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RampancyTW

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  1. Seconded, I'd be down as well
  2. The latter explanation is 100% how it works based on how Matchstick, Rivas and Outrider have been ruled. No previous precedent supports belief number one. Some TOs may rule differently, but friendly locks work for Matchstick, friendly locks on opponents trigger Rivas, and enemy locks can be removed by Outrider, which all use the same language of token ownership.
  3. RampancyTW

    TIE/BADA**

    I really, really don't understand this mindset. He moves last (or close to it) behind a defensive token, 3agi, and 2h2s. He's plenty tough and on the flank is native double mods with unmatched time on target.
  4. I wouldn't do it. Huge ships are not balanced around smaller points formats. Native regen and reinforce along with copious amounts of attack output make them a pretty severe NPE unless planned around ahead of time.
  5. I would 100% favor myself vs most other players if I were the X-Wings in this matchup. The Interceptor player only needs one bad variance swing to be screwed and I'm pretty confident in my ability to force enough dice trades to get there. Conversely, I would also bet on myself if I were the Interceptor player, since I'm pretty confident in my ability to avoid the worst of those trades. It's almost as if the game is fairly balanced and the player is more important than the lists. 🤔
  6. Except they didn't want to do that, since several abilities enable post-activation actions. Your solution is entirely different in application than theirs with frankly no added elegance. That doesn't make your suggestion bad, but it accomplishes different goals.
  7. It's almost as if it's a cheap training wheels card designed to help out new players but not be efficient...
  8. It really isn't, it's merely been overshadowed by crack shot (which probably should be at 2). The big thing with 8xRuthlessness is insanely reliable damage and init advantage over other 8x lists. Trading for more than 25 points' worth of ship is more or less guaranteed.
  9. Ruthless is pretty dope already imo, and we don't need 8x ruthless Black Squaddies to be a thing.
  10. I actually really dig the solution of getting more low-initiative arcs on the field vs. nerfing the aces. Keeps the ace experience alive but gives other lists more inertia to leverage against them.
  11. Wait, is 67 of CLT Anakin NOT comparable to that Soontir? Similar movement profile, better stress management, much better disengagement capabilities, etc. Less raw damage output but much sturdier vs. multiple attacks. They're a much closer comparison than you give them credit for imo.
  12. To be blunt, this is so wrong I don't even know where to begin. I think I'll leave it at that you have a drastic misunderstanding of the planning that goes into repositioning play. Some ships like Jedi (and very arguably Soontir) don't pay a high enough point cost relative to their in-game benefit/in-game cost ratio, but repositioning has a benefit and a cost that needs to be factored into the decision-making processes of both players.
  13. A three-dice gun that gets to hang out and take freebies all day is nothing to scoff at.
  14. The ability does specifically require a hit, homing missiles will indeed be gnarly on him if he works as advertised, though. Looking forward to running some triple V1 Ace lists!
  15. TBH I wouldn't hate it, I think an up-priced Tactian would be fine in a 2.0 environment. Make it unique to prevent the stack, could be charge-based to prevent it from being used every round, too.
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