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C3gorach

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  1. The think about Juke math us that it assumes you always have it. But with 2 evade dice and 3 initiative you most likely will need to use some of those evade tokens to keep a ship alive before it has the opportunity to attack.
  2. How about something like this? Rear Admiral Chiraneau (80) Trick Shot (2) Minister Tua (7) Hotshot Gunner (7) Hull Upgrade (2) Sigma Squadron Ace (46) Juke (5) Sigma Squadron Ace (46) Juke (5) Total: 200 RAC will attack first and make sure whatever his target is will be left tokenless for the Sigma's Jukes.
  3. Yeah, I like the second list more as well.
  4. C3gorach

    Snap Shot

    Ok, ok I got it. Serves me right for just skimming over the rules... 😓 Still learning the Game. So Norra's ability is a modification, but Trick shot isn't.
  5. C3gorach

    Snap Shot

    Nope, adding a die IS a modification (RR pg.9) It isn't, I was wrong. PS: Snap Shot on Turr Phennir sounds very interesting! Maybe we will see another Interceptor apart from Soontir Fel.
  6. Since we are all here about empowering new players (like me 😁) what you think is the "reasonable" number of each ship to have? Atm I have 1x TIE Reaper, 6x TIE/ln, 1x TIE Adv, 2x TIE/sk, and planning to get 1x Decimator and 2x TIE Adv Pt. I am good right? 🤔
  7. Just saying... 😂 “Whisper” (54) Juke (5) “Echo” (50) Juke (5) Captain Oicunn (78) Minister Tua (7) Total: 199
  8. I am a new player. I have only bought the Ships released in second edition (no conversion kits). I am happily playing the game, and attending (albeit small) local tournaments. I really don't understand why I MUST have the TIE Interceptor for example. Soontir Fell would be cool to fly ok, but I can make lists, have fun and be competitive with the four options (Reaper,Fighter, Advanced, Striker) I have right now. The Hyperspace "rotation" does have me buffled though. When they finally re-release the Interceptor (or any other ship) it might have rotated out...? 🤔
  9. Yeah I always played Viziers Ability as white. In the current list Vermeil is one of the hiters along with Duchess and Maarek. And with the Academy TIEs to block he can cause some serious damage... For Vizier I would try something like this: Maarek Stele (46) Marksmanship (1) Fire-Control System (2) Afterburners (6) “Duchess” (42) Predator (2) “Vizier” (45) Death Troopers (6) “Pure Sabacc” (44) Shield Upgrade (6) Total: 200 This seems much more "squishy" to me though...
  10. Hm... Something like this? Corran Horn (66) Fire-Control System (2) R3 Astromech (3) Afterburners (6) Rogue Squadron Escort (56) Fire-Control System (2) R3 Astromech (3) Rogue Squadron Escort (56) Fire-Control System (2) R3 Astromech (3) Total: 199
  11. Well as a Second Edition player I don't have Vader (Crew) yet, but thankfully he is in Wave IV VT-49 Decimator Expansion. About the Deathtroopers, with the prevalence of Leia I don't know how worthy an investment they would be, haven't tried them to be honest though.
  12. Yeah, a 3-5 players one ship FFA sounds very fun!
  13. After a few games i think I will staple Tactical Officer on the TIE Reaper. It really helps so much with stress control. You really want to Co-ordinate a Focus (w/ or w/out the roll) to Maarek in the first engagement without the stress to be able to Ailerons > S-Loop in the next turn. So the list looks like this now: “Duchess” (42) Predator (2) Maarek Stele (46) Marksmanship (1) Fire-Control System (2) Afterburners (6) Major Vermeil (49) Trick Shot (2) Tactical Officer (2) Academy Pilot (23) Academy Pilot (23) Total: 198
  14. Yeah, for Rebels the two X-Wings, one Y-Wing and one U-Wing is not only a good list but also the most affordable as you can make it with a Core, Saw Renegades and a Y-Wing expansions.
  15. Interesting idea! I think this could easily be made into Force Power: -After you fully execute a red maneuver you may spend a force to treat it as white. Or - After you execute a X speed non red maneuver you may spend a force to rotate your ship 180°(90°?) degrees. Something along those lines...
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