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Bonza

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  1. Like
    Bonza reacted to GuacCousteau in Polish SOS Top16/32 lists   
    That's a lot of Rebel lists for an 'unplayable faction'.
    Looking forward to seeing how all the experts spin this to keep the narrative going. 
    Congrats to the winner. Going purely by lists, I'm a little sad for the runner up. There's something about the partnership of Boba Fett and Guri winning a major tournament I really like. 
    It's nice to see familiar faces (shut up, Guri counts, SotE was awesome) doing well, but it's even better in light of how bad they were in 1e. 
  2. Like
    Bonza reacted to ficklegreendice in Ion Cannon Turrets   
    Kinda interseting, though
    High agi ships that can avoid ionization tend to care a LOT about 1 damage
    But high health ships that don't care about 1 damage are generally easier to ion (relative to other ships in their base size ofc)
    Kinda a neat balancing act
    Course you got ships that are both high health AND agility...but you don't want something that expensive getting ionied EVER 
     
    Imo, the only bad ion weapon are the missiles...ugh that's a 1/2 point upgrade at most 
  3. Like
  4. Like
    Bonza got a reaction from Mattman7306 in Thane Kyrell, I have never been more tempted to quit X-Wing.   
    The people at my LGS have pretty much figured out to kill Thane immediately. He dies fast. I might trigger his ability a few times a night if I'm super lucky. 
    He's totally beatable, and often pretty underwhelming in a lot of matches. He's not meta warping in the slightest, as any list with decent firepower has a pretty good shot of burning him down in a turn. 
     
    Thane is a 6 HP, 2 green dice jouster. I challenge you to find a list that can't burn him down in 1-2 turns. 
     
    How you can put this guy on the same tier as freaking mindlinked Asaaj, Genius Nym or a Torpscout is beyond me. 
  5. Like
    Bonza reacted to SOTL in Thane Kyrell, I have never been more tempted to quit X-Wing.   
    Everyone will have something that they hate and feels really **** and unfair.  An NPE only really matters if a significant number of people feel the same way.

    I think we can see that's not the case with Thane.
  6. Like
    Bonza reacted to JJ48 in Thane Kyrell, I have never been more tempted to quit X-Wing.   
    Challenge accepted.  Of course, it's pretty easy when my red dice average one hit/crit for every five dice rolled.
  7. Like
    Bonza got a reaction from JJ48 in Thane Kyrell, I have never been more tempted to quit X-Wing.   
    The people at my LGS have pretty much figured out to kill Thane immediately. He dies fast. I might trigger his ability a few times a night if I'm super lucky. 
    He's totally beatable, and often pretty underwhelming in a lot of matches. He's not meta warping in the slightest, as any list with decent firepower has a pretty good shot of burning him down in a turn. 
     
    Thane is a 6 HP, 2 green dice jouster. I challenge you to find a list that can't burn him down in 1-2 turns. 
     
    How you can put this guy on the same tier as freaking mindlinked Asaaj, Genius Nym or a Torpscout is beyond me. 
  8. Thanks
    Bonza got a reaction from BlodVargarna in Thane Kyrell, I have never been more tempted to quit X-Wing.   
    The people at my LGS have pretty much figured out to kill Thane immediately. He dies fast. I might trigger his ability a few times a night if I'm super lucky. 
    He's totally beatable, and often pretty underwhelming in a lot of matches. He's not meta warping in the slightest, as any list with decent firepower has a pretty good shot of burning him down in a turn. 
     
    Thane is a 6 HP, 2 green dice jouster. I challenge you to find a list that can't burn him down in 1-2 turns. 
     
    How you can put this guy on the same tier as freaking mindlinked Asaaj, Genius Nym or a Torpscout is beyond me. 
  9. Like
    Bonza got a reaction from Biophysical in Thane Kyrell, I have never been more tempted to quit X-Wing.   
    The people at my LGS have pretty much figured out to kill Thane immediately. He dies fast. I might trigger his ability a few times a night if I'm super lucky. 
    He's totally beatable, and often pretty underwhelming in a lot of matches. He's not meta warping in the slightest, as any list with decent firepower has a pretty good shot of burning him down in a turn. 
     
    Thane is a 6 HP, 2 green dice jouster. I challenge you to find a list that can't burn him down in 1-2 turns. 
     
    How you can put this guy on the same tier as freaking mindlinked Asaaj, Genius Nym or a Torpscout is beyond me. 
  10. Like
    Bonza got a reaction from Npmartian in Thane Kyrell, I have never been more tempted to quit X-Wing.   
    The people at my LGS have pretty much figured out to kill Thane immediately. He dies fast. I might trigger his ability a few times a night if I'm super lucky. 
    He's totally beatable, and often pretty underwhelming in a lot of matches. He's not meta warping in the slightest, as any list with decent firepower has a pretty good shot of burning him down in a turn. 
     
    Thane is a 6 HP, 2 green dice jouster. I challenge you to find a list that can't burn him down in 1-2 turns. 
     
    How you can put this guy on the same tier as freaking mindlinked Asaaj, Genius Nym or a Torpscout is beyond me. 
  11. Like
    Bonza reacted to ficklegreendice in Thane Kyrell, I have never been more tempted to quit X-Wing.   
    No, that's not fine
    But Thane IS fine
    Because Thane isn't actually a hardcounter.
    A lot of it is dependent on which large ship you want to fly, but any high offense ship (like the vcx) should have no trouble burning him down asap
    And because of the matchup, you'll want to focus him first. This is good, it adds some variety instead of just having to piledrive Luke first
    Also, this really isn't a novel or thane-only concept either. As mentioned before, there are PLENTY of "pocket aces" you ignore at your peril (from traj sim + torp redline dowm to adv proton Rhymer or outmanuever Sabacc/Duchess, thr last 3 which are very close in price to Thane) 
     
     
    And also remember that Thane indeed has counterplay: he's an arc locked ship. It's really silly to compare him to traj genius nym when he's like an I 5 with a firing arc. 
  12. Like
    Bonza reacted to FTS Gecko in lets talk Kihraxz fighter   
    A lot of thoughts here.  Mainly involving the Kihraxz being the meat in a Scum 5-ship heavy swarm.
  13. Like
    Bonza reacted to FTS Gecko in lets talk Kihraxz fighter   
    .....must we?
  14. Like
    Bonza reacted to Kieransi in Active pursuit of the Bullseye?   
    Might work in some metas. I've found that since the death of VI, most of my locals are clinging tightly to all their i6 ships. 
    Wait
    VI is Roman numerals for 6... 
    devs are Illuminati lizard people confirmed...? ?
  15. Like
    Bonza reacted to gadwag in Faction Identity in X-Wing 2.0 - A guide for new players   
    Reposted from reddit

    When choosing a faction in X-Wing there are three main factors to consider: whether the ships look cool, whether the ships are any good, and whether the playstyle suits you as a player. Each faction has some very cool ships and some rather ugly ones, but I shall leave it as an exercise for the reader decide which faction is most aesthetically pleasing. In terms of power level, stay on the leader has an excellent trio of articles reviewing each of the main factions in 2.0 and discussing the effectiveness of their various ships.
    This guide, however, aims to provide a brief introduction to the playstyle of each faction as we know them so far. Bear in mind that each faction can pull off out-of-faction tricks to a limited extent - for example, Sabine crew is a very "scum" card in the rebel faction. You also aren't locked into a single playstyle for each faction, as each faction has a variety of ship types to choose from. This guide highlights the strengths and key features of each faction.
    Rebels: Damage and stress mitigation, inter-ship buffs, sturdy ships and big turrets.
    Rebels are the "good guys" and thus have plenty of abilities which support one another. Most distinct are their abilities to mitigate damage and stress. Damage mitigation comes in many forms - Biggs, Kanan, Rex, Evaan, Lowhhrick, the signature Rebel talent "Selfless" and the named astromechs R2-D2 and R5-D8. These let rebels reduce, move or remove damage and avoid important ships dying early. Note Saw Gerrera as an interesting deviation from this trait.
    Similarly, Rebels can mitigate stress with abilities such as Princess Leia, AP-5, Jek Porkins and Cassian Andor Pilot. At first glance this may seem lacklustre, but when one considers the stress-punishment abilities in other factions and the prevalence of linked actions it becomes quite convenient to avoid or mitigate stress. Keep the timing of stress abilities in mind, though - Cassian won't help you during the combat phase against Sloane!
    The third "good guy" trait of the rebel faction is an abundance of token sharing and abilities which require ships to work together. Examples include Esege, Airen Cracken, Kyle Katarn, Roark, Garven, Dutch, and of course Mario and Luigi Edrio and Benthic, the Two Tube Brothers. These abilities set up powerful squad synergies, but they can fall apart if key support ships are removed.
    On a more general note, Rebels tend to have sturdy, well-shielded ships which are not overly complex to fly. Typical rebel ships will have 1-2 agility and enough health to take a few hits before going down. This makes rebels less prone to variance (as they don't rely heavily on green dice to survive) and more friendly to new players.
    Rebels are also the "fat turrets" faction, flying modified freighters sporting heavy armor, shields and big guns. In addition to an abundance of turreted ships, rebels have a plethora of gunners designed to make the most of these ships - Bistan, Han, Luke, and Ezra all require a turret to operate.
    Imperials: Giving/receiving orders, swarms, stress punishment, evasive high-tech ships.
    While rebel buff abilities are generally between peers, the imperial command structure dictates that action economy and buffs should be passed from commander to subordinate. Typically, this involves coordinate-based abilities or powerful commanders boosting the abilities of many ships. Examples include Lt. Sai, Grand Inquisitor Crew, Ciena Ree, Emperor Palpatine, Admiral Sloane, Moff jerjerrod, Grand Moff "you may fire when ready" Tarkin and Director Krennic. These abilities rely on a support ship to improve the effectiveness of one or more aces.
    Not all commanders ride in crew slots, however. Howlrunner, Jonus, and Iden Verso (with honourable mention to Del Meeko) bring an entirely different archetype to the table - the Swarm. Howlrunner, Iden and 4-5 other TIE/ln fighters are a ruthlessly efficient and dangerous list, while Jonus and his TIE Bomber swarm bring powerful munitions to the fight.
    As a counterpoint to the rebel stress mitigation, imperials offer some stress punishment abilities. Sloane, Death Troopers, 7th Sister and (if you have Vader) BT-1/0-0-0 threaten enemy ships that become stressed, making linked actions and red moves a dangerous prospect. Interestingly, imperials also offer jam punishment in the form of ISB slicers (but no, this doesn't make jamming beams good, stick to using the jam action).
    Finally, while rebel ships are typically sturdy and well shielded, imperial ships are fragile, fast, and often completely unshielded. What they lose in durability they make up for in maneuverability - Imperial ships typically have 2-3 green dice and excellent repositioning. For example, compare the X-Wing with its far more maneuverable enemies the TIE Striker and TIE Phantom, or the Y-Wing with the TIE Bomber.
    Imperial ships also have far more access to the system slot than other factions. Fire control system and trajectory simulator are likely to be more common in imperial lists than in others, but the most fearsome upgrade is probably advanced sensors. When combined with imperial repositioning abilities, advanced sensors makes imperial ships even harder to pin down than before.
    Scum: Shenanigans, control effects/token denial, stress punishment, warped versions of ships from other factions, hate hard 3 turns
    The key feature of the scum faction is "shenanigans". While the other factions have abilities that are generally pretty straightforward, scum have whacky, weird, sometimes janky abilities that make the faction feel quite different. The illicit slot is the perfect example of this - it offers powerful one-time tricks like placing debris, ignoring stress, stopping, or cloaking. Other examples include Beckett, Boba crew, Tel Trevura and Moralo Eval. In addition to "shenanigans", scum are also a selflish and reckless bunch, with abilities that hurt themselves or friendly ships to gain a benefit. Examples include dead man's switch, Kaa'to Leeachos, Xixor, R5-TK, and Genius.
    While Rebels and Imperials generally buff friendly ships, Scum tend to prefer control, debuffs, and token denial. The Scum HWK-290 is almost a mirror opposite of its rebel counterpart, with Torkil debuffing enemy Initiative and Palob stealing enemy tokens instead of handing them out. Dace Bonarm doesn't mirror Jan Ors, but brings a powerful ion ability instead. Other debuff/denial abilities include Old Teroch, Torani Kulda, 4-Lom crew, zuckuss crew, Dengar gunner and Captain Seevor.
    In addition to straightforward debuffs, scum hand out plenty of red tokens for control. Latts (pilot) Ketsu (pilot), Shadow Caster, Unkar Pilot and the quadjumper can dole out tractor tokens, while Ketsu crew prevents them from being removed. Scum also brings stress control surpassing that of the empire. With Koshka Frost, 0-0-0, BT-1, Viktor Hel, Asajj, Latts Razzi and 4-Lom, as well as rigged cargo chutes, scum can both hand out stress and punish it.
    Unlike the other factions, scum don't have a defining archetype for their ships. Instead, they tend to be warped versions of ships from other factions. Generally the scum version of a ship will be slightly weaker but brings some new tricks (and probably an illicit slot) to the table to make up for it. For example, the Starviper is a high-tech ship akin to the TIE defender, but swaps white 4k turns for bendy barrel rolls. Kihraxz Fighers are dodgy X-Wings - a bit cheaper and weaker, but with more mod slots.
    Scum ships also tend to lack the hard 3 turn. I don't know why, but approximately half the ships scum can field are missing the hard 3. Some, such as the Kihraxz or Scyk, have a hard 1 instead.
    Resistance: fast and durable, powerful and expensive
    The resistance feels a little like rebels, but their ships are generally faster, better, tougher - and more expensive. Like the rebels, this faction features pilots that work well together such as Tallissan, Jess, Bastian, Chewbacca and vennie. Stress removal/management appears again as a theme with Jaycris, Nien, Ello and the resistance transport, as well as access to the tech slot. Rey gunner and the falcon also continue the "big turrets" theme.
    Mobility and speed are a defining feature of this faction, with cards such as black one, kaydel, ga-97, and the speedy rz-2 a-wings.
    First Order: even faster, powerful, expensive
    Just as resistance mirrored rebels, the first order presents a faster, more shielded, more expensive version of the empire. The focus of the first order shifts away from swarms and more towards powerful individual ships such as Kylo, midnight and quickdraw. Like their imperial counterparts, the first order ships are fast and agile, but first order ships have even better dials. Powerful fleet commanders such as Hux, Stridan, Cardinal and Snoke support the first order, while characters such as Phasma and Thanisson debuff and control enemy ships.
    The first order has even wider access to the tech slot than the resistance, granting them access to a range of abilities, notably infinite-range support with biohexacrypt codes.
    Republic: maneuverable aces, force, sturdy troops, teamwork
    The republic brings the Jedi and clones to the table, with two strikingly different flight styles.
    Jedi ships are incredibly fast and maneuverable, able to double-reposition without stress, but are more expensive or more fragile than aces in other factions. Jedi rely heavily on force to operate and thus work well for hit and run tactics so they can recharge force between passes. A single Jedi is almost unbeatable 1-on-1, but as their force wears down from multiple attackers they become much much weaker.
    Jedi aces such as Anakin and Mace Windu are independent operators and excellent flankers. Most Jedi are more support-oriented, however, with abilities that help both themselves and their allies (at the cost of spending force).
    The clones are much less maneuverable and feel a lot like rebel ships: slow, sturdy, and good at teamwork.
    The republic is notable for the interaction it introduces between limited and non-limited ships, with upgrades such as dedicated and battle meditation, as well as the Naboo handmaidens.
    Separatists: Piles of cannon fodder, tactical relays, calculate, aggressive sith, odd movement
    7th faction, thousands of battle droids. Cheap, weak and disposable, droids can be flown in large numbers to compensate for their individual weakness. While droids can only calculate instead of taking the more powerful focus action, they can work together to share calculate tokens with the ships that need them.
    Droid swarms usually benefit from a cornerstone ship carrying a tactical relay upgrade. This offsets the droids' own abilities, which are generally quite weak. In addition, many separatist pilots can take advantage of calculate tokens (either their own or those of friendly ships).
    Not all droids are ships: the separatist faction also introduces "remotes": upgrades that can move about the battlefield for support (probe droids) or offense (buzz droids).
    In addition to droids, the separatists have access to powerful sith. While the Jedi are fast, nimble, and evasive, the Sith are powerful, brutal, and durable. They rely on heavy offense and force tricks to crush their opponents, often fuelling their force through pain with the hate upgrade.
    Finally, the separatists have quite odd movement. The droids can turn more easily than they can bank or land on asteroids with grappling struts, and the nantex fighter is truly bizarre.
  16. Like
    Bonza got a reaction from Sunitsa in What Was the Easiest and Most Difficult List You Used During 1.0?   
    Easiest: Pre-nerf Parattani - I still think it was the most OP list to ever exist. No good target to go for, and it was such a frustrating experience for your opponent to almost kill a single ship, only to see it fly away from the fight and contribute to the Manaroo focus battery. Even its hardest 'counters' were more like 50/50 matchups. A list where I realized that I was winning many games purely due to the strength of the list, not my flying. 
    Hardest: Double Firesprays - So hard to make this list work. I did my damnedest though. 
     
  17. Thanks
    Bonza got a reaction from Boom Owl in What Was the Easiest and Most Difficult List You Used During 1.0?   
    Easiest: Pre-nerf Parattani - I still think it was the most OP list to ever exist. No good target to go for, and it was such a frustrating experience for your opponent to almost kill a single ship, only to see it fly away from the fight and contribute to the Manaroo focus battery. Even its hardest 'counters' were more like 50/50 matchups. A list where I realized that I was winning many games purely due to the strength of the list, not my flying. 
    Hardest: Double Firesprays - So hard to make this list work. I did my damnedest though. 
     
  18. Like
    Bonza reacted to Green Doo in Alex Devy is secretly Top Tier at X wing   
    Before Alex Davy visited battlestation, it was simply called "Star"
  19. Like
    Bonza reacted to Rakaydos in Gunner Luke is a geinus design decision, awful PR decision   
    There are a lot of naysayers talking about Gunner Luke bringing the horrible aspects of TLT ghost, Dengar Jump, Fat Han and Super Dash back to 2.0- even if he is overpriced to oblivion, his mechanics have no place in 2.0.
    Those people are wrong, but they will vote with their wallets.
    When a kid is learning to ride a bike, falling over is a scary thing. Until the kid learns to peddle and steer, Training wheels exist, that keep the kid from falling over. That is EXACTLY what gunner luke is- Training wheels for mobile arcs.
    The scary part of a newbie picking up a Shadowcaster (or any 2.0 mobile arc) is pointing your guns the wrong way. The nightmare, is pointing your guns the wrong way once, clipping a rock, getting bumped 3 times, and dying without ever firing a shot. (You've seen it happen, dont lie) Yes, the shadowcaster got outplayed, but we're talking a newbie here- they were always going to get outplayed. Gunner Luke, on the other hand, takes almost all skill out of flying a turret. Naysayers harp on this as a bad thing (except they remove the "almost"). But to the newbie, it may be the difference between learning the game and quitting after a roflstomp.
    "Almost" all skill? Yes, there is a skill element to Gunner Luke. If you dont need to use him to make up for your mistakes, he modifies your dice. A newbie will rarely get to use this when they get outplayed- but when they do get it, it's a reward for playing the game the 2.0 way. Eventually the newbie learns how to keep guns on target to maximize their force token use for offense... and once they can do that, they can start playing with different gunner upgrades.
    What's the most toxic archetype for beginner players to face? High PS arcdodgers- Lists that punish you for making mistakes, and dont even let you roll dice back. Stop picking on the newbie- or if it's a tournament, stop thinking like an arcdodger and start thinking like a green-heavy jouster. Luke will be expensive- 100% red dice uptime is worth points- and turrets arnt supposed to have the best jousting efficeny even without luke. If you cannot beat a pancake firing 1 shot per turn, either your dice hate you, or you relied too much on mobility and inititive and not enough on the fundamentals of jousting value and action efficency.
    Luke gunner has a very high skill floor, but his skill ceiling isnt much higher. Compare Veteran Turret Gunner, who gives a solid double tap if you can get targets in 2 arcs (which may be the same arc). At best, that's twice as powerful as Luke- a skill ceiling twice as high. Anyone who's flown a Tie SF knows the importance of those double tap shots for winning the game.
    So Luke does exactly what FFG wants- ease new players into mobile arcs while offering a reward for playing the game as intended.
    So why is this an awful PR decision? The reason is obvous now- bringing even a ghost of the former PWT days back frightens people who were driven off by the excesses of 1.0. If they bring back old turrets, what else are they bringing back? My leet skillz failed by a dumb kid with a netlist! Trust Ruined!
    I am confident in saying Gunner Luke will not be a competitive stable. A list to beat, certiantly- if you cant beat a no skill list that's priced appropriately, that's on you. But I predict Gunner Luke will not be showing up on any top tables in the next year. He is just training wheels for newbies who want to fly the heros they saw in the movies.
  20. Like
    Bonza reacted to Rakaydos in Gunner Luke is a geinus design decision, awful PR decision   
    Sure you can. Alphas throw 3 dice with focus if they weren't the one ship shot at, and Stealth/hull/predator Soontir loves shooting at large base ships.
  21. Like
    Bonza reacted to Do I need a Username in Thoughts after watching the Covenant play through video with Alex   
    Totally tubular!  I honestly think that is one of the coolest combos I've seen, and probably pretty balanced too.  It works wonders, but at PS2, so it can be avoided by maneuverable ships.  real cool.
  22. Like
    Bonza reacted to ficklegreendice in New Information from Live Stream Today   
    ....****
     
  23. Like
    Bonza reacted to VanderLegion in My major complaint with 2.0   
    It removes a ton of confusion when points or upgrades that are currently used don't match what's on the card.  I still get emails to this day for Aurora about the jumpmaster missing upgrade slots.
  24. Like
    Bonza reacted to FTS Gecko in 4x U-wing spam, ridiculous...   
    five Cartel Marauders.
  25. Like
    Bonza reacted to ficklegreendice in The Perfect Ship   
    In the interest of bumping, I'd say the nerfed jm5k is about the only PWT is deem acceptable
    As a piddly 2-die with a ridiculous dial and broll, it makes an incredible blocker and support ship (if you can bother to learn to position manaroo properly)
    Nerfed dengar is also great because you actually have to put effort into generating the mods necessary to be effective. Without your arc, your dice trades just suck and will burn you eventually if you're not also arcdodging the opponent
    He's not like Dash who will bulldoze anything outside range 1 with a giant four die turret + almost asajj tier defenses atop the ability to ignore obstacles. He's not even like Kanan Rey that can sloop on a whim in either direction if she feels like it after executing a 3-bank
    I really like where the jm5k is at and hope new crew/illicits will expand its support options 
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