't.
  7. Another co-op LCG?

    I agree with you for all the reasons you stated. If I were a betting man, I'd bet on a Star Wars co-op LCG. Destiny is a CCG, which is a different critter and there won't be any new Star Wars LCG packs coming. A narrative, co-op LCG would be amazing and would likely sell very well.
  8. Victory II-class Focused List

    I think this is the fleet I'll try running this weekend. Admiral Motti, Taskmaster Grint and the two Repair Crew Gozantis should do pretty well to keep me alive. Quad Battery Turrets plus a Concentrated Fire command gives me 5 blue dice. The odds are pretty good of getting at least one crit in there... 76.2% to be exact. I won't get one every shot, but an average of 3 out of 4 shots isn't bad. If I miss the shot I want the crit for, I can try for a second shot. The odds improve to 92.5% that at least one of the two shots gets a crit and triggers NK-7. Fly in tight formation with the Gozantis in the rear and the flagship a little behind the other two Vics. Try to set up overlapping front arc shots. Three side by side Vics have an enormous combined front arc. The NK-7 Vics try to go first to clear some defense tokens from the primary target. Motti follows up with what I hope is a kill shot. Hope the opponent doesn't bring bombers. Normal squadrons are annoying, but take down one Vic at best over the course of several rounds. If they do, fire anti-squadron with every ship every turn. That's 2-3 blue dice against each squadron each turn if I'm lucky. Assault: Advanced Gunnery Defense: Contested Outpost Navigation: Solar Corona Victory II (85) • Admiral Motti (24) • Taskmaster Grint (5) • Disposable Capacitors (3) • Dual Turbolaser Turrets (5) = 122 Points Victory II (85) • Gunnery Team (7) • Disposable Capacitors (3) • Quad Battery Turrets (5) • NK-7 Ion Cannons (10) = 110 Points Victory II (85) • Gunnery Team (7) • Disposable Capacitors (3) • Quad Battery Turrets (5) • NK-7 Ion Cannons (10) = 110 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Squadrons: = 0 Points Total Points: 396
  9. Victory II-class Focused List

    I'm going to give it a shot this weekend. Being able to mitigate defense tokens would have to make Vic shooting a lot scarier.
  10. Victory II-class Focused List

    So... for Intel Officer and NK-7 versus something like an ISD. Would you Intel Officer the Brace and then trigger NK-7? I guess the opponent would drop a Redirect/Contain to NK-7 and then get at least one use out of the Brace before it goes away? I might try this combination with Screed. It seems super nasty.
  11. Victory II-class Focused List

    Well... given that you'll only get 2 blanks and 2 accuracies on 4 red dice about 0.1% of the time... I'm willing to take the risk. Generally speaking, you'll roll 3-4 damage on 4 red dice. I do like the NK-7 idea. Expensive upgrade, but it's nasty if it goes off early.
  12. Victory II-class Focused List

    I was thinking about Screed. I don't like Vader given that the Vics only have three defense tokens. The opportunity cost being an 8 hull drop across my fleet. Motti effectively adds an extra Vic's worth of hull for my opponent to chew through. Screed ups the chance that I'll get a blue crit. I already have a pretty solid chance of rolling a blue crit as is on one of my two shots each turn.
  13. Victory II-class Focused List

    I'm torn on this. Yes, Leading Shots is cheaper and yes it let's you do a selective re-roll... but it does cost you a die. HIE is potentially worth 3 damage. I know it's risky, but fortune favors the bold, right? I think I'm going to play a few games with HIE and then a few with LS. It's a tough call situation because the math is so dependent on your ability to set up shots. Without consistent targets, I think LS is better. If you can consistently line up overlapping front arcs, I think HIE will take down ships quicker. I tend to fly in formation, so I think overlapping front arcs is a reasonable expectation. HIEs are so dang expensive.
  14. Hello all, I've posted multiple Vic lists before. I've got a new one that I'm looking for feedback on. I've historically run multiple Vics with just Disposable Capacitors and Dual Turbolaser Turrets. I'm trying to add a bit of punch using some old standbys plus a new Wave VII card. 394 Points Victory II-class Star Destroyer (85) Admiral Motti (24) Taskmaster Grint (5) Disposable Capacitors (3) Quad Battery Turrets (5) Victory II-class Star Destroyer (85) Quad Battery Turrets (5) Disposable Capacitors (3) Heavy Ion Emplacements (9) Gunnery Team (7) Victory II-class Star Destroyer (85) Quad Battery Turrets (5) Disposable Capacitors (3) Heavy Ion Emplacements (9) Gunnery Team (7) Gozanti-class Cruiser (23) Repair Crews (4) Gozanti-class Cruiser (23) Repair Crews (4) Advanced Gunnery, Contested Outpost, Solar Corona The goal would be to flank the flagship with the two jazzed up Vics and fly the Gozantis in behind for repair. The flagship would probably spam Engineering with Grint to repair 3 shields or drop 2 damage every turn, making sure Motti stays alive throughout the game. I'm adding Heavy Ion Emplacements from the Profundity/MC75 kit. It looks to be a potentially great card. On a blue crit, it strips one shield from the target hull zone and each adjacent zone. In the early game, that's basically an extra 3 damage on the attack. Three blue dice give me a 57.8% chance to get a blue crit and trigger Heavy Ion Emplacements. With Gunnery Teams and taking two shots, there is an 82.2% chance that one of them will be able to make use of HIE. Motti + Grint + spammed Engineering means the flagship will be pretty hard to kill. The two Repair Crew Gozantis will tend to the others and generally mill around. If needed, I can span Engineering on all three Vics. Generally speaking, I'd spam Concentrated Fire on the two jazzed up ones for a potential 8 dice out the front. Thoughts? I realize this is weak against bomber heavy lists. If you have actual advice on how to deal with bombers, I'd love to hear it. If you're planning on telling me that this list will auto-lose against anyone with squadrons or anyone who refuses to engage, I'm all good. Heard it before and it hasn't been my experience.
  15. Triple Vic2 Durability Build

    My original list had a VicI kitted out more or less like that. I found that two long range Vics and one short range put out a lot less dice over the course of a game than three long range ones. I'm still toying with where I want to take this.