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Parable

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Everything posted by Parable

  1. Check the Heroes of the Aturi Cluster missions.
  2. Parable

    TIE PUNISHER FANCLUB

    I'd go for a Punisher-only title with an ability similar to Kestal, that lets you spend a target lock to (take your pick... add 1 more die to attack, reduce target agility by 1, cancel an evade e.g. Crack Shot, or whatever).
  3. If you really really really need to shoot first (and don't much care after that): HWK-290: Roark Garnet (19 + 6) + Twin Laser Turret (6) + "Chopper" (0) A-Wing: Green Squadron Pilot (19 + 6) + Swarm Tactics (2) + Cruise Missiles (3) + A-Wing Test Pilot (0) + Guidance Chips (0) + Deadeye (1) A-Wing: Green Squadron Pilot (19 + 6) + Swarm Tactics (2) + Cruise Missiles (3) + A-Wing Test Pilot (0) + Guidance Chips (0) + Deadeye (1) A-Wing: Green Squadron Pilot (19 + 6) + Intensity (2) + Cruise Missiles (3) + A-Wing Test Pilot (0) + Guidance Chips (0) + Deadeye (1)
  4. That would be a good use for a second Title.
  5. Hey, it's no Ryad. At that point you should want to do a green... no k-turn again... hopefully. There'a always MK II engines if you don't want to take GC.
  6. Picture this: slow roll in, get a mid to long range shot, then FCS gives you a TL. Next round, k-turn and unleash hell with your Cruise Missile.
  7. Follow it up with Torkil Mux... make one ship very sad.
  8. Human, and specifically Corellian.
  9. Parable

    Carnor Jax

    I think you misspelled "bucket of beer".
  10. I've been playing them in a local, casual league for the past 4 weeks and they are lots of fun! Maybe not Tier 1, but definitely can be competitive. Jakku Gunrunner: Vizago, Cloaking Device (swap for Scavenger Crane after cloaking), Cluster Mines, Pattern Analyzer, Spacetug Tractor Array (25 pts) Sure, maybe 1/3 of the time it gets blown up without doing much. But then they aren't concentrating on your big guns. This build has so many support options and ways to move. I've dropped cluster mines on multiple ships, multiple times, and gotten several kills. I've tractor beamed ships at least twice which resulted in them flying off the board. My favorite move so far has been: decloak right, to the far side of a debris cloud; reveal and execute 1-reverse; drop cluster mines (using Pattern Analyzer), removing a shieldless A-Wing from the map. Scavenger Crane triggers, giving me the mines right back. Running someone off the map seems like it should be amazing but I always feel a *little* bad about doing it.
  11. I... think they're just fine. And I'm glad to see them putting out some fairly universally used tokens. (I like the less used ones, too, though!). The alt art cards for Q3 are great choices too.
  12. Which ships do you already have? What cards do you expect to use from each expansion? How often will you put them on the table? What is your play style? The Raider is a beautiful model, but I haven't been able to use it yet in an epic game. Palpatine's crew card obviously is a huge deal, even after a smallish recent nerf, and is the reason most people bought the Raider. I do use the TIE Advanced titles, which makes at least Vader competitive again (and I think it works well for Stele also). The jury seems to be out on the TIE Aggressor. It's a lot easier on your budget, however, and is the first Imperial ship to sport a Turret upgrade slot. It comes with Twin Laser Turret (great), synced turret (unknown, probably so-so), and Unguided Rockets (which could be good for both TIE Bomber, and Punisher). It also barrel rolls. EDIT: Almost forgot Intensity!!
  13. He's extra hilarious after you hit someone with Spacetug Tractor Array and drop their agility down.
  14. Complaints about bad luck are a long-standing tradition going way beyond x-wing. Just roll with it (pun intended). Agree and maybe be sympathetic but not patronizing (if you can manage it).
  15. Consider a case where you have a Large base ship which ends up in both your arcs. Then, you still can't add a Crit because adding a result is a modification (like ATC or Fearlessness). He can still add crits in both arcs on a normal attack, as those don't have Snap Shot's limitations. Adding dice to your Dice Pool during the "gather dice" step is NOT a dice modification.
  16. Double Edge's pilot ability would have been great. Especially with Munitions Failsafe.
  17. I'd rather see either the ability to reroll a blank (or focus a blank e.g. Sensor Cluster/Weapons Guidance, or a free BR/Boost before/after moving. (I know, not a +/- 1 but since I'm in this rabbit hole, give EPTs to all the talentless unique INTs.)
  18. I don't think the need was so much about whiners, but about acknowledging that Palp + X was pushing any other Imperial archetype out of the meta.
  19. Targeting Synchronizer is fun in conjunction with anything that doesn't require you to spend the lock (Homing Missiles, Ion Pulse Missiles, etc.). Try it on Epsilon Ace (20 points with T.S.).
  20. They're 20-25 minutes from me and I try to get there every Thursday (usually end up a little late).
  21. I run those two with a standard Inquisitor, as he's hard to hit / pin down and also wants to take a target lock.
  22. I'd prefer this as a double tap: TIE Punisher Only. [Attack] After you perform a (torpedo) or (missile) attack, you may perform a primary weapon attack against the same target. Gives them more offense without the abusive double ordnance strike. Not sure on cost, though. It's enough to give them a little extra kick without being too ridiculous. And depends on their having ordnance to spend, too.
  23. People seem to forget they have a 5k turn. And boost. (Yes, i know, not both at the same time w/of Advanced Sensors). They aren't in nearly as bad shape as a Lambda or YV-666, or any number of other large and small similar ships. They just don't do much right now that Bombers don't do as well, or nearly as well, for a lot fewer points.
  24. I took a look at their Web site. For some reason, I thought at their old location they were video game-only but I see they do have tabletop listed as well.
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