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Everything posted by theBitterFig
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Enemy ship at range 0 in firing arc or not
theBitterFig replied to muzhyou's topic in X-Wing Rules Questions
It's Range 0 in arc. Worth noting: a ship is never in it's own firing arc. -
With the additional note that the Geonosian Prototype can grab a 3-dice cannon. As always with SLC, it's worth forgetting that the thing has text, but with that, it becomes something more like a B-Wing, kinda almost sorta not quite. Config seems great, but my guess is that it'll depend on how the ship is used in a list. If it's just a buff-bot, I think I'd just skip it. But if the ship has room to move independently, yeah, really seems worthwhile. I mean, it's 6 Vultures + All the Buffs. I guess it could go to 8 ships, or swap in a few Hyenas (pretty much always a great idea! they're so cheap!), but there's still a tonne of bulk to the swarm.
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As a just one, I'm not sure this is a chassis that makes a lot of sense. With only one, I think it's probably just a DRK-1 and/or Tactical Relay carrier instead of a Belbullab or DBS-32C. Maybe Grievous crew, since that could make one really tanky at the heart of a list full of Vultures and such. Ion Missile is cheap and 3 dice. I could see something like 3 Vultures with Discords, 3 Vultures with Ions, and an HMP with stuff like DRK-1 and TA-175 and Grievous. Maybe a single Geonosian with SLC and Repulsors could make sense next to a Firespray and some other stuff, but I'm not sure. It's not like putting a single B-Wing into a list makes sense. But then again, sideslip is pretty nifty, and might serve an interesting pest (and probably carries the DRK-1s) With two, I could see a pair of side-slippers (probably just Baktoids, but Synced Cannon Geonosians can hit hard) being a foundation for some Tri-Fighter aces. For example, 2x Phlac-Arphocc Prototypes with Predator, Boosters, 2 SLC Repulsor Geonosian Prototypes, DFS-311 with Struts. Two punchers, two aces, and a mini support.
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3 dice single-arc turret (I can see reading it either way, but making it a single-arc 3-dice turret differentiates it from the K-Wing, which is otherwise pretty similar) 1 agility seems OK. I wouldn't go 5/5 on health, since a high shields ratio in 2e is correctly more rare than 1e. 6 hull 4 shield is fine; that's what the Lambda has. Slots being Crew, Gunner, Cannon, Torp, Torp, Mod seems right; I could see this being one of those ships which doesn't get Talents, however. New double Torpedo upgrade? Ship ability might allow devices to be equipped in Torpedo slots, so you could do double-torp or double-bomb. Might also include a special gunner that allows some split fire. Something like "After you perform a Cannon attack, you may perform a Turret attack against a target you have not attacked this round." Actions: Focus, Lock, Red Roll, Red Rotate, Red Reinforce. It's described as having a design flaw that the gunner was required to operate the primary weapon, so making access to rotate actions hard (that is, red) seems appropriate. Dial... Maybe a really trash dial. It's described as being slower than a B-Wing, so having a Lambda-quality dial (without white hard turns) might not be inappropriate. Base is medium, since it's kinda hefty, and Wookieepedia suggests that many bases and starships didn't have fighter bays which could accompany it. Basically: A Lambda with a turret and ordnance tools, but without support actions.
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Carolina Krayts is the best X-Wing podcast
theBitterFig replied to SaltMaster 5000's topic in X-Wing
This thread contains nothing the posters do not already posses. -
Daredevil and Overdrive Thruster
theBitterFig replied to Raven19528's topic in X-Wing Rules Questions
Yes. Daredevil has you do a Red Boost, and with Overdrive Thrusters, Red Boosts go at a higher speed. You'd do a 2-hard Boost. -
Rogue Squadron Movie announced!
theBitterFig replied to All Shields Forward's topic in X-Wing Off-Topic
Well, we got Director Patty Jenkins. That's a **** good start. -
Arrowverse Shows Ranked: Late Legends Of Tomorrow. Best by far, once it got weird and gay, because it got weird and gay. Black Lightning. Overall probably just the tightest. Flash. Solid throughout. Arrow really began to drag, but Flash stayed pretty consistent. Tom Cavanagh pulls off something really special over the seasons. Early Arrow. The originator. Kind of revitalized superheroes on TV. Batwoman. Pretty good, but short enough that it's hard to really place. Supergirl. Kinda makes me sad, since it's given me a lot of joy when it first came out by simply being hopeful and positive (particularly in the context of depressing-as-heck movie Superman these days). It never figured out what to do with the well-cast Mehcad Brooks as Jimmy Olsen, gets bogged down in Mon El, SuperCorp isn't canon, and overall I'm just not as into it. Also, Manchester Black was right. Early Legends. Seasons 1 and 2 were meh, and Hawkman in particular was a bummer. Late Arrow. I'm just guessing, mostly. Couldn't really be bothered, other than the last season, which was OK.
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I mean, the rule is specifically thus: "During the Place Forces step of setup, the entire wing is placed immediately after the wing leader is placed at their initiative. Ships that are part of a wing cannot be docked or placed in reserve unless a specific scenario dictates it." Reading that... I kind of don't think there's any issue with having wing ships being carriers. Putting Wing Leader on Anakin's Hyperdrive would allow you to deploy a whole bunch of them at Init 6. Once you undock, you'd fly as normal. That'd be a really massive obstacle field. However, not all that different from simply placing six rings independently, and then undocking the various Jedi on their own. Either way, the Aethersprites aren't in a wing in the end. Could it? Maybe. Should they? I'd argue not. Docked ships also matter for stuff like Gozantis. I'm sure, however, that if you wanted to try deploying wings from a large group of docking rings with friends, ask them and they'll probably let you try it. Thematically, it seems like it'd be hard to maintain formation through Hyperspace.
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Fact is, the most numerically effective use of Heroic is indeed on a T-70, where the green dice benefit is largest. So this price scaling wasn't like Hull or Shield upgrade, where the power of a marginal health is relative to the agility of the ship in a clean mathematical way. Instead, this was a nerf about who was using heroic, how frustrating it could be in "worst case." It was specifically an A-Wing nerf. Think of it as "1 point for most stuff, 2 points for A-Wings" and that's it. You can say Optics, which went up a point, and many RZ-2 pilots went up in price, too. Scaling on attack dice would have hit Fireballs harder than FFG would want, so Agility works fine. But A-Wings had fairly consistent red dice for a boosting turret, and had this super FeelsBadMan bail-out for when their green dice bottom out, and folks found these ships a lot more frustrating to fly against than their win rates would suggest. So nerf. It's not worth trying to jump through hoops for alternatives. The goal--whatever folks might think of that goal--to nerf the RZ-2 and only the RZ-2 was accomplished. // Anyhow, HOH Snap looks really good. I'm disinclined to bother with named pilots other than Snap, Jess, and Bastian, and I'm leery of Automated Targeting Protocols. The named pilots do kind of the same thing (get you double mods) easier and with fewer restrictions, so I'd just go with that. I'd be inclined to go: HOH Snap (Heroic, Hull) Black Ace (Heroic) Black Ace (Heroic) Black Ace (Heroic) or HOH Snap (Heroic) Jess Pava (BB Astro) Lieutenant Bastian Red Expert (Heroic) If it doesn't have to be an X-Wing, Kazuda Xiono (Heroic, R5) is the same price, and pretty much just better. // If I really wanted Automat X-Wings, I'd look at blues, for pure cheapness. Blue (ATP) Blue (ATP) Blue (ATP) Resistance Transport (BB Astromech, Tractor Beam) Resistance Transport (BB Astromech, Tractor Beam) The BB Astro on the Transport hopefully adds some nice flexibility to a chassis that isn't very mobile. Tractor Beam potentially lets you "cheat" the ATP, since you could move something in or out of arc, in or out of range, and get control back over the upgrade. Putting ATP on the Transports in this list would be a mistake, since they're here to manipulate ranges.
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Yeah, there's some shenanigans you can get up to with Battle Meditation. However, Wing + Ring doesn't work. Ships which are part of a wing cannot be docked or placed in reserve, and the hyperspace rings don't do anything without docking.
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Wait... BatMed is that cheap? Dang that actually looks kinda nice, and might tempt me away from just 4x JK. That is, if I ever actually play X-Wing sometime in the next year.
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Count Dooku and rolling "dice"
theBitterFig replied to player655164's topic in X-Wing Rules Questions
I'm going to say that it's not even pedantic, because any proper pedantic gamer would know that using dice (rather than die) as a singular is a long-standing piece of usage. Sometimes it's even dice and dices for singular and plural. The concept that "dice" could not be singular is massively grammatically incorrect. Anyhow, your opponent was full of bantha fodder. On top of this, if a card has a limit on the number of dice involved, it'll say. The way that C-3PO was revised in 2e vs 1e shows FFG wasn't shy in making exceptions where the effect wouldn't be balanced. -
Discussion thread: Going too far : generic lists + aceswarm lists
theBitterFig replied to Blail Blerg's topic in X-Wing
Kinda depends on who flies with it, right? I don't know that it ever saw much play without either 4-LOM or particularly Koshka Frost, and it Koshka is out of favor, maybe it just doesn't make sense. I'm not sure I agree with that. I think the original 3-point price wasn't tempting, and so folks mostly left it unexplored. On someone like Boba, the single point difference isn't that huge. The buff to 2 points got folks excited about it, got folks used to using it when they hadn't bothered before. But folks know how useful it can be in the right list. 3 isn't going to be a spam-on-every-ship price, but it ought to be worthwhile on those ships where it's strong. I tend to believe that folks decline to fly good stuff, and continue to fly bad stuff, for all sorts of reasons other than a pure and accurate understanding of value. Sometimes a buff-then-nerf is all it takes to change minds. -
The Mando Marauders, A Tribe Called Deathwatch Plasma Swords, Genius/BKK
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Discussion thread: Going too far : generic lists + aceswarm lists
theBitterFig replied to Blail Blerg's topic in X-Wing
Maclunkey. -
I think it's not a terrible take, that added actions don't allow upgrades which rely on the actions. However, I disagree with it. For a large part of 2e, this was allowed, and the App let folks add stuff like Squad Leader and Tactical Officer to the same ship. Could be that FFG has intended a change, but I'll need more convincing than the app doesn't work, and analogy to variable costs. It's one of those cases where both sides have honest and reasonable RAW interpretations.
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I think it's not a terrible take, that added actions don't allow upgrades which rely on the actions. However, I disagree with it. For a large part of 2e, this was allowed, and the App let folks add stuff like Squad Leader and Tactical Officer to the same ship. Could be that FFG has intended a change, but I'll need more convincing than the app doesn't work, and analogy to variable costs. It's one of those cases where both sides have honest and reasonable RAW interpretations.
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Discussion thread: Going too far : generic lists + aceswarm lists
theBitterFig replied to Blail Blerg's topic in X-Wing
I think there's a limit to how much efficiency can be improved to buff bad ships and still get a dynamic game out of it. I'm not sure whether things have gone too far, but I think things can't really go much further. T-70s, for example, can't be buffed any more without seriously crossing some breakpoints that probably shouldn't be crossed. My preference would be for a great many things to get at least +1 points added. I don't want to see lackluster Academy Pilot TIE Fighters get cheaper, I'd rather most other stuff go up. X-Wings, TIE/fo, Scyks. A lot of stuff that, in some ways, doesn't really need nerfs... but I think it'd be better to shift the scale upwards, and not just down. Aces probably benefit if nearly everything goes up, but aces would also go up, and get fewer toys. But maybe that's a misdiagnosis of some deeper issue... I wonder if there's just fundamental problems with how initiative works. Generics kind of need to have massive efficiency, or else they just get wiped off the board by aces. But when they have too much, the lists become kind of unkillable. // Time to go fully off the rails... Right now, Low Init only blocks, and High Init has both Arc Dodging and Initiative-Killing. Change how IKills work, lessen the penalty for being 0HP before shooting (maybe a smaller penalty, maybe none). I keep thinking... what if the engagement phase didn't flip initiative order? What if every round was low-to-high? I don't think it works with all the current initiatives (Han and Kylo, for example, ought to be changed to Low-Init, to shoot early). However, I think there's theoretically an interesting version of the game where there are both aces and generics at high and low and middle initiative, and it's not clean-cut whether you want high or low. An arc dodger like Soontir or Fenn Rau would have to wait through everything, trusting their position and green dice. A quick shooter like Han can put a lot of hurt out early, but most opponents can react to him. Would an Ordnance carrier like a Gunboat or a K-Wing rather be High Init for easy locks, and rely on their toughness to get their shot off, or would you rather have difficulty getting locks but shoot quick at Low Initiative? My gut says that gives players a lot more choices, and there's a reason to take generic pilots at different parts of the init scale. And if you're not paying also for the initiative boost, only for the pilot ability, maybe mid-tier limited pilots become a lot more tempting, too. -
I mean, looks like a very good upgrade on Kylo. Beyond that? Well, it's early.
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Torrent I think is fine, due to the significant dial limitations, but /fo and Scyk... maybe they ought to be 26 points...
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There's times when it's better done than others. Rule-of-cool is carrying a lot of weight here. It's not a big deal, but hey, kinda true.
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I mean, however it gets explained, it's all very... plot-convenient.
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I was talking about that with my brother. While Cobb Vanth bought it from the Jawas, who presumably scavenged it, seems likely that Boba would have, like, just asked around. There were rumors of someone in Mando armor on Tatooine. Peli Motto knew where to find the dude in that armor, wouldn't have been hard for Boba to find out.
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They've tried it... Sometimes... there's side effects... It usually doesn't end well... Nope, not well at all... Trust me... Injecting folks with Midichlorians is just a bad plan.
