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SgtSmithy

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  1. Like
    SgtSmithy reacted to Thrawn on YouTube in Do You Handshake?   
    Haha, I thought "germaphobe" is someone who is scared of germans ...
    omg
    sorry for trolling 
  2. Like
    SgtSmithy got a reaction from 4fox100 in Scum Aces   
    So for that ship, the movie elicits illicits.
     
    My pun is making you ill, is it?
  3. Like
    SgtSmithy got a reaction from thebigeb2589 in Norra Wexley - Ability   
    Before fickle gets here: the title alows you to turn a focus into a crit out the back, and with its dial Norra can easily make PTL work. Plan a conservative maneuver, get Target Lock and Focus, and toss on a Tail Gunner to make it hit a little harder.
    Not bad by any means.
  4. Like
    SgtSmithy reacted to Sparklelord in Is Expose Good for Anything?   
    Railgun Zuckuss is a nice Expose gimmick.
    Zuckuss
    -Expose
    -Experimental Interface
    -Advanced Sensors
    -K4 Security Droid
    Advanced Sensors Focus, EI into Expose, green maneuver for TL.
    In the combat phase, using his ability, you're sitting at 5-6 red dice with TL and focus token.
    Best part is, it can't be stopped by blocking. Adv.S doesn't care and K4 doesn't care, so long as you have a target you can shoot. In fact intentional bumping with greens ups the Railgun's survivability.
    Try it, you might like it. I think a key wingman is probably Palob.
  5. Like
    SgtSmithy got a reaction from Dorn05 in Norra Wexley - Ability   
    Before fickle gets here: the title alows you to turn a focus into a crit out the back, and with its dial Norra can easily make PTL work. Plan a conservative maneuver, get Target Lock and Focus, and toss on a Tail Gunner to make it hit a little harder.
    Not bad by any means.
  6. Like
    SgtSmithy got a reaction from BlodVargarna in Norra Wexley - Ability   
    Before fickle gets here: the title alows you to turn a focus into a crit out the back, and with its dial Norra can easily make PTL work. Plan a conservative maneuver, get Target Lock and Focus, and toss on a Tail Gunner to make it hit a little harder.
    Not bad by any means.
  7. Like
    SgtSmithy got a reaction from Engine25 in Norra Wexley - Ability   
    Before fickle gets here: the title alows you to turn a focus into a crit out the back, and with its dial Norra can easily make PTL work. Plan a conservative maneuver, get Target Lock and Focus, and toss on a Tail Gunner to make it hit a little harder.
    Not bad by any means.
  8. Like
    SgtSmithy got a reaction from Imperial Mike in Scum is the new "Palp Aces"   
    I think Zuckuss is by far the single most OP thing Scum has right now. If it was "once per round," it would have been okay. If it had a cap to the number of stress tokens you could pile on, it would have been okay. But as it stands, its just way too powerful.
     
    One huge sleeper that I've discovered is my Kath + Bossk list (see my signature). It has a near-perfect record. Particularly, Bossk + Concussion Missiles + Chips + Dengar + Zuckuss + 4-LOM can easily one-shot Soontir or the Inquisitor in the opening shot, even when tokened up and backed by Palp. I've seen it happen several times. I've walked all over Palp Aces with this list. The only loss I have was a direct result of purely awful red dice. They whiffed in that incredibly rare way that is, nonetheless, always a possibility.
  9. Like
    SgtSmithy reacted to DR4CO in How to beat Dengaroo   
    The "Commonwealth Defenders" list absolutely crushes Dengaroo:
     
    Colonel Vessery + Juke + TIE/x7
    Countess Ryad + Push the Limit + Twin Ion Engines MkII + TIE/x7
    Omicron Group Pilot + Emperor Palpatine + Collision Detector
    100 points
     
    I've played the matchup seven times now, and haven't lost a single one of them. The only two games to be remotely close still ended with two of my ships alive, one of them a near-full health Defender.
     
    The advantages this list has are that the Defenders are more than fast enough to catch Manaroo, particularly given she moves first, and have the health and defences to safely ignore Dengar while they go hunt her down. The combination of Vessery & Juke puts Manaroo in a difficult spot; if she passes tokens to Dengar, Juke becomes a better Crack Shot. If she hangs on to the tokens for defence, Vessery gets free target locks. Dengar, meanwhile, is basically forced to waste time on the shuttle before he can consistently damage the Defenders, making the Mana hunt easier again. And once Manaroo goes down, Vessery's Juke becomes permanent Crack Shot and he can almost solo Dengar.
     
    Another list which does really well is Corran + Wes + Biggs. Wes can shut down the Focus shenanigans, allowing Corran to get in for massive damage, and Biggs forces Dengar to split his fire awkwardly. But it is possible for Dengaroo to make itself more-or-less immune by running Recon Specialist on Manaroo and Overclocked R4 on Dengar, so this isn't the most reliable counter.
  10. Like
    SgtSmithy got a reaction from Engine25 in Kanan and new Falcon title?   
    Trick Shot is in HotR. 2 copies.
  11. Like
    SgtSmithy reacted to Oldpara in ARC 170 vs the G-1A   
    My fellow clubmate fly very similar list (Zuckuss with VI, Dengar, title and Inertial Dampeners) with success. He won one tournament and usually is in the top. Quite competitive if flown well.
  12. Like
    SgtSmithy reacted to SEApocalypse in Rule Lawyers - do they sour the game for everyone?   
    Rules lawyering is all about knowing the rules. In this case it just plain and simple cheating. 4 shots out of 1 Torpedo, really? "You" has been clarified ages ago too an gonk … well gonk got as well cleared up.
    So all cases are blatant ignorance or down right cheating.
    But the most hilarious one is really the idea that you can not look up the FAQ.
  13. Like
    SgtSmithy got a reaction from Boba Rick in Show Us Your Current Favorite List IN ACTION!   
    My Bossk/Kath list below vs. Palp defenders (x7 VI Vessery, x7 PTL Ryad).

    Made some stupid mistakes and still walked all over them.
  14. Like
    SgtSmithy got a reaction from ObiWonka in Rule Lawyers - do they sour the game for everyone?   
    That's my goal as well. I always try to follow the rules as best I can and avoid interactions on my list that can cause problems. For example, before I learned about the concept of nested actions, when flying Jake in the A-Wing, I would always focus to reposition first before I used Push the Limit, because I wasn't sure when the stress token from Push kicked in. So I got around it by just not worrying about it and doing things in ways I knew for a fact followed the rules. At the time I was mostly playing with a friend who has a LOT of board games and is REALLY good at keeping complex rules straight in his mind, and any interpretation differences we had could always be solved civilly. Again, all in the name of keeping the game fun.
     
    Likewise, if I'm playing with someone less experienced or flying a new component, if I know I'm tracking the rules better than him/her, I'll do my best to help them without outright giving it away. Case in point: just this last Saturday I was playing a casual match with a friend at the FLGS. He was flying his TIE/sf for the first time. The first time he attacked out of the front arc, he rolled only 2 dice (at range 2 or 3, can't remember which). I first said "You sure that's all the dice you get?" He answered in the affirmative. I asked him again: "You're positive? Check your title card again." He sort of glanced at it and said "yeah" again. I paused for a few seconds, said "All right, if you're sure..." and hesitated for a few more seconds, then announced "Okay, and my green dice" and rolled them. Immediately after the attack was resolved, I walked him through the TIE/sf title, and he sort of chastised himself for missing that.
     
    The reason I did it that way is that I'm a big advocate of learning through doing, making your own mistakes. He's a smart player, and he's pretty good at the game (we're pretty much evenly matched, at least, I'd say), so I wanted to give him the opportunity to use the list that he brought to its potential that I knew it had. He definitely never forgot that extra die out the front again after that, and he **** near almost beat me in that game (came down to an Ion /D Defender vs. Norra... had to make Norra's defensive dice mods work REAL hard to avoid being ion'd), and he had just tossed that list together. But for me, it just seems not nearly as much fun if your opponent is just walking you through your own list, unless it's a brand-new player. This guy was not a brand new player, so I gave him the hints without telling him the answer, but at the same time, didn't want him to make the same mistake again.
     
    Even in a competitive setting, I'll give away an opportunity I noticed my opponent missing. When I'm expecting something to happen and it doesn't, I slow the pace of the my list's components, dropping hints like "All right, that's all you're going to do?" And if they're sure, I'll move on. Then when we move on I'll let the opponent know what they missed.
  15. Like
    SgtSmithy got a reaction from Parravon in Rule Lawyers - do they sour the game for everyone?   
    That's my goal as well. I always try to follow the rules as best I can and avoid interactions on my list that can cause problems. For example, before I learned about the concept of nested actions, when flying Jake in the A-Wing, I would always focus to reposition first before I used Push the Limit, because I wasn't sure when the stress token from Push kicked in. So I got around it by just not worrying about it and doing things in ways I knew for a fact followed the rules. At the time I was mostly playing with a friend who has a LOT of board games and is REALLY good at keeping complex rules straight in his mind, and any interpretation differences we had could always be solved civilly. Again, all in the name of keeping the game fun.
     
    Likewise, if I'm playing with someone less experienced or flying a new component, if I know I'm tracking the rules better than him/her, I'll do my best to help them without outright giving it away. Case in point: just this last Saturday I was playing a casual match with a friend at the FLGS. He was flying his TIE/sf for the first time. The first time he attacked out of the front arc, he rolled only 2 dice (at range 2 or 3, can't remember which). I first said "You sure that's all the dice you get?" He answered in the affirmative. I asked him again: "You're positive? Check your title card again." He sort of glanced at it and said "yeah" again. I paused for a few seconds, said "All right, if you're sure..." and hesitated for a few more seconds, then announced "Okay, and my green dice" and rolled them. Immediately after the attack was resolved, I walked him through the TIE/sf title, and he sort of chastised himself for missing that.
     
    The reason I did it that way is that I'm a big advocate of learning through doing, making your own mistakes. He's a smart player, and he's pretty good at the game (we're pretty much evenly matched, at least, I'd say), so I wanted to give him the opportunity to use the list that he brought to its potential that I knew it had. He definitely never forgot that extra die out the front again after that, and he **** near almost beat me in that game (came down to an Ion /D Defender vs. Norra... had to make Norra's defensive dice mods work REAL hard to avoid being ion'd), and he had just tossed that list together. But for me, it just seems not nearly as much fun if your opponent is just walking you through your own list, unless it's a brand-new player. This guy was not a brand new player, so I gave him the hints without telling him the answer, but at the same time, didn't want him to make the same mistake again.
     
    Even in a competitive setting, I'll give away an opportunity I noticed my opponent missing. When I'm expecting something to happen and it doesn't, I slow the pace of the my list's components, dropping hints like "All right, that's all you're going to do?" And if they're sure, I'll move on. Then when we move on I'll let the opponent know what they missed.
  16. Like
    SgtSmithy reacted to ABXY in Rule Lawyers - do they sour the game for everyone?   
    But a ******, such as the one the OP described, may argue a TO is "outside material".  
  17. Like
    SgtSmithy reacted to nurglez in Rule Lawyers - do they sour the game for everyone?   
    Before playing X-Wing I'd been playing 40k for about 15 years, and was generally "the rules guru" of my group, having a good memory of rules (not always perfect, thanks to remembering previous editions) and right more often then wrong.
     
    I aim to play x wing properly, especially in tournaments. I will remind my opponent to take their actions if they forget, and if I forget I will ask, but not demand, to take the action. I'm pretty easy going, as the aim of the game (in my eyes) is to have fun, within the constraints of the game.
     
    However, I'm also capable of being incredibly petty, and whenever I've played against an incredibly rules lawyer type of player (thankfully rare among my area) I will return the favour.
     
    If you live by the rules lawyering, you shall die by the rules lawyering.
  18. Like
    SgtSmithy reacted to VanorDM in Rule Lawyers - do they sour the game for everyone?   
    It sounds like the TO was dead wrong. The other guy effectively skipped over your chance to do something which is against the rules. 

    It's called Karma. The guy in this story fully got what he had coming to him based on natedawguscm's story.
  19. Like
    SgtSmithy reacted to Slugrage in Rule Lawyers - do they sour the game for everyone?   
    There's a number of points that need to be made regarding your posts, but I don't have time to address them.
    However, to this point specifically (because it's easily looked at) is this current rule in the Tournament Regulations posted on the X-Wing section of the Product page (https://www.fantasyflightgames.com/en/products/x-wing/) with the rest of the online documentation:
    "Taking Notes and Outside Material
    Players cannot take notes or reference outside material or information during a tournament round.
    However, players may reference official rule documents or game components that do not contain
    hidden information at any time or ask a judge for clarification from official rule documents. Official
    rule documents include all rules documents available on the X-Wing page of our website, those
    found in an X-Wing product, or any portion thereof."
    So yes, referencing the FAQ during a tournament is entirely legal.
  20. Like
    SgtSmithy reacted to Smutpedler in Rule Lawyers - do they sour the game for everyone?   
    I'm pretty sure the "outside material" rule said something about the official FAQ and rule book being fine to reference. 
  21. Like
    SgtSmithy reacted to Vineheart01 in Rule Lawyers - do they sour the game for everyone?   
    i wouldnt call those rule lawyers, i'd call them "that guy"
    People that deliberately read a rule the way they want to read it and hope nobody with half a brain catches them. Coming from 40k, thats a VERY VERY COMMON THING.
    Rule lawyers know the rules inside and out and will point out even the slightest step out of the rules, even if its inconsequential (drawing cards on a dead ship) but still a rule. Even more annoying when they butt into a game uninvited to correct a mistake. I only do that if im standing there and they ask an ambiguous question, even if it isnt directed at me, since im usually one of the guys people ask for rules anyway.
     
    Ive been called a rule shark by a couple people and they immediately got shamed by the rest of the group for it lol. I point out rules even if they screw me over, because i want a fair game. If youre fine with me pointing out rules that hurt me but get all huffy when i say you cant use predator multiple times in the same roll, i dont want anything to do with you because you are "that guy"
  22. Like
    SgtSmithy got a reaction from Darth Tam in ARC 170 vs the G-1A   
    On that note, one of my recent successful lists:
     
    Fenn Rau: PTL, AT, Title (34 Points)
    Old Teroch: VI, AT, Title (30 Points)
    Zuckuss: VI, Electronic Baffle, Ketsu Onyo, Mist Hunter, Tractor Beam, Glitterstim (34 points)
    Total: 98 points
     
    This list has a lot of ways to screw with your head. All of these ships move at the same time and at PS9. Everything has repositioning capabilities. Teroch can take all of your defensive tokens. Zuckuss can pretty much always have the option to just get rid of stress, AND he can tractor beam you onto an obstacle or out of the way/in someone's face. AND you may not be able to remove those tractor beams. Fenn Rau and Old Teroch's favorite spot to be is staring you right in the face.
  23. Like
    SgtSmithy reacted to Darth Tam in ARC 170 vs the G-1A   
    I'm laughing/smirking/cringing way too much right now.
    That right there is THE fix in this game. WINGSPAN
    Hmm, let's try it for the T-65.
  24. Like
    SgtSmithy reacted to Vineheart01 in ARC 170 vs the G-1A   
    aux arc is the big one to me.
     
    ive faced quite a few mist hunters. Theyre not that hard to evade so they cant hit you because theyre somewhat clunky and not super defensive either.
    ARCs almost never end up with no shot.
     
    Probably the most irritating a mist hunter has been is tractoring to counter my barrelroll i just did at range3. ARCs, especially with tailgunner, have a nasty habit of sneaking a crit on my face while completely evading me. People really dont value aux arcs that much since the firespray really cant abuse it...and thats why both my ARCs and TIE/SFs tend to rip people apart, everyone ignores the aux arc and expects me to turn around predictively. Nope! Im over here ready to fart on your dumb ship thats facing the wrong way.
  25. Like
    SgtSmithy reacted to Transmogrifier in How to "git gud" without playing much?   
    There are parts of the game that are tricky to pick up in a vacuum (learning how to fly against certain lists) but there are at least a few things you can do solo that will make you a better player.
    1) pratice maneuvers - set up rocks and practice navigating through them. Read through the excellent flight achool resources out there (see the stickied community resources thread). Learning to judge exactly where each maneuver will put your ship is something that you have to practice and it pays off in a big way.
    2) memorize dials - there are a ton of ships out there now and if you don't know which of your opponent's moves are green or what k-turn options they have, you're going to struggle to anticipate moves.
    I would also recommend that you pick a list and stick with it - if you're only getting a few games in, spreading your practice amongst a bunch of different lists will prevent you from getting past the initial acclimation stage with any list. Learning how to work with a list, even a sub optimal one is a valuable skill. Better to have a tier 2 list that you are well versed in than a tier 1 list that you forget triggers for etc.
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