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theBitterFig

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Everything posted by theBitterFig

  1. It has uses, but it's worth noting that it's also really cheap. It's 1 more point than a Separatist Interceptor, and there's no loss in slots or anything else. Realistically, 3 points for the entire list, and it won't always change the half-points award value. Another example of a ship it's great against? The Falcon (but also something like named B-Wings). Most pilots can't boost and get a green token, and Strain to remove the defense die can really add up. Someone like Luke is going to hate it. He's got really consistent green dice that don't rely on tokens and he normally doesn't want tokens, and he's not incredibly mobile.
  2. New Razor Crest miniature option: https://warworldgaming.com/product/world-at-war-artillery-bomb-craters-x-4/
  3. I mean, it does for some folks. The original list suggestion of Kylo + 3 Conc SFs was listed by @Boom Owl and was written specifically as a HS list. Swapping to Ions means swapping formats, which some folks are unwilling to do. That said, "Nail in the Coffin" is perhaps the wrong phrasing. Switched to "Dealbreaker." Did you misread under-rated for over-rated? I'm saying Ions are good. In the right list, though, maybe Concussions are better. Vultures have cheapness, and that goes great with cheap Ions for a lot of damage at a low price. In the Kylo list specifically, I think there's a reasonable case for keeping Concussions... someone might not need the bid based on their local meta, or might not value other upgrades for Kylo. Again, I think Ions are great. Are they automatically always better than Concussion? Nah.
  4. I'd say Ion is under-rated, but that doesn't necessarily translate into Ion-builds being better than Conc builds... Also, Ion isn't Hyperspace. That's potentially a dealbreaker.
  5. ❤️❤️ Ming-Na Wen ❤️❤️ Plus, really classic RotJ-style generic Bounty Hunter outfit with a sweet helmet, and I love it. More like Boba THICC I still think Boba is cooler as a loser, but Beskar-Zaddy swinging his Gaffi stick? *whistles* I can still be a grump. Dark Troopers are just Clankers with Imperial Branding. Reaching back an episode, thoughts clarified from a conversation with my brother... Ahsoka not training Grogu because of his attachment, while it makes sense given her experiences with Anakin, still doesn't feel right. Having Anakin's *attachment* be the cause of his turn to the dark side... just wrong. Kind of all George Lucas' stuff where it's kinda loving too much which leads to the Dark Side has always been nonsense. I mean, how does Luke win in RotJ? Because he finds love for Anakin, and is able to choose peace over violence. Which is what he does with Ben Solo at the training temple. Tempted by the Dark Side, presented with the choice of easy violence to rid the galaxy of evil, he rejects it. And it's a continual process, not a one-time thing. The way that George Lucas went in the Prequels--where loving too hard turns you evil--is a poison to the franchise, and drives a lot of writing into some seriously messed up places. Another thing: W/R/T @Magnus Grendel and the Hall of Worlds, I have my pet theory on the place. Time Travel probably doesn't actually exist. We know that people can have visions of the future and the past through the force. When Ezra "pulls" Ahsoka out of the way and into the Hall, it's mostly he's having a force-vision of her, she's having a vision of him. She never moved within time, just pulled (by her own connection to the force? by the force itself?) around a bit within the physical space in the Temple on Malachor. That's still something really cool, IMHO. Having linked visions at different points in time with consequences on both ends of the vision is some really impressive wizard stuff. But I also love that it's ambiguous, and maybe there really is time travel. Man, it's all space magic, who the f*** knows.
  6. I don't have the first 2e rules reference on my computer, but the Jam rule is unchanged since the version before 1.0.2 (it wasn't updated in that version) and 1.3.0. I think folks just made a mistake in grammar interpretation.
  7. Wasn't it always that the Jammer chose? I recall there was some confusion over whether Jammer chooses which lock or which green Token vs the Jammer only chose "Lock" or "Green Token (then the Defender chooses which green Token)". That was from a misreading of the rules, and some podcasters popularized the mistake really fast. It was never impossible to read it as "Jammer picks the thing to remove" and the rules never changed.
  8. I wish it was single-charge and not double-charge. Then it's just a choice about how you attack, not giving up the opportunity to attack in this way on a later turn. That fear of missing out and the FeelsBadMan of wasting the charges is this nasty psychological trick. If it was something you could just turn on or off for every attack, even before you roll the dice, I think folks would like it a lot more. But then maybe it'd be really oppressive. Hrm.
  9. It's really early. Anyhow, it's one action once per game, about what Contraband Cybernetics was. 2 seems like an OK testing price. If as time passes it seems really toxic, it can go up, like CC went up. CC used to be 3 before it became 2 before it became 3 again. FTC is pretty flexible, but it's also really counter-able, so probably tolerable. But we'll find out. Certainly doesn't seem like it's an immediate worry.
  10. I guess what I mean is, with something like unpreventable damage, even if there's a lot of restrictions to go through, it's probably a door best left closed. Because someone will come along and slip through and then it'll be a bigger problem. A more modest effect than unpreventable crits probably doesn't hurt something like Scyks much, but prevents stuff like R7-A7 Eta.
  11. Hate's really good. Maul is kind of a bruiser with his double attacks, and to keep that bruising power, he needs Force. Cloak shuts off his attack, which is generally the most important thing about Maul. Might be better than the bomb, but Hate is practically stapled on for good reason.
  12. I mean, that's not wrong, but wasn't the original sin the fact that there was unpreventable crit damage on the Autoblasters in the first place? That was just such a massive mistake. If ABS had some other out-of-arc effect (reroll 1 attack die? defender rolls 1 fewer green dice?), I don't know that we'd care about Eta Cannons. But FFG had to be like "let's bring back unpreventable damage on Autblasters because unpreventable damage in 1e wasn't toxic bull**** at all" and maybe it didn't really matter too much for a while, since Autoblasters ships weren't that mobile and turning hits to crits wasn't that easy. Bullseye out-of-arc B-Wings weren't threatening. But then they release a hypermobile ship with a trivial crit turn. Good job.
  13. There's two things. Currently, it doesn't work in the app. It's still glitchy as heck, so it's no great proof, but so it goes. However, I think @JBFancourt makes a good case. SynCon doesn't specify a color for the action, so probably ought to work with anything--white, red, or purple.
  14. Tossing a pair of Brilliant Evasion on Obi/Aayla might be really nice, some good force-efficiency for her pilot ability. And I do hear that Sense is really strong on these suckers.
  15. Maybe. But it's also not just 4 points on one ship, since you don't get that toughness without 4 extra Calcs on friends, so it's more like 20 points. And even then, it's still a 50% chance of dying. Flip tails on a single coin, and toasted. Such a strange ship, I just have no clue. My sense is the initial prices are pretty conservative. Maybe they go down, but they probably don't go up. I guess this is better than radically too cheap, but if they were even 2 points cheaper for the generics (33, so a 6-Tri swarm could fit), I think we'd probably get a better idea of whether they're good or not. The danger with starting with stuff overpriced is that folks might not test it as much, and then we don't know, and then buffs are likely to be overdone.
  16. Just plugged some stuff into the probability calc. Against four Focused 3-red attacks, for a 3-green focused, about 3.7 expected hits, 74% chance to take at least 3. With 1 native Calc and 4 on buddies: 2.6 damage, 49% chance to take at least 3. Saving one damage over 4 attacks doesn't seem that huge... Not sure if that's worth 4 points or not.
  17. This is what keeps going through my head. These ETA can do ****ing anything. Tokens, movement, tricks and shenanigans, access to unpreventable damage, some of the best green-dice-tankiness in the game. Their capacity is absurdly high. But they're also only TIE Fighters. That's probably going to make them a balance nightmare. Right now, they seem perhaps underpriced for their flexibility and the upper limit potential, as well as overpriced for their squishiness and those times they get caught out. Kylo is way easier to balance, since dude's ship is just a beast of a ship, and the Force adds mostly dice mods (except Supernatural Reflexes, which he pays HIGH for). More than Soontir, this has potential to be broken or utter trash, depending on the players involved. I'm not exactly happy about that, in either direction.
  18. No clue. On paper, the Tri-Fighter seemed pricey. 4 points more than an Alpha Interceptor: same statline, similar dial, worse actions? I3 Tri 2 points over an I4 Interceptor? Needs way more table time, since it's really hard to know how to evaluate Networked Calculations on this kind of a ship. FFG clearly values it highly, but they've also been wrong about somethings before. Needs a lot of reps from a lot of folks to know for sure. The fact that this is an interceptor which can share tokens in a scrum might be incredibly powerful, and we'll need to see on-table geometry. // The other thing that strikes me: the cost curve on these seems a lot flatter than many other ships, particularly mobile 3-red, 3-green ships. +2 points for the Init bump, +1 over that for the Fearsome Predator. 6 point spread between I1 generic and I5 limited is incredibly small, particularly for a 3-red ship.
  19. Repair a face-down removes it. Repair a face-up turns it face-down. Not as useful in general, but it gains an action and there are still a few damage cards that don't have repair actions on them.
  20. Outmaneuver only works with front arc V attacks, and not bullseye || attacks. And that text is tiny. Well, the point stands. https://xwing-miniatures-second-edition.fandom.com/wiki/Outmaneuver
  21. There's a neat synergy between BE and Aayla in a list. Between her changing a blank and the reasonable chance of naturally rolling an eye, there's a decent shot to get two Evades for a single force. TIE Interceptors are basically just TIE Fighters, too.
  22. Thing about Gold Ys is that they don't have any offensive efficiency. The list just won't kill stuff well enough.
  23. I think the key with Selfless is to pay as little as possible for the health on the ship. The point is generally to be disposable. Blade B: 44/8 = 5.5 points per health Lowest cost on a 3-red ship, by far. With a shield upgrade, it goes to 48/9 = 5.33 points per health, which... actually... might be worth it. Ibtisam is the same as Shielded Blade, and I kinda like Ibtisam, actually. Red X : 42/6 = 7 points per health Better mobility at the cost of efficiency. Actually, shield makes it 48/7, for 6.86 points per health, which is cheaper. Huh. But then again, that's fewer points for the offense in the squad, and being sure to have something like Wedge or Luke to hit hard seems vital. Tala Z: 26/4 = 6.5 points per health Low offense, and not super efficient, but small total cost. Could almost fit 2 Tala Zs for 1 Blade. I think I'd rather have the Blade, but the mobility isn't bad. Gold Y: 34/8 = 4.25 points per health Lowest cost per health, but really anemic offense for the cost. Add a Turret, and maybe the time-on-target adds up, but then we're talking a higher cost differential. Adding Jyn Erso and Evade actions is... eh. You still need to kill stuff, and that probably means Focus tokens for offense on ships.
  24. Nothing wrong with 2-8. 8 is a nice upper limit for swarms. 9 certainly seems too high, but I don't think limiting things to 7 is all that vital. 2 is kind of a necessity. 1 would be an issue. 3 would force unwanted filler ships into lists, and I don't really like that. I know some folks hate 2-ship aces lists, but I think the Double Pancake and Large Base + Ace archetypes are worth preserving. Overall, I just don't think any change is needed. Most of the best ace lists have been 3 ship builds (3 ace or 2 + support). A lot of the best swarms have been 6-7 ship lists anyhow. 2 and 8 are outliers anyhow.
  25. Actis just have every tool imaginable. T-Rolls without stress. System Phase Reposition Actions. I wasn't expecting Cannons (unpreventable crit Autoblasters) and Talents (Predator makes the Purple Lock irrelevant) on top of everything. I know they're down a shield, but the flexibility of the chassis is really high, and ETA seem a bit cheap in reference to CLT. // But it's early; really early. Folks might figure out how to beat them. I mean, they're just TIE Fighters, kinda. Famous last words.
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