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Green Doo

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  1. Like
    Green Doo got a reaction from Odanan in XG-1 "Star Wing" Assault Gunboat Thread   
    Do people really think Gunboats are too expensive? I feel GUNs are fine pointwise but I'm usually wrong with these things. Anyways, two fully kitted rhos with Whisper ( Juke, Afterburners & 7th Sister) is my new favourite list. I feel happy cause I think I finally have figured out how to use slam properly and it is fun!
  2. Like
    Green Doo reacted to theBitterFig in XG-1 "Star Wing" Assault Gunboat Thread   
    A TIE Bomber often does a similar job, but at 7 points less expensive.  So Gunboats need to use their configurations to full effect.  OS-1 requires locks at low init, which is awkward, and you'll 'need' Fire Control System, so 10 points more than a Bomber.  XG-1 requires investment in a cannon (probably Ion) which brings them up to 40 points--12 more than a Bomber--before adding other munitions.
    I'm a huge 2e TIE Defender fan.  They're the prime example of a Pay-A-Lot---Get-A-Lot ship.  But it's really easy to use all the added features of a TIE Defender.  The Gunboat is also in the same design style: you'll play a lot baseline, but get a lot of features in SLAMS and Configurations and easier Reloads and shields.  But they'll have a harder time to use all those features.
    Barrage Rocket Scimitar is 34 points, and ready to go.  Starwings are certainly cooler and more fun.
    However, I don't really think the Gunboat needs a price cut.  Rather, I think the TIE Bomber (and probably Barrage Rockets) need a price increase.  An XG-1 with just Ion cannon is 40, which seems right.  Contrast to the Cartel Marauder.  Ion vs Regular gun.  More shields and total HP, but an odd dial.  The two seem decent enough in comparison to each other.  TIE Bomber with Barrage Rockets?  6 points cheaper than the Kihraxz.  It has better actions (that it can't use while firing Barrage Rockets), and a roughly equivalent dial.  That difference in price for capabilities should probably be a little closer.
  3. Like
    Green Doo got a reaction from Kharnete in XG-1 "Star Wing" Assault Gunboat Thread   
    Do people really think Gunboats are too expensive? I feel GUNs are fine pointwise but I'm usually wrong with these things. Anyways, two fully kitted rhos with Whisper ( Juke, Afterburners & 7th Sister) is my new favourite list. I feel happy cause I think I finally have figured out how to use slam properly and it is fun!
  4. Like
    Green Doo reacted to Odanan in XG-1 "Star Wing" Assault Gunboat Thread   
    Because 5 is the holy number.
  5. Like
    Green Doo reacted to mcgreag in XG-1 "Star Wing" Assault Gunboat Thread   
    Just played my first 2.0 tournament which happened to be X-Wing Nordics with 99 participants and of course I brought a Gunboat.
    TIE/D Defender - Onyx Squadron Ace - 82
        Onyx Squadron Ace - (78)
            Juke (4)
    TIE/ca Punisher - •“Deathrain” - 62
        •“Deathrain” - Dexterous Bombardier (42)
            Trajectory Simulator (3)
            Proton Torpedoes (9)
            Proton Bombs (5)
            Seismic Charges (3)
    Alpha-class Star Wing - •Major Vynder - 56
        •Major Vynder - Pragmatic Survivor (41)
            Fire-Control System (3)
            Proton Torpedoes (9)
            Advanced SLAM (3)
            Os-1 Arsenal Loadout (0)
    Total: 200/200

    View in the X-Wing Squad Builder
    I went 4-2 ending up in 28th place and my experience from the matches where that Gunboats are still great and so are Defenders. Punishers on the other hand are overrated and so is Vader (ship, not crew).
    I only saw one other Gunboat and that was a Nu with Xg-1 and Ion Cannon. Can't say I'm too thrilled about that fit, as someone who ran HLC Gunboats in 1.0 (mostly Karsabi) I feel that torpedoes are really the way to go now, at least until we get a better cannon.
  6. Like
    Green Doo reacted to Zura in [BLOG] The TIE Interceptor   
    Oh my god.
  7. Like
    Green Doo reacted to thespaceinvader in Robot Bounty Hunter, or how I learned to stop worrying and love 4LOM   
    I’ve been running 4LOM a lot recently, and whilst he’s not Objectively The Best (still Guri), he’s nonetheless absolutely amazing.
    So in the spirit of being the change, here are some words of… well, at least experience, I can’t promise wisdom.
    The spaceframe
    The G1A is wildly improved over 1e.  It is one of the very few to actually increase its HP, AND get a better dial (the 2k is usually more useful than the 3, and the stop is money), AND the title gives a full cannon slot rather than just Tractor beam.  AND it got 3 2e points cheaper. The basic frame is solid, but with a dial THAT red on a medium base, it’s super predictable.
     
    The robot bounty hunter
    4LOM himself has similarly improved.  His 1e ability - passing off his stress at the end of the round - remains, but he also gets a free calculate token for fully executing a red, including that wonderful new stop.  A thing people often miss is that friendly ships are viable targets, which means that if you fly him mobbed up with someone - Palob is a good ally for this, his greens are OK and he doesn’t need to self stress often, very rarely needs his reds, and if he does end up double stressed he can carry mods - you can keep doing those reds even if you don’t hit r1 or your stress soak dies.  And he's FIVE 2e points cheaper.
     
    Builds
    Cold hard bare metal - naked 4LOM is solid.  He’s reasonably nimble, reasonably tough, and his ability gives him mods every round, albeit minimal, and he’s super cheap.  He would fits with, e.g. Palob with Moldy Crow, and Boba with Perceptive, Han Gunner, Marauder, Debris Gambit with a couple of free points.  Which is a whole lotta ship, and something I really should try.
    Stress troll - adding 000 is a very cheap upgrade that improves him a lot.  It’s essentially a catch 22, if you have any targets or are in any arcs, there’s no GOOD choice for your opponent unless they have Teroch’s ability and you have init.  If they stress, you can double stress them, or potentially stress multiple enemies, either of which are nice, if they give you calc… well yay, you got calc. The build above would work, dropping Perceptive and adding 000, and you have a bunch more points to throw around, too, e.g. Lando on Palob (for that matter, Lando on LOM himself is not a bad shout).
    Defence boosting - Elusive is a very obvious fit.  You’ll usually have calcs, so with at least one, you’re getting up to a roughly 85% chance of evading, which is pretty solid, and if you fly right you should have it every round, which is a good return. It’s a solid, cheap upgrade for him.
    Offence boosting - Intimidation should work very well, though I’ve yet to trial it.  4LOM is a superlative blocker, and frequently both fails to get shots AND fails to get shot, so Intimidation is a natural fit.
    Advanced trolling - Advanced Sensors is a very strong upgrade here.  It’s definitely expensive, but fly right and it basically means that the penalty of your red moves - costing you your main action - is entirely obviated.  Your red moves now come with a free stress, as opposed to penalising you with one. Woo!
    Advanced trolling 1.5: rolling and trolling - Mist Hunter.  First point: this is just not worth it unless you have Advanced Sensors, you simply shouldn’t be doing non-reds enough to make it worth even 2 points.  Second point: AS roll then a red move is close to peak LOMming; it can move you from outside R3 into prime blocking range in one go. This is a rare ship where adding a LOT of points in upgrades adds way more than it costs.  Here's a couple of images showing a not unlikely scenario.  4 forward for the enemy LOM at the top, 1 bank for the friendly.


    Full troll to the max - adding illicits and mods.  Cloaking Device and Contraband Cybernetics are the obvious ones, the former both for the extra defence and for the extra manoeuvrability, the latter for very obvious reasons - one critical extra action can make a HUGE difference, albeit it’s less useful with AS.  Electronic Baffle seems like a good choice, but you’d have to sacrifice HP and you REALLY don’t want to - and as noted above, if you have a friend, you don’t need it.
    Other oddities - there are a number of other solid upgrades.  Squad Leader gives you a useful way to stress without a red move.  Debris gambit gives you more reliable defences, but conversely, costs an action.  Collision Detector gives you a lot of unpredictability, and FCS some more mods.  Discharge Vanes and Ion Cannon might be worth trying, especially the latter which can give you hyper reliable blocking.
     
    So onto the real meat - tactics, both in his use, and in his countering.
    The primary thing you’re trying to avoid, is engaging at r2-3.  The ideal thing you’re wanting to accomplish is getting blocks in the first engagement, or flanking to engage without getting shot.  The primary thing your enemy is trying to do is kill you before you get to range 1; if you spend even one round there and are alive at the end, you’re very likely not to die, because you’ll be able to stop and at least one of them won’t be able to turn round unless it’s a Defender.
    The AS roll gets you at least a Medium base more reach, which gets you way more likely to get that range 1 first engagement.
    From there, you can just troll away with AS roll 1 turns, AS lock K turns, or just straight up stopping in place, and keep passing off stress as long as you can keep the enemy in range 1.  AS jamming is another great option, if you think your opponent is going to clear, or to block Jukers like Phantoms and Defenders from getting their Evades. This again goes very nicely with Palob, as you’re then able to claim ALL the tokens from one target which is SO much better than just grabbing on.
     
    So, how to counter this magnificent monster?
    It’s honestly pretty simple.  Slow roll him, and kill him. He’s pretty easy to kill, he can’t get evades, he only has one die, and whilst he’s got enough shields to soak an entire Proton, which is a massive rarity, especially on a non-large base, hit him with two and he’ll be critted a lot.  The prime thing you’re trying to avoid is letting him get range 1 in round 1, unless you’re absolutely sure you can kill him - because if you can’t, unless you have bombs or turrets, he’ll be behind you and staying there. Or blocking you. And you won’t know which.
     
    And for the LOM player, how to counter THAT?
    Cloaking Device is a good shout, the cloak gives you range 3 protection, and the decloak makes that block or even K turn behind MUCH more likely.  But mostly, good flying. Use those opening rounds when you don’t need to red every round, to control range with Mist Hunter and stress passing, so that you can go for those blocks and make your opponent fall short of that range 2-3 alpha strike, or force them to miss mods on the engagement by having to reposition to get the shots.
     
    In conclusion
    4LOM isn't a damage monster and isn't a strong support card, he's a trol, through and through, and in large part, a trap card.  SO I worry he's going to get pretty rapidly played out.  But whilst he's not, he's very, very strong, and if he can draw focus from your other strong ships or endgame beasts, he's serving his purpose, especially if he's cheap.
    So, what’s your experience of 4LOM, both playing and countering, and what about the rest of the Mist Hunter pilots?  I’ve not played the others all that much myself.
  8. Like
    Green Doo got a reaction from Cuz05 in The Grand Inquisitor   
    If you want stubbornly play it and dont mind if you have tough games ahed, I would recommend try this
    (58) Grand Inquisitor
    (12) Supernatural Reflexes
    (5) Collision Detector
    (7) Proton Rockets
    Points 82
    (37) Rho Squadron Pilot
    (0) Xg-1 Assault Configuration
    (5) Ion Cannon
    (1) Trick Shot
    (3) Advanced SLAM
    (3) Fire-Control System
    (9) Proton Torpedoes
    Points 58
    (37) Rho Squadron Pilot
    (0) Xg-1 Assault Configuration
    (5) Ion Cannon
    (1) Trick Shot
    (3) Advanced SLAM
    (3) Fire-Control System
    (9) Proton Torpedoes
    Points 58
    Total points: 198
  9. Like
    Green Doo reacted to DodgingArcs in The Grand Inquisitor   
    I haven’t found him that squishy. Supernatural and FCS, maybe with Concussion Missiles if you have the pts. 
    He plays so differently that he used to. Supernatural boost or roll link into focus, green move take and action. You might need to a get a Lock up for FCS, or an Evade against long range shots or a boost or roll up dodge an arc. 
    You should be trying go stay at range 1 all the time for 3 dice attacks that have great mods, and if you get caught in arc you can always dump your second force point to deny a range bonus. 
    The Grand Inquisitor will deliver a savage Proton Rocket and In the appeal but it is a lot of pts. I’m happy with no missile but the Concussion does at least give you the old Inquisitor back three times a game without spending a force point. 
    I think the trickiest thing is what to pair him with. I can keep him alive through to the end of the game but if he losing wingmen too fast and has to solo things he won’t do it fast enough. He can’t take a swarm with him, the shuttle doesn’t do enough, he’s too expensive to have Punisher friends. 
    So the lists I’ve tried just don’t pack enough punch with him, but in general I think he is much more fun to fly than Vader and far more survivable. 
  10. Like
    Green Doo reacted to player2422845 in The Grand Inquisitor   
    Perfect! It is exactly what It need IMO. Lot of HP, consistent damage, the opponent will struggle to choose between chassing the inq, or  dodging rhos...
  11. Like
    Green Doo got a reaction from player2422845 in The Grand Inquisitor   
    If you want stubbornly play it and dont mind if you have tough games ahed, I would recommend try this
    (58) Grand Inquisitor
    (12) Supernatural Reflexes
    (5) Collision Detector
    (7) Proton Rockets
    Points 82
    (37) Rho Squadron Pilot
    (0) Xg-1 Assault Configuration
    (5) Ion Cannon
    (1) Trick Shot
    (3) Advanced SLAM
    (3) Fire-Control System
    (9) Proton Torpedoes
    Points 58
    (37) Rho Squadron Pilot
    (0) Xg-1 Assault Configuration
    (5) Ion Cannon
    (1) Trick Shot
    (3) Advanced SLAM
    (3) Fire-Control System
    (9) Proton Torpedoes
    Points 58
    Total points: 198
  12. Like
    Green Doo reacted to MalusCalibur in The A-wing is where they dropped the ball   
    Maybe I'm being hopelessly optimistic (and that really would be a first), but I think these overreactive posts need to stop. We've barely had 2.0 for five minutes and already I've seen complaints that **** near everything is overpowered or underpowered, clamouring for major buffs or nerfs with barely any supporting evidence, based usually on a handful of anecdotes alone.
    It is extremely premature to declare any ship 'DoA' or 'dead for the whole edition', especially given that a)new upgrades that previous ships can use will be coming all the time (look at the Gunner slot for example - currently fairly useless unless you have a turret), b)new pilots for ships will be coming with their individual expansions (so Tycho may well be returning, in the A-Wings' case), and c)points and slots can be adjusted if the need is determined to be great enough, to prevent any ship from being worthless forever once enough significant evidence to support that decision exists.
    Until then, can we all stop asking for sweeping changes to ships based solely on limited personal experiences and knee-jerk reactions?
  13. Like
    Green Doo reacted to Bodacious2182 in What Is Your Favorite List So Far?   
  14. Like
    Green Doo reacted to Polda in What Is Your Favorite List So Far?   
  15. Like
    Green Doo reacted to SabineKey in Resistance Conversion Kit upgrade preview   
    Hahaha
    the art and ability for Resistance Han fit so well ?

  16. Like
    Green Doo reacted to HolySorcerer in XG-1 "Star Wing" Assault Gunboat Thread   
    So far I've just been sticking with an XG-1 with FCS, APT, IC, and ASLAM.  You can get a Nu for 52 points or Vynder for 58 points.  Pick up a lock early, pepper them with ions until it sticks, then move into range one with your fully modded APT.
  17. Like
    Green Doo reacted to Icelom in The force!!   
    The force is very very strong, its a free calculate every turn that's immune to all ways to block it.

    with 4 of 5 games running tie advanced v1 generic inquisitors I have yet to lose a single one...  (my vote for best ship in the game currently... so **** good)

    In fact, its so good I ran Asaj with Maul just to increase my total force buffer and add some minor force regen and never once did I regret the point cost on maul (13pts) for basically just increasing my max force by 1 that extra buffer gave me an extra hit, or defense several times 
    Force users are expensive, but they really need to be the force token alone (not counting any abilities that use it to trigger) is just so good, how much would you pay for "at the start of the engagement phase gain 1 calculate token, that token cannot be removed by any game effects besides spending it to alter your dice, you cannot be forced to use spend it" probably a lot. Look how much Guri pays for her ability to get a focus and you have to work for that. (and she is great)
    Long story short, the force is very powerful and if it was any cheaper it would be very overpowered (if it's not already).
  18. Like
    Green Doo got a reaction from Arma Quattro in XG-1 "Star Wing" Assault Gunboat Thread   
    Have you tried Saturation Salvo on Gunboat?
    I'm planning to try this one next: 
    (37) Rho Squadron Pilot
    (0) Xg-1 Assault Configuration
    (5) Ion Cannon
    (6) Saturation Salvo
    (3) Advanced SLAM
    (3) Fire-Control System
    (5) Cluster Missiles
    Points 59
    Total points: 59
     
    Pricy but who cares.
  19. Like
    Green Doo got a reaction from Henshini in List of Conversion Kit annoyances   
    I'm sad there were no shield tokens
  20. Like
    Green Doo got a reaction from Shinren in List of Conversion Kit annoyances   
    I'm sad there were no shield tokens
  21. Like
    Green Doo got a reaction from Admiral Deathrain in List of Conversion Kit annoyances   
    I'm sad there were no shield tokens
  22. Like
    Green Doo reacted to Kandiak in For those as disappointed as I am in the X-Wing 2.0 apps please check out LaunchBayNext (iOS/Android)   
    It's MILES better than what was delivered on launch yesterday. It's free. And it was created by a single member (Andre Lind) of the community. Not to mention that it really puts to shame what seemingly a group of people built.
     
     
  23. Haha
    Green Doo reacted to BDrafty in FFG I'm a staunch defender when people say you're only in it for the $$   
    It's salvagable (it has to be). I like the features and funtionality of other squad builders (YASB 2.0) better, but the official one works. It really does need to be improved upon (WHERE IS THE DIAL INFORMATION), but they can make it work.
    There have been worse launches/openings

  24. Like
    Green Doo reacted to Kandiak in FFG I'm a staunch defender when people say you're only in it for the $$   
    I am chillaxed. Disappointed. But well chillaxed, my dude.
     
    Thanks for the positive vibes, right back at you with even more positive vibes.
  25. Like
    Green Doo reacted to robert t in iOS Squadbuilder App is live   
    I have the same issue with the + button. The whole app is very buggy on my iphone 6s.
    I gave up and downloaded Launch Bay Next.
    It shows everything I need and has dials and card explanations.
    It is what I was looking for as far as an app goes.
    So now I can play and not have to worry about FFG getting their stuff together.
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